I had Xcode v6.0 - v6.1 . I'm not sure which one. What I can remember is, it does not support iOS 8.2
The problem is that my team and I release a game app for beta testing ( test flight pre-release , on iTunes connect ) . Every user that got iOS 8.2 crashes at the very beginning when they open up this game app.
After, I upgrade my Xcode to v6.2 which support iOS 8.2. It solve the problem. But still my team and I are not 100% sure if this will solve the problem long term.
My game app framework:
- Cocos2d-x v2.2.6
My question is that:
1.) Is Xcode version the reason it crashes at the first place?
2.) If so, do I need to update my app and my Xcode every time Apple releases new version of iOS?
Thankyou. :)
You need to investigate exactly what is happening, for example by connecting a device running 8.2 to a development machine and debugging. It is most likely that you have some bug in your code that can strike at any time due to random differences of the environment; for example uninitialised memory will have random values that can be different depending on the OS and will sometimes crash and sometimes not. It is quite possible to have a bug that has nothing to do with OS or Xcode version at all that behaves like this. And that bug can reappear at any time.
Correctly written code will work on all future OS versions without problems. With emphasis on "correctly written".
Related
I am panic. I am new in programming and in iOS development. Tomorrow I plan to publish my app to the app store for my company. but this morning I update my iPhone to iOS 12.2, and I must update my Xcode to 10.2.1 in order to make Xcode can run my app on my real device.
but I get hundreds of warnings like the image below. Unfortunately I also stuck to downgrade my iOS on my iPhone to be back to 12.1.4. so it seems that I still have to use Xcode 10.2.1 and iOS 12.2 on my iPhone. there are more than 250 warnings on my Xcode:
even though almost all the warning are:
warning: public' modifier is redundant for instance method declared in
a public extension
I can run my app without issue. but I choose not to fix the warning and leave the 'Conversion to Swift 5 is available' and also 'update to recommended settings'
because it will make error to my firebase Pod and I can't run my app. so my question is....
Can I still publish my app to app store and run without issue on the real device of the users ? because I choose not to fix the warning and leave the 'Conversion to Swift 5 is available' and also 'update to recommended settings' , but it still worked without issue on my simulator. I am worried apple will reject my app because I don't fix 'Conversion to Swift 5 is available' and also 'update to recommended settings' warning
Regarding the decision to update Xcode so you could run this on your device, it turns out that this may have been unnecessary. Largely regardless of Xcode version you use, you generally can manually install an app on an device running a more contemporary iOS version. You just won’t be able to run it via the debugger from an older version of Xcode. See https://stackoverflow.com/a/35044362/1271826, whose basic concepts about installing still apply today.
All of that having been said, the choice of minimum Xcode version is dictated by Apple’s App Store guidelines. See this March 2019 guideline which says that apps must use iOS 12.1 SDK or later. And watch the Apple Developer News feed as these minimum SDK requirements change over time.
Regarding the warnings, they will not be a problem for submission. Apple doesn’t have your source code and has no exposure to what compile-time warnings you got. The thing is that these warnings really are telling you important and helpful stuff about “such and such might be a problem”, which is why it’s good to resolve all of them. We can’t comment about which warnings are really important and what’s not without seeing which warnings you received.
But I’d suggest that you:
Make sure you install a version of Xcode that supports the minimum SDK version outlined in the Apple Developer News feed; and
Make a good faith effort to address as many of the warnings as time permits.
At the time of writing, the minimum SDK version is 12.1. But keep an eye on that feed, as the minimum requirements are periodically updated, but generally with some advance warning.
I'm experiencing a similar issue as was posted previously in:
WatchKit Simulator Won't Load App
My WatchApp seems to be loading okay (I'm watching step by step w/ NSLog), but the spinner (sometimes) never stops and the Watch interface (sometimes) never appears in the Simulator, i.e.:
I've tried some of the workarounds posted at the above URL (and I apologize for not being able to directly add my comments there) and they seem to work some of the time.
But I'm looking for confirmation that this is a bug in the XCode 6.4 Simulator code or perhaps an incompatibility with my older hardware? (I'm running latest version Yosemite & XCode but on an older mid 2009 Macbook Pro).
It just seems un-Apple like for a development environment to be this buggy. I keep thinking it's gotta be my code and not Apple's XCode Simulator?
Anyone else still encountering these kind of "spinner and not displaying Watch screen" in the Simulator?
Thank you for any input, the previously suggested workarounds seem to help some of the time but having to go thru that many steps with each compile & run cycle is making rapid iterative Watch development in the Simulator extremely frustrating.
