My Firemonkey app crashes after the splash screen on a iPad with iOS 8.4. Using XCode's instruments the closest thing I can find ito error is:
Runtime error 217 at 00000001974D5378.
However everything works perfectly on my iPhone 4 with iOS 8.4 and iOS simulator.
My Iphone 4 is a 32 bit device, and the iPad a 64 bit. I get the same result if I do a 64 bit compile only or building a universal binary.
Using Delphi XE8 Update 1, XCode 6.4
Any help would be greatly appreciated
Related
Our app has some performance issues. One particular area is the opening of a UITabBarController.
I have tested the app with Debug and Ad-Hoc builds built with VS 2015. I am using
Xamarin 4.5
Xamarin.iOS 10.10.0
I am testing on real devices
iPhone 6 iOS 10.1.1
iPhone 6 iOS 9.2
Pad Air 2 iOS 9.3.1
iPhone 5 iOS 10
I am seeing consistent and significant performance gains from the iOS 9 devices.
With the Ad-Hoc build, opening of the view, with a large dataset, takes just under 6 seconds (5.8). Opening the same View with the same data and same build takes just over 1 second on the iOS9 devices.
Can anyone suggest why iOS9 would be performing so much better?
We do not have anything that runs on iOS 10 only. The closest we have to that are calls like this:
if (UIDevice.CurrentDevice.CheckSystemVersion(9, 0))
However that check would return true for 9 and 10.
Ok so I installed the apple IOS 10 beta 10.0 on my ipad (Forth-gen) just for swift playground. But its not appearing on the home screen and its not appearing when I search for it. (I have searched playgrounds and swift playgrounds)
Swift Playgrounds is loaded on any iPad that can run iOS 10 except for the 4th Generation iPad.
This is most likely due to the 4th generation iPad being the only 32-bit iPad that iOS 10 will support.
I'm using Auto Layout/Constraints with Interface Builder in Xcode 6.1, so that my App renders correctly on all iOS devices. It works great across the iPhone 4s/5/5s/6 simulators and a real 5s, but part of the view is cut off when I run it on the iPhone 6 Plus Simulator.
To debug this, I downloaded the AlternateViews example code from Apple, and saw the exact same behavior. Then I tried to write a really simple test App, and saw the same thing again. I noticed that the iPad Air Simulator also cut off part of the view, and when I tested on a real iPad Air, the simulated/real displays did not match. I feel like there is something wrong in my dev setup (not a bug in the iOS Simulator), but I've double-checked everything and even reinstalled Xcode. Please let me know if you've seen this before, or have a recommendation on what to try next. Thanks!
AlternateViews Example on iPhone 6 Simulator:
AlternateViews Example on iPhone 6 Plus Simulator:
My SimpleTestApp on iPhone 6 Simulator:
My SimpleTestApp on iPhone 6 Plus Simulator:
My SimpleTestApp on iPad Air Simulator:
My SimpleTestApp on Real iPad Air:
I've seen this offsetting on rotation issue, starting in June 2014 when iOS 8 first went public, and I submitted to Apple a test project that showed how to reproduce it. In most cases it is possible to work around and prevent it, but my test project continued to demonstrate the issue.
A few weeks ago, however, Apple replied to my bug report, asking me to test in iOS 8.2 (available in beta as part of the Xcode 6.2 beta). The issue could no longer be reproduced!
Therefore I would suggest that what you're encountering is, at least in part, a genuine iOS bug, and that iOS 8.2 will prove to have fixed it.
I am trying to build and test my game on iPad mini iOS 8 using Xcode 6 GM seed all i am seeing is this half way screen. I don't know why Xcode 6 is not showing the full screen. However same code if play on Xcode 5.1.1 then it works fine on ipad and play game at X2 on iPad. I am maing iphone game but i a testing that on ipad too as ipad also can play the game.Can any body solve my issue i want to submit my app using new sdk. I found one more thing on xcode 5.1.1 it's showing surface size:640*960 and on xcode 6 it's showing 960*640 which can cause problem so kindly help me to find the solution thanks in advance.
I am working on an app that has not yet been redesigned for iOS 7. There are a few new features being added that I want to deliver in an app update, but I want the app to run in iOS 6 "compatibility mode" on iOS 7. I have set the Base SDK to iOS 6.1. When I build and run everything looks fine in the iOS 6 Simulator. However, in the iOS 7 Simulator, all elements look iOS 6-ish with the exception of the UIButtons which are all borderless.
Is this expected behavior, or am I doing something wrong?
I tested this using a simple app with one button and one switch.
iOS 6 Simulator:
iOS 7 Simulator:
Notice how the switch remains iOS 6-like in iOS 7 but the button does not.
From my experience you need to work and submit the app using xCode 4.6 if you want to retain the iOS 6 UI. Testing is a little tedious in iOS 7 but you can do it but installing the ad hoc app on your iOS 7 device.
Update
as #rmaddy mentions in the comments, you can build directly from Xcode 4.6 to iOS 7. Use your iOS 7 device with xCode 5 before doing so.