Xcode stuck with loading wheel after adding Apple Watch Extension - ios

I have recently added an Apple Watch App and Extension to my app. Since then my Xcode regularly (every 2-3minutes) freezes with the colored loading indicaton for about 10 seconds.
This is extremely annoying and I cannot find any indication as to why it is happening. It just gets stuck when looking at source code or scrolling.
Did anyone experience a similar issues after integrating Apple Watch and knows how to solve this? I have a feeling it could be related to trying to connect to the Apple Watch, as I have setup wireless debugging for my phone.

Unfortunately this is just an expected behavior when doing wireless debugging with an Apple Watch. Developing for watchOS can be fun, but you’ll have to pack a good amount of patience. In my own experience I’ve had to deal with randomly cut off connections, Xcode freezing, and all sorts of instability. You may have better luck with the watchOS simulator, if it can satisfy your use case.

Related

Freezes - iOS app with Unity

Sometimes one of my app freezes, out of nowhere (apparently).
I have to kill the app to restart it.
It happens 1/50 times and it does not happen when I do something specific.
I really have a hard time recreating the issue for debugging.
Does someone have this kind of issue? If no, what would you advise for debugging purposes?
I'm on iPad Air 2 with iOS 10.3.
I dev it in Unity 5.5.0
Have a good one,

Can an app in development affect other apps on the phone?

I am having this weird issue while developing an app on iOS 10. Since I started testing it on my iPhone, other apps I have such as Facebook, Slack, LINE or Google Photos get randomly signed out quite often, like multiple times a day.
Could this be related to my app at all? It uses UserDefaults and Keychain to handle user log in/out within my app. I have a feeling that those two might have something to do with this but I'm not so sure.
I read that this was an issue when iOS 7 first came out but I found nothing regarding iOS 10. So I think it's just me.
Thank you for your help.
Unless there's some obscure bug in iOS 10, there is nothing you can do in your iOS app that can affect any other app. That's the whole point of sandboxing. One app can't mess with another.
This assumes your iOS device is not jailbroken and you are only using public APIs in your app. If you are using private APIs or developing on a jailbroken device, then anything is possible.

iOS BLE disconnecting right after connection, only restarting device helps

My app uses BLE (Bluetooth 4) to connect to a physical peripheral.
My users and I have repeatedly encountered a bug where, at some point, the app stops connecting to the peripheral - you can see an indication that the BLE peripheral is discovered and the connection was established, but then few seconds after, the connection is dropped.
Things go back to normal only after restarting the iDevice.
I’ve done a very long work on checking it and researched this issue thoroughly, until I got to the conclusion that this must be a bug in iOS (tested with 7.1, but probably occurs on 8.0 as well).
My tests and findings:
Occurs with every BLE supporting iDevice.
Occurs with both my own BLE peripheral and with other 3rd party BLE products, both known to work perfectly in normal cases.
It can sometimes work well for even 50 launches, but then eventually it’ll fail.
Network & factory settings reset did not help.
Tested and occurred with various applications: ##
My own app.
Clean new Xcode project that’s only scanning for peripherals and trying to connect to the first and only discovered peripheral.
Apple’s BLE example app: Health Thermometer (with relevant modifications since I don’t have this particular peripheral).
3rd party apps, including the generic LightBlue.
Important note: Every one of the options above worked perfectly for a while (multiple launches), at some point suddenly stopped and then worked again after a restart of the device.
The connection procedure seems to fail when trying to discover the peripheral’s services - i.e. it gets discovered and connected normally, but when initiating discovery of services, it stops responding (didDiscoverServices isn't called).
I have of course tried many approaches found online with no luck.
Can anyone shed some light on this problem?
Is it a known issue?
Was it fixed in a recent iOS update?
Is it going to be fixed?
You can imagine the negative affect such an issue has on my users’ experience, as BLE connection is essential to the product.
I'll appreciate your advice and suggestions on how to solve it.
Thanks!
Update:
Apple responded to my tech support request:
Bottom line(s):
They said they had fixed some BLE related bugs in iOS 8 and urging us to test if it still happens in iOS 8.
They said to start with that and if not, try to diagnose the problem with a utility app they provide.
So far for me it didn't happen with iOS 8, but on the other hand I can see posts about other Bluetooth issues, that are not necessarily related but who knows.
Full answer:
I’m responding to your finding that you and your customers find that
after some point of use, iOS BLE fails to maintain a connection. You
indicate that the problem was identified with iOS 7.1. There have been
issue regarding iOS BLE which have been reported and have been fixed
with iOS 8.0. To best determine whether your issue has been addressed,
of course the simplest means would be to install iOS 8 and to see if
the issue can be replicated. However, as you report that you can
replicate the problem on your deivce with iOS 7.1 the first thing
would be to obtain the Bluetooth Server profile, install it to your
deivce, replicate the problem, then obtain a BLE Server log when the
problem occurs. The profile will have the BLE server report additional
logging details which can help to report issues that the server
encounters. We can see if the issue is one which has been reported
previously. Something to consider is that for all new bug report
issues, Core Bluetooth engineering is requesting that all issues be
regressed with the currently shipping version of iOS - that is 8.0.
For customers with iOS 7.x, there will be no more iOS 7 updates - all
software fixes and bug fixes will be with iOS 8. For this reason, only
issues which are reported with iOS 8 will be investigated. You can
obtain the BLE server profile from the Apple Developer bug report web
page https://developer.apple.com/bug-reporting/ios/bluetooth/. The
instructions for installing the profile and capturing the log, are
presented on the web page. If you capture a log with iOS 7.x, you can
send it to me for review. However, this will be somewhat of an
academic exercise - to know if iOS solves the issue, or whether it
persists, we will need to see if the issue occurs under iOS 8.
Something to keep in mind, once you update a device to iOS 8, you will
not be able to restore it to a previous version. I’m happy to
review your results. If however, the problem persists under iOS 8,
it’s best to submit a bug report to get Core Bluetooth engineering’s
attention on this matter. You can submit a bug report using the Apple
Developer bug report web page. - http://bugreport.apple.com
So it looks like the problem is solved with recent iOS update (either 8.0 or 8.1).

