i'm developing a multiplayer card game. I used gamekit to do the network stuff but i encounter a problem:my app crash always on one client without log (it just freeze). After research and test I traced the source of the problem:
-server (ios 5 or ios 6) and client ios5 device = the app run perfectly
-server (ios 5 or ios 6) and client ios6 device = the app run perfectly
-server (ios 5 or ios 6) and client ios5 and ios6 = the app "freeze" on the iOS6 client.
the app freeze actually after the server receive the sign in response from all the client.of course the game still runs on the other devices.
peer (client with iOS 6) changed state 2
and the server show:
failed to send packet
i followed this tutorial :http://www.raywenderlich.com/12976/how-to-make-a-simple-playing-card-game-with-multiplayer-and-bluetooth-part-7
and I tested the final sample project from this tutorial and it crash exactly as my app do.
Can anyone help?
Thanks
Related
Apple has rejected my app due to the following reasons:
1) We found that your app crashed on iPhone 5 running iOS 6.0.1, which is not in compliance with the App Store Review Guidelines.
2) Your app crashed on launch on both Wi-Fi and cellular networks.
I'm running Xcode version 4.3.2, which isn't compatible with iPhone 5 i think, so i'm suggesting that my app rejected because i tested it in old Xcode version which doesn't support iPhone 5 architecture, right?
for the second reason Apple rejected my app i think because even my app doesn't use internet connection through the code i have to check the availability of internet connection on launch by taking advantage of Reachability library, right?
note that i tested my app on both simulator and actual devices all running iOS 5.1.1 and lower not iOS 6
any help? thanks on advance !
Simple:
Build, Debug, and Test using a more recent version of Xcode, using the Simulator and Devices (with iOS 6)
Remove the issues cited, and any other crashing issues
Re-Submit
Reachability is not necessary. Your app will need to to handle errors gracefully (not crash/explode/leak/fall into a weird state).
I implemented In App Purchase in my application. It is working fine on iPhone 5.1.
I know Store Kit is not working on iPhone Simulator 5.1.
But on i OS 6 simulator, i can connect to App store and i get alert for confirmation In App Purchase. But the transaction is failed with error on iOS 6 Simulator.
Any one please explain reason for this.
Simulator
For this release, iOS Simulator does not support testing In-App Purchase. Please use a device to test your apps that use this feature.
iOS 6.0 Release Notes
On Xcode 4.5.2 and iOS 5 and iOS 6 it works fine.
I try in simulators for iPhone 5 and 4, and on all iPads too.
There is only a little delay in the simulator, but the transaction is fully functionally
I see that is very important the configuration in iTunesConnect.
In my opinion is better to check the ItunesConnect config before change the code.
the docs say that IAP can be fully tested in the sim, except for hosted content:
I'm currently developing an iPhone app with a webview. The app works on every device higher than an iPad 1 or iPhone 3gs but on those two devices it running slow after about 5 min.
It just a simple app with a webview, and when I try it on the iPad 2 is runs smooth.
The website i'm loading has some javascript but it works on the safari browser of the iPad 1 and the iPhone 3gs.
Does anybody know what's going wrong?
Thx!
I don't use ARC but found the problem.
In the app I use the Reachability class from apple to check if the device has an internet connection. My loading function was looping and the apps keeps testing the connection.
After I changed the loading function to check the connection only once the problems is gone!
I am working on this iPhone app with which you can send message to other connected device. I have gone through following tutorial
http://vivianaranha.com/apple-gamekit-bluetooth-integration-tutorial/
Everything seems to be fine. No memory leaks or anything like that. Now I installed this application on iPad and iTouch. iPad is running 4.3.5 and iTouch is running 4.2.1. I am using X Code 4.0 with iOS 4.3 as base sdk. I set my targets to 4.0 in X Code for above project (like Target->Messenger->summary->deployment target->4.0) similarly for project.
Now when I run application and try to connect it with other device, it shows only looking for nearby iOS devices and nothing happens further. But when I set deployment target to 4.3 and install same app on iPad, that iPad can detect iTouch but not able to connect it.
Can anyone tell me why is this happening and how to deal with it ?
Regards,
Sumit
Did u try using Xcode Simulator to connect your iPod Touch by Blue Tooth?
Then it can make more sure that your programming run correctly.
I have an iphone 3 device running iOS 3.1.2, I developed a game using cocos2d, i implemented iAd in the lite version (free app), what i did is that i made the iAd framework role "weak" instead of "required", and i made the base SDK iOS 4.2 as it is, and the deployment target iOS 3.1.2.
first problem: i couldnt test the application on my device (iphone 3 - iOS 3.1.2).
Second problem : when the application is submitted to the app store, iphone 4 devices could run it normally and iAd appears, but iphone 3 devices, when getting into the view containing iAd the application hangs and quit.
any help please,
i have been in this problem for a while
regards
I don't understand your question. Why could you not test on your device? What happens when you try to run it on your device?