AIR 3.9 as3 IOS app stuck on launch / loading / splash screen

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When deploying an app to ipad2 ios7/iphone4 ios6/iphone5 ios7 the app doesnt get past the loading/splash screen.
Ive tried debugging on the device via usb but doesnt even hit the first breakpoint on the firtst line of code. Also deployed via testflight with the same result ie stuck on the loading screen.
I released the app in December but the app freezes on the loading screen from the app store!!?? Ive no idea how this passed apple testing etc and it previosly worked. ..Has anyone got any advice on how to debug this or does anyone know what could be the problem?
Ive now created a VERY simple app for testing, this includes all icons etc and just displays some text in a text box. This also freezes on the loading screen.
Im using Flashbuilder 4.7 with air 3.9
Ive updated compiler arg with -swf-version=22
application descriptor updated with - <application xmlns="http://ns.adobe.com/air/application/3.9">
included icons are -
<icon> | ||
<image16x16>16x16.png</image16x16> | ||
<image29x29>29x29.png</image29x29> | ||
<image32x32>32x32.png</image32x32> | ||
<image36x36>36x36.png</image36x36> | ||
<image40x40>40x40.png</image40x40> | ||
<image48x48>48x48.png</image48x48> | ||
<image50x50>50x50.png</image50x50> | ||
<image57x57>57x57.png</image57x57> | ||
<image58x58>58x58.png</image58x58> | ||
<image72x72>72x72.png</image72x72> | ||
<image76x76>76x76.png</image76x76> | ||
<image80x80>80x80.png</image80x80> | ||
<image96x96>96x96.png</image96x96> | ||
<image100x100>100x100.png</image100x100> | ||
<image114x114>114x114.png</image114x114> | ||
<image120x120>120x120.png</image120x120> | ||
<image128x128>128x128.png</image128x128> | ||
<image144x144>144x144.png</image144x144> | ||
<image152x152>152x152.png</image152x152> | ||
<image512x512>512x512.png</image512x512> | ||
<image732x412>732x412.png</image732x412> | ||
<image1024x1024>1024x1024.png</image1024x1024> | ||
</icon> |
included launch images are -
Default.png | 320 x 480 | iPhone, standard resolution |
Default@2x.png | 640 x 960 | iPhone, high resolution |
Default-568h@2x.png | 640 x 1136 | iPhone, high resolution, 16:9 aspect ratio |
Default-Portrait.png | 768 x 1004 (AIR 3.3 and earlier) 768 x 1024 (AIR 3.4 and higher) | iPad, portrait orientation |
Default-Portrait@2x.png | 1536 x 2008 (AIR 3.3 and earlier) 1536 x 2048 (AIR 3.4 and higher) | iPad, high resolution, portrait orientation |
Default-PortraitUpsideDown.png | 768 x 1004 (AIR 3.3 and earlier)768 x 1024 (AIR 3.4 and higher) | iPad, upside down portrait orientation |
Default-PortraitUpsideDown@2x.png | 1536 x 2008 (AIR 3.3 and earlier)1536 x 2048 (AIR 3.4 and higher) | iPad, high resolution, upside down portrait orientation |
Default-Landscape.png | 1024 x 768 | iPad, left landscape orientation |
Default-LandscapeLeft@2x.png | 2048 x 1536 | iPad, high resolution, left landscape orientation |
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If you have Xcode you can look at the Console for the device you have connected, and see if any errors are tracing there.

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Not sure how to do this and I'm developing on windows 8. Can this be done on windows 8?
It's like something really fundamental is missing since it's not even getting to the first breakpoint. Initially I was getting a black screen until I added the launch images.
What I don't get is how was this passed by Apple? It's not running on any of my devices..
Runs fine in air simulator etc via fb7 on windows 8
Btw air 3.9 build is 1380
I can supply project files etc if required

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Not sure if this is related, I havnt checked all but my other apps also not running on ios7. These were using air 2.6
Is there any way to see any error logs etc or reporting from on device usb debugging within fb 4.7?
The app built with air 3.9 runs fine when installed from appstore on ip4 running ios 5.

