Intel XDK iOS build produce zero sized ipa files - ios

I'm trying to make this build system to work.. I've managed to create and build several projects, everything is cool all the way from building to running on the iPhone. But at some point today, the XDK started to produce zero sized ipa files and the links it sends by email to download the binaries are broken. No errors, no warnings. The android files are produced fine and downloadable, yet iOS files are zero sized. But it was OK just few minutes ago, nothing changed on my side..
Kind of show stopper to me. Does anyone use Intel XDK for practical things? How stable is it?

There was a problem with the build system that has been resolved.

Related

When we create IPA files with two different xcode versions then is there any difference in ipa files?

Trying to understand the Xcode versions impact on building IPA files. Checked multiple responses in stackoverflow and few other sites. But not sure how it impacts.
There're lots of differences. There are differences in the IPA files if you build your software twice with the same copy of Xcode (because there are some timestamps included). Building with a different version of the compiler is often going to generate slightly different output. Building against a different version of the SDK is always going to generate different output. Every version of the Swift library is going to be slightly different. You should absolutely expect differences if you change the version of Xcode.

Error Loading Image Files on iOS with Latest Corona SDK Build

As of yesterday, image files were being pulled from the image folder correctly to build character models, but now most of the calls to display.newImageRect result in a black rectangle. This glitch only occurs on iOS, not in Android or the Simulator. Any suggestions?
There have been no changes to the code involved with loading images.
Corona: v2014.2393
OSX: 10.9.5
XCode: 6.1
There are no messages in the console that would indicate being unable to load the images or anything of that nature, and the issue is that it works in the simulator, and on Android. However, when the application is built for iOS, the error occurs when building character models and loading most of the images, but, curiously, using the exact same module in another scene (a far less complicated scene) works still. Texture memory used stands around 15MB. I don't know, if that might be the cause of the error, but I'm fairly certain that it isn't. As I said, the curious thing is that a build from 2 days ago still works and loads the images just fine.
For clarity, all image files are PNGs.
UPDATE: The same bug occurs on earlier builds that previously functioned. So, this might be an issue with iOS or, at least, our app's compatibility with the latest version of iOS 8.
Using an older version of XCode and Corona seems to work only when building the older version of the application. Furthermore, purposely misspelling file names results in a different error. So, it's not that the images are not being found. Using the same image files in a working build on another machine doesn't produce the glitch either. Nor does transferring copying the modules for image loading over to the older build.
I'm seriously baffled.
If you can reliably reproduce this issue, I suggest you ask on Corona forums or report a bug with them.

Build Xcode Project and retrieve .app file?

Ok, pretty weird request, but how can I build a Xcode Project on my server and retrieve the .app file? I would like to do this using iOS and Mac OS X. These process is referred to as a Build Server sometimes. But iOS is most crucial. Also I'd imagine there some other technologies involved in this process. So Thanks for your help!
Start with reading about Hudson:
http://hudson-ci.org/
and
http://blogs.globallogic.com/build-management-for-ios-and-mac-based-projects

CCParticleSystem and TestFlight build bug?

I'm not really sure if this question is answerable as I am completely puzzled by this. Maybe if someone had a similar issue and can maybe point something out?
So I used 4 different CCParticleSystem effects in my app which run perfectly fine when built and installed from xcode. However, when I build and upload for testflight and download to my device, one of the CCParticleSystem effects doesn't show up with the intended particle texture, but instead shows up as a square instead of the texture I provided.
All 3 other CCParticleSystem effects are working properly though, just not this one, which is puzzling me.
I used Particle Designer for all 4 particle effects.
Anyone have any issues like this? Thanks for reading.
In my experience there are a couple of things that can cause issues like this:
There could be a resource missing from your build that was present in a previous build. Sometimes builds from XCode to device ignore resource deletions and updates.
You can check for this by doing an uninstall from the device, a clean in XCode, and then rebuilding to see if that makes the XCode build consistent with the TestFlight build.
If that doesn't help, then check the target membership of your particle resource and verify that it has been included in every build target that it should be (if you have multiple build targets).
Note that as a general rule, it is a good idea to do a clean within XCode prior to building an archive for distribution. This should ensure that the archive is always built using the latest sources and resource files.

PNG-images turn blank/corrupted after build and archive

I ran into a strange problem today, after renaming a couple of images in my app and making sure they work on a device as well as the simulator, I used Build and Archive as I always do to build my app to distribute to the testers.
However, this time I got strange reports from the testers saying the images were gone, so I installed the build on my phone and to my surprise they were gone as they said. Tried to do a clean and build again but no change.
When I open the .app archive I can clearly see that many, but not all, of the images have turned blank, they appear to be the same physical size on the disk and they also seem to have the correct height and with when I press space to preview them, I can't however open them with photoshop for example (the file-format module cannot parse the file).
This is very confusing and as I have to get the build ready for testing very soon I would very much appreciate some help in this matter.
Your source PNGs seem to be slightly off-standard or at least incompatible with Apple's pngcrush. Make sure you use a commonly well functioning tool for creating the PNGs - when in doubt reconvert/resave them.

Resources