Issue
Provision violated for watchdog scene-create: <FBSProcessResourceProvision: 0x282c3bc00; allowance: <; FBSProcessResourceAllowance; type: scheduledTime; timeValue: 0.40s>; violated: YES>
In my Nativescript-Angular app, older iOS devices like the iPhone6 fail to launch via pushkit because watchdog terminates it. I am not doing any network actions (which seems to be the main reason for watchdog from other posts).
I created a dummy app which have the same app module, app component and all I do is import the dependencies and I can still timeout. The time value fluctuates on every run and can range from 0.01s to the timeValue is 1.0s.
*On more recent devices like the iPhone8, X and iPads I do not encounter this issue.
Device & Nativescript Info
Nativescript Info:
✔ Component nativescript has 4.2.4 version and is up to date.
✔ Component tns-core-modules has 4.2.1 version and is up to date.
✔ Component tns-android has 4.2.0 version and is up to date.
✔ Component tns-ios has 4.2.0 version and is up to date.
Device: iPhone 6 using iOS 12
Built: Webpack with AOT and Uglify enabled + in production mode
I am curious to see if others have run into this issue or if anyone has any suggestions as to how I can improve the launch time and avoid the watchdog timeout.
Related
ERROR ITMS-90725: "SDK Version Issue. This app was built with the iOS 14.4 SDK. All iOS apps submitted to the App Store must be built with the iOS 15 SDK or later, included in Xcode 13 or later."
In my case, I have a Mid 2012 MacBook Pro .. so max support Xcode version 12.x and
Mac OS Catalina. SO cannot install Xcode 13.x
If there's a way to run a build on XCode 12, that has the iOS Deployment Target set to 15 - that would be greatly appreciated. Any suggestions?
Thanks
We also recently got this message from Apple, which is quite an issue for us as our build nodes were not capable of running Xcode 13, and further their own previous posts on the issue only suggested that in order to upload to the App Store apps were required to be built with Xcode 13 after Apr 25, not that they also required linking against the iOS 15 SDK, or that apps already uploaded to the app store before the deadline would require this to be approved for release.
We're half way through upgrading our build machines to run a version of MacOS that supports Xcode 13 (causing various issues with other parts of our build of course), installing Xcode 13, and now we have to work out how to upgrade our Xcode project to use the iOS 15 SDK without it breaking even more stuff (actually, initial investigation suggests we don't need to change our project settings at all, it will happen automatically). Happy days, but that's Apple for you (in contrast, most of our MS-stack-based and Android-based applications are using quite old and in some cases out-of-LTS versions of various libraries and build tools, as we haven't had the resources to upgrade yet, but certainly haven't any issues with publishing or running them).
https://developer.apple.com/news/?id=2t1chhp3
Check your iOS SDK version using command
xcodebuild -showsdks
and xcode version with command
/usr/bin/xcodebuild -version
If your xcode is less than 13 and iOS Sdk less than 15 - you need to update it.
By the way, here is a useful link, it will help you with dependencies https://developer.apple.com/support/xcode
I have build a xamarin app and tested it on android emulator and the app works fine. I've decided to test it on iOS simulator, but it is not going as planed. I've connected my windows pc to the MacBook Pro, updated Visual Studio 2019 and xCode to the latest version and set the Automatic Provisioning. When I try to launch the app on ios 14.5 version of no importance which iPhone, I get this error:
error HE0046: Failed to install the app 'packageName' on the device 'iOS 14.5 (18E182) - iPhone 12': ???appName??? Needs To Be Updated
I've google it with no success. I've tried to launch the app on older iOS version, but I get another error:
error HE0042: Could not launch the app 'packageName' on the device 'iOS 13.0 (17A577) - iPhone 8': The request to open "appName" failed.
I've checked the logs on the macBook simulator, but I still can't solve my issue.
Logs from iPhone 8 iOS 13.0 simulator:
Jul 1 16:02:11 Borjans-MBP com.apple.CoreSimulator.SimDevice.7E33AFBE-858C-4EBD-9470-8E503EAA0B21[18503] (UIKitApplication:packageName[82f8][rb-legacy][38282]): Could not find and/or execute program specified by service: 86: Bad CPU type in executable: /Users/borjan/Library/Developer/CoreSimulator/Devices/7E33AFBE-858C-4EBD-9470-8E503EAA0B21/data/Containers/Bundle/Application/B178901C-355F-4956-9EA0-296A2CEB1718/projectName.iOS.app/projectName.iOS
Jul 1 16:02:11 Borjans-MBP com.apple.CoreSimulator.SimDevice.7E33AFBE-858C-4EBD-9470-8E503EAA0B21[18503] (UIKitApplication:bundleName[82f8][rb-legacy][38282]): Service setup event to handle failure and will not launch until it fires.
