I have developed a couple of Blackberry applications for the 9000 and the 9700. They work well on these platforms but with the Torch (9800) my application won't start.
I get an error message that no bbi auth token request engine available. When we click the white screen I get "no stack trace" message..
So I really dont know what to do. Do I have to change my app's screen resolution or anything else?
The Torch only runs on the recently released OS 6. I suggest you check your exact OS 6 version as I found that my app would only show a blank white screen on the earliest OS 6 releases. The problem was fixed in OS release 6.0.0.246 and above (i.e. my app started working again once I upgraded to that OS release).
Remember to test all the new features in OS 6 as you are likely to find bugs in your application. For example, touch and hold brings up a new context menu with images - if you don't add images to your menus then they use the ugly defaults. I also found with my app that doing this repeatedly would result in lots of duplicate copies of my menu options appearing in the list. I hadn't got as far as investigating if this is a bug in my code or OS 6, but I know the problem doesn't occur on 4.5, 4.7 or 5.0 OS versions.
I believe OS 6 is also available for the 9700 now, but I haven't tested that yet.
Related
I have a Xamarin.iOS app developed on Visual Studio 2019 and paired to a Mac. The app was displaying correctly on both iPhones and iPads until I updated Xcode on the Mac to version 11. Since then Apple is rejecting my app because is displaying a white blank screen on iPads (see image below!).
I have validated the issue on Xcode Simulator and on a physical iPad. Does anyone have an idea of why this is happening?
I had exactly the same problem as you, and even though it could be you already got a solution i will share how i got it working at the end... for those who could still have that same problem.
Note: in my case the issue appeared only on Apps built with XCode 11 that use MasterDetailPage on Xamarin.Forms version < 4.0 and running on iPad: the easiest solution to this issue is simply updating Xamarin.Forms to the latest version (or simply downgrading XCode to a previous version!), but if you (as i was) are not able to update Xamarin.Forms, then keep reading.
As mentioned in this thread from the Xamarin Forums all you have to do is copy the latest MasterDetailPage renderer from the Xamarin.Forms source and do a few changes.
Since the final script is too long to be added here as text (it exceeds the maximal number of allowed lines), and since i could not find a way to upload a text file, i would point to the thread in Xamarin Forums where i added that script with all the changes needed:
TabletMasterDetailRenderer
Note: Do not forget to change {YourNamespace} for your correct namespace!
This is fixed in at least Xamarin Forms 3.6.0.709228.
So, I'm currently working on pretty large project, which also consists of iOS application. Problem is, that few days ago, Xcode debugger stopped displaying variable values. I've tried to reset build settings, checked code optimization, enabled/disabled bitcode, tried older git commits, sadly with no luck. Also I've reinstalled Xcode, tried it on different systems, also installed El Capitan, to make sure, it's not some compatibility issue regarding Xcode 7 and Yosemite.
As you can see on the screen, when i try to print variable description, it displays error "Unable to determine byte size."
Could this be a bug? Application so far targets only iOS 9, so I wasn't able to test it on any non beta software.
Well, I've came up with at least semi functional solution, it is now working only on physical device, on simulator I'm still not able to debug.
What I did is, that I've set optimization level both on release and debug to "Fastest/smallest [-Os]" which doesn't make any sense, but it is working, so it's fine with me.
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".
I'm using Xcode 5.1.1 on a MacBook Pro running OS 10.8.5. I've built an iPhone app (my first) using the iOS 7 SDK. Things are very stable, and the app is, I believe, ready for TestFlight.
Now I'm assailed by Xcode 6 and iOS 8. I want to go forward, but am kind of spooked that switching Xcode at this point may run the risk of breaking things. A lot of the reviews I read are negative, but I expect people who have problems are more likely to bellyache than those for whom things go smoothly. OTOH, I read that TestFlight is well-integrated into Xcode 6.
I recognize that answers to this question may be opinion-based, but I haven't found anything specific offering guidance for my particular circumstance.
Should I take the chance and upgrade Xcode and the app, or wait until I've launched, then upgrade and work iOS 8 support into an update?
Afterthought
I just checked and the upgrade to Xcode 6 requires an OSX upgrade to 10.9.3, which adds another layer of terror. :-O
Resolution
Ok, I steeled myself and went forward with the upgrade--Mavericks and Xcode 6. First thing I noticed is that my keyboard isn't appearing in my user input modals. But that's a subject for another post. Other than that, the OS and Xcode seem to be working ok.
Yes! There will be a few adjustments to make, but there always is. The only thing that's caused me extra time so far is Xcode 6 Auto-Layout for iOS 7 devices (e.g. layout margins). But it's not too bad.
Chances are many of your users are already on iPhone 6 and 6 Plus and/or iOS 8. Do you really want to ship to them without optimizing for their devices?
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.