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

Guest
Jan 01, 2014 Jan 01, 2014

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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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LEGEND ,
Jan 01, 2014 Jan 01, 2014

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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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Guest
Jan 01, 2014 Jan 01, 2014

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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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Guest
Jan 01, 2014 Jan 01, 2014

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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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Guest
Jan 02, 2014 Jan 02, 2014

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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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New Here ,
Feb 25, 2014 Feb 25, 2014

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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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Contributor ,
Mar 05, 2014 Mar 05, 2014

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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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Contributor ,
Mar 05, 2014 Mar 05, 2014

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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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LEGEND ,
Mar 05, 2014 Mar 05, 2014

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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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Contributor ,
Mar 05, 2014 Mar 05, 2014

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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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Participant ,
Mar 05, 2014 Mar 05, 2014

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Have you tried running Adobe Scout?

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Contributor ,
Mar 06, 2014 Mar 06, 2014

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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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Participant ,
Mar 07, 2014 Mar 07, 2014

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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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New Here ,
Mar 11, 2014 Mar 11, 2014

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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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New Here ,
Mar 11, 2014 Mar 11, 2014

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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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New Here ,
Mar 11, 2014 Mar 11, 2014

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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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LEGEND ,
Mar 20, 2014 Mar 20, 2014

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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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Engaged ,
Mar 21, 2014 Mar 21, 2014

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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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LEGEND ,
Mar 21, 2014 Mar 21, 2014

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LATEST

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.

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