There is an iPhone app called WiseCall which I have uploaded on the App Store. This works as accordingly, when you download the app and log in to your account in it on iPhone models like iPhone4s (A1387) and iPhone5 (A1457) and iOS version 9.2.
But for some reasons when a user with the iPhone5 model (A1429) and iOS 9.2 download the app and tries to log in to his/her accounts it always crashes for that particular user. Just because it occurred some kind of fatal error message with static string in the library file "libSwiftCore.dylib" when trying to load a UITabBarController that contains a UIViewController, as seen in the crash report below.
How come this error can occur in iPhone5 (A1429) and not with iPhone5 (A1457) or iPhone4s (A1387)? I have used this app on my iPhone4s and it worked perfectly fine for me to log in to the system, same thing for the other user who has the A1457 model. Is it something wrong with that users iPhone or could it be something else?
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I have a problem, when I test my iOS App on a real device or when I testing it in the simulator all is working as expected, but when I submit the app to TestFlight and I want to open it on my device the app is instantly crashing on launch. My last changes on the app was that I added the option that the user can pick another App Icon, nothing else. But now the app is crashing in TestFlight. Anybody has an idea what I can do?
Sometimes I get this error:
<NSError: 0x28227d6e0; domain: BSServiceConnectionErrorDomain; code: 3 (OperationFailed); reason: "XPC error received on message reply handler">;and thisMultiple RBSRunningReasonAttribute provided: 13 vs 20254. First one wins, but client should be fixed for assertion 31-112-6223`
I already tried to changes Scheme to Release but nothing changes still works on the simulator and the real device.
I've got 3 iPhone 5, 2 iPhone SE, 2 iPhone 6, an iPhone 6+ and an iPhone 7.
I've found that my app which uses a call directory extension won't work on any of the three iPhone 5 devices but there's no problem with it working on the other 6 assorted devices.
In case there is some problem with my app, I created a new app with a call extension which was created entirely using the XCode project templates (the Xcode call directory target template creates a lot of boilerplate code which is fully functional and will run and work without further change).
I got the same results - the template app also does not run on any of the iPhone 5 but it does run on the other 6 devices.
The conclusion from this would appear to be that for some reason call extensions don't work on an iPhone 5, however this is not a correct assumption because I downloaded an app from the app store (Hiya) which uses call extensions onto an iPhone 5 and there were no similar problems with its call extension.
So it is a mystery to me why both my app and the Xcode template app both do not work on any of my iPhone 5 but they are fine on every other device.
And that therefore is my question - has anybody encountered a similar situation or has any speculation why they don't work on iPhone 5?
(Was there an architecture change after iPhone5 and the build settings of the call extension might need changing to get it to work on the iPhone 5 for example?)
The way my app and the Xcode template app fails on the iPhone 5 is the same
1) the extension does not appear in Setting | Phone | Call Blocking & Identification. This implies it may not have installed/registered with the OS properly, however I don't see any problems being logged by the OS in the console when looking at the OS logging.
2) The status of the extension cannot be queried on an iPhone 5:
let theExtension = CXCallDirectoryManager.sharedInstance
theExtension.getEnabledStatusForExtension(withIdentifier: "com.redacted.redacted.CallDirectoryApp.TheCallExtension") {(enabledStatus, error) -> Void in
if let err = error as? NSError
{
print ("\(err.code) \(err.localizedDescription) \(err.localizedFailureReason)")
}
}
The error is err NSError domain: "com.apple.CallKit.error.calldirectorymanager" - code: 1
Again this might indicate the problem is related to the extension not installing.
