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Messages - Dark Schneider

#16
You could be interested too in how to upload binaries if your application has white spaces in its name, here is:
http://useyourloaf.com/blog/2011/1/3/app-store-whitespace-validation-failure-with-xcode-325.html
the steps are:

  • Set your sign to your distribution profile.
  • Build and Archive.
  • From organizer, click on "Share" and not on "Validate" or "Submit". Create an IPA file and save it.
  • Now send it using the "Application Loader" that is on the folder "/Developer/Applications/Utilities".
  • :good:
#17
It has been solved using XCode 3.2.5 with SDK 4.2 using the "Other Linker Flags" "-all_load". I think the latest Apple works are not very fine, OS X Lion has many bugs and the SDKs have failures like the app works fine in local devices but when uploaded to App Store it crash.

I recommend use this if you want to be sure your App will be approved if it works for you, because with latest SDKs is not sure at all.
#18
Here is:
Code (glbasic) Select

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleDisplayName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleDocumentTypes</key>
<array/>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string></string>
<key>CFBundleIconFiles</key>
<array>
<string>Icon.png</string>
<string>Icon@2x.png</string>
<string>Icon@2x.png</string>
<string>Icon-72.png</string>
<string>Icon-72.png</string>
<string>Icon@2x.png</string>
<string>Icon@2x.png</string>
<string>Icon-72.png</string>
<string>Icon-72.png</string>
</array>
<key>CFBundleIdentifier</key>
<string>/*not here, in the real info.plist is the correct one*/</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleURLTypes</key>
<array/>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>UIPrerenderedIcon</key>
<true/>
<key>UIStatusBarHidden</key>
<true/>
<key>UTExportedTypeDeclarations</key>
<array/>
<key>UTImportedTypeDeclarations</key>
<array/>
</dict>
</plist>


I have to say that it runs fine on an iPhone 4 with AdHoc compilation, as only fails the App Store submited version, this is what it makes me to suspect it can be the link problem, I mean, the "-all_load" flag and using Xcode 3.2.5 with SDK 4.2 could solve the problem.
#19
Could it be the flag "-all_load"?, I am looking others with similar problems (crash at start) and their reports look like:
http://stackoverflow.com/questions/6002933/app-store-build-crashes-doesnt-on-testing-on-sim-or-my-own-device
http://stackoverflow.com/questions/5904743/crash-when-popping-to-root-view-controller
http://stackoverflow.com/questions/5501589/iphone-app-crashes-on-launch

all the times the thread that crashes are something like:

Quote
Thread 0 Crashed:
0   libsystem_kernel.dylib          0x360ffa1c __pthread_kill + 8
1   libsystem_c.dylib               0x33e093b4 pthread_kill + 52
2   libsystem_c.dylib               0x33e01bf8 abort + 72
3   libstdc++.6.dylib               0x363fca64 __gnu_cxx::__verbose_terminate_handler() + 376
4   libobjc.A.dylib                 0x33b2806c _objc_terminate + 104
5   libstdc++.6.dylib               0x363fae36 __cxxabiv1::__terminate(void (*)()) + 46
6   libstdc++.6.dylib               0x363fae8a std::terminate() + 10
7   libstdc++.6.dylib               0x363faf5a __cxa_throw + 78
8   libobjc.A.dylib                 0x33b26c84 objc_exception_throw + 64
9   CoreFoundation                  0x303c548a +[NSException raise:format:arguments:] + 62
10  CoreFoundation                  0x303c54c4 +[NSException raise:format:] + 28
11  UIKit                           0x35aa2a4c -[UINib instantiateWithOwner:options:] + 1104
12  UIKit                           0x35aa3e02 -[NSBundle(UINSBundleAdditions) loadNibNamed:owner:options:] + 86
13  UIKit                           0x358ce4c6 -[UIApplication _loadMainNibFile] + 90
14  UIKit                           0x358c8b02 -[UIApplication _runWithURL:payload:launchOrientation:statusBarStyle:statusBarHidden:] + 174
15  UIKit                           0x3589d7d0 -[UIApplication handleEvent:withNewEvent:] + 1108
16  UIKit                           0x3589d20e -[UIApplication sendEvent:] + 38
17  UIKit                           0x3589cc4c _UIApplicationHandleEvent + 5084
18  GraphicsServices                0x35571e70 PurpleEventCallback + 660
19  CoreFoundation                  0x3039ca90 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 20
20  CoreFoundation                  0x3039e838 __CFRunLoopDoSource1 + 160
21  CoreFoundation                  0x3039f606 __CFRunLoopRun + 514
22  CoreFoundation                  0x3032febc CFRunLoopRunSpecific + 224
23  CoreFoundation                  0x3032fdc4 CFRunLoopRunInMode + 52
24  UIKit                           0x358c7d42 -[UIApplication _run] + 366
25  UIKit                           0x358c5800 UIApplicationMain + 664
26  FuelCost                        0x000022ee main (main.m:14)
27  FuelCost                        0x000022b8 0x1000 + 4792

See that after the "pthread_kill"+"abort" there are things, on my one there is nothing, are libs loaded then, or is the way GLB works?, this info could help me a lot.