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Just a quick update..
Firstly regenerated all my apple certificates, provisioning profiles etc.
I've rolled back to air 3.4 and the app works on ipad2 ios7 and ip4 io6.
I then rebuilt against air 3.8. This threw up a few warnings (duplicate variables mainly) which I fixed. Then the app also worked fine on above devices.
so I just need to retry on air 3.9 again tmoro...
If it works then you need to eliminate all warnings. (Unused variables, duplicate vars, unknown scope set to local)
If it doesn't work then it's related to air 3.9.
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Did you get your iOS app to run when using AIR 3.9? I'm having the same problem - can't get my release build to move past the splash screen, though all my debug builds work fine.
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I have the same problem, AIR 4 (1628) and compiler -swf-version=23; testing on iPad3, iOS 7.0.6
The app launches less than half of the time successfully.
Mar 5 11:46:09 backboardd[29] <Warning>: CoreAnimation: timed out fence 2a207
Mar 5 11:46:09 backboardd[29] <Warning>: CoreAnimation: timed out fence 2a0df
Mar 5 11:46:09 SpringBoard[33] <Warning>: CoreAnimation: failed to receive fence reply: 10004003
Mar 5 11:46:09 backboardd[29] <Warning>: CoreAnimation: updates deferred for too long
Mar 5 11:46:13 backboardd[29] <Warning>: <app ID replaced> failed to resume in time
Mar 5 11:46:13 backboardd[29] <Warning>: Forcing crash report of <app ID replaced>[136]...
Mar 5 11:46:14 backboardd[29] <Warning>: Finished crash reporting.
It might have something to do with the new way iOS7 shows the last active screen of an app as a screenshot and optionally replaces it with the running app, if the app had been killed in the background. That way, it seems that more apps are running concurrently than the device supports. There's often a flicker showing the real app behind the splash screen WHEN I minimize a stuck splash screen.
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Tried reverting to AIR 3.8: same problem.
Tried reverting to AIR 3.4: PROBLEM GONE.
Note: did change startup code not to respond to stage.init, but stage.enter_frame, waited 20 frames. That did not seem to work in AIr 4 / 3.8.
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I think that 3.4 didn’t have interpreter mode, and so code in loaded swfs would be ignored. Are you loading any swfs that have code in them?
How does it get on with either AIR 4.0 or 13/0?
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No SWF's being loaded. This problem never happens in debug mode, either fast or normal. Must be something in the startup code that conflicts with iOS7, never seen this in release versions on iOS6.
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Have you tried running Adobe Scout?
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I've never looked at Scout. Do I understand correctly that Scout
- works with the ad-hoc release version (not debug version)?
- Shows me runtime errors in the release version?
Thanks for the tip anyway!
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I believe Scout will work with any version, and I am pretty sure it shows runtime errors + you can see the output of trace statements, and inspect how long some functions are taking. It's not a debugger per se, though, as you cannot set breakpoints, etc.
It's quite a wonderful program ( and free ) -- I just started using it, and it has already helped me troubleshoot an app that was also crashing on my splashpage.
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Did you get anywhere with this issue?
My app just just been rejected for the same reasons. It works fine when testing on all iOS devices (run/debug) but not when i do a release version.
Can anyone from Adobe please shine some light on this matter?
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The message from Apple is that my app doesnt load at all (i.e. no swf being pulled) however with an adhoc version tested it does load but its extremly slow and im not sure what could be causing this? anyone any advice? ive been doing this for over 4 years now and only now ran into this problem
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Could it be something to do with ANEs? I have 2 ANEs in my application - could this be the issue, as maybe they were developed using an older xcode thus ios7 not recongising it?
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I had something come up today that would match the symptoms you’ve seen. That is, a debug device build works, but an App Store build has problems.
In my case it was because I was using the faster AOT compiler. With using that, an App Store build would not work correctly, but a debug build did work ok. The solution was to not use the faster AOT compiler, then the app worked fine.
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When was the AOT compiler introduced (which AIR version), do you know?
I had exactly the same problem as above (all testing debug/release was fine, app store rejected because failed on testers devices on launch) but this was maybe AIR 3.6?
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It’s fairly recent, since one of the AIR 4 versions I believe. These days you don’t have the option of using AIR 3.6 anymore, and whatever was going wrong for your app was some other problem.
