iPhone app Testflight build crashes on iPad only since Xcode 7 - xcode7

I do have an iPhone only app which I built via Xcode 7.2.1 and submitted it to Apple.
The app got rejected because it crashes on iPad during startup - I can reproduce this behavior with when doing a Testflight build and install it on my iPad, it runs without any problems on iPhone or with debug builds on simulator/iPad.
How can I track this down? Once I got a Crashlytics report like
application windows are expected to have a root view controller at the end of application launch
but my window is created
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
and used the rootViewController property is set on the window.

Related

Windows 10 Mobile Direct3D

I have a C++ project targeted for Windows Phone 8.1 that uses Direct3D11,
I tried using that project with Windows 10 Mobile device but at fails in the following line:
hr = D3D11CreateDevice(NULL,
D3D_DRIVER_TYPE_HARDWARE,NULL,
D3D11_CREATE_DEVICE_DEBUG,
featureLevels,
sizeof(featureLevels) / sizeof(*featureLevels),
D3D11_SDK_VERSION,
&m_d3dDevice,
&featureLevel,
NULL);
returning error code 0x887A002D -> DXGI_ERROR_SDK_COMPONENT_MISSING,
Any idea how i can make this work on a Windows 10 Mobile device (Preferably without migrating the project to a universal application project)?
I have found the solution,
This is caused because graphics tools feature is not enabled on the device,
To enable the feature on the mobile device:
1) Open Visual Studio 2015
2) Click Debug -> Graphics -> Start Diagnostics
3) On the mobile device go to Settings -> Updates and install the update

react-native Chrome debug from device is broken? ( Runtime not ready for debugging )

Can anyone suggest things to check for that break Chrome debug on a device? Chrome debug works fine debugging an iOS simulator.
Chrome debug of iOS devices had been working fine for over a month until it stopped working a week or so ago.
I have spent days trying to get Chrome debug working again. I even started all over, with a new "AwesomeProject". No luck.
Does Chrome Debug URL stay same for debugging both device and simulators?
http://localhost:8081/debugger-ui
Using OS X 10.11.3, Xcode 7.3, iOS 9.3, and react-native 0.22
MacBook WiFi: 173.17.29.213
iPad WiFi: 173.17.29.77
I can ping iPad from MacBook.
I can run AwesomeProject on iPad and enable live reload.
I can debug fine in a simulator when jsCodeLocation set to localhost
I killed Chrome and restarted it, opened http://localhost:8081/debugger-ui
React Packager is running
I can set Xcode breakpoints
File: AppDelegate.m
jsCodeLocation = [NSURL URLWithString:#"http://173.17.29.213:8081/index.ios.bundle?platform=ios&dev=true"];
Xcode debug console displays:
2016-03-31 08:02:12.286 [error][tid:com.facebook.react.RCTBridgeQueue][RCTWebSocketExecutor.m:85] Runtime is not ready for debugging.
- Make sure Packager server is running.
- Make sure Chrome is running and not paused on a breakpoint or exception and try reloading again.
2016-03-31 08:02:12.319 [error][tid:main][RCTWebSocketExecutor.m:132] WebSocket connection failed with error Error Domain=NSPOSIXErrorDomain Code=61 "Connection refused"
2016-03-31 08:02:12.513 [fatal][tid:main] Runtime is not ready for debugging. Make sure Packager server is running.
2016-03-31 08:02:36.032 [error][tid:main][RCTWebSocketExecutor.m:132] WebSocket connection failed with error Error Domain=NSPOSIXErrorDomain Code=61 "Connection refused"
2016-03-31 08:02:36.032 [error][tid:com.facebook.react.RCTBridgeQueue][RCTWebSocketExecutor.m:85] Runtime is not ready for debugging.
- Make sure Packager server is running.
- Make sure Chrome is running and not paused on a breakpoint or exception and try reloading again.
2016-03-31 08:02:36.707 [fatal][tid:main] Runtime is not ready for debugging. Make sure Packager server is running.
File: package.json
{
"name": "AwesomeProject",
"version": "0.0.1",
"private": true,
"scripts": {
"start": "node node_modules/react-native/local-cli/cli.js start"
},
"dependencies": {
"react": "^0.14.8",
"react-native": "^0.22.2"
}
}
You're close, one more step and works for me at the moment after facing exact situation:
"To debug on a real device:
On iOS - open the file RCTWebSocketExecutor.m and change localhost to the IP address of your computer. Shake the device to open the development menu with the option to start debugging. [1]"
[1] https://facebook.github.io/react-native/docs/debugging.html

LIBGDX ios simulator crash. LibGDX / Robovm compiles for 64bit instead of 32bit. What should I do?

