Blank Screen on Device

thanks carlos. actually figured out the issue after much headache - the version of the simulator i was using (game edition) was simulating fine when i actually had an io.file() error to an unspecified file, which was causing my application to run fine on the simulator but crash on iphones and the iphone simulator. updating to the latest version of the sdk (2.0) showed me this error in the simulator terminal, and fixing it made it all golden. thanks! [import]uid: 8791 topic_id: 316 reply_id: 7748[/import]

glas to hear it is working

carlos [import]uid: 24 topic_id: 316 reply_id: 7796[/import]

I’ve already sent this in as a bug, but just in case anyone encounters this in the mean time…

Using Corona SDK 237

  1. App ran perfectly in Corona Simulator.
  2. App would not go past main.lua when built to Android (black screen)
  3. App would immediately crash after launching in iPhone Simulator
  4. App would not go past main.lua on iPhone but would correctly report in Debug Output window until module function Load.Screen(Next) was encountered. Then the app would freeze with no further information posted to Debug Output or screen

Inside Load.lua was
[lua]menu = require( “menu” )[/lua] – lowercase “m”

This was causing app to crash in iPhone simulator and on device as the file was Menu.lua (capital “M”)

Changing this worked:
[lua]menu = require( “Menu” )[/lua] – Uppercase “M”

So Corona simulator is not case sensitive when it comes to imported Lua files but the Corona build servers are. I’m assuming it’s the build server as behaviour was replicated on Android and iPhone devices. [import]uid: 11393 topic_id: 316 reply_id: 13532[/import]

I thought this was known behavior. It’s the same with image and music files I believe. Device is always case sensitive. [import]uid: 10835 topic_id: 316 reply_id: 13555[/import]

Well I wish I had known! Would have saved me several hours of faffing about. This should be documented officially for the time being, and then fixed. If it works on the sim it should work on device. Sim should start throwing errors for case variations. [import]uid: 11393 topic_id: 316 reply_id: 13603[/import]

I’m also having this issue…

I’ve tried

  • Changing all my files with long names to shorter.
  • Making all my files/code case sensitive adapted

Lots more random stuff, but nothing seems to do it… App wont get past main.lua and in the OS X simulator it crashes on startup. But everything works fine in the Corona simulator? [import]uid: 14018 topic_id: 316 reply_id: 18615[/import]

Realized there’s a problem with my build.settings but I have no clue what

settings =
{
orientation =
{
default = “landscape”,
},

iphone =
{
plist =
{
UIRequiredDeviceCapabilities = “magnetometer”,
UIPrerenderedIcon = true,
},
},

build =
{
custom = “a1234”,
}
}

I copied this code from a tutorial on how to make everything landscape mode [import]uid: 14018 topic_id: 316 reply_id: 18625[/import]

Try removing the custom build setting from your settings file, i.e.,

build =
{
custom = “a1234”,
}

Then rebuild your app for device or xcode simulator. That is likely causing you to get a bad build.

Tim [import]uid: 8196 topic_id: 316 reply_id: 18652[/import]

Thanks a lot Tim! Works perfect now! [import]uid: 14018 topic_id: 316 reply_id: 18660[/import]

Another reason that i found (i’m dumb i know) after several hours of headache is this:

I for some reason put some .lua files (generated by Zwoptex for my sprites) inside an assets folder (my futile attempt to keep things in certain order…) then it worked in Corona Simulator, but not at all in the devices or the iPhone Simulator…

I’m sure it would be general knowledge that you can put a .lua file in a folder (it must be in the root folder as far as i know), but it will be great for a lot of dumb newbies as myself to get an alert in de SDK…

Cheers…

Erick [import]uid: 13637 topic_id: 316 reply_id: 20680[/import]