Jul 1 16:02:11 Borjans-MBP com.apple.CoreSimulator.SimDevice.7E33AFBE-858C-4EBD-9470-8E503EAA0B21[18503] (UIKitApplication:bundleName[82f8][rb-legacy][38282]): Service exited with abnormal code: 78
Jul 1 16:02:59 Borjans-MBP syslogd[18505]: ASL Sender Statistics
I've spend a few days looking for solution but I didn't find one. Can someone please help me?
I've finally found what was the issue. It somehow the configuration changes from iPhoneSimulator to iPhone when I am clicking the run button. I should manually set the configuration to iPhoneSimulator and it works now. Just go to Configuration Manager, find the iOS project and set the platform to iPhoneSimulator instead of iPhone.
We have built an iOS app using react-native and the react-native-tra k-player package along with the component. THe app was built successful and tested on the the iphpne 12 Max along with many other iphone models as the app is already available in the Apple Store under "Trop Rockit Radio". The app has an issue where after a period of time the component fails to load images into the app with a 'Netweork request failed' error. The app loads 1024x1024 pixel images every three or so minutes and is triggered whenever the react-native-track-player alerts that new metadata is received from our ShoutCast based radio station. Once the error occurred, we use the same device's webrrower to go to the web domain where the image database is held and the browser gets a 'Request timed out' error. This forces us to go into the iphone's setting and perform the 'Rest network settings' action. After the reset completes. everything starats working again for a while until the error occurs again.
Our image database comes from our website domain: rockitstudios.com and our music content from our ShoutCast provider.
Other symptoms include:
If we minimize the app, the music player part of the app stop playing too and the app's widgets are somewhat un-responsive.
When we built the app, we used the Xcode capability settings to enable backgroud audio, background pictures and backgroud processes so that the app works when minimized.
It almost seems that there is an iOS custodial monitoring process that is killing the Image loading process after being triggered by it, then the same custodial process seems to stop other active processes associated with the app. Is this the case? If so. how do we solve the proben?
This issue occurs for both the Cellular Data and the Wi-Fi networks, and occurs on multiple networks around the globe, so it is not limited to a single network at one location.
I'd be happy tp post code snippets of the area in question as necessary.
The same react-native app's code was also successfully built on the Android platform and does not have any issues it too is in the Google Play store under the same title.
our iOS development (react-native + Xcode) environment from react-native info):
IOS version 14.4
Xcode version 12.4
System:
OS: macOS 10.15.4
CPU: (4) x64 Intel(R) Core(TM) i5-4278U CPU # 2.60GHz
Memory: 481.24 MB / 8.00 GB
Shell: 5.7.1 - /bin/zsh
Binaries:
Node: 15.5.1 - /usr/local/bin/node
Yarn: 1.22.10 - /usr/local/bin/yarn
npm: 7.5.2 - /usr/local/bin/npm
Watchman: 4.9.0 - /usr/local/bin/watchman
Managers:
CocoaPods: 1.10.1 - /usr/local/bin/pod
SDKs:
iOS SDK:
Platforms: iOS 14.4, DriverKit 20.2, macOS 11.1, tvOS 14.3, watchOS
7.2
Android SDK: Not Found
IDEs:
Android Studio: Not Found
Xcode: 12.4/12D4e - /usr/bin/xcodebuild
Languages:
Java: Not Found
Python: 2.7.16 - /usr/bin/python
npmPackages:
#react-native-community/cli: Not Found
react: 16.13.1 => 16.13.1
react-native: ^0.63.4 => 0.63.4
react-native-macos: Not Found
npmGlobalPackages:
*react-native*: Not Found
UPDATE: We performed some more testing and troubleshooting. Given that most of our customers are using iOS 14.4 and recent iphones (iPhone 11 and 12). We let the app play until the image loading fails, then we used the iPnone's Safari brouwser to go to the domain where the image database fails, "https://rockitstudios.com" and the page stopped working and returned 'Reqest timed out' error. We also went to our other domains including: "https://nomps.com", "https", "https://rockitbroadcasting.com" and noticed all of these domains have the sme timeout issue. However, when going to sites like google.com, facebook.com. and other websites we have no request timeout issues. This tells us that we have a singe hosting service that is hosting all of our domain that is having the timeout issue on our hosting service. When performing the 'Reset Network Settings' in the iPhone's settings panel, all of these domains start working again and the App's image loading starts working. Is this an iOS 14.4 SSL/TSL issue? All of our domains have their SSL certificates in place. Any ideas on debugging this or has a known solution to this issue? Also, our Android apps do not have this issue. You can try the "Trop Rockit Radio" app in the Apple Store and see the issue first hand.