We have a couple test iPhones in the office. The one I use for development hasn't been updated in the last couple months, the one used by our QA team has been recently updated, however. I'm also still using Xcode version 6.3, and my compilations run fine in the simulator or the dev iPhone.
However, now that the QA iPhone has been updated, my Xcode refuses to build for it, claiming that the verison of iOS on it (8.4) is not supported. This is a common occurrence and I've just been dealing with it. While I'm waiting for my Xcode to finish updating (which is taking its sweet time), I'm realizing that this limitation is arbitrary (or at least it seems that way). I've already compiled my app for the QA phone earlier this month, that version obviously wasn't built for 8.4, yet it runs fine on it. Likewise, other apps on the phone don't need to be redownloaded after each update, nor does the app store require recompilation for each iOS update. Clearly the newer version of iOS can support the app built by older version of Xcode, then why does Xcode refuse to deploy to a device that has been updated? Is there a checkbox I'm missing somewhere in build settings that says "deploy even if you don't recognize the iOS version"?
I can build and debug on an iOS 9 iPhone with Xcode 6.4
Also you need to understand (but I'm not an expert either) that when there's an OS update, to really support debugging Xcode needs to be familiar with that OS' debugging symbols (which may change at every software update). This is why, when you plug in an older version of iOS (or any version it is encountering for the first time) Xcode will take a few seconds to load and process the device's symbols. That's my understanding of it.
I'm in the midst of squashing bugs for my App in development, and I've stumbled across a problem when it comes to addressing a crash occurring on iOS 8.0.2
The problem is that I can't actually test (On the simulator) for iOS 8.0.2 as the earliest version of iOS 8 I can use is 8.1
I am not supporting iOS 7, but did go back and try to see if I could catch the bug there as described by the tester who reported the crash. It did not occur no matter what I did, so I assume it must occur when running iOS 8 only.
I'm not sure how to address this problem. I would like to submit my App for review, but if I cannot eliminate this crash I will be rejected. Yet I can't test for it either. I've been waiting a day+ now for any crash report to come back from Test-Flight, but none have shown yet. It could take around three days for that to happen.
Can anyone assist me in finding another way or workaround to be able to test for this crash?
You could download and install Xcode 6 (Xcode 6.1 might also have the iOS 8.0 simulator) as that'll have the iOS 8 SDK and simulators (you'll have to be signed in to your Apple developer account to access those links otherwise pick from the list here).
The problem you'll then have with that though, is that you'll be compiling your code against a different SDK. But its worth a try!
Its also difficult to get specific 8.0.X versions of the simulators as they only really have the minor version release (8.X) available as opposed to the bug fix releases.
Obviously the only guaranteed way to reproduce the issue is on a 8.0.2 device.
I've been using XCode 6.0.1 for a while now on a large-ish Swift project for iOS, and was wondering whether anyone else is experiencing these symptoms:
Sometimes it gets to the point that the spinner comes up on EVERY keystroke, and I have to wait 10 second before the next character appears in the editor.
Auto-complete takes up to a minute to auto-complete.
"Jump to Definition" takes up to 30 seconds to complete. Sometimes I've forgotten I asked for it, searched by text to find what I wanted, gone back to where I started from and then "Jump to Definition" kicks in.
I'm part of a development group of 3, and all three of us are experiencing the same behavior.
Yeah, I had this problem - this is a duplicate of this:
XCode 6 GM: Constantly freezing / locking while editing Swift code
I filed bug #18316444 and their response was:
Engineering has provided the following information:
We believe this issue has been addressed in the latest Xcode 6.1 beta.
This pre-release version of the Xcode 6.1 developer tools is required
when developing for OS X Yosemite, and includes the Swift programming
language. Xcode 6.1 beta runs on OS X Mavericks and OS X Yosemite
Developer Preview.
Please test with this release, and update your bug report with the
results.
Xcode 6.1 beta - Build 6A1042b
https://developer.apple.com/xcode/downloads/
Please let us know if that resolves the issue for you by updating your
bug report.
I don't know if this will help or frustrate you, but the problem eventually went away for me. What I did end up doing though was having an open terminal ready will killall primed for SourceKit. I wish I knew what changed, it just did. One thing to check though, on early versions of XCode 6, I kept running out of pty terminals - it would leak, run out, and then SourceKit would "jam up". I had to up it to 512, I think (whatever the default was, I ended up doubling twice). I can't remember if that also worked around this issue, or if it was unaffected.
If you remain afflicted, you might consider editing with 6.1 and doing final builds on 6.0.x.