I have an Electron app in the Mac AppStore that is essentially just a wrapper around a hosted web app. A few months ago one specific thing has stopped working in this app. I'm using redux-offline to sync changes to the server and this is just not happening any more.
It's working when running it outside of Electron - in any modern browser.
All other requests are working fine.
It's working when debugging it locally.
It's working when running the built version locally.
BUT it fails in the published Mac App Store version. I'm not catching any errors in my logs (server-side or client-side). I just upgraded to the latest Electron (electron#4.1.4, electron-packager#13.1.1) hoping it would solve it - to no avail. I don't even know how to properly debug it since it's only failing in the published version.
Any ideas? On causes, solutions or ways to debug it?
Seems like your application closes by itself. Check all of app.quit executions. For me issue was that app.requestSingleInstanceLock() returns the wrong value for Mac Store build. Please check this issue, if the problem is related to app.requestSingleInstanceLock().
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I am new to macOS development and am having a terrible time trying to get my code signed. The documentation to me seems to be horrible.
My specific situation...
I am building a cross-platform app that runs on Linux, Windows, macOS and eventually iOS and Android.
It is a console app that runs as a service or LaunchDaemon
It has a UI served by WebView, http, or console commands depending on the scenario.
It is built with Go 17 in VScode.
I am not using xCode other than the command line tools.
My goal on macOS it to distribute it as a package (pkg) and not as an app.
I have been using MunkiPkg to build it
I am hung up on understanding how the various certificates need to be set up. I have not been able to get a successfully signed package notarized.
Can someone please point me to some documentation that explains how my scenario works? Most of what I found requires it to be built in xCode. And the Apple docs seem mostly to focus on how great their tools are without actually explaining how to use them.
Help!
I have an app that contains a Today Widget and it's working fine during debug as well as the first version distributed using TestFlight & HockeyApp.
The problem occurs when the user updates to a newer build through their service. The widget seems to just show the snapshot and never actually initializes (I print out logs when it gets to certain parts of my view controller but I'm not seeing those).
To fix this problem the user will have to restart their device or delete and install the app again.
Does anyone know of this issue and/or how to fix this?
I've seen the same issue using OTA installation (Testflight web, HockeyApp) but it seems to work fine distributing through the new Apple Testflight app.
I would suggest filing a radar ticket to Apple if you plan to continue distributing apps with widgets through OTA methods. Personally I've just switched over to using the new Apple Testflight app to distribute my betas.
I had developed an app and uploaded it on app store. The app got rejected due to crash. But my problem is that I cannot detect this crash while running app on device for testing. App is working properly on the device.
The app is been created in unity and then I had exported it to xCode.
So I want to ask that how can I get to know about where it is getting crashed. Also how can I traverse the crash log.
Any help will be appreciated
Thanks in advance
Did they tell you about:
– Where crash happened? (At launch, On logging in, or in specific screen)
– Did they send you any images?
– Which devices and iOS they were testing
– They will surely send you crash log, please post it.
You said you cannot replicated the crash, but did you tried with simulator or real devices?
Since you are missing many information, I cannot give you a certain answer. My advice for you is to
1) Updating your question
2) Read my post about how to do when your app got rejected, or my post about how to symbolicate crash log
3) You can also follow the topics in stackoverflow: Iphone App was Rejected Due to We found your app crashed on launch so we were unable to review it and App rejected due to crash. They are very helpful
Actually, app was getting crashed on devices with 64 bit architecture. as older version of unity don't support 64 bit architecture. Unity 4.6.2 onwards support 64 bit architecture. Thus rebuild the ios app and it worked fine.
I am using IBM worklight 6.0 for building a hybrid application. My application is running perfectly on IOS 7. When I migrated the same code to Xcode 6 beta for IOS 8 build, only the splashscreen with loader came up and the app hangs. From the logs I saw that the application goes to skinLoader.html. None of the events are called.
To my curiosity I created a dummy worklight iphone environment and ran it on IOS8 and again the app got stuck on the splash itself.
I had a deviceready event on the html which was not called. So I am curious to know if there are other issues other than the userAgent issues with the worklight for IOS8.
It is a known bug in iOS 8 beta 1 in Cordova applications and it is expected to be fixed in upcoming releases.
Applications that use Apache Cordova/PhoneGap are broken due to a bug that causes the window.navigator.userAgent object to become undefined when window.navigator is replaced by a pure JavaScript wrapper object.
via
and it is already answered in this forum.
A fix for the stuck-at-splash is provided in an iFix release from September 18th via IBM Fix Central.
For more information please see this question: Worklight 6.1 and iOS 8
Scenarios:
If a user has already upgraded to iOS8 and the application got stuck on the splash screen, AFAIK the way to handle it is to either:
Uninstall/re-install the application from the App Store.
Install a newer app version (see below) from the App Store.
If a user did not yet upgrade to iOS8, it is best to use the fixed Worklight Studio to generate an updated app, increment its version and re-publish it. Then, Remote Disable the existing version and direct users to install the fixed version from the App Store; the fixed version should then continue to work after upgrading to iOS8.
When I compile my mobile app using Xcode and Phonegap, the application on the iPod/iPhone/iPad is the anterior version that I compiled yesterday.
Basically when I run the app in the emulator, all works fine, so I know it's the right files and everything, but when I then build it for the mobile device, it shows the one I did yesterday.
What could be causing this? Is there any settings I should check or something? Like I said I doubt it's related to the files/folder because when emulating it, it works fine.
Thanks!
I had a similar problem long time ago. Try to delete your app on the device and then build it again. I don't know how apple manage apps but I think that the major of your app is keeped on your device (in order to speed up compilation).
I hope it will works !
Did you increase the version number of your built? If you recompile with the same number, you may run into trouble.