when I archive my app and send the build to app store for review, the approver said me the app starts with blank screen. I tried to replicate the issue on simulator in different ways without success:
On xcode: product>scheme>Edit Schema I select Build Configuration "Release"
I changed the build settings in Xcode in the Debug configuration and temporarily turn up the optimisation level from (-O0) to (-O3 or -Os)
The app works fine on simulator without error, If I archive the application and I distribute it with ad-hoc option and I install manually on my device the app works fine too.
The only way to reproduce the problem is distribute the buid to app store and install it via test flight but i can't debug it.
Someone does anyone know what may be causing the problem? I think it could be a configuration problem.
A couple things to try:
Delete the app from your device before installing it from the Xcode debugger.
Install the app using USB with the device in Airplane mode and WiFi turned off.
Related
I'm creating a flutter plugin and I just tried the example project that gets created by flutter it self. This example project is an app that shows the operation system and its version. If I start it from Xcode on my iPhone SE, it works fine.
But if I close the app and open it without Xcode, that means that I tipp on the app icon to launche it, like every normal app, it doesn't start correctly.
It is showing for not even a second a white screen, followed by a black screen and is closing the app right after this.
Why is it behaving like that?
Is it, because it is a debug version and needs Xcode?
How can I put my example app on my iPhone without needing a connection to Xcode to start it?
Thanks in advance!
Edit: Thanks to the answer of Răzvan Puiu below, i know now that this is because xCode puts the app as a debug version on my iPhone. This debug version can only run with xCode. After I tried it with a 'normal' app and not the example app of a plugin project, i even got this text shown if i tried to start the debug version without xCode:
So the solution is to run the app with:
flutter run --release
I believe it behaves like that because you don't have an Apple developer account. "Without enrolling in the Apple Developer Program, your app will only last for 7 days on your device. After that, you’ll have to re-deploy it to your device via Xcode. If you’re enrolled in the Apple Developer Program, you won’t have this inconvenience."
Yes
You can run flutter run --release and then select your physical device. However the app will remain on your phone for only 7 days unless you have the Apple dev account.
currently I'm working on a flutter project and I'm new to it. The app is working fine on android device and iOS simulator. But when I try to run the app on iOS real device I'm getting issues. I tried in two ways,
I took a direct run build to a real device, and that time it is working and app is installed on my phone. But when I open the same app after disconnecting the connection between phone and Xcode, or when open after killing the direct run, it is simply opening the app and immediately closing. And showing no errors.
And I took an archive build, using diawi.com I convert .ipa file into a link, and when I try to install the app, after showing the animation of downloading and installing the app turns to a disable look(app icon changed to grey color) and when I open the app it says, cannot install the app.
I don't know why it is happening. I tried through Automatically and manually code signing style. But in both case I'm getting this issue. But when I run a simulator there is no issue. Please help me to fix this.
After installing 11.1 I created a new project, removed the multi-window stuff that Xcode now gives you by default, and started developing a test app that uses Vision Framework.
By the time I got to the point where I needed to test on the device instead of the simulator, I was struggling to make my app work correctly. I finally realized that running the app on my phone required me to delete the app and run a fresh install or the changes wouldn't be pushed to the device. This continues to be a problem. Even a new print statement won't be shown in the debugger output unless I go through the rigamarole of deleting the app and running fresh. Subsequent changes still use the initially installed build regardless of the number of times I clean/build/run.
I've cleaned the project, build folder, derived data, Xcode cache, rebooted my Mac, rebooted my phone, reinstalled Xcode, obliterated and reinstalled Xcode again, all with no success.
Anyone else with this issue? What am I missing?!
Ok, after two days of trying to fix this, it turns out to be some kind of Apple bug on iOS 13 (surprise, surprise).
Here's what I did/found:
I tried running on another device and was able to see changes on subsequent runs.
Back on the original test device, the issue still exists (Xcode issue ruled out)
I had a couple other test apps that were signed with the same development cert on the device, so I deleted those too.
Running the app from Xcode again prompted me to go to settings to trust the developer certificate
Changes and updates are now pushed to the device on each run from Xcode.
TLDR:
If you happen to run into a similar issue, try deleting other development certificate apps you have on your device and re-trust the certificate.
I have an app that is already in store, now I'm busy making some changes and I want to test on device before submitting an update to store.
After the changes I sent a debug build for iOS. When I try to install the app on my device, nothing happened, not even the usual dialog that reads codename-one.appspot.com would like to install "App name" was shown.
I also try installing the app through iTunes on my Mac, but failed to install.
I got an error as well using iFunbox.
What is wrong with my App? I have other apps using the same debug certificate and are being installed successfully without a hassle.
An app that was initially installed through App Store can not be override with a debug app, even if it's of higher version.
To solve this, the store app on the testing device have to be removed first and you will be able to install the debug app.
I have an iOS app which, when submitted to Apple is crashing during usage when you try to go to a new view. This also occurs if i package up the application for enterprise distribution and then go to use the app.
If i just plug the phone in and run from xcode to the device though, it runs perfectly.
Has anyone experienced this before and have any ideas what it could be? Running latest xcode and ios, not using betas.
EDIT - i've tested building straight to the device using both debug and release scehemes, and they both working, but again, only when the device is plugged into the computer and it's built straight to it. packaging it in anyway and installing remotely causes it to crash on a particular screen. The error logs end up as a basically unreadable mess at this point.
When we archive app it mostly builds with release mode on, and when we run build on devices simply by XCode it's with debug mode on. You can check these configuration by going
Edit Scheme -> Run -> Build configuration, same you can check for Archive.
Now for tracking the crash issue you can simply try changing Run's debug mode to release mode for time being.
I got the crash where I was doing configuration for firebase for production target which has different bundle identifier than dev build identifier. You case may be different.
Wow, to be honest, that is really odd... It really shouldn't have that affect if you distribute via enterprise... As of any idea on how to fix this issue: you did add entitlements to the app when signing via enterprise, right?