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

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.

Related

This app could not be installed on iOS simulator, Could not hardlink copy

I've noticed an odd issue that recently happened with my simulator. Whenever I change my CFBundleShortVersionString value from 2019.12 to 2020.1 this issue happens, if I put it back to 2019.12 or do 2019.13, it works just fine.
I get this message:
This app could not be installed at this time, Could not hardlink copy
Doesn't matter what version or device I set it to either, just super random and seems to have been since I've upgraded to XCode 11.3
I can clear the app and it works, but that's mega annoying and I'd prefer to not do that.
this what those values look like:
<key>CFBundleShortVersionString</key>
<string>2020.1</string>
<key>CFBundleVersion</key>
<string>40</string>
I figured out my problem, I had a bad entry in my InfoPList.strings file, I removed it and it works now. I removed an entry for the version (which I forgot I did that) and the app name for those interested in knowing what I removed.

Xcode 9.4 + Only Test-flight app crash

I reuploaded my app to TestFlight via Xcode 9.4 but it is continuously crash after splash screen on that test flight build in IOS 11 while same test flight working in IOS 10. While when running in the Adhoc build in the device, it is working fine without any issue.
And my last submission by Xcode 9.2 is working fine in all IOS devices including 11.4 too.
When I am getting crash logs from Organizer, it says, App crash on a statement like self.viewInput.refreshRewardCount(current: current, max: max) where current and max value passed static as 0 and 50 respectively first time when app start.
Additionality, I have also checked my Optimization Flags for LLVM and Swift compiler which are set properly as my other app and people suggested on the stack too.
Help me to solve that issue.
Thanks
We ran into this before. If you have not resolved this try using ImageOptim (downloaded from the Mac AppStore) and optimize all of your images. iOS 9 had a bug where it couldn't process certain metadata of PNG files.

Universal App is being tested in Iphone compatibility mode by apple

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

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 :)

incredible slow build with android studio

I know this is a very common question but I want to understand what is going on in my situation. I have a very small project on android studio and the build time at the IDE startup is something as 5 seconds. Then when I run the project gradle takes 1 to 3 minutes to build and some extra minutes to start the app in my real device or in a genymotion virtual device. I think that is not acceptable since if I have to test some not clear minimal part of code I have to invest a day to found the solution. I have to specify that I had take some advices from similar questions around the web as activate gradle deamon and set it to work offline but nothing helped. My question is: I have to accept the situation or there is some way to speed up workflow? Is necessary to rebuild all the project every time even if only a row of code is changed?

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