App freeze and then crashes on splash screen - iphone

I have an iPhone App published for a while, developed under the SDK3, and everything works great. Some weeks ago, when Apple released the SDK4 I made some changes to my app to support multitasking (it plays audio in the background).
In my simulator and my device (iPhone 3GS iOS4) the app runs great, there is no problem at all. But, now when I submit the update, a lot of users are contacting me because they say that the app freezes on the splash screen and after waiting about 40-60 seconds, it crashes.
By asking to the users, I have determinate that the problem is only in those devices that haves iOS4 (iPhone 3Gs and 4G).
I tested the app over and over in my simulator and my device but it never happens to me!! Some one have any idea or information about this?
I will really appreciate it. Thanks.

After search for the crashes, and try over and over, I can't reproduce the bug on
my devices. So, I decide to start reading at the Apple Developer Forums and I
found a thread where my suspicions are affirmed: this problem is caused by an internal
iOS4 bug.
"There's a bug in the App Store's code signing process. Talk to DTS: they can
help you with the workaround. Mention rdar://7909951."
"...but it should be the cause of nearly all "failed to launch in time" inside
libobjc:_mapStrHash..." (This appears in some of my app crashes)
Here is the link to the post: failed to launch in time in iOS4
There is no certain solution, but some suggest that a start is changing from arm6 to arm7 and try.
You can try changing some code in the app for producing a different binary and submit it again.
I hope it can help anyone else.

Check the crash report on itunesconnect.apple.com

iPhone 3G also supports iOS 4, except it "doesn't support multitasking" (presumably due to lack of RAM?). If you're only seeing crashes on the 3GS and 4, then that might be the issue.
Default.png is shown on launch, but it's also shown on the foreground when the OS didn't manage to get a screenshot while backgrounding, or for various other reasons (e.g. your app was launched with openURL, so the UI is likely to be different).

Related

iPhone 5 app rotating when it shouldn't (only on app store)

I have an app that shouldn't rotate unless on one particular screen.
The problem is that it is rotating on all screens, but the real big problem is that it only occurs when the users download the app from app store and are using it on iPhone 5, so I can't really find a way to test and fix the bug, since I wasn't able to reproduce it (in a development environment) so far.
I believe this is not an iOS problem since other devices with the same version are doing ok with the version I uploaded to apple through XCode, the bug really only occur when downloaded from app store and is installed on iPhone 5.
Any thoughts on what might be happening or how to fix it?
Thanks in advance!

IPhone - Application behaving differently after some time in background

I would like you to help me here.
I'm developing an app that works in the background. It's a location-based app and I think I'm going crazy because when I'm debugging the app in the device it works perfectly, I make it sleep I wake it up and I works as expected. Then I unplug the device from the computer and I put in my pocket and whenever I open it, it sometimes works and other it doesn't, I'm talking about several hours in the background.
Are there any known issues about this? My device is running iOS 5.0 and I'm developing for iOS 4.0
Thanks
Applications in the background are handled by iOS. Therefore if iOS "thinks" that it needs memory it maybe frees some of the memory your app needs to run.
Have you tried to look into it with Instruments?

Blank screen on some user devices. No crash reports. Can't replicate the bug - how to fix it?

I released an iPhone/iPad app some weeks ago. From 15 reviews (worldwide) I got a dozen 1 star reviews from users saying the app does not work, they only get a blank screen. The other three are happy and it works for them.
I tested the app on an iPad 1, an iPad 2, an iPhone 3GS and several iPhone 4s - it worked on every device flawlessly. And it passed the app store submission process, so it must have worked at Apple...
The crash report in iTunes Connect is empty - the app obviously does not crash, it just hangs somewhere.
Unfortunately there is no way to contact the users where it doesn't work :-(
I know its really hard to help with that less information, but I don't know what to do when I can't replicate the problem on my side...
So does anybody has any idea?
If its a memory problem - shouldn't the app crash then?
I use AVFoundation to play a movie and I know of some flaws since its a relatively new library - does somebody know of this problem (a blank screen) in relation with AVFoundation?
It would be helpful as well if you could download the app (the name is "Hyperactive") and test if you get a blank screen. If so I would be glad to learn the exact device and the iOS version. I hope this is not missunderstood as spam, thats not what I intend...
Thanks in advance,
best regards,
Walchy
This is a longshot, but maybe the user had the application running for a long time, receiving a viewDidUnload, and something you unload is not getting reloaded on the viewDidLoad.
Try running a "Simulate Memory Warning" on the iphone simulator options.
Both iPhone and iPad versions work fine on iPad 1.
Application won't install on iPhone 3G with iOS 4.2.1.
Have you tested your application on a jailbroken device?
It turned out that the black screen only happens on an iPod Touch and the solution is very easy:
You need an additional entry in the .plist file for the iPod Touch:
Main nib file base name ...
iPod Touch 4G thinks it's an iPad

iPhone Simulator Intermittent Slowdown

Almost every time I use the iPhone Simulator, I get intermittent slowdowns. Everything is running smooth and then the whole UI randomly drops down to 1-5fps. View pushes, animations and everything related to the UI just becomes sluggish for 2-10 seconds. Then all of sudden it comes back to normal again.
I've googled this issue several times and just can't find a solution. My guess is that there's some 3rd party extension/plugin that's causing this slowdown, but I'm not sure how to debug this.
This has been the case for the last 4 SDK installations. Happens on all simulators (iPhone, iPhone 4 and iPad). Happens in my own apps as well as in Apple's stock apps (Photos, Safari, Settings) and even in the Home Screen.
This issue makes debugging/testing extremely annoying. Any guess what could be the issue?
Ended up deleting everything in the ~/Library/Application Support/iPhone Simulator folder. It had some really old folders back from the 3.0 days. Maybe some incompatibility, I'm not sure.
Haven't had the issue since.
EDIT: Nope, this is only a temporary fix. Still looking for a permanent solution.
I know it's been a while, but it seems like Xcode 4.2 fixed this for good.
I noticed some slowdowns in the simulator when FaceTime for Mac is running, but it's not as bad as you describe. Have you tried when nothing else is running on your Mac?
Total long shot: Are you using Core Location at all? (GPS Stuff)?
I have seen the same kind of behavior your are talking about when I turn location tracking on inside my simulated iPhone app.

App not working on iPod but does work on iPhone

I didn't test my app on iPods before submitting to the app store.
Now I'm getting comments that the app doesn't work on iPods (doesn't even load, just crashes immediately).
The app uses the user location, but from what I understood the iPod also is able to find locations although he doesn't have a GPS.
Does anyone have an idea what might be wrong? What can cause an app to work on iPhones but not on iPods?
How can I set that iPods won't see my app on the app store?
You are probably calling methods that are not supported on the device.
If you are making a call to something that simply doesn't exist on the device it will crash.
For example, in one of my applications I use the iPhone4 LED light, if i try to call that on a device that does not have it, it crashes my app.
So i have to put a catch in, so that if the device isn't an iPhone4, it does something else.
Something else that has crossed my mind, when i tried to build for an iPod Touch for a friend, i had to set the Base SDK as 3.2, otherwise it would not install onto the device correctly, this is possibly due to his iPod not being upto date, but he told me it was.. Just a thought.
Hope this helps.