But I ahve another GLB project and it has a crash repot like this:

Quote
Thread 0 name:  Dispatch queue: com.apple.main-thread
Thread 0 Crashed:
0   libobjc.A.dylib                  0x34322c9a 0x34320000 + 11418
1   UIKit                            0x3395327c 0x338e0000 + 471676
2   UIKit                            0x33953114 0x338e0000 + 471316
3   UIKit                            0x339940a0 0x338e0000 + 737440
4   UIKit                            0x338f8874 0x338e0000 + 100468
5   UIKit                            0x338fc68e 0x338e0000 + 116366
6   QuartzCore                       0x34411716 0x343e5000 + 182038
7   QuartzCore                       0x3440062c 0x343e5000 + 112172
8   CoreFoundation                   0x34d1da40 0x34ca8000 + 481856
9   CoreFoundation                   0x34d1fec4 0x34ca8000 + 491204
10  CoreFoundation                   0x34d2083e 0x34ca8000 + 493630
11  CoreFoundation                   0x34cb0ebc 0x34ca8000 + 36540
12  CoreFoundation                   0x34cb0dc4 0x34ca8000 + 36292
13  GraphicsServices                 0x338d7418 0x338d3000 + 17432
14  GraphicsServices                 0x338d74c4 0x338d3000 + 17604
15  UIKit                            0x3390ed62 0x338e0000 + 191842
16  UIKit                            0x3390c800 0x338e0000 + 182272
17  GCTest                           0x0002ece0 0x1000 + 187616
18  GCTest                           0x00002abc 0x1000 + 6844
19  GCTest                           0x00002a64 0x1000 + 6756

It loads other things before crash.
#20
I am using XCode 4 with SDK 4.3, this really affects GLBasic?, should I try XCode 3.2.6 with SDK 4.3 and the flag "-all_load" or it doesn't matter?.

For STDOUT, you mean NSLog()?
#21
I hace received this report from iTunes Connect:
QuoteWe found that your app crashed on iPad 2 and iPhone 4 running iOS 4.3.5, which is not in compliance with the App Store Review Guidelines.

Your app crashed when we:

1. Launch the app
2. The app crashes

I have 3 crash reports, all 3 with this part in common:

iPhone 4:
Quote
Thread 4 Crashed:
0   libsystem_kernel.dylib           0x31d1ea1c __pthread_kill + 8
1   libsystem_c.dylib                0x32ae53b4 pthread_kill + 52
2   libsystem_c.dylib                0x32addbf8 abort + 72
3   Rapids Rider                     0x0004aafc 0x1000 + 301820

Thread 4 crashed with ARM Thread State:
    r0: 0x00000000    r1: 0x00000000      r2: 0x00000001      r3: 0x00000000
    r4: 0x007e7000    r5: 0x00000006      r6: 0x008f6a00      r7: 0x007e5644
    r8: 0x0000b290    r9: 0x00000000     r10: 0x00289c34     r11: 0x007e5738
    ip: 0x00000148    sp: 0x007e5638      lr: 0x341a03bb      pc: 0x34166a1c
  cpsr: 0x00000010

iPad 2:
report 1:
Quote
Thread 5 Crashed:
0   libsystem_kernel.dylib           0x31d1ea1c __pthread_kill + 8
1   libsystem_c.dylib                0x32ae53b4 pthread_kill + 52
2   libsystem_c.dylib                0x32addbf8 abort + 72
3   Rapids Rider                     0x0004aafc 0x1000 + 301820

Thread 5 crashed with ARM Thread State:
    r0: 0x00000000    r1: 0x00000000      r2: 0x00000001      r3: 0x00000000
    r4: 0x007e4000    r5: 0x00000006      r6: 0x01178000      r7: 0x007e2644
    r8: 0x0000b290    r9: 0x00000000     r10: 0x004503f4     r11: 0x007e2738
    ip: 0x00000148    sp: 0x007e2638      lr: 0x31cb43bb      pc: 0x35bc2a1c
  cpsr: 0x00000010

report 2:
Quote
Thread 5 Crashed:
0   libsystem_kernel.dylib           0x31d1ea1c __pthread_kill + 8
1   libsystem_c.dylib                0x32ae53b4 pthread_kill + 52
2   libsystem_c.dylib                0x32addbf8 abort + 72
3   Rapids Rider                     0x0004aafc 0x1000 + 301820

