We recently migrated to AFNetworking 2.0 in our project. It works fine in iOS 7 but in case of iOS 6 UI freezes because of it. It seems Something went wrong with Operations. Any thoughts on it?
When i Checked the debug console :-
SendDelegateMessage(NSInvocation *): delegate (webView:didCommitLoadForFrame:) failed to return after waiting 10 seconds. main run loop mode: kCFRunLoopDefaultMode
Related
Im trying to work on with iOS 13 background tasks to be executed and created the sample application as per apple says:
https://developer.apple.com/documentation/backgroundtasks/bgtaskscheduler
But some how im still getting error in console as:
Can't end BackgroundTask: no background task exists with identifier 1 (0x1), or it may have already been ended. Break in UIApplicationEndBackgroundTaskError() to debug.
And this seems like many are experiencing this issue:
https://forums.developer.apple.com/thread/121990
Thanks
The BGTasks worked fine with the new iOS 13.4 and i tried this on real device and it seemed working fine.
So the issue was it wasnt working on simulator but on device its fine.
I never tried this on other device, rather i just tried on device with iOS 13.4. Seems to be fine.
I am working with Xcode 10.2.1 (last stable release), on MacOS 10.15 Catalina Beta (19A50501i), using Swift 5. The iPhone Xs has iOS 12.3.1
I checked multiple questions related to "UI API called on a background thread", but none seem to address my issue.
I have a complex app that I have been working for over 8 months and multiple AppStore updates. I recently migrated my device from iPhone 8 to iPhone Xs, and now I am getting this error message in the initial fetch. I am not able to pinpoint the code that is causing the issue.
Compile from Xcode to iPhone 8 ---- Everything is OK
Compile in the iPhone Xs simulator ---- OK
Install in my device (iPhone Xs) from TestFlight ---- OK.
(The problem never surfaced before because all my testers with iPhone Xs get the app via TestFlight).
Only when compiling from Xcode to the iPhone Xs or iPhone XR, it reports the "Main Thread Checker: UI API called on a background thread" message and then after a 5 sec delay (blocking the UI), everything proceeds as usual.
The only UI code in the initial fetch is related to showing a HUD. I have disabled it with the same result
I tried the answer from this post: Main Thread Checker: UI API called on a background thread: -[UIApplication applicationState] to try to get the code line, pausing on issues:
But, it pauses in the ret line of an assembler call
The stack trace info is not useful. The only code that I can look into is the Realm Listener (that I also disabled)
Other than a class method in a UIScreen extension to check the absolute height of the screen and a couple of constraints related to the iPhone X (or newer) safe area, there are no other iPhone Xs specific code.
Also, I am not using any CoreMotion code.
FINALLY, I use "DispatchQueue.main.async { }", in multiple areas of the project given the limitations of Realm when using other queues and also to manage the UI.
Any help will be appreciated
Today I launched fully working Unity3D game in Xcode 9, iPhone 6 running iOS 11. Its crashing on launch.
Every time crashing in same function : SetupMetalFBO
Here is console log:
validateRenderPassDescriptor:487: failed assertion `Texture at colorAttachment[0] has usage (0x01) which doesn't specify MTLTextureUsageRenderTarget (0x04)'
Same code worked perfect with Xcode 8.3.3 iOS 10.
How to fix crash in Xcode 9 ?
UPDATES_SOLUTION :
Solution is simple, just goto Xcode->Product->Scheme->Edit Scheme, disable Metal API Validation. This fix crash.
The MTLTextureUsageRenderTarget in the error shows that this is a Apple's Metal issue.
Unity 4.6.9 is extremely old to work on iOS 11 and is no longer patched to fix issues on platforms like iOS. You should also worry about your latest app being rejected from the app store due to IPv6 compatibly issues.
You have three options:
1.Disable Metal API Validation in Xcode
2.Use OpenGLES instead of Metal.
First of all, disable Auto Graphics API then change iOS Graphics API to OpenGLES2 or OpenGLES3 in Unity's Player Settings.
3.Update to Unity to the latest version of Unity if #1 and #2 fail. If you update Unity and the problem is still there then you can file for bug report from the Editor. I expect this issue to be gone if you update Unity.
I have created an ionic app.
The application works with 'ionic serve' on chrome & safari, as a native app on android and on iphone with ios 9.
The problem occurs when I test it against ios 8. Both on actual phone and emulator.
At a high level the problem is that the ui-router otherwise doen't work properly.
Digging into the source code revealed, the transition promise is getting to the ERROR callback. On working environments the promise is getting to the SUCCESS callback.
The promise is at line 40963 on ionic.bundle.js 1.0.1 source code.
I can't find related issues online. I'll appreciate any kind of help.
Thanks in advance.
I am a test Engineer. I am testing one application.
I am not doing any compatibility testing.
If iOS upgraded to 4.3.2 to 5 what will happen for my app?
Will it work or dev team has to release another build?
Regards,
Chandra
There is not straight answer for your question. It all depends on the app.
If there are any methods used that will not work any more on iOS 5 it could make the app crash.
Just be sure to install the iOS 5 SDk en test the app in simulator to see what happens. There is on minor thing to keep in mind. Apps build with iOS sdk prior to 5 will be allowed to for instance change to look and feel op UI element via the drawRect something that app build with iOS 5 can't do on iOS 5.
My experience is that the apps running fine on iOS 4.3 will do fine on 5, but compiling apps with the 5.0 SDK could make them break.