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App crashes on iOS7 devices, but works in simulator and iOS6 — Gideros Forum

App crashes on iOS7 devices, but works in simulator and iOS6

unlyingunlying Guru
edited October 2013 in User experience
Hello.
I'm trying to submit my new game for iOS appstore, but two times i recieve this reject:
We found that your app crashed on iPad running iOS 7.0.3 and iPhone 5s running iOS 7.0.3, which is not in compliance with the App Store Review Guidelines.

Your app crashed upon launch.

This occurred when your app was used:

- Offline
- On Wi-Fi
- On cellular network

Your app may encounter this issue if it is using too much memory. To learn more about iOS memory usage and how to track memory usage and leaks, please see the Memory Usage Performance Guidelines.

But app works perfectly on iOS7 simulator and on my iPod4 with iOS6.
Any ideas why it may happen? I'm not using any plugins. Gideros Studio 2013.09. May be anyone has this issue too?
Thanks.

Comments

  • zoolaxzoolax Member
    edited October 2013
    The same happened to me apple rejected my app since it crashes on iOS 7,
    here a link to crash report:
    https://dl.dropboxusercontent.com/u/52982477/crashreport.crash

    www.zoolax.com
  • @ar2rsawseen
    I could not upload it for some reason, I posted a link,:) .
    www.zoolax.com
  • Would removing arm64 support from the xcode build solve this?
  • I am not sure if this is related, because I am compiling using iOS6 and GiderosStudio 2013.9.1

    When I run on the device for testing, it takes a very long time before the app is spawned, in this time I can launch the app and see the NSLog statements on the console. However the app does crash on startup, because I am testing some code that will resume the app, it works fine on resume and there after.

    Secondly, It fires practically every event if you are listening even if that was not really fired. Placing NSLog statements shows that the
    didFinishLaunchingWithOptions
    is run twice or more each time the app is run, which is quite puzzling to me.

    since this is iOS6 and xCode 4.6.1 am not sure if it is related, but could be. It could also be the extra code that I am trying to run in xcode to provide some features to the gideros app, will check and let you know, thought if this helps in detecting the error.
    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • The error that shows up on the Console is
    <Error>: libMobileGestalt copySystemVersionDictionaryValue: Could not lookup ReleaseType from system version dictionary
    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • Sorry, Code problem!!

    However, the point still remains is that on first run, the Resume event is fired, which is strange as that should not fire the first time.

    Is there an easy way to print (equivalent of NSLog) that can be output from a device to the console as print does not work once the app is running on the device (but connected to the mac)
    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • @OZApps
    1) resume is dispatched probably to make similar life cycle as on android:
    http://www.anddev.org/images/android/activity_lifecycle.png
    so they would have the same behavior

    2)if you want to print from the device to the Gideros Studio console log, you would need to get a Lua context somewhere in your code and then could use it like this:
    static int lua_print(lua_State* L, const char* str)
    {
    	lua_getglobal(L, "_G");
    	lua_getfield(L, -1, "print");
    	lua_pushstring(L, str);
    	lua_call(L, 1, 0);
    	lua_pop(L, 1);
    }
    This is what I use to debug plugins on Lua end, and use glog_d on the native end :)
  • @ar2rsaween ,to run a compiled app with specific iOS features, I am not building a specific gideros player, instead I am exporting the project and using a text only main.lua from xcode, so when the project is run, Gideros Studio has nothing to do with anything.

    The console I am referring to is console.app or the console found in xCode for a specific device (not the xcode debug console)

    There was another way that involved posting the debug information to a website like s gist that can then be browsed, but I was looking for a simpler way that could translate the output via print statements to a NSSLog so that it can be seen from the device (when debugging)
    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • OZAppsOZApps Guru
    edited November 2013
    @OZApps
    1) resume is dispatched probably to make similar life cycle as on android:
    http://www.anddev.org/images/android/activity_lifecycle.png
    so they would have the same behavior
    Hmmmm, did not think that would mess things up. Could that first
    onResume
    be avoided if the platform/device is not an Android?

    I could also manage that in code as,
     local function eventFlag = false
     
     function onStart()
      eventFlag = true
     end
     
     function onResume()
      if eventFlag == true then
        eventFlag = false
        return
      end
    end
     
      -- set up the other stuff
      -- and the eventHandlers
    twitter: @ozapps | http://www.oz-apps.com | http://howto.oz-apps.com | http://reviewme.oz-apps.com
    Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
    Cool Vizify Profile at https://www.vizify.com/oz-apps
  • "I am not sure if this is related, because I am compiling using iOS6 and GiderosStudio 2013.9.1 When I run on the device for testing, it takes a very long time before the app is spawned, in this time I can launch the app and see the NSLog statements on the console. However the app does crash on startup, because I am testing some code that will resume the app, it works fine on resume and there after.Secondly, It fires practically every event if you are listening even if that was not really fired. Placing NSLog statements shows that the didFinishLaunchingWithOptions is run twice or more each time the app is run, which is quite puzzling to me.since this is iOS6 and xCode 4.6.1 am not sure if it is related, but could be. It could also be the extra code that I am trying to run in xcode to provide some features to the gideros app, will check and let you know, thought if this helps in detecting the error."
    Interesting again :D what is going on

    Dislikes: OZApps, phongtt

    +1 -1 (+0 / -2 )Share on Facebook
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