(The problem is independent of the version of iOS 10 used on the iPhone 5, its the same result with a few versions of both beta and non beta versions. All devices are registered on the provisioning portal)
The iPhone 5 is 32 bit and everything else is 64 bit. I changed Xcode's default settings for the extension to the following and it now works:
I had a user report my app was freezing at the launch screen on his iPad Pro but working on all other devices -- an iPhone 6 plus and an iPad Mini all runnning iOS 9.2. I've had no crash reports from this release and can also see other iPad devices running the app fine, so I suspected some local file corruption issue. Just as I was writing the user about how to uninstall reinstall, I tried running the app on the iPad Pro simulator. Boom. He was right. Freezes at the Launch screen and throws an exception. (Yes, my inner Bart Simpson is writing 100x on the Blackboard: Test on all simulators before release).
Terminating app due to uncaught exception
'NSUnknownKeyException', reason: '[
setValue:forUndefinedKey:]: this class is not key value
coding-compliant for the key view.'
Elsewhere on Stackoverflow this error has been attributed to a bad outlet. As far as I can tell, no issues there:
or a Viewcontroller having a bad class. I'm eliminating that as a candidate as I don't think that would be a single-device failure, and because my app is built in Cordova it hands over to a webview.
The exception gets thrown in main.m, a cordova-generated file:
#import <UIKit/UIKit.h>
int main(int argc, char* argv[])
{
#autoreleasepool {
int retVal = UIApplicationMain(argc, argv, nil, #"AppDelegate");
return retVal;
}
}
I'd also read about issues of improperly formatted launch screens causing problems, and since the launch screen image I added for iPad Pro is a new addition to my code since last version, this was my first suspect. But I've checked pixel sizes and resolutions and all my launch screen images comply to the specs at Apple's developer site.
So. Any ideas what about the iPad Pro alone would cause a freeze immediately on launch? The app's first step is to look for a file written to local storage -- and to write one if it doesn't find it. Again, unless there's something very different about how the Pro handles local storage, I don't think that can be it as that process works across all other iOS devices. If running on actual hardware will help anyone diagnose, the app's here in the app store, and I'm happy to send a download code.
This was an embarrassingly simple issue: Don't know how, but the main interface box was scrolled to MainViewController.xib for ipad only. For a Cordova app, it should be blank, which it was in the default iPhone view for the Deployment Info page. When I clicked the iPad button the errant selection was revealed. Blanked it, recompiled, all was well.
I am coding an iOS app with parse SDK. I check user logged in by
[PFUser currentUser] != nil
This is my case (on iPhone 5s, iOS 7.1):
Open app.
Login by account on parse database.
Logged in success, with currentUser != nil
On main screen (after login) I press iPhone's home button (2 times).
I kill the app
I open the app. And it not logged.
I debug and see PFUser currentUser is nil when open app second time.
I check it when the app is killed by user, and open again. It works fine on iOS 8, but when I check on iOS 7.1, currentUser is nil. It looks like it logged out automatic or currentUser did not save.
I am using parse SDK 1.7.5. A new version is 1.8.0, maybe I should update it?
Fixed.
This is my mistake, in AppDelegate I set rootViewController before Setup Parse and check currentUser in viewWillAppear. I make this issue, maybe in iOS > 8.0 the viewWillAppear will be called slower on iOS 7.1.
Every simulator you can use with XCode is its own "sand box" per se. This means that if I'm logged in as a user in Parse with the iPhone 6+ simulator using iOS 8.4, and then I shut down the simulator and run my app on the iPhone 6+ simulator using iOS 8.3 then the app shows that I'm no longer logged in. Try it for yourself. This is normal behavior. If this is not what you are experiencing, then please elaborate your issue and explain in detail what actions you have taken in order to resolve this issue. Your issue could very well be caused by something entirely different that what I think it may be.
I playtested the game that I'm making on my development iPad, while it was not connected to xCode. There were 4 instances where the game just crashed/closed.
If I remember correctly, these crashes should create a crash report which can be visible in the Organizer>Devices>Device Logs. However, upon checking this, I see only 1 (instead of 4) reports, most of which are marked as "unknown".
Is there a way for me to refresh the device logs, or make sure that my device does keep logs of all crashes that happened while not connected to xCode?