cmsheffield at icloud.com
Fri Apr 25 22:30:44 CEST 2014
Sounds like some debugging is in order which, as I’m sure you know, can be a little tricky for iOS apps. I would recommend using put statements and/or answer dialogs to try and narrow down where the problem lies. Since preOpenCard fires but openCard does not, my guess is you’ve got an error occurring at some point during preOpenCard, and it’s basically stopping the app in its tracks.
A handy little script I picked up along the way allows you to easily see when runtime errors occur in any app, but I find it especially useful for mobile apps when testing in the simulator or on a device. I got this from Jacque Landman-Gay, who I believe originally got it from Andre Garzia.
constant kDebug = "answer"
on log pMsg
put pMsg & cr
put pMsg & cr after url ("file:" && the effective filename of this stack & ".log")
case "answer" -- jlg: added
answer pMsg titled the short name of this card
on errorDialog pErr -- catches and reports system errors
Place this in your stack script. Then set the kDebug constant to whichever debug method you prefer. If there’s an error somewhere in preOpenCard, this should catch it and help you get started with figuring out the problem
Read Naturally, Inc.
On Apr 25, 2014, at 12:02 PM, Dan Friedman <dan at clearvisiontech.com> wrote:
> I have an mobile project that I've been working on for some time now. It's already in the app store (and google play) and it's been running fine. I opened the stack this morning to make some updates, and I find that I have one card that is no longer passing messages. preOpenCard get's fired, but openCard is not? Other cards in the same stack work fine. I don't have lock messages on, or anything else I can think of that would cause this.
> The card works fine in LiveCode, but fails in the simulator and on a real device.
> LC 6.5.2 and 6.6.1
> XCode 5.1.1
> There must be some property or something that got set that I can't think of. I have stepped through the code and I can't find anything. I even created a new card, and copied the objects and script to the new card, but got the same result.
> Any ideas?
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