Ad Hoc iPhone build crashes twice after first installation, but then there is no problem - iphone

I've just distributed my iPhone app to a couple of beta-testers using Ad Hoc distribution and TestFlight. After the install the app crashes twice after opening then afterwards works absolutely fine.
Is there some sort of general reason behind this? Would this cause a rejection from App Store submission? Do you think this is an important glitch that should definitely be adressed or is it no biggie?

I don't know what your app is doing, but maybe some initialization steps which depend on each other are through after the second crash so the app runs fine.
And yes Apple won't like this. Apps crashing on startup are not good, even if they run on third launch.

Related

Remotely debug iOS app

I am developing an iOS (5.0+) app, which works very fine on 6 different devices in our company.
When we send the build to the customer, they report they have tested it on 5 different devices and the app is always crashing right after launch.
I have integrated TestFlight and Flurry SDKs to track usage and problems.
The strange thing is that no crashes are reported from both TestFlight and Flurry.
I have adviced the customer to remove the provisioning profiles and try to install everything from scratch, which did not produce different results.
The app is in the App Store, approved from the first try.
It is even stranger that the customer reports crashing when installing a TestFlight build and installing from the App Store.
Is the app going to be approved in the App Store if it crashes right after launch?
Any ideas on how to remotely debug the app or how to proceed in this case?
Thanks and happy holidays!
One option is to ensure your logging and get the crash logs. This Apple documentation shows how to get the logs both with and without Xcode available:
http://developer.apple.com/library/ios/#qa/qa1747/_index.html
After you get the logs, here's documentation on how to read and analyze:
http://developer.apple.com/library/ios/#technotes/tn2151/_index.html
The problem has been resolved by adding both German and English localization to the project settings and having 2 storyboards for each language. Big up #RoboticCat!

How can I test my signed app on an unjailbroken iOS device

As part of our software development life cycle, we want to make sure that the binary we test in house before pushing to iTunes, is the same as the binary that we push to iTunes. I know that sounds really silly, but it's a matter of checks and balances in a mid size company, so that the testers can be sure the coders didn't add in anything after testing occurred.
So is there a way to run a signed/certed app on a device that's not jail broken? Or is there a way to verify that an IPW is the exact identical code in the zip that gets pushed to iTunes?
Or possibly a way to accomplish my goals with a different way?
We have a valid developer account and around 15 different devices that are not jail broken. Would prefer to test with them left stock and not jail broken.
If you compile your app for distribution using an ad-hoc profile you can later take that archive and resign it with the appstore profile and upload it.
You can't however upload an application that was compiled with an development certificate.
A binary signed to go to the App Store cannot be run on devices via the normal ways. You can test the code by having the developers create an Ad Hoc build. This will have the same functionality as the App Store version, but you can test it.
Unfortunately, when the app is recompiled for the App Store, more code can be added.
Do you not have access to the code to test? If you must, you can have them create an adhoc in front of you, test it, and then recompile for the app store all in front of you. Seems a bit overkill, however.
There is with another trick:
first test you code for functionality's, buggs in normal way.
Than push the code to AppStore, but set the release date farther with 3 weeks, while your testers are validating it is that what they tested last time or not. Somewhere here, I have read that possibility forgot where. Never tried!

App Crashes at Apple but not in test

My app has been (correctly) rejected by Apple as it crashes when you try to use the offline maps. The crash is in the route-me code libraries so the crash log isn't that helpful. In test it is fine, and does not crash, so I can't recreate the test condition successfully.
I am running on the same version of iOS (4.3.3) as Apple. I've tried forcing the location code to return a location on California.
Has anyone else experienced the same problem?
When I had problems with getting an app accepted to the App Store on Apple's end but not my own it ended up being some of the build dependencies for an external library I was using. I had set them in my Debug build but not my Release builds. Since I didn't test on Release builds, I never noticed the crashing. Apple did however, since that's what I sent them.
It may be an issue on their end.
This happened to me ( iPhone Crash with "No Backtrace" ). I resubmitted with no changes and my app was approved. Months later I have never reproduced or heard complaints of a single crash.
I'd recommend resubmitting an identical binary. While you wait for approval, try re-running a clean build, deleting and reinstalling the app from your device, and ad-hoc testing on "clean" devices that you haven't deployed to before to try and reproduce the crash.
I had the same problem with Apple. When I was running my app with offline maps on the iPhone simulator, iPhones or iPad, I had no problem. But with Instrument, the app was crashing when I set the delegate of the MapView to the ViewController.
The way to fix is really simple :
Had the code [RMMapView class]; just before the [mapView setDelegate:self];.
If I remember correctly, the compiler was not able to find a .xib file. Sorry don't remember exactly why I made this, but it works.

Will building & running another iOS project disassociate existing provisioning or app id's?

I recently recovered from not being able to test on my device in Xcode. After much headache, it turned out that I only needed to uninstall/reinstall iTunes, but I'd certainly rather not do so frequently.
(See: prior thread)
The troubles seemed to begin after I built and ran some sample projects which obviously did not have my App id, etc. Is this always the case? Should I live in fear of compiling other projects that I haven't previously associated with my device and/or developer profile?
I'm not exactly sure if the App id/bundle/provisioning/keychain/whatever needs to be done per test ad hoc App or if it only matters that your device is provisioned and your plist matches what Apple has when you go to upload to the iTunes store.
I've run many samples on my device through Xcode and never had any issues. There's certainly no reason why this should happen.
It's hard to say "No, you shouldn't be worried" without knowing what the issue is, but it's not intended to break in this way, and it doesn't for most of us!

iphone - debugging on device crashes immediately

When I try to debug my app on the iphone device, the splash screen shows and then the app crashes immediately. If I run the app in the simulator or on the device (not from XCode) it runs fine. I tried putting a breakpoint in the main method and it doesn't seem to hit it. There are no logs generated. ideas? suggestions?
Are you using a Apple Developer account or have you hacked the phone to develop on it? If its hacked, that is probably the problem. There is extra data being passed to the device because of the hack causing it to crash. Not sure if there is an easy work around except paying for a developer account.