Heads up. Problem in deploying new updates to iOS 10 or earlier

In case others are facing this problem, just wanted to report that new updates deployed to App Store compiled with Xcode 10.3 (don't know about Xcode 11 yet) are failing when downloaded and run on devices with iOS 10 or earlier (roughly 20% of our users on older iPads). There is no out of memory indication. The crash logs do not indicate any Exec errors or Fatal Exceptions. They just stop at various points in the app (within system libraries) and are random but bunched within 5-6 system libraries. It was fine at the end of last year. Don't know when this started to happen this year.


To eliminate variables, even the same archived bundle created earlier that has been running fine on these machines uploaded again (after changing the two Info.plists inside to bump version numbers) and released after review also fail so it has nothing to do with any code changes or recompiles or configuration changes. Something in the way they are packaged for deployment into the older devices.


The problem does not occur with local debug runs on simulators with those iOS versions.


They all pass review since they are only tested on latest iOS. Users on devices with iOS 11 or later have no problem.


If anyone has faced something similar (not sure how many still support iOS 10 or earlier) or have more insights into this, please post.

Replies

Looks like it is an issue deploying to 32 bit devices (which coincidentally happened to have only those iOS versions). Apps built using Xcode 10 worked on the 32-bit machines until end of last year (so presumably there were both 32-bit and 64-bit code in the bundle). But the same bundles now uploaded again (no recompilation, just uploading the same bundle with version number change) can be installed (since it is based on iOS version supported) but will crash soon after startup on 32-bit devices.


Since the Apps do start up before the crash and the crash logs indicate some execution of the startup code before they head into system libraries, the app itself has the 32 bit code even if compiled now with Xcode 10 but it looks like it might be getting deployed with some 64-bit system libraries (or missing something else) that were required to be packaged during deployment when app is installed on those machines that results in the crash.


Whether this is a bug or a feature is unknown.


Anyone know what is going on behind the scenes? We can only guess.