SDK version 5.0.4, device has IOS 4.3.2. When building for the simulator, all is fine and the ads load. When changing to 'device', I get 9000+ warnings(!) "unexpected srelocation type 9" when linking the app itself. When run on a device, the app crashes (EXC_BAD_ACCESS) at the first call in viewDidLoad, [[GADBannerView alloc] initWithFrame].
The problem we had was that originally, we used AdWhirl to serve the old AdMob (nee Google Admob) ads. When using the proper non-test AdWhirl account, AdMob ads (only!) would never show up.
I've tried updating AdWhirl and Google Admob in one go, and removing AdWhirl only using the new AdMob. With the latter the behavior is as described above, when used with AdWhirl it crashes a few seconds later when AdWhirl has loaded the ad.
Surely someone else got this, what did you do to solve it?
(Update: on installing it on another Iphone, I strangely got more info than EXC_BAD_ACCESS. It says:
Program received signal: “EXC_BAD_ACCESS”.
Data Formatters temporarily unavailable, will re-try after a 'continue'. (Can't find dlopen function, so it is not possible to load shared libraries.)
Cannot access memory at address 0x2fdfe8c0
Cannot access memory at address 0x2fdfe8c0
My guess then is that I must make a shared library static (and that it works on the Simulator, because it has dlopen()). How do I do that?
)
I believe that that with SDK Version 5.0.4, it will only work if you are on the latest version of XCode which is I believe 4.2. Are you on the latest version of XCode?
The problem is in the framework libGoogleAdMobAds.a from GoogleAdMob SDK.
Use previous version of libGoogleAdMobAds.a from adMob.com for your Xcode, not the new one.
After that all 11345 warnings gone and app runs correct on device.
Regards, Papa Buba
Related
The application is crashing only for the first time when installed from testflight, while it is working fine without any crash while building it with xcode also tried uploading build from diawi, work fine there too.
How can find where the crash is, or what is the cause of the crash?
I have had walkthrough to many links, like enabling/disabling the bitcode for the respective third party library, changing the build configuration to Release etc,, but none of them was helpful to me
Lauch iOS app from TestFlight is crashing
Well this post describes the issue that i am facing,opening the app from testflight app, by clicking on the open button cause the crash
Please help me out
Thanks
I am encountering a strange behaviour, my app runs smoothly on simulator but crashes on device.
Also when i try to detect leaks using instruments it just crashes on both simulator and device.
I am totally stuck as i am not even able to generate any error message on console, also NSZombieEnabled is on in the settings.
I can see two possible reasons for the behavior you describe:
device is short on memory; (but you would see some processing in this case)
your app uses a newer SDK than what you have installed on your device (like using the SDK 5 twitter framework and then running your app on an SDK 4 device).
Specifically, in case 2, you would not see any log messages because the app would fail as soon as it tries to load the missing framework in memory.
In any case, inspect the device log in Xcode Organizer window to have more info about the crash. This is the only way you can understand what is happening.
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.
Trying to get my Universal app released and I rely on AdMob ads for revenue in this particular app. I'm having an issue getting AdMob support working, though I keep finding references to people actually running AdMob on their iPad Simulators.
Terminating app due to uncaught
exception
'AdMobInvalidLibaryVersionException',
reason: 'This version of AdMob SDK is
incompatible with the iPhone 3.2 SDK
or above. Make sure your Active SDK is
set to 3.1.X . If you need to build
with 3.2, use the 3.2 preview
library.'
I have not been able to find this "3.2 preview library" anywhere. Any ideas?
You find the binaries for the preview in the current SDK under:
/extra/libAdMob32.a
/extra/libAdMob32NoThumb.a
Unfortunately, the ads still do not work on an iPad device. If you currently want to build on 3.2 and at least have your iPhone ads working, find the previous release. It does not throw the AdMobInvalidLibaryVersionException and compiles fine on 3.2 The only issue is that you won't be able to get any ads on an iPad device. (Works fine in simulator for some reason).
I am trying to add In App Purchase support to my app. I would like the app to still be able to support OS2.2.1, but IAP are not available unless the OS version is 3.0 or higher.
I have tried weak-linking the StoreKit framework. Basically, I have StoreKit.framework added to frameworks, but not in Link Binary With Libraries in the target, and have added weak_framework -StoreKite to the other flags line, as per the Apple instructions. Now when I run the app on OS2.2.1 it crashes in _read_images before the main function is even executed. I really need to support 2.2.1 and I know other apps do it. Thanks for any help.
I just ran into a similar issue with the iAd Framework. Well sort of. I thought it was the iAd Framework but when I completely commented out all the new code and removed the framework it was still crashing.
It worked on the Simulator just not on the device. I found posix_spawn("/var/mobile/Applications/...", ...): Permission denied in the Console logs.
This lead me to believe that it was some type of code-signing error. I deleted the app from the device and re-installed. This launched the app successfully.
It appears there was some remnants of the version installed on the device from the released version did not allow the debug version to install correctly.