app runs fine on iphone 5 but apparently not on iphone 5S - ios7

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];

Related

annotationView callout transparent in iOS 13

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.

iOS Simulator "Inner" Resolution

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.

xcode running in emulator - issue

I have a piece of software I wrote using xcode 5. Since I upgraded to xcode 6, the app looks strange when I run it on a physical device using the emulator. Not entirely sure what is going on or how I could fix it. It's not respecting the full size of the screen.
I am testing on an iPhone 5s (NOT simulator -- the app looks fine in the iPhone 5s simulator). I am connecting my phone to my comp and running it via xCode.
I am having the same issue with another project I built using xcode 5 and trying to run again in xcode 6...
thoughts anyone?!
Here is a screenshot of what is going on:

Xcode 5 fails to launch app with error: failed to launch '/path/to/.app' -- Busy

I am using XCode 5, with an iPhone 5s as the dev device. Every other time I run the app I get a pop that says "Could not launch [app name] \n busy". My iPhone 5s then appears to crash and the only way it will respond is if I hold the home and lock button until it resets.
The application is a single view application, the only thing I have done is added the Parse.framework from here and used
[Parse setApplicationID:appID clientKey:clientKey];
[PFAnalytics trackAppOpenedWithLaunchOptions:launchOptions];
In applicationDidFinishLaunchingWithOptions, along with some UI that isn't hooked up to anything.
I'm not sure if this has to do with Parse or possibly the App settings.
So to be clear, the behavior is:
Fresh reset > Build and Run application on iPhone 5s > application runs fine > Build and Run application on iPhone 5s > application appears to launch but screen remains black and iPhone is no longer responsive except the screen will turn off when the lock button is pressed (but not back on) > Build and Run application on iPhone 5s > XCode says "could not launch app - busy" > hard reset iPhone
When I run this on the 64-bit simulator it works fine.
Edit 1:
I have tested with multiple applications now that we know work on multiple other devices (iPhone 5, iPhone 4, iPhone 4s) and the simulators. I don't have another iPhone 5s so it is hard to compare exactly but everything crashes my 5s..
My device was completely stuck with black screen. "To fix you have to hard reboot, holding the power and home button until the phone reboots - doesn't lose any of the data you have on your phone (a concern the first time I did it)." as stated here:
http://blog.paulhadfield.net/2014/01/iphone-hangs-when-running-from-xcode.html
For iPhone7 there is a different approach:
Press and hold down the power button located on the right side of
the iPhone 7.
While holding down the power button, press and hold
down the Volume Down button on the left side of the iPhone 7.
http://www.hongkiat.com/blog/force-reset-iphone7-7plus/
You were using your phone when you ran the app. Make sure you don't use your phone after you press build and run, otherwise it will be "busy"
Which Xcode version do you use? Same issue with Xcode 5.0.1 + iPhone 5S (iOS 7.0.4). It crashed my iPhone 5S even by the simple application created by Xcode's default project template.
It seems this issue has been fixed in Xcode 5.0.2. Xcode 5.0.2 works fine for me by now.
I've got the same problem for several times. It seems that this problem always happens when iCloud or other background App is running & the App I was debug is already in running mode.
My suggestion is: Avoid any background App running when debug and Make sure the App debugging is fully killed before restart a debug.
It is obvious a bug in iOS 7 + Xcode 5.
I had the same issue and upgrading to Xcode 5.0.2 resolved it.

AdBannerView not serving ads on iOS7

Just want to make sure if this is just me. My app when running on the iOS6 simulator or a iOS6 device is serving iAds just fine. The same app running on the iOS7 Simulator or devices never serves ads.
** Failed to receive ad - The operation couldn’t be completed. Unknown error
If it makes you feel better, I'm getting this too. Works in iOS 6 simulator, but I get the error in the iOS 7 simulator and my iOS 7 device. I'm hoping this is just a problem with debug mode and not a problem when the app is deployed.
As of today Apple seems to have fixed it.