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Closed 10 years ago.
Can somebody explain for me the difference between iOS applicationDidFinishLaunching and OSX applicationWillFinishLaunch methods?
If it is possible, you can give me a reference and I can go over it.
applicationWillFinishLaunching isn't available for iPhone apps is only for Mac OS X applications.
It's a notification that is sent by the default notification center immediately before the application object is initialized.
applicationDidFinishLaunching This method tells the delegate when the application has launched. But apple recommends to use the application:didFinishLaunchingWithOptions: instead.
UPDATE: As mentioned on the comment below applicationWillFinishLaunching is available for iOS starting iOS 6.
I've never heard of applicationWillFinish launch, but the other one is the event that is fired when the application has launched and you can begin to execute you're apps logic.
http://developer.apple.com/library/ios/#documentation/uikit/reference/UIApplicationDelegate_Protocol/Reference/Reference.html
The 'Will' comes before the 'Did'
Like in view controllers, the ViewWillAppear fires before the ViewDidAppear
Related
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Closed 9 years ago.
It was my frist app and i submitted my app without validating to app store will it create some problem or can validate it again and resubmit it?
No.. It's not compulsary. But it's good practice to do. If there are some issues with your archive than you will get it first before uploading and that will be very useful to you :). Otherwise you will get error in uploading progress. So it's always good to validate but again it's not compulsary.
You can submit it without validation. If your application status in iTunes is "Waiting for Review", then don't worry. Because if it was improper, then it will not allow you.
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Closed 9 years ago.
I have a tried and tested enterprise iPhone app that's been in heavy use for over a year, and works great. The app makes frequent use of asynchronous NSURLConnectionRequests to fetch data from a server.
I monitor availability of network connectivity using Apple's 'Reachability' sample code. I've always considered the Reachability code to be a bit fragile, but I've had it working solidly for many months - iOS 4.3 onwards.
However, I'm now seeing a problem since upgrading to iOS 6. Seemingly randomly, after a day or two of dipping in and out of the app, I open the app and notice (via the console) that the app is receiving repeated 'network available' notifications from the Reachability class.
If I stop the task (and I mean, properly stop), and relaunch, the problem goes away, and the app behaves normally again.
Of course, this could be down to a subtle issue with my integration of the Reachability code (I've mentioned that I consider it 'fragile'), but I'm wondering if anyone has seen something similar since updating to iOS 6?
I did have a play with the iOS 6 -> Settings -> Developer Settings -> Network Link Conditioner, and it certainly feels like this problem has appeared since then, but it's definitely now turned off, and I've rebooted the device.
Anyone else seeing Reachability issues since updating to iOS 6?
OK, I'm going to assume this problem, that I saw twice, has magically 'gone away'.
If anyone else also sees it, please add to comments.
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Closed 10 years ago.
If we have an application that is currently live on the App Store, compatible with only iPhone devices, and we make an update compatible with both iPhone and iPad devices (Universal) what will happen?
I can think of two possibilities:
the app will not be updated - the updates will require app binaries only for iPhone devices;
there is no problem in adding the iPad support.
I did not see a clear answer in Apple's Guides. There were some discussions in the links below:
iOS Universal App question
iPhone/iPad - Breaking universal into iPhone app only
iOS: Universal App - Release as iPhone only
Does anyone have the answer, with references to Apple Guides? I need to be sure this is possible.
Second answer: it's absolutely not a problem. Those who downloaded your app on an iPad and run in "iPhone simulator" mode on their iPad, will be happily pleased to see they now have a full-fledged app. Users on an iPhone won't notice a difference.
Edit:
Closest I can find in Apple's doc is https://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/AdvancedAppTricks/AdvancedAppTricks.html
It states that "The following sections highlight the changes you must make to an existing app to ensure that it runs smoothly on any type of device": essentially, update the info.plist and rework your view and view controllers.
Nothing bad will happen if that's what you're asking. Your iPhone users will only notice a difference in the apps file size (if they notice anything at all). And iPad users will notice that your app now takes up their full screen.
There is nothing in the submission or approval process that will stop you from doing this. As long as you've configured everything correctly iPhone-only to universal will be a smooth transition.
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Closed 10 years ago.
I could create Sample.pkpass.
Naturally, I created a Pass Type ID, sample.cer, sample.p12 from iOS Provisioning Portal.
Also I created logo.png, logo#2x.png, pass.json, manifest.json.
Then I created S/MIME signatured, zip compressed.
Then, I tried sample.pkpass on iOS6 Simulator to Safari.
http://localhost/sample/sample.pkpass
I was able to see my Boarding Pass.
Then, I pushed the "Add" Button in the top right part of the screen.
Then, my Boarding Pass has disappeared from the screen.
So, I started Passbook App, but I could not see my Boarding Pass.
Is it because the application is running in Simulator?
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Closed 10 years ago.
First things first, there are many questions similar to this, I know, but I tried all of the answers and they don't seem to be working and I think mine might be a different case (I THINK)!
I recently updated to iOS 5.1 and Xcode 4.3. All my iAds work perfectly on the Simulator, but not on my iPhone. Just to confirm my case, I ran some of my older apps, again, they all work on the simulator but not on the phone. They all call the didFailToReceiveAdWithError method.
Again to double check, I downloaded Apple's iAd Suite and tried to run them, same thing, fine on simulator but not working on the phone.
Although the iAds from my previous apps that are on the appstore seem to be working fine on my phone, I'm not sure what the problem is.
I checked today and it seems to be working fine! I have been researching for the past few days, there are lots of people having the same problem for the last few days(from all over the world). So I guess, it was a problem from Apple's side while giving out iAds.