No TestFlight crash reports - testflight

I just want to get confirmation that Crash reports are NOT available from TestFlight users.
Can anyone confirm that they are able to receive iOS crash reports for beta apps distributed via TestFlight.
Here is an extract from the Apple developer library about the Crashes Organiser:
How Crash Logs Are Collected and Aggregated into Crash Reports
Apple provides a service that collects crash logs from users and organizes them into downloadable crash reports. However, crash logs are collected only if you upload an app with the symbols. (In the Archives organizer, select the “Include app symbols for your application…” box when you upload your app to iTunes Connect.) For apps released in store, the user must also agree to share crash logs with developers. TestFlight users automatically share crash logs with developers. The service that creates the crash reports does the following:
Collects crash logs from apps and app extensions running on user devices
Symbolicates the crash logs (replaces memory addresses with human-readable names)
Compares stack traces to identify and group similar crash logs into crash reports
Removes all personal user data from crash logs
Provides the total number of unique devices where the crash occurred
Provides a sample set of crash logs for each crash report
Updates crash reports daily
And here is an extract from iTunes Connect:
Can I get crash reports for my builds?
No. Crash reports for prerelease builds are not provided.
So I am confused about whether crash reports are available via iTunes Connect for apps in beta with TestFlight !

In XCode's Organizer you will have the crashes for all your builds http://i.imgur.com/TYyjNwy.png but directly in iTunes Connect (which is not that useful anymore) you will only have stats for the released builds
Nicolas

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Showing on which device an app release is installed in Google Play Store?

I have released an application as an internal test. I have seen that one device (about 14.28% of all devices) has an old release installed. Now I would like to find out the device. Is it possible to get more information about the devices which installed an app release? (e.g. device name or something like that)? And how often are the release details for internal tests updated in the Google developer console?

Apple Health (HealthKit) Request

I am making an app that collects information from Apple Health (HealthKit). When the application is installed for the first time, the apple screen appears with the permissions that will be used, but when it is in Testflight that screen never appears, is there any extra configuration that has to be done when it is released to production?
if the app is installed from xcode, it works correctly
I had two different bundles, one both in the card of my app and another service that I have OneSignalNotificationServiceExtension. Within both they must point to release and not to debug. that's what i did and it worked in testFlight

Antivirus blocking the Qt App and "unknown developer" message

Some users of my Qt Application are reporting some issues about antivirus (Windows) and "unknown developer" (OS X).
In some cases, on Windows, the antivirus is blocking the application or showing a message that the application can be dangerous. What can I do to my Qt Application be "trustworthy" to the antivirus?
On OS X, when the user tries to run the application, the system shows a message about "unknown developer". What can I do to not show this message?
Unfortunately, I can not give more details about the problems because I could not replicate the problems on my machine. I am just asking based on the problems reported by the users.
In macOS - you need to sign the app using a developer certificate.
You need a developer account for signing apps.
Users will still see a message after signing the app if it is not distributed via the AppStore, but unlike the 'unknown developer' message that only has a 'close' button, the user will have an option to open the app once it's signed.
I can only assume the same applies to windows (less restrictive if I remember correctly) - you probably need to sign the app using a certificate obtained from Microsoft.
You will not see this message when running on your own machine, unless you're using an archived and exported version of your app.
In order to fully test an app on your own machine - create a non administrative user (useful for testing how the app works for non admin users, regardless of signing issues) on your local machine and test the app using the newly created account.
Do not compile or debug the app using the new account, use that account just for testing.

iOS9, bitcode in enterprise app

Please confirm:
Bitcode is an intermediate representation of a compiled program. Apps you upload to iTunes Connect that contain bitcode will be compiled and linked on the App Store.
From Bitcode (iOS, watchOS).
It is App Store who compiles and links the apps, so how about enterprise app?
I like this iOS9 feature as user could download the required slices to device for updating app quickly with least file size. Bitcode is enabled by default in Xcode 7, but for enterprise app, we upload the app updates to our enterprise server and our client users download it from our server via links. No app store is in this process.
Is that OK for enterprise app with Bitcode enabled? If so, who will own the compile & link duty?
It is absolutely fine if your app contains bitcode even if you do not distribute it over the AppStore, however the app becomes bigger - it contains slices with object code and bitcode for each CPU architecture (more details on this topic can be found here: Bitcode Demystified).
I'd recommend to disable bitcode since there is no AppStore phase in your distribution model and nobody can take care of it.
If you still want to achieve this goal (smaller app size), then you can emulate App Thinning on your own: build a few versions of your app - one for each CPU architecture, upload to your server and put some smart service in front of the server, which will check user's device (via User-Agent) and redirect to a correct binary.
I didn't try this option, but it should work, the only extra-thing you need - table/mapping between device version and CPU.

If cocoa app crashes where is stacktrace /crash log stored?

I am new to mac and cocoa development. When a cocoa app crashes there is a windows that asks the user to report crash log to apple. I want to write a customized reporting component. So I want to know if crash reports /log are automatically stored somewhere are these simple text files or core dumps ?
I am looking to support 10.5 to 10.8
Crash logs can be found in a number of places.
In MacOS 10.8 (and I believe also 10.7) crash logs would be "~/Library/Logs/DiagnosticReports" or "/Library/Logs/DiagnosticReports" (the first is for crashes for user apps and the second is for system-wide apps).
Now instead of "reinventing the wheel", you may want to consider third party alternatives that can generate and return crash reports to you. Wikipedia lists these:
Unsanity developed an Input Manager called Smart Crash Reports, that
patches Apple software to include a "submit to developer" button
within Crash Reporter. Smart Crash Reports only works with Mac OS
X 10.4 and 10.5.
Uli Kusterer wrote UKCrashReporter, which can send the output of Apple's Crash Reporter to a developer the next time the
application is started.
CMCrashReporter is a small opensource framework, which can send the crashlog to the developer (via HTTP POST) and let the user
enter optional details.
ILCrashReporter-NG, a fork of Infinite Loop's ILCrashReporter (which was for Mac OS X 10.2-10.5); current OS support unknown
plcrashreporter Plausible CrashReporter provides an in-process crash reporting
framework for use on both the iPhone and Mac OS X
Google Breakpad, an open-source multi-platform crash reporting system

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