We have been using Crashlytics (Fabric) for iOS Builds distribution for so many months. But recently We are experiencing wired behavior with one app.
While we are trying to download the app, Sometimes it is downloading very slowly, it takes literally more than 1 hour to install the app. It's been like this for few days only. Earlier there wasn't any issues with this app.
This is happening in one specific device only, for the other devices, the app is installing without any issues.
We are installing on the same wifi network, same configuration on the devices.
Full of available memory, no background applications.
We have tried to restart the device, forgot and rejoin the wifi, still the issue occurs.
Can anyone please help us?
Related
I ask because I installed to a device (by selecting the device from the simulator menu) and everything was working as expected.
However, after a few weeks it stopped working (immediate crash upon opening).
I tried connecting to the internet and running it again.. and that seemed to make it start working again. However the app itself doesn't use any internet connectivity.
Is there some type of expiry Apple sets when installing to a device using this method?
Or could it be related to the Unity framework needing to touch base?
Once I've upgraded and installed Xcode 8, my developing experience with iOS has gone down the gutter. Most frustrating of all is the need to verify the app every time the app is installed from Xcode.
I'm working on simulating data loss so that I can build correct error handling solutions, but when I install the app from Xcode with my device's data connection to off (no wifi, no cellular), Xcode prompts me to verify the app by turning on data connection. This is the case even when I simulate network loss with the network simulator.
I never dealt with this issue in Xcode 7.
Due to this issue, I'm unable to set breakpoints, work step-by-step troubleshooting, and work with the console when I have no data connection.
Is there something that'll verify an app forever, once and for all? I'm not deleting the app from my iPhone 7 each time I install the app. I'm just pressing the play button from Xcode like I always used to.
Thanks for your help.
I am developing an iPhone application. The app was running smoothly on my as well as on my clients device.
But now client has udated his iOS version from 7.1 to iOS 8.1. Now when client goes for installing app on his device the splash screen occurs and app gets automatically minimize and he is not able to open the app again. every time when client taps on my app icon the splash screen appears and app gets minimizes automatically.
But app is running smoothly on my device.
I have updated my iPad to iOS version 8.1 to check whether this is version problem, but app runs successfully on it.
I was also downloaded the new xcode 6.1 and run my project on device. It runs successfully.
I was also deleted and recreated my certificates and provisioning profiles 3-4 times.
But unable to get the exact problem that client is facing.
I am unable to get any solution now. Please suggest some cases to debug this problem. I gets stuck with this problem from nearly to a week. please help me. It's urgent.As client is demanding for the build.
I have an iPhone app that I have developed and tested on my iPhone 4S. The app is released on the market and some users claim that the app is unusable as it crashes on start up.
I have done exactly the same things as the users have to their devices, running the same version of the app on my iPhone 4S and I cannot get it to crash.
I have been to the houses of users and plugged their phones into my computer to get the log read out and when I do, I get errors that I am not getting on my phone and my mac.
I am completely at a loss as to how I start to find the solution to a problem like this. Does anyone have even the faintest ideas?
A good start will be to integrate a crash log collecting, crash reporting SDK in your app like HockeyApp, TestFlight, Crittercism or QuincyKit.
This will send you the crash logs to you so you don't have to collect them manually. These tools can also automatically symbolicate the crash logs for you so you can find the source of the crash in your code.
You should test a release build before you ship it. Archive a release build and distribute it as an Ad-Hoc build. You can load a saved IPA file to your iDevice using iTunes or Organizer. The thing is that you can test a release build which is the same you would ship to the App Store (they are signed differently but the build configuration is the same unless you changed that).
iPhone 5S ships with 64-bit A7 processor. Your iPhone 4 is a 32-bit device. Most likely processor architecture is not the case but as Apple says: Before you distribute your app, you must test it on actual hardware. Some of the runtime changes can be detected only when the app is running on a device. I recommend you updating your set of test devices with different models. I still own an old iPhone 3GS which is great for spotting performance issues.
The general comments others have posted are correct. Add crash logging into your app with a pre-made SDK and test on an actual device. I can't add much more to those points, but I will tell a short story about a similar bug that I found in one of my apps in the hopes it helps you with your issue.
Our app was predominately iPad2 users. When the iPad4 was released, waves of our users upgraded and they started experiencing an issue that was not present on iPad2. Two network requests were fired off at the same time and the result from one of them was crashing. We eventually found out it was a concurrency bug. The result of the first request was being processed "too quickly" and the code was getting to a critical section of code that was not thread-safe with the other request handler.
While this bug was still possible on the iPad2 if the network latency fluctuated just right, it never happened that way. The iPad4 made it happen almost every time.
You can use https://github.com/CocoaLumberjack/CocoaLumberjack lib to collect crash data logs from users.
Have you considered installing a crash logger in your app? There are plenty out there (Flurry, TestFlight, Crittercism, Hockey App, etc).
Most are fairly straightforward to install - add a framework and a couple of lines of code. Once you've done this, you'll (hopefully) be able to see exactly where your app is crashing on the users' devices, without having physical access to them.
I am contemplating developing iOS apps use Delphi XE4 with iOS. In my research I saw MacInCloud, http://www.macincloud.com/features/tools/tools
Does anyone have practical experience with this? Can I hook up my Windows/Delphi/similar development tool to MacInCloud/xCode for cross compiling (to obey licensing terms) and have the app debugged on my iPhone?
Maybe over time it would be beneficial to buy an iMac, but if I could start creating apps without it would be great.
I recently tried exactly that with MacInCloud. XCode and Delphi XE4's PAServer is now automatically installed by MacInCloud so I had few issues hooking up my Windows and Delphi environment.
What I found was that running and debugging in the iOS simulator on the Mac in the cloud worked fine. However as my upload speed was quite slow a compilation took some considerable time. Each compilation seemed to require an upload of about 17MB for the app and another 50MB for the debug symbols.
There is no way of plugging in your iPhone into the mac in the cloud and MacInCloud therefore recommend that you use a further cloud provider (TestFlightApp.com) to deploy the app to your device. I couldn't test using the TestFlightApp service as I have not signed up for the required developer account with Apple and so cannot deploy to physical devices at all.
All in all, if I was doing serious work I would either buy a Mac or pay for faster upload speeds but despite that I found it an very educational experience.
Good luck with TestFlightApp. That is one of those great services we use to have but not anymore. It use to work at one time but has fallen in great disrepair and been neglected.
Even if that did work, you would go out of you mind if you was working on something that can only run on the device. Not all iOS features work on simulator, like in app purchase for instance.
Where with a real machine at hand it deploys right to device almost as fast as simulator. Just a few seconds longer. Doing it this other way would take 15 minutes or more and require many steps of your interaction. You will forget where you left off in your code by that time.