Author Topic: APPLE App Rejected :-(  (Read 11716 times)

Offline Millerszone

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Re: APPLE App Rejected :-(
« Reply #15 on: 2011-May-28 »
Reading the complete Unity thread, this post seems to fix the XCode 4.3 problem you might be having:
http://forum.unity3d.com/threads/83076-iOS-4.3-App-Rejected?p=578829&viewfull=1#post578829
« Last Edit: 2011-May-28 by Millerszone »
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Offline PaLe

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Re: APPLE App Rejected :-(
« Reply #16 on: 2011-May-28 »
@PaLe
What commands are you using to access the Internet? I noticed the first post said that your app was rejected because:
"We found that your app crashed on iPhone 4 running iOS 4.3.3, which is not in compliance with the App Store Review Guidelines.
Your app crashed on both Wi-Fi and cellular networks upon launch.
"

The message is correct, but I HAVE NOT USED "NET" COMMANDS! An iTunes-connect message told me that the application was refused because it would crash if there was an active Internet connection and WI-FI, but I repeat, I DIDN'T USE NET COMMANDS.


From reading the Unity thread i believe XCode 4.2 will fix the problem which you can
download here:
https://developer.apple.com/devcenter/download.action?path=/ios/ios_sdk_4.2__final/xcode_3.2.5_and_ios_sdk_4.2_final.dmg

Before trying 4.2, I'll see if my apps get accepted with 4.3

THANKS!!! :good:  :good:  :good:

In the meantime (unfortunally) I have recompiled the "source"with the SDK-3 .2.4-ios-4 .1 and submitted to apple ... is already in review...

Offline PaLe

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Re: APPLE App Rejected :-(
« Reply #17 on: 2011-May-28 »
Reading the complete Unity thread, this post seems to fix the XCode 4.3 problem you might be having:
http://forum.unity3d.com/threads/83076-iOS-4.3-App-Rejected?p=578829&viewfull=1#post578829

I'm sorry for the mistake. I searched on Google anything that would explain the reason for this error and I put a WRONG LINK  :nw:

Offline spacefractal

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Re: APPLE App Rejected :-(
« Reply #18 on: 2011-May-29 »
its could somewhere a loop or timeout issue. I read 4.3 is more strict about timeout under loading and such? make sure to do something feed back under loading me think?
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Offline PaLe

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Re: APPLE App Rejected :-(
« Reply #19 on: 2011-May-29 »
its could somewhere a loop or timeout issue. I read 4.3 is more strict about timeout under loading and such? make sure to do something feed back under loading me think?
:( I'm sorry, I have problems with English ...What do you mean by "timeout under loading" issue ?

What I wonder is why Apple rejected the application saying that they had the crash with IOS 4-xx when I have chosen instead that the application has not been tested for 4 ios (PHONEOS_DEPLOYMENT_TARGET set to 3.2)
which is why I think it is a problem in xcode-SDK (or for a stupid reviewer!  :D )

Offline PaLe

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Re: APPLE App Rejected :-(
« Reply #20 on: 2011-Jun-04 »
APP APPROVED !  :happy:

its could somewhere a loop or timeout issue. I read 4.3 is more strict about timeout under loading and such? make sure to do something feed back under loading me think?

spacefractal, I'm sorry , now I understand what you mean!  ;)

Surely the problem was the Xcode 4, not the "INI" command, however I have replaced with GETFILE/PUTFILE because I have seen faster(in large files, over the 256 lines!)

These are the changes I've made:
Rejected:  Xcode 4.0.1-SDK 4.3; GLB 9.033 source with "INI" commands (PHONEOS_DEPLOYMENT_TARGET set to 3.2)
Approved: Xcode 3.2.4-SDK 4.1; GLB 9.033 source without "INI" commands, replaced with GETFILE/PUTFILE (PHONEOS_DEPLOYMENT_TARGET set to 3.1.2)

If there are real improvements, which of these versions I could try?
  • xcode_3.2.5_and_ios_sdk_4.2_final
  • xcode_3.2.6_and_ios_sdk_4.3

Offline ampos

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Re: APPLE App Rejected :-(
« Reply #21 on: 2011-Jun-04 »
You can not set a program not to work on latest version. You can say "it works on 3.0+" or "it works on 4.0+" but not "it works in <4.0 do not try in 4.0+"

The timeout loading thing is that your program has to give the user some feedback in less than X seconds (perhaps 3? not sure). If not, the program is set a "wrong".

Your program first lines should be

Code: GLBasic [Select]
loadfont "myfont",1
print "LOADING..."
showscreen

The user must know in few seconds that yopur program is working/making something, and not just broken. A black screen does not help.

You can use also the "default.png" screen to show something while your program is loading.

The current problem we have with GLBasic iOS start is that as soon as our program is loaded, it makes a SCREENOPEN on iOS, removing the default.png screen loaded and opening/creating a black screen, so this default.png screen opened by iOS himself just is open... 1 second.

