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

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

Related

iOS App works fine with Simulator but Crashes with a real iOS device

I know there are already similar problems on StackOverflow, but mine is a little different. So when I launch my app on the simulator, it works just fine, however, when I launch it on a device, it loads everything and launches the app but as soon as it does that, both my Xcode and the app on my phone crash.
I have no code to post as my Xcode crashes but if you know why this is happening or any code that may be useful to you, please let me know.
I think you should follow the orders to figure out what the problem is:
1、Make sure your device type and iOS Version is right. Some newer apis do may cause crash on old iOS version. If your device's iOS version is not the same as the version of your simulator, maybe it's the reason.
2、If you're using iPhone 5 or iPhone 5c. That means your device does not support 64 bit calculation. Check it out.
3、Add Global Exception from exception panel. Switch to exception panel -> click plus button on the left bottom of the panel -> Choose one or more global Breakpoint you want to add. Then you should get where is wrong before it crash.

SpriteKit game deployed from TestFlight may not display correct on iPhones

I’m having an issue with games I’ve been developing for iOS using SpriteKit
The issue deals with when the games are deployed through TestFlight and installed on iPhone devices.
On some phones the games will not display correctly. They will appear zoomed in from the center and be clipped at the edges.
Here is a screen shot (taken from an iPhone 6) of what one of the games is supposed to look like:

Here is what the game can look like when it is clipped (screen shot taken from an iPhone X):

I have three iPhone devices I’ve been using for testing:
iPhone 5 running iOS 10.3.3
iPhone 6 running iOS 11.2.1
iPhone 8 running iOS 11.2.1
On all three of these devices the game displays correctly whether I install the game through TestFlight or deploy directly from Xcode.
I also have a tester who has an iPhone 7 Plus running iOS 11, and games installed from TestFlight on his device display correctly as well.
And, of course, the games display fine in all versions of the IOS simulator I’ve used for testing and debugging,
At one point I was able to have temporary access to an iPhone 6s that was having the problem. I could not find any change I could make in SpriteKit that would allow the game to display correctly. Furthermore the View Debugging feature of Xcode indicated everything was fully visible on the screen when it was clearly clipped on the device.
Also, for another user, I was able to get the game to display correctly by having them perform a factory reset of the phone in reinstalling a backup
All of this seems to indicate the problem does not lie with the code for the games, and is rather some physical problem with the phones themselves.
It is also very confusing, and I’m unclear about the cause and how to fix it.
At any rate, this does not appear to be a problem I can solve from my end of things, and I feel that I may need to reach out to Apple for help, only I’m unsure of the best way to go about this.
I don’t know if I could try logging a bug report, as I do not have clear steps on how to reproduce the problem.
I’m wondering if there is anyone I can contact through my developer account that I have that could help to troubleshoot this issue.
What suggestions do people have for dealing with this problem?

App created in Xcode 9 crashes with screen record on in iPhone iOS11

I created a couple of apps and side loaded them on my iPhone.
I was playing around with my iPhone screen recorder and noticed the apps I side loaded, would close out.
Apps like LinkedIn, Twitter, shopping apps will stay on top.
Is there a setting in Xcode that prevents this?
I believe I found the answer. I had updated to iOS 11.0.1, thats when the crash started. Worked well with iOS 11. Just reloaded the app from Xcode and it works now. At this writing, the Apple Developer website is down for maintenance, so I am unable to load my other apps.

Unity app crashes on iPhone 6 ONLY?

I have deployed a game made in Unity via TestFlight and do not know what to make of this issue - the game runs perfectly on all iPhone 6s and above. On iPhone 6 however and an iPad, it crashes right after the splash screen.
Crash report said initially it had to do with the Metal graphics settings - since (this is another problem) I haven't been able to get the crash reports from the last 2 builds, I am led to think it is still a graphics problem.
I've googled everything and found a few threads saying it was a Unity 5.5.0 problem and also that older devices do not support Metal. So today I updated to Unity 5.5.2f1 and removed Metal from the Graphics settings as
various links have said this has been an issue - https://forum.unity3d.com/threads/crash-on-startup-5-5-0f1-ios-10.446813/
https://issuetracker.unity3d.com/issues/ios-crash-on-presentrenderbuffer-gl-renderbuffer-in-presentgles-when-loading-a-scene-on-iphone-6s
but even with OpenGLES2 and 3 both in the options with Metal removed, it still crashes on just these older devices.
What is happening here? How can I fix this?
I am on the most updated Xcode, etc.

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?
Has anyone got a workaround?**
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.

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