App hangs on iPod Touch, but not iPhone - ios

I've just released my first app. I have received an email from someone saying that on their iPod Touch the app hangs on start up (black screen).
I can't replicate this on either the simulator, or my iPhone 4s. Apparently it hangs and doesn't crash, so I don't expect a crash report.
Both his iPod touch and my iPhone are running iOS 9.2 and the app is 8.3+
I'm using a launch screen storyboard that appears to work on other devices
The guy who reported this to me has made iOS apps himself before, so I assume he know's what he's doing
Does anyone have any ideas as to what could be causing this? I'm a bit stumped. I would love to ask a more specific question, but I'm not sure where to look.

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iOS 9.3 can not get thumbnail from photo library using iPhone App running on iPad

We have had an iPhone App that's configured to run only as an iPhone App.
One aspect of this App has been able to access the photo library without an issue whatsoever. That is until iOS9.3, where the iPad simulator, from iPad4 and up, will not display photo thumbs at all. It simply shows nothing other than a blank square where the thumb ought to be displayed.
Now, the iPhone simulator works totally fine. Images thumbs are read into and by the ALAssetsLibary.
I've learned that the ALAssettsLibrary is no longer supported on iOS9. Certainly the Apple Class Reference for this object has a redline through all of the methods: https://developer.apple.com/library/ios/documentation/AssetsLibrary/Reference/ALAssetsLibrary_Class/
**But if thats the case, why is is that it still functions on an iPhone device, that's 5, 5S, 5C, 6, 6S, 6S Plus?
And why will it not work on an iPad?
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I can see that this issue comes about if the App is configured an iPhone-only-app that's being run on an iPad?
I found this link on the Apple dev forum site:
https://forums.developer.apple.com/thread/43400, where folk are having the same issue as me? People are reporting this as a bug?
I tried downloading this, too, (link below), as perhaps a means of slotting this in to fix my issues:
https://github.com/guillermomuntaner/GMImagePicker
And it behaves in EXACTLY the same way I'm describing is happening in my App.
Has anyone seen this before?
Editing now as this link to SO is an individual having exactly the same issue and no answers yet?
Unable to see images in Camera roll in iPad Simulator when run at iPhone resolution
Ok - for anyone that has read the above, I can tell you now that iOS10 has fixed this silly issue.

iphone app on iphone 6 every now and then switches to background

I am in the process of testing one of my apps. It works fine on iphone 4s and 5. On iphone 6 however, my tester is reporting that every now and then the app goes to background and he need to relaunch. I would assume it is crashing but he is not able to replicate it (which means there is something really wrong).
Any idea how to go about figuring out what's going on there? All three phones are on ios 9.0.2 all code base is Swift 2.0.
You could add Crashlytics. I included a link below. It works really well. It will send you crash reports with a stack trace.
Crashlytics Link

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Keep in mind I just tested all these devices not even 24 hours ago with the keyboard working fine. I even restarted my laptop but still the Keyboard doesn't popup even though its been explicitly set as the first responder since I started building this app.
Whats going on?
Additional info: my deployment target is 7.1 but I noticed above the simulator reads 8.2. Either way whats going on here? Should I just keep building and hope this is a glitch on my laptop? (I really need a new one anyway due to abrupt crashes) but i can't help but notice that even though I back up my app, there are weird spontaneous changes sometimes at runtime.
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I'm trying to deploy my Unity app on the iPhone, but there is a problem. I have one scene, where you are clicking on objects and the objects playing sounds after click. Everything is going just fine on the Android device and the Mac, but on iPhone it seems like it's not listening to the touches on the screen. I have tested this on the iPhone 4G, iPhone 5S and iPad air 3, all with the same results.
This problem occurred yesterday, before that it was fine on all tested platforms.
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I am developing an iOS application on iPad Air (iOS 7.1) in xcode5. Everything goes well. However, when I deploy it on other devices (like iPad mini, iPad Retina, with the same iOS 7.1), the performance seems to be slower. Even, touching a button, the effect happens slower quite clearly.
Do you know why? and how to fix it? Thanks.
You can use the tool Instruments to anaylze the performance of your app, check out this tutorial:
http://code.tutsplus.com/tutorials/ios-sdk-time-profiling-with-instruments--mobile-9403
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