On one of my programs, my first line is LOADBMP "loading.png" and the loading text is writen in this background, but there is a "black jump" between the iOS default.png screen and my loading.png screen, a think that does not look very professional.

I can imagine a few solutions for this, but they are on Gernot's side:

1.- do not create the iOS screen until the program launchs a SETSCREEN command

2.- Create iOS screen but "do not call iOS showscreen" so the black screen is not shown.

3.- Instead of an iOS' "setscreen" command, do an iOS' "loadbmp 'default.png'" command.
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Offline PaLe

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Re: APPLE App Rejected :-(
« Reply #22 on: 2011-Jun-04 »
Thanks Ampos,
I used like you
Code: GLBasic [Select]
loadfont "myfont",1
print text$
showscreen
and lost about half a second to choose the language from an external file, then I included the text$ in the code to save time.

In next applications will follow your advice.

p.s
Perhaps I may be wrong,
in 'Xcode3 I have not found but I remember that in' Xcode4 there was an option to display a splash screen

Offline ampos

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Re: APPLE App Rejected :-(
« Reply #23 on: 2011-Jun-04 »
The splash screen is that default.png file.

Just add a picture called "default.png" in your xcode project, and add it to resources. Also "default@2x.png" for retina does exist, and many for iPad.

http://developer.apple.com/library/ios/#qa/qa1588/_index.html
check my web and/or my blog :D
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I own PC-Win, MacBook 13", iPhone 3G/3GS/4G and iPAC-WinCE

Offline PaLe

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Re: APPLE App Rejected :-(
« Reply #24 on: 2011-Jun-04 »
The splash screen is that default.png file.

Just add a picture called "default.png" in your xcode project, and add it to resources. Also "default@2x.png" for retina does exist, and many for iPad.

http://developer.apple.com/library/ios/#qa/qa1588/_index.html
:good: :good: :good:
tks!! iJust tried (don't forgot the case sensitive  ;) )

Offline Millerszone

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APPLE Apps APPROVED
« Reply #25 on: 2011-Jun-04 »
Hit the Deck Baseball SD(update) and Just Pong SD(new) iPhone apps got approved and so far no feedback on apps crashing.
I am using XCode 4.3 and GLBasic Beta 9.104.

I used the NETWEBGET command for leaderboards.
If your app is accessing the internet, then test app in airplane mode to make sure it doesn't crash and
give some kind of notification that internet is not available or app could be rejected.

For Default.png I just used a transparent image, I don't like that little flash.
« Last Edit: 2011-Jun-06 by Millerszone »
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Offline PaLe

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Re: APPLE App Rejected :-(
« Reply #26 on: 2011-Jun-05 »
Hit the Deck Baseball SD(update) and Just Pong SD apps got approved yesterday.
I am using latest XCode and GLBasic  Beta 9.104.
i Had too many errors (WARNINGS) with xcode4, maybe I'll install the latest 3.2.6-sdk4.2;

Quote
I used the NETWEBGET command for leaderboards.
If your app is accessing the internet, then test app in airplane mode to make sure it doesn't crash and
give some kind of notification that internet is not available or app could be rejected.
I have not planned to use the netwebget command but I remember your advice... even warning that the SAVE is local
Quote
For Default.png I just used a transparent image, I don't like that little flash.
I have not noticed the flicker because I generally use the transparency in PNG image; I'll try anyway just for curiosity  :P

Offline mangoo

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Re: APPLE App Rejected :-(
« Reply #27 on: 2011-Jun-06 »
oh no i also got this problem now

a customer told me that irace3d is not working on his device so i recreated it, this time not using the beta of glbasic anymore but the lates normal version

the app got accepted but is still crashing on some devices (also on trucidares)

its strange that it works with xcode but not on final devices

any solution beside of the unity flag -all_load yet? i didnt submit it using that flag yet? its working with and without that flag on my devices.

does it help?


Offline Kitty Hello

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Re: APPLE App Rejected :-(
« Reply #28 on: 2011-Jun-06 »
post the crash report details. Trucidare can reproduce it!?

Offline mangoo

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Re: APPLE App Rejected :-(
« Reply #29 on: 2011-Jun-07 »
itunes tells me that there are not enough crash reports :(

when i try it at home using xcode everything works fine so i cant reproduce the crash

trucidare tried the xcode project which worked ( i gave him the full xcode project )

when he downloaded the update using itunes it crashed (on his ipod if i remember correctly)

he said that it looked like no graphics could be loaded or something like that: i am writing "loading" while the app is starting using PRINT with my custom font image. he said that loading was written very small and then the app stopped working ( maybe due to the music that starts after loading? )

once i had a similar behaviour on my iphone using xcode 4: in the very first seconds the font is printed very small (so it is the standard because the graphics are not found, i guess), then the graphics seem to be loaded and everything including background is rendering correctly. no crash here.