App installs successfully but never passes the splash screen - iphone

I have developed an iPad app which is currently in the testing phase. I have deployed it (using TestFlight) to several employees of the company.
One of these employees is overseas and has zero knowledge about how Apple products, iPads and iPhones work and has never really sync's it.
When he installs the app using testflight (or using IPA drop) it installs successfully but when he runs the app - the splash screen loads and then the app immediately closes. It remains in the list of open apps.
He is running iPad 2 GSM (4.3.5) and all the rest of the local employees are running iPad 2 Wi-Fi (5.0.1).
The base version of the app is set to 5.0 and deployment target 4.3.
How should I go about helping him - he is in a different country and I am not seeing any crash logs in TestFlight and I don't have physical access to his device.

Try to run you app in iPad 4.3 Simulator. Maybe you are using features available only in iOS 5.
If he can connect iPad and complete sync with iTunes, then you may as him to look up for crash logs in filesystem of computer. More details here: https://developer.apple.com/library/ios/#qa/qa1747/_index.html

Since you've already integrated the TestFlight SDK, you could look at using their checkpoint API to effectively trace through the application execution and determine where/why it's failing.
The other thing to look at is whether the app is taking too long to startup and is being killed by the watchdog timer.

Related

test iPhone app without an iPhone

I've been sent an iPhone app package (.zip file) that I would like to test. The app is not yet available in the app store and I don't own an iPhone. What are my options for testing this app? I can probably get my hands on a Mac (with some difficulty), but ideally I'm looking for a way of running the app under windows/Linux.
I was hoping to find a website that would allow me to upload the package, and I could then test the app in a browser, but haven't found anything like this so far.
You try what you want, the app code will not run on any other platform then an iOS device.
The best option is the get the source code so you can run the app on a Mac with Xcode and the iOS simulator.
But this is no real replacement for device testing.
Also be aware that iOS ad-hoc app arre linked to device and can there not be installed on device which are not in the profile with which the app is build. The devices are identified by there UDID.
The app you linked is indeed an ARM only binnary and can only be installed on devices that are in the profile used to build the app.
Festivals.ie: Mach-O executable arm
I also took a look at the app bundle and it seems that the app is native, there for you can not simply extract any thing an present it as a webpage. There is no known app to HTML tool available.
In order to test an iOS app the developer of the app must add your UDID to his Member Center under devices. Without that limit everyone could share apps around the globe with no real use for the appstore.
There's no way for you to test it, even if you'll get a Mac and an iPhone.
If not an iPhone, you can test it on an iPad or an IOS simulator... NO other way possible at all...

Process name for iOS simulator's apps

I would like to see the memory footprint of some of the standard iPhone apps when run in the iOS simulator (for comparison purposes).
Does anyone know what these process show up as in Activity Monitor? I'm talking about the settings app, contacts app, photos app, etc.
Simulator apps won't show up as processes in Activity Monitor. The only process you should see is iOS Simulator.
Usually process name a name of your app

Minimum iOS Version 5.0 & The App Store

We're talking about making the minimum iOS version of our consumer facing app 5.0+. We have a few questions, and I was unable to find a great resource for the answers:
For existing users with 4.xx, when the next update is released, will they just not see the update in the App Store? IE, until they update their iOS version to our new minimum version, they will never see the most recent update and will be "stuck" on the previous version?
For new customers with 4.xx, when they search for our app on the App Store, will it show up in search results? If so, what will be displayed when they click Install ?
Thank you for your help. I found lots of information on specifically 3.xx to 4.xx, but wanted to get a more detailed explanation for the scenarios explained above. If there is Apple developer documentation for this, please point me in the right direction.:)
Thanks!
Yes.
If you specify the deployment target for your app as iOS 5.x, your customers running iOS 4.x won't see an update on the app store and will be stuck at the previous versions of your app.
New customers running iOS 4.x will be able to see the app but won't be able to install it. They'll get a system error message that iOS 5 is required to install this app.
Hope that helps.
The App store on the device will filter out apps and updates that are inappropriate for the current iOS device OS version. The user won't see them (or if they see them on some devices, won't be able to download or install them).
However, the iTunes App Store on the customer's Mac or PC will not filter by OS version. iTunes will download apps that the user can't install on their devices running older iOS versions, and, far worse, will put any working app versions in the trash after downloading their useless updates.
The App store does not filter apps based on the operating system of your device. It will show iOS 5 apps even if your device is iOS 4. The update will definitely appear in iTunes. I don't know about whether it shows up in the updates in the app itself.

After iOS 5.0.1 upgrade, Test iAds unavailable on iPad 2

Both versions of my first App "Puffer's Train challenge" are currently sitting in the Apple queue "In Review". Saturday night I upgraded my iPhone 4 from 5.0 to 5.0.1 and also installed 5.0.1 on a new iPad 2.
Built & installed Lite versions of my app with iAds onto both devices. 5.0.1 initially caused both to crash. I was able to resolve that quickly (bad order of framework calls on my part) However! I spent the REST of Sunday trying to chase down any reason that test iAds are being served up to my iPhone (using wireless connection only to compare apples-to-apples), but the same code and the same calls fail with the error message "No inventory available" on my connected "wireless only" iPad 2.
App is built using xcode 4.2 for iphoneos, not universal, so I verified that the iAd framework call: ADBannerContentSizeIdentifierPortrait is returning 320x50 as it should. I "think" this rules out any problem that would be caused by different sized iAd requests.
Has anyone else experienced this same issue with Apple's test Ads using an iPad 2 device upgraded to 5.0.1? If so, I'd love to know that so I can stop (or at least slow down) pulling my hair out!
ps. Google's AdMob ads with which I replace iAds when not available, work Just Fine!
Because you're doing a Build & Install you're not using the Live (read: App Store) version of your app. This is why you're seeing Test Ads instead of actual Live ads.
Any time I've ever install an app to a device with Xcode I'm greeted with Test Ads from Apple. I believe this is because Apple intelligently looks at your app (either the version numbers or the provisioning file baked into the app) and knows that it's a developer build.
Now, if you're seeing Test Ads from the version of your app you've downloaded from the App Store then that's an entirely different problem. I've seen this as well but it doesn't sound like your problem.

Testing app unplugged from laptop?

I'm only one month into my iOS development, and already have a sweet gps app running perfect on the iPhone simulator. I'm about to pay the 99 USD to be able to try out the app on my real device (iPhone 4). My question is: can I unplug the device after downloading the app. What I mean is, can I test my app unplugged from my computer without the whole process of submitting it to app-store etc.
If I can't, then I have to run around town with my laptop + iPhone for testing. That's pretty dumb.
This is not an issue.
You can provision a certain number of phones to work with your developer license, and install and run your app on it. It will look just like any other app.
Good luck!
If you install and run with your team provisioning profile you can also run the app from your iphone without a certificate. :)
The short answer is, "Yes, You can".
What everyone said about provisioning, and multiple devices and everything was correct.
From a simplistic point of view - when you run your app in the debugger (connected to the iPhone) - it actually installs it on your iPhone. So when/if you disconnect the phone from the debugger - it's still on your iPhone - and can be run just as any normal app.
(With respect to your other question)
You can provision certificates for up to 100 devices. So if your friend has a device, you can get his "UDID" (avaialble via iTunes). You can email him a provisioning profile (you generate) for his device and a copy of your app (provisioned under that profile). He drags-and-drops both into iTunes - syncs, and he has the app running on his machine.
Note that these types of certificates only last for 3 months - so you'll need to generate a new one for him - or give him a "real" copy from the AppStore after release.