My libgdx app starts up on ios simulator and shows ios intro libgdx pic, then crashes.
I get:
[ERROR] Session could not be started: Error Domain=NSPOSIXErrorDomain Code=3 "Unable to run app in Simulator" UserInfo=0x7f853960ff60 {NSUnderlyingError=0x7f8539464ff0 "Failed to lookup the process ID of se.myapp.IOSLauncher after successful launch. Perhaps it crashed after launch.", NSLocalizedFailureReason=An error was encountered while running (Domain = NSPOSIXErrorDomain, Code = 3), NSLocalizedDescription=Unable to run app in Simulator}
Seems to be related to trying to run 64bit on iPhone 4s, where it is not supported. Does anyone know how to turn off 64bit for robovm in libgdx?
If I change the ios-sim command:
/Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/robovm-1.4.0/bin/ios-sim launch /Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/build/myapp-ios/myapp-ios/ios/x86_64/IOSLauncher.app --timeout 90 --unbuffered --devicetypeid "com.apple.CoreSimulator.SimDeviceType.iPhone-4s, 8.0" --stdout /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stdout-6250612031367207111.fifo --stderr /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stderr-5592986297298678222.fifo --setenv ROBOVM_LAUNCH_MODE=release --args -rvm:log=warn
To:
/Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/robovm-1.4.0/bin/ios-sim launch /Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/build/myapp-ios/myapp-ios/ios/x86/IOSLauncher.app --timeout 90 --unbuffered --devicetypeid "com.apple.CoreSimulator.SimDeviceType.iPhone-4s, 8.0" --stdout /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stdout-6250612031367207111.fifo --stderr /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stderr-5592986297298678222.fifo --setenv ROBOVM_LAUNCH_MODE=release --args -rvm:log=warn
It works with the old robovm. But for the new version it seems those directories aren't even built at all, so it fails.
Where should I specify the architecture? There is:
<arch>thumbv7</arch>
in robovm.xml but it doesn't seem to do anything?
Has this anything to do with the eclipse integration plugin (I am running from eclipse)?
OK I found out (after about 12 hours of digging)!
I looked in the wrong place all the time. The solution is (in eclipse) to go to Run Configurations / iOS Simulator App / Choose a device and select 32-bit (x86).

abobe air 3.8 NativeProcess.isSupported issue # startup windows

(first-post)
i am having a problem with NativeProcess.isSupported.
its a simple app make in abobe flash publish in air 3.8 .exe. everything works great :)
< supportedProfiles> desktop extendedDesktop tv extendedTV < /supportedProfilessetup.>
NativeApplication.nativeApplication.startAtLogin = true //after install, app start auto with win
NativeProcess.isSupported
var file: File = File.applicationDirectory.resolvePath("PC_shutdown.exe") //after timer the pc shutdown
install the setup.exe file run in windows 8, thats work 100% of the time. (manual start)
as in code the app start with windows login (its work) but NativeProcess.isSupported is then false so shutdown.exe will not executed. but when i manual start the app NativeProcess.isSupported is true and .exe is executed.
first run is false > close app > restart then it's true??? i have no idea/logic.
thx
NativeProcess support only works when you package your AIR application as a bundle (i.e. you create a self contained application with a copy of Adobe Air). This is done by specifying the "-target bundle" flag OR "-target native" flag when running adt.
More info on adt bundle/native installer flags

AIR debug compile error ANE

I am trying to debug my air app but get the error:
Process terminated without establishing connection to debugger.
invalid profile specified 'Application does not support current profile'
Launch command details: "/Applications/Adobe Flash Builder 4.6/sdks/4.6.0 AIR 3.5/bin/adl" -runtime "/Applications/Adobe Flash Builder 4.6/sdks/4.6.0 AIR 3.5/runtimes/air/mac" -profile extendedMobileDevice -screensize 768x1004:768x1024 -XscreenDPI 132 -XversionPlatform IOS -extdir "/Users/kerepuki/Documents/Adobe Flash Builder 4.6/.metadata/.plugins/com.adobe.flexbuilder.project.ui/ANEFiles/AppName/macosx/" "/Volumes/Mobile Apps/AppName/Application/Final/bin-debug/AppName-app.xml" "/Volumes/Mobile Apps/AppName/Application/Final/bin-debug"
I don't think it is related to an ANE I am trying to add as I have tested the ANE in a blank project and it works fine.
If I package the app and install on iPad it works fine. I am using AIR 3.5 in Flash Builder and not sure how to debug this error message.
My application file starts with:
<application xmlns="http://ns.adobe.com/air/application/3.5">
Had to remove the supported profile node from the application description file.