Had a similar issue in my React Native app. The app is pretty image heavy, and we could pretty consistently (but not all the time) reproduce a bug where the app successfully loaded ~100 network images but then all future image load requests would time out. You could sometimes make the app "snap out" of this state by toggling between WiFi/cellular, or backgrounding the app and returning. Quitting the app and restarting produced the same result again: about 100 images loaded and then nothing. iOS only - did not happen on Android.
After lots of digging the fix was server side: we disabled the HTTP/3 (with QUIC) setting on our Cloudflare instance.
Currently, I am working on the hybrid application using Cordova, the app was working fine till iOS 13 version on both locally and Test flight builds. But after releasing iOS 14 version, we tested the same app on the iOS 14 version and has been observed multiple crashes on different screens. We tested the same build is working fine on locally / debug version on iOS 14 but the crashes happening only on release builds both Test flight as well as Ad-hoc export IPA version.
Here is the current project configuration -
Cordova-iOS version : 5.1.1
Minimum deployment iOS : 10.0.0
Cordova version : 10.0.0
I tried few things to fixing the crash issue -
Changing the preference flags for WebView and WebView engine in config.xml file.
Changing the schema, running the build in release version not able to get the logs or the issues causing the crash.
Changing the Swift compiler optimisation level to fastest to none by following the link - App Crashes Only On Testflight Build.
Note - Thanks for suggestions on upgrading the Cordova-iOS version to latest we are already in the process of upgrading the cordova-iOS version to 6.2.0 with some additional features in the app. But for current version market release need to immediate and quick fix for the crash issue on iOS 14.
Here is the few logs observed in the OS console for release builds at the time of crash -
[pageID=0, frameID=0, main=0] FrameLoader::continueLoadAfterNavigationPolicy: can't continue loading frame due to the following reasons (allowNavigationToInvalidURL = 0, requestURLIsValid = 0, navigationPolicyDecision = 1)
0x10ff32700 - [pageID=0, frameID=0, frameLoader=0x1095f8190, resourceID=0] SubresourceLoader::willSendRequestInternal: redirect response is NULL.
I created a basic gluon app for iOS and when I try to launch it (right-click on project > Tasks > launch > IPadSimulator) I get the output below. I have a macbook pro running Mac OS X Sierra, Xcode 8.3.3, Netbeans 8.2 with Gluon plugin 2.5.0.
Executing: gradle :launchIPadSimulator
:compileJava UP-TO-DATE
:processResources UP-TO-DATE
:classes UP-TO-DATE
:createDefaultIOSLauncher
:compileIosJava UP-TO-DATE
:processIosResources UP-TO-DATE
:iosClasses UP-TO-DATE
:iosExtractNativeLibs UP-TO-DATE
:launchIPadSimulator
Root pattern javax.annotations.**.* matches no classes
Root pattern javax.inject.**.* matches no classes
warning: no debug symbols in executable (-arch i386)
2017-06-17 13:51:15.618 simlauncher[2058:23258] ERROR: dlopen(/Applications/Xcode.app/Contents/SharedFrameworks/DTDeviceKitBase.framework/DTDeviceKitBase, 10): Library not loaded: #rpath/DVTDeviceFoundation.framework/Versions/A/DVTDeviceFoundation
Referenced from: /Applications/Xcode.app/Contents/SharedFrameworks/DTDeviceKitBase.framework/DTDeviceKitBase
Reason: image not found
BUILD SUCCESSFUL
Total time: 15.489 secs
The build is successful, but the simulator does not start. I am able to launch the simulator and run apps from Xcode however.
I'm able to reproduce the issue, and it has already been reported elsewhere (here or here).
As you can see here, the current version of the jfxmobile plugin (1.3.5) is using on iOS MobiDevelop 2.3.0.
After Apple released iOS 10.3, several issues have been reported: deploying to mobile was failing after installation was complete (verification failed at 90%), and now the issue with the simulator.
MobiDevelop 2.3.1 has been recently released with some fixes.
Using this version I've just verified that the issue with the Simulator is fixed as well. Anyway, I've just created an internal issue to notify this problem.
When the jfxmobile plugin gets updated with the new MobiDevelop version, the issue will be solved.
In the meantime, if you need it, you can fork the repository, modify it and build it yourself.