Apple rejected my app because of a bug that doesn't seem to reproduce on my device when deploying the binary ad-hoc.
Granted, I'm using iPhone 4s and they report it about an iPhone 5s, but the bug is about a button not clicking (specifically, Facebook login button - FBLoginView) - so I can't imagine how that would be a factor.
I am now getting an iPhone 5s to run a test on it, but even if it works - is there anything I can do about it? I've written them once and they insist they can't make it work. Is it possible they're doing something wrong? Has anyone experienced this?
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In my app I check if bluetooth is turn on, if is turn off I show alert to the user in order to enable it. For this functionality I using centralManagerDidUpdateState and check [central state]. On iOs 10 device works fine, but, on iOs 11 doesn't work, always return CBCentralManagerStatePoweredOff after do this:
1.- I go to configuration and I turn off the bluetooth.
2.- I open the app, the centralManagerDidUpdateState call back is called and PoweredOff is detect.
3.- I go to configuration and I turn on the bluetooth.
4.- I back to the app, and centralManagerDidUpdateState is called and PoweredOff is still the state when the bluetooth is On.
Is this issue an iOs 11 bug?, anyone knows any solution for check the bluetooth is turn on?
Thanks
I also faced with the same issue. I was testing BLE functionality by using this sample project "https://github.com/jasonmgeorge/BLEScanner" one device on iOS 10.3.3 and another on iOS 11.2. On iOS 10.3.3 it was working fine but on the other device, I was getting the same error all the time. Then I realized that
NSBluetoothPeripheralUsageDescription
wasn't in Info.plist, so I added. Again I got "CBCentralManagerStatePoweredOff". I went to settings to power off Bluetooth and on again. It's working magically. It's a iOS 11 bug most probably. Please check your implementation. It's not very consistent but sometimes it works.
I'm trying to implement Device Single Sign-On for a couple applications I'm "experimenting" with. The apps are in the same WL 6.2 project and are based on the "Form Based Authentication" Tutorial on developers site.
Ignoring the obvious - that I mistyped something - I'm mostly baffled that it works in the iOS Simulator, but not on my iPhone. I realize that working on the iOS simulator is no guarantee for the real device.
Someone showed me a video on this topic using an Android device, so I suppose the large question is - should this work on an iPhone? If so, any thoughts on what to look for?
TIA
-bob-
From the comments, by user3530200:
i was "signing" the apps improperly in XCODE. Once I confirmed that
the ID prefix was the same, it started to work. Item 3 at this link. For reference, step 3 # http://www-01.ibm.com/support/knowledgecenter/SSZH4A_6.2.0/com.ibm.worklight.dev.doc/devref/t_enabling_simple_data_sharing_native_iOS.html
I've created a Mac App for Mavericks that uses MapKit. It works fine during development and testing on Xcode 5.1. Now I'd like to submit it to the App Store and I need a Distribution Profile which I've created successfully. Trouble is, as soon as I add it to my project, the app doesn't run anymore - it crashes every time without fail with this error message:
When I change back to "no provisioning profile", or to the profile that Xcode created during development, the app runs again.
My question: Is this expected behaviour, or will the app be rejected by the review team? I know that iOS apps don't run with their distribution profiles, but I'm new to Mac Development. Any insights into this way too complex topic are appreciated!
My app was approved - and the crash was indeed no issue for the app review team.
I had a chat with Apple about this who were kind enough to call me back and explain the issue. Looks like this phenomenon is "kind of" expected behaviour: Mac Apps may or may not crash when run with a Distribution Profile.
To avoid this problem, we can add both a Development AND a Distribution Profile to our app, without one having to replace the other. This was news to me. Had I however opened my tired eyes a bit wider I would have perhaps spotted the little disclosure triangle myself:
Perhaps this helps those with the same issue.
Since iOS 7 I no longer get the prompt from game center to ask me to log in sandbox mode when I open my application. I searched for a while and never saw any known issues about this and there are no patch notes that says anything about sandbox mode changing. Has anyone encountered this problem?
If you've cancelled game center sign in enough times, the OS disables game center for that game. Prior to iOS7, you could manually sign in again using the game center app, and when you launch your game again it would sign in.
However, in iOS7, it appears that when the OS disables game center for your game, it's completely disabled. I've found that using Settings > General > Reset > Reset All Settings will restore game center functionality for games that have been disabled in this manner.
Copied answer from here: https://stackoverflow.com/a/19291001/1321401 - a bit different question caused by the same issue.
This issue appears to happen in sandbox only.
Got this problem too, and here what I've figured out:
GameCenter shows prompt for login only a few times (3-5), if all prompts were canceled - GameCenter becomes disabled for this app.
In iOS 7 there is a problem: GameCenter disabled state remains even if you login into the GameCenter app itself - application will still receive kind of this error:
error: Error Domain=GKErrorDomain Code=2 GkErrorCanceled: the requested operation has been canceled or disabled by the user
There are two workarounds:
First:
Log out of Game Center through the Settings app.
Reset all settings
After the device rebooted, launch app with development build. After launch the GC Login viewController pops up.
Second (this one helped me):
"Erase All Content And Settings".
Set up as a new device - do not restore from any backups.
Both workarounds are not a viable option for production - I hope there will be a fix from Apple soon.
Most of the info is from to this discussion.
I thought I was trapped in this situation as well. I constantly got the GKErrorCancelled when the game I develop tried to log me into to the Game Center sandbox.
I then went to the Game Center application, and started my game through Game Center. Then, magically, I was successfully signed in. No idea if it was just a coincidence, but maybe this can help someone else who doesn't want to reset the device.
Seems there's been some change recently to work around this. Maybe in iOS7? This answer to a similar question https://stackoverflow.com/a/21231537/11801 suggests:
- quit your app
- use the settings page for gamecenter to log into your sandbox account, then log back out
- open your app and you should now be able to log in
While testing our iPhone app in devices with iOS 6 beta 4, we found an issue wherein if any notification like reminder alert is received or when we pull down the notification curtain, the application is restarting from beginning.
It never used to happen like this till iOS 5.X. Apple release notes or known issues of iOS 6 beta did not mention anything regarding this.
Did anyone faced this issue?
Any comments on whats going wrong?
Check in the app's .plist file to see if application somehow got set not to run in the background.