Do I need an iOS device to test PhoneGap Built apps?

I'm a complete noob and figuring out all this as I go along so bear with me.
I've built an app using jQuery Mobile, used PhoneGap Build and it works totally fine on Android and I'll deploy it soon. I'm now trying to figure out the more complex steps towards getting it ready for the iOS market. I've got my developer account set up and have tested my app as built with Xcode 4.2 and Cordova.
What I'm having confusion over (well one of the things) is whether or not I need an actual iOS device in order to get the proper provisioning and certificates. Can I get those, run the package through PG Build and then test it with the Xcode iOS simulator? Must I bother my friends to give me one of their iPhones to test on?
If I'm being vague or asking this the wrong way I apologize.
I'm currently building an app for iOS using Phonegap and even though I have done some testing with a physical device I have seen that the simulator works really well. I mean it would definitely be a good idea to at least run one test of your final version on a physical device before you decide to submit, Apple and pretty much everyone else very strongly suggest that you do, but you aren't required to test on a physical device. All the provisioning and certificate stuff can be done through the Apple Developer site.
The only real reason I could see your app not getting approved relating to this topic is if there is some weird glitch that is only present on a physical device and looks fine on the simulator.
And keep in mind, though it probably won't get you disapproved I've noticed that Phonegap apps that use jQuery Mobile tend to be more glitchy on the transitions compared to when they are run on the simulator.
No you don't need an iOS device to get certificates. You can get them using OpenSSL. I created a GUI to help do just this for Windows users.
However Apple is one of the strictest in approval. It takes 8 days for them to approve an app. And they have been know to not approve apps simply because of there appearance.
Now I myself prefer to have iDevices to test apps.
http://community.phonegap.com/nitobi/topics/detailed_guide_for_setting_up_building_ios_apps_without_a_mac
http://community.phonegap.com/nitobi/topics/ios_app_rejected_advice_on_how_to_fix_it
To help with some App Rejection issues you may get when submitting the app.
https://github.com/AndiDog/phonegap-ios-tabbar-plugin
https://github.com/LinuxPhreak/iOS-Win-Signer
You will need an Apple computer to submit apps to the App Store. Apple no longer has a web based App Submission

iOS6 large downloads time out

It seems like all large downloads timeout on iOS6 using ASIHTTPRequest.
Does anybody know of any forks that have updated this library for iOS6. I love this library and really do not want to have to switch.
EDIT:
This issue is not specific to ASIHTTPRequest. Upon testing FSNetwork, MKNetwork, AFNetwork, and NSURLConnection they all fail.
A sample project can be downloaded from here:
https://github.com/BLamy/NetworkTest
It must be built to an actual device running iOS6 (I used an iPad2 unsure if that makes a difference).
I was having the issue with uploading. The solution I found was to set the cachePolicy of the urlRequest to NSURLRequestReloadIgnoringLocalAndRemoteCacheData. (There were a few other networking bugs I encountered too which only occurred on iPhone 5.)
Are you getting the timeouts on apps that are build against iOS SDK 5.x running on iOS 6 (ie your old builds. If you don't have access to an old build, how about the one you have existing on the App Store?).
Or are your symptoms ONLY occurring for new builds with Xcode 4.5 against iOS SDK 6.0? If the latter, and you really don't want to give ASI up, (and you don't want to implement any of the new iOS functionality), then you could consider building against iOS SDK 5.x instead of 6.0. See my answer here for instructions.
If you need to implement new iOS 6 features, or iOS 6 actually broke your implementation of ASIHTTP (built against iOS SDK 5.x), then you should consider other networking options. It's been over a year since Ben advised developers to seek other options, with good reason.
iOS6 has serious problem related to Wi-Fi. We use ASIHTTPREQUEST. We find small file downloads work fine, in some case large file(10MB above) downloads too, but after the download, we keep the device idle for a minute, again you try to add operation to the queue. The app crashes.
Initially, we got many Network unavailable alerts, though the internet was available. Later, we changed the Wi-Fi setting security mode WAP to NONE. Then for sometime we did not find the network unavailable error, as well downloads were ok..
However, when the server itself becomes loaded, the connectivity and download becomes to halt at mid of the progress. I have noticed this behavior, even in native SDK facebook app.
The simulators work very fine, even the devices like iPad1, iO5.0, iPhone 4 with iOS5.0, the never crash.
I sum up..Apple half baked the iOS6.0, may be the iOS6.0 is suitable only for iPhone 5,the new antenna structure. Unless Apple fix the iOS6.0 issue may not be solved.

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