didUpdateToLocation not called with iOS 4 in my device...? - iphone

I try lots and lots and searching most of posts, all with same answers. But I have take all the things included which is needed to use location service. My application properly get location and called didUpdateToLocatioon in simulator 5.1. But when I try same code with simulator 4.3, it gives me "server did not accept client registration 68". And when I try to debug the same code with my device with OS 4.3.5, it always go into didFailWithError.Can anyone have the same issue I had since last 2 days. And now I'm really frustrating with same answer from all around which I already did.

It's just fault of device, with some issue I just switched off the device and now when I run my app in it, without a line of code change. It works fine.
After 3 day just wasting my time to posting and searching all.
So, my suggetion is if anyone who have the same issue like when u try to find location and it go into "didFailWithError".
Just restrart your device.

Related

Apple rejects our latest App

Our latest app was rejected by giving following reason
"when the user launches the app, a blank black screen is produced"
We had tested this many times and did not notice this issue. We tested again now, but it is working properly for us.
Can someone help us to find out the issue?
I don't think anyone can help you find this issue, My suggestion would be to follow up with the Review Team and try to obtain as much information as you can from them. Such as, what device was it tested on, what OS version and so forth.
Ah, the many woes of the app store process.
Make sure that you have tested your app not only on the simulator but also on a physical device.
Secondly the issue might be that you have made some (false) assumptions about the data on the device, that you might have put there manually, but isn't handled when installing anew.
Therefore a plan of attack might be to remove the application complete from both device and simulator and try running them from a fresh install rather than on top of an already installed installation.
Best of luck!
Try to build and install your app from a clean state. You may not be seeing the same as the reviewer, because if you only "build&run" all the time, old files, which are not part of the final build, are still present on your device or in the simulator.
So clean the build folder, remove the app from your device, and try again. Also, check if you app can live without an internet connection.
Your best bet is to discuss this directly with the Apple guys (Resolution Center).

iPhone Project Not Running (more than once)

I have an iPhone app that I'm trying to run on my phone via Xcode.
It installs and runs without an issue
I make a change in the source code (negligible, like an NSLog())
It installs without an issue
Running causes the error:
Error Starting Executable 'myApp'
Don't know how to run. Try "help target".
I uninstall the app, and reboot the phone
It installs and runs without an issue (until I make another change; then I have to repeat this dance)
Needless to say, having to uninstall the app, reboot the phone, and reinitialize the environment (i.e. set prefs) takes an unreasonable amount of time, and is probably indicative of a serious problem. The issue is, the only vague error message I receive gets me nowhere on Google. Where on earth could this issue be coming from?
With some help from #iphonedev, I figured it out. Turns out it's a glitch in iOS 5 beta. The way to fix it is to remove the device from Development Devices, then re-add it.
Yeah just restarting the iPhone with the lock and home buttons fixes this. Had it happen a few times to me

Apple's iAd's sample code not working as expected

I am trying to implement iAd's in my app and written all the required code for this... But for reasons unknown to me and my pals, my code is not working and i am not able to see the iAd's in my app. Even sample code from apples regarding iAd's is not working on my mac. The same code worked absolutely fine when ran on another system from another location. me and my pals are scratching our heads due to this from the past 3 days. I am posting two screenshots of the same code ran from two different locations and machines.... i am using X-code version 3.2.5, SDK version 4.2, Mac version 10.6.
All the inputs of any kind are appreciated....
When testing iAd on your iPhone simulator you will obtain a couple of positive and negative feedbacks for each iAd request. This is made to give you the possibility to test what will happen when you receive an ad, and when you do not receive it.
Generally, if you launch the application a couple of times, you should be able to see the ads appear almost once.
Otherwise, to better investigate the problem, you should post some example code from your app, to understand how you implemented the delegate methods to handle iAd events.

My App works perfectly on my Droid X, reviewers complain of crashes on other devices - how to debug?

Some say it doesnt start on their HTC Hero, another says it doesnt open in their Cliq, etc. I built the entire app using my Droid X to debug. Now that the app is released, and the code is interacting with so many different types of hardware, how do I figure out what may be going wrong for these users?
In my Crash errors log I have one record of a crash, and I believe I've already fixed this. It was certainly not responsible for the crashes that users are complaining about.
Maybe you have to check manually or maybe it's a problem of multiresolution because different mobile have different resolutions. Otherwise if it is possible then you have to include crash log report in your application which send crash logs to your email id.
Or you can ask them to install crash log reporter and set your emailid to target for crash report. Try this link, first one for manually adding code to your application.
https://github.com/tomquist/Android-Error-Reporter
http://www.androidzoom.com/android_applications/tools/log-collector_tlt.html
Do you have any Logcat outputs in release mode? May be they help you out..
Alternatively, you can test it out on 3rd party mobile testing vendors.. Where in you can buy some hours and do some quick testing...

code signing of iPhone application

1) i developed one application.. it is working fine in simulator. does it work in real
iPhone with out any modification..
2)
a) when i select in xcode projectmenu -> SetActiveSDK -> Device-iPhone OS 2.2 getting one
error. but i can't see what is the error, how to solve this ?.
b) if it is not working with Device -iPhone OS SDK, is it work on the real iPhone.?
pls help , thanx and regards.
Good job on your app. It's a good sign that it works in the simulator, but you never know if it will work on the device until you try. Some things will be faster on the device and many things will be slower. There are other differences. It's possible to have your app crash on the device but not on the sim, or the other way around. It's even more common to have memory leaks on one but not the other. XCode lets you debug on either and run the code tools on either.
Signing is a bit of a nightmare. It's easy to mess it up. Follow the instructions carefully. If you think you've messed up your project beyond hope, start a new project and move your source and assets over to it.
At some point you'll have everything working, then you'll turn off your computer or something and you'll get a message that you don't have a valid device connected. Reboot your iPhone when that happens.
Be warned that it's even hairier signing your code for the App store.
Just stay calm and keep trying. Also, ask on Apple's boards. Many people have gone through the trama and shared your pain. Good luck.