Expo run:ios crashes on physical device, works everywhere else - ios

I have a react native app that runs normally on simulators, builds fine and runs via testflight as expected. Whenever I try to run the app on my physical device (iPhone se2) one of two things happen.
(most frequent) app builds with no errors and hangs (as normal), but the app on my phone crashes when the splash screen comes up (again, no logs or errors)
expo builds but then exits and disconnects
I've tried
restarting everything
removing and reinstalling pod files
The only dependencies I've added since running it on my device last are a UI library (native base) and react-native-safari-view. I also only have 5gb of space left on my device (not sure if relevant)
Does anybody know how I can debug this better or what might be wrong?

Related

Xcode 13/iOS15 is taking longer than expected to launch, it shows a LLDB related message

I am using Xcode 13 on a Macbook Pro (Intel/2019) with macOS Big Sur 11.6
I am building and launching the app on a connecting iPhone X running iOS 15.0, I am also running a UI test suite based on XCUITest while I do that.
The app takes extremely long to launch (2+ minutes), then it sits on the splash screen for another 2-3 minutes. Meanwhile, Xcode shows the alert attached:
I have 2 questions:
Is this a widespread Xcode 13 / iOS 15 issue?
What does the message in the alert mean: "LLDB is likely reading from device memory to resolve symbols"? Is there anything I can do to reduce or avoid this wait?
Once your debug session is running, pause your app (or hit a breakpoint) and in the Debugger Console window, and do image list. This will list every binary / dylib / framework in the process, there will be as many as five hundred these days.
After the filename, if you see a hex address, then lldb has had to read all of the libraries out of memory on device startup. Xcode expands a local copy of all your device libraries on the Mac so lldb can find them there, instead of reading them from memory.
If you look in ~/Libraries/Developer/Xcode, there's a iOS DeviceSupport directory. You can remove it, re-launch Xcode and it will re-expand the libraries for your iOS etc devices as they're plugged in.
For those that are not familiar with the command line, go into your terminal and you can do this command.
rm -r ~/Library/Developer/Xcode/iOS\ DeviceSupport
This will recursively delete everything in the file tree in the 'iOS DeviceSupport' folder.
The steps are
Disconnect your device
Quit Xcode
Open a terminal window and run the above command.
Open Xcode
plug in your device and run your app.
The first time that you run the app will take a while as your computer re-obtains the information that you deleted, but subsequent runs of the app should work much faster.
That is what worked for me.

Xcode Simulator and Actual iPhones run Cordova App slow. Error Timed-out while waiting for reply for WebPage_TouchEventSync

I packaged and built my app in Cordova for iOS. When I try to run the app on an emulator in Xcode it is SUPER slow (5sec or so from interaction to reaction). This result is shown on NEWER iPhone models as well. I put the app on my old iPhone 6 and it runs fine. This application also runs flawlessly on android and windows.
In the debugger window the only thing that shows up during these slow interactions is the following:
[IPC] Connection::waitForSyncReply: Timed-out while waiting for reply for WebPage_TouchEventSync from process 21078, id = 13
When you click more while waiting for the app to load, it just adds more of this error with an incremental ID.
I am running the most recent version of Cordova (10.0.0) and built the app with the most recent Cordova IOS build version (6.2.0).
Please let me know if anyone has ran into similar issues.
Thanks!

nativescript-vue application crashes on splash screen (only in iOS)

Since one week i try to figure out what am i doing wrong.
I created a nativescript-vue application which works fine on android.
Now i have to run the same App on an iOS device.
In my first try i got any errors i figured out and successfully got my app build running on my simulator on my mac.
Now i have another problem. The Console logs said, my build was successfully and it start on the simulator as expected but it crashes at the splash screen (with no errors).
I build another fresh app according to the official constructions.
There was one bug i fixed and the app runs as expected.
I decided to transfer the files from my main application one by one until the problem occurs.
The strange thing is, the app was running and did not crash in splash screen until i rerun the command "tns run ios --bundle" a few minutes later.
Now the app crashes again without any errors.
I hope anyone could help me.
System:
macOS Catalina - version: 10.15.1
node: v13.2.0
xcode: 11.2.1
nativescript: 6.2.2

ios App hangs in ionic, while running using xcode

After building our ionic app using :
cordova build ios
I ran it in my iphone 6 using xcode. It works great. Now when I kill the app in device and click on the app icon to launch it from the device it takes longer to launch, and stays in a hanged state, unable to even inspect it using safari.
(No way related to this question, still) there occurs no issues even if the app is killed in android. It works just fine.
Has anyone experienced such an issues? Is there a way out to it?
The issue is actually discussed in Ionic Forums. It's not of logic, but when you run via Xcode, there are controls of xcode associated to the build. So once we kill the app and restart it, the controls of Xcode are disconnected, so there are 2 issues:
1) Xcode maintains some active connection which is used for debugging purposes, while launching app via xcode.
2) If that connection is broken - to mess with the phone Xcode is expected to throw an error about a process being killed or something but to block the main-thread. But that doesn't happen.
3) It has something to do with how the XCode debugger works. Either the PC or the device is trying to poll each other constantly and if we deviate from what they are expecting it causes problems on the iPhone.
Although xcode detects if the phone is disconnected, but it still fails to detect if the app was killed

WatchKit app hangs & crashes via Crashlytics

Setup:
Xcode 6.3.2
iOS/WatchKit SDK 8.3
What Works:
App groups are configured and tested to be working.
Local development builds with development provisioning profiles work.
I can build & debug to my Apple Watch hardware.
Simulator also works (not that this matters).
Now, enter ad hoc distributions via Crashlytic using our CI (Jenkins) environment. The application is distributed fine, and installs on device fine.
But....
Issue:
Launching the application once installed on the Watch (via Crashlytics) results in a spinner that hangs forvever.
Eventually (after about a minute) the app crashes.
I've stripped the application down to a single controller with a button (no networking or heavy async stuff going on).
To re-iterate - my local development builds to device work perfectly fine.
Any ideas!? Is there a way to get the logs for what is going on with the watch?
Fixed!
For anyone interested, we accidently had left a ARCHS='armv7' argument in our xcodebuild script.

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