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
here a link to crash report:
https://dl.dropboxusercontent.com/u/52982477/crashreport.crash
I could not upload it for some reason, I posted a link,:) .
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
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.
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
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
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)
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
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:
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)
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 could also manage that in code as,
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
Interesting again what is going on
Dislikes: OZApps, phongtt