Universal App is being tested in Iphone compatibility mode by apple - xamarin.ios

I have (now) marked my app to be a Universal App.
When i deploy it locally to an ipad it runs as a native iPad app (all good, nice rendering, heaps of space)
when i submit it to Apple for review they reject it becasue they run it in iphone compatibility app (basically like an iphone 4 ) and the rendering goes wrong (not enough space).
What else do i need to set in the Xamarin project so it will never run in iPhone compatibility mode on the iPad ?

turns out the itunesconnect site is realy not that user friendly...apple eh..
i found a way to delete the old build and link to the new build and they approved it
funny thing is that they seem to write the version of what you enter in itunes connect into your app. so even though they were testing an old build, the screenshot was showing the new build version.. very confusing

Related

BuildFire : In ios 10 and 11 Need to tap twice in order for a Click to work

I’m facing a problem with my own developed plugin.
In fact, i developed a plugin using ionic, angularjs 1 and integrate it in a buildfire application. It’s working perfectly in android and in iOS versions that are below iOS 10.
The problem is that i need to tap twice on a link or on a button in order for the click to be executed.
Firstly i thought that this problem is coming from ionic, but once i generated my app as an ionic standalone app and tested it on a physical device all is was working perfectly even in iOS 10 and above.
The problem arise only when my plugin is running in a buildfire environment.
Do you have any idea of what is happening? could you please help me resolving this issue?
I don't know if it helps.
but Here is my home screen Code:
I'm using ui-sref to navigate between tabs, I tried ng-click but it doesn't work either. please note that everything works correctly on android and on ios versions below 10
<ion-tabs class="tabs-striped tabs-icon-top tabs-background-royal tabs-color-assertive tabs-fullwidth" tabs-wipable>
<ion-tab title="Cursuses" icon-off="ion-university" icon-on="ion-university" ui-sref="app.home.cursus" >
<ion-nav-view name="tab-cursus2"></ion-nav-view>
</ion-tab>
<ion-tab title="Soon" icon-off="ion-ios-list-outline" icon-on="ion-ios-list" ui-sref="app.home.soon" >
<ion-nav-view name="tab-planning3"></ion-nav-view>
</ion-tab>
</ion-tabs>

iOS App crashes since Xamarin.Forms version 2.3.4 when distributed via TestFlight

We have a Xamarin.Forms app for iOS and Android that we have in the stores for some months now. We develop with VS 2017. For testing the iOS-version, we use TestFlight.
Everything worked pretty well, until mid-april when we wanted to test a new release via TestFlight:
We installed the iOS-App on our test devices via TestFlight, and now on our test devices the app closes down right after the splash screen without generating a crash report (we use HockeyApp).
The app works fine though on the iOS-simulator and when being published directly on a device (iPad) via VS.
We found out that the problem is the update of Xamarin.Forms from version 2.3.3.180 to version 2.3.4.231 or later.
We would like to use latest version of Xamarin.Forms. Does anyone have the same issue and did you find a solution?
We just found the solution for this problem:
We use a custom font for our app and changed the font of the navigation bar in the AppDelegate.FinishedLaunching method by using UINavigationBar.Appearance.SetTitleTextAttributes.
This caused the iOS version of our app to crash when distributing via TestFlight. We removed the code to change the font and now we can publish the app again.

UWP Windows 10 JS - background audio work when compile directly to my device, but not when opened from store

Let describe my issue:
I have developed JS app for Windows 10. It works on desktop- background audio, title, album cover- all stuff i need. In VisualStudio- when i deploy app to Mobile Emulator (10.10586)- still- background audio works even if app is gone.
If i deploy my app through Visual Studio to my Mobile Device- everything works great (when it is run/deployed from visual studio). BUT (notice that) - if i open that compile app again from my device (later, i exit visual studio or just close the solution)- backrgound audio: didnt work.
Hope i describe it well- i deploy app, which work great when compile it first time, but lately... didnt.
So, i can provide my code if someone need to check out, but i think is something with platform... and i am not sure how to fix that and how to get help with that :/
Thank you!
After research i made... there is no chance to build and complete that only with javascript. For now... after Anniversary update (2016, August) there is a chance- Microsoft employee confirms that will be possible and we can explorer that with this example they provide: https://github.com/Microsoft/Windows-universal-samples/tree/dev/Samples/BackgroundMediaPlayback ... so... will wait to see :)

My MonoTouch App won't run on 6.1.3, runs on 6.0.x and before... WTF?

I just pushed my app to the App Store after building release/AppStore build using xamarin's Studio...
Everything was green lighted and ready to go, I only had one person who had not installed the release version.... They installed it and it takes 17 seconds to try to start and is killed (I presume). it does NOT create a crash log on the device.
In the Settings there is a "Debug Settings" section under the app - that I didn't put there, including an option for Xamarin Studio Host which is set to automatic but appears to be able to be set to some other string.. (Another message on what the heck this is, and how come it shows up in the first place, and how to get rid of it)
I'm at a loss how to debug this. I just downloaded and upgraded XCode to the latest, in hopes that will help.. (Although, I'm not using the XCode interface to build, but I expect that under the hood it is using that for parts of this, maybe the libraries or something.) Still, unless the iOS writers are nuts, it should be backward compatible with apps written for iOS 4.0 and later... (Mine is a 4.0 targeted app)
Also, on her phone (which has always been 6.x for all the testing she has done), my app has always taken a LONG time to start up.. but on 5.1 it is very fast.. (I.E. 1-2 seconds vs 10+ seconds on her phone)
Anyone got a clue, I sure could use one right now.. I expect that I'll have to reject the binary, and submit another one...
-Chert
Figured it out.... The issue was with the TestFlightApp SDK...
I removed it and now the app starts up OK... Resubmitted to App Store for approval.

Phonegap on iPhone 4 device

I have a PhoneGap app that works perfectly on the iPhone 3.2 simulator and also iPhone 3 and 3GS devices.
I have just downloaded and installed the latest iOS SDK, changed the settings in Project>Edit Project Settings to allow the application to work, and run it successfully within the iPhone 4 simulator and even the iPad simulator.
However when I run it on a provisioned iPhone 4 device, nothing seems to happen when I run it. I get the splash screen, but nothing happens after that. In the log I get this:-
2010-09-13 10:11:34.156 MyApp[89:307] Going to play default movie
2010-09-13 10:11:34.169 MyApp[89:307] Can't find filename default.mov in the app bundle
2010-09-13 10:11:34.948 MyApp[89:307] Device initialization: DeviceInfo = {"name":"iPhone","uuid":"548444a41eee3aec9dd66511e12e6a6b1b277a2a","platform":"iPhone","gap":"0.9.0","version":"4.0.2"};
2010-09-13 10:11:35.022 MyApp[89:307] Docs Path:/var/mobile/Applications/D887FEA7-0C56-4991-890F-E790361A9D64/Documents
2010-09-13 10:11:35.037 MyApp[89:307] Free space is 15497396224
And nothing else!!
Really annoying. Anybody know what might be happening here? I tried fiddling with a few settings in the Project Settings but that doesn't seem to have fixed it.
Any help would be really appreciated.
Regards
Nick
Update - my problem. I had some external javascript which was crashing due to the way I was calling it from the HTML file. Weird that it only affected the iPhone/iPad device but not the simulators, but there you go....

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