Screen shot above shows annotationView callouts in my app appearing transparent in iOS 13. The app is currently in the store, and has been for many years. The last code change was March of 2018, and testing in simulator and on device (using direct usb connection) do not show this problem as seen below:
I have added the proper device support files to version of Xcode used to submit the app in March 2018 so I could build/run the app on a device running ios13 - annotationView callouts work as expected! But using same device and the version of the app from the app store, annotationView callouts show transparent.
Also tested the latest app store version of the app on devices running iOS 9 though iOS 12 and as expected, annotationView callouts work as they should.
I have deleted and reinstalled app via the app store on an iOS 13 device - problem persists.
I'm looking for ideas on how to track down this phenomena. I'm a bit stumped.
Seems to be that in the current iPad OS (13.4) this error is fixed by apple.
Related
I saw the resolution questions:
iOS simulator for iPhone 5- 1136 x 640 resolution
I have done
react-native run-ios --simulator 'iPad Pro (9.7 inch)'
I even went to "Hardware" menu and selected the device again.
My app launches in dimensions of tablet, however the contents within are not rightly sized, it is hugely zoomed. I fixed this accidentally before but I cannot figure it out now. Here is a screenshot of my situation:
It seems like you are running a zoomed in iPhone app (which is possible to do on iPad, so the simulator does what it's supposed to do). You need to set the app from iPhone to Universal in Xcode to tell it that your app is targeted for iPad as well.
I have an iPad app, XCode 6, iOS 7, Storyboards and ARC. If I change the target to 7.x, the app works fine on the simulator running 7.0.
However, if I change the simulator to 8.0, the app doesn't recognize the CoreData store created when running under 7.x (the store is still there, just not found when running on the 8.0 simulator.) Also, none of the objects (UIButtons, UITextboxes, etc) show up either!
I don't have iOS 8 installed on my iPad (afraid stuff like this will affect my users), but the question is: just because something doesn't run on the simulator v8.0, does that mean that setting the lowest target to iOS 7, it won't run on the device if it is running iOS 8?
The iOS 7 simulator is on a separate (virtual) machine from the iOS 8 simulator. So any data you created one of these machines, will not be found on the other.
Since I last updated to Xcode 6.1 and Yosemite, the map views in my app started to appear blank either in ios7.1 simulator or my iPhone4 (iOS7.1).
I could replicate the situation by creating a brand new single view application with just a MKMapView and although it appears correctly in iOS8 simulators, in the iOS7.1 simulators or my iPhone4 it shows only a blank screen. The iOS Deployment Target is set to iOS 7.1.
I tested this simple app in a friend's Mac with Mavericks but the same situation occurs.
Is this some bug of Xcode 6.1 or SDK, or do I have to add something to run maps on iOS7?
I faced the same problem. To fix it, you have to disable Size Classes. Go to Storyboard and in the right sidebar, you should see a check box saying 'Use Size Classes' under 'Interface builder document'. Untick it and you should see the map again.
Read this to find out why this happens:
iOS MkMapView blank after moving to Xcode 6
I just submitted my app to the app store last week and it got rejected yesterday. The reviewers apparently test on iphone 5S with iOS 7.0.4. They say the app does not load past the intro screen.
I have tested the app on iphone 5 and ipod touch 5th generation, both running the same operating system. On both it works perfectly fine.
Any ideas what could be the problem? It's a bit of an issue that I cannot test myself as the app uses the camera in the first screen and that's why immediately crashes when running in the simulator... but if I uncomment the camera setup it works in 64bit simulator...
edit:
I am using C4 for most of my interface elements. So camera init looks like this
cam = [C4Camera cameraWithFrame:CGRectMake(0,0, self.canvas.width, self.canvas.height)];
cam.cameraPosition = CAMERABACK;
[self.canvas addCamera:cam];
[cam initCapture];
I have to make some changes in an existing app. That app was last update in June when iOS6.0 was not launched. I am wondering how the orientation works properly on the devices running with iOS6.0?? As that build contains deprecated methods of oreintation?
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
This method doesnt get called in iOS6.0 then how that app in app store is working fine in iOS6 devices? Additionally if i run this app from xcode using its code, then it doesnt support orientation for iOS6. Now my client is saying app on app store is working fine with orientation in all the devices and the new build is not supporting orientation. I know I can fix this issue by using new methods for orientation
-(BOOL)shouldAutoRotate
but just curious to know how older app is working fine on iOS6 devices using deprecated methods when those method are not even getting called in when i run it using xcode.
The older applications were compiled using iOS 5.x SDK, that's why they can run fine on iOS 6, the problem occurs when you compile non iOS 6 compliant code with iOS 6.x SDK.