Thread 5 crashed with ARM Thread State:
    r0: 0x00000000    r1: 0x00000000      r2: 0x00000001      r3: 0x00000000
    r4: 0x007e4000    r5: 0x00000006      r6: 0x02375200      r7: 0x007e2644
    r8: 0x0000b290    r9: 0x00000000     r10: 0x0040fa14     r11: 0x007e2738
    ip: 0x00000148    sp: 0x007e2638      lr: 0x31cb43bb      pc: 0x35bc2a1c
  cpsr: 0x00000010

How it can be only on these devices?

I am going to look at the .dSYM file but I have not much idea about this.

Update: attached the crash files with symbolication.

[attachment deleted by admin]
#22
I am using the lastest GLB and there is no PAUSEMUSIC command, it is in help but not in the editor.
#23
OK I'll work on it, in a few days, please excuse me because these days are some crazy for me, too busy  :giveup:
#25
I had this problem too, a code that works fine in Windows on iOS crash with the output in console:
Code (glbasic) Select
wrt-request: fopen("", "wb") failed
I follow the code and saw that while loading binary data from a file, I called a function that open another file, and then it crashes on iOS.
The code is something like:

Code (glbasic) Select

LOCAL l_file%=GENFILE()
IF OPENFILE(l_file, g_SaveDir$+"stages.sav",1)
//version
LOCAL l_version%, l_count%
READULONG l_file, l_version
//stages info
LOCAL l_stage_info AS TStageInfo
READLONG l_file, l_count
FOR i%=0 TO l_count-1
l_stage_info.LoadFromFile(l_file)
StagesInfoSetData(stages_info[], l_stage_info, FALSE, FALSE, FALSE, FALSE)
NEXT
CLOSEFILE l_file
ENDIF


And the function StagesInfoSetData(stages_info[], l_stage_info, FALSE, FALSE, FALSE, FALSE) opens a file because when I set data for stages it saves another file for sending data. Now I added the last boolean that if you se it is set as FALSE, if FALSE then it doesn't save this file, because in the inital load it should not be created.

Then, I think on iOS only 1 file can be open at the same time.
#26
But it will not work on sandboxed devices, like iPhone and probably Android, so you should search for another solution in your program.
#27
I remember I used 3D lighting much time ago with bad results too, you only get normal render results when lighting is OFF. It could be because the OpenGL ES that uses Q16 (fixed-point) format and it not receive the values it expects.
#28
Quote from: Kitty Hello on 2011-Aug-22
inplatform option, set to 1024x768. Done.
Now Apple will reject it, because you have to provide both orientations (on left side and on right side). Read the gravity with GETJOYX() and use SETORIENTATION 1 or 3 according. Done.

There is need to select them in the XCode 4 project?, I mean, Apple looks at the binary metadata or they test in real usage rotating a real device?.
#29
Project updated (look at the first post), what I have tested:

- Device not supporting GC: all fine, there is no crash.

- Device suppotring GC: iPad. All reporting features works well, tested with a real app project with GC configured and the scores and achievements reports work fine, both on iPad and on iPhone mode. Note: when I talk about iPhone mode it means runing the app compiled as iPhone only on an iPad, not a real iPhone.
Showing tables:
iPad mode: leaderboards doesn't show, achievements works fine.
iPhone mode: both shows correctly, no animation when hiding.

I have tested it trying to force it to crash, with a long sequence of continuous show/hide, show/hide..., sliding the finger while showing and while hiding, etc. But all tests was on iPad (both iPad and iPhone modes).

I have simplified the project so it only have 3 buttons, "Add score", "show leader" and "show achievs" for evading crashes for using reports to an undefined/unconfigured GC app.
Then what I need is someone to test ONLY the "show" (both) on a real iPhone, trying to force it like I said before (show/hide, show/hide, show/hide, sliding fingers while shows/hides, etc.) and report the results.
The "add socre" button is used to see if continue to having control over the app when hiding a panel. The buttons respond to the event "lift up" the finger, because I noticed the boards can block the control if we have pressed on the screen at the moment they appear. So responding to this event we are sure there is no finger on the screen when we show the board.
#30
It could be the SDL libs used for sound. I attached a simple project for testing.

[attachment deleted by admin]