CoronaSDK 2013.1202 - Could Not Connect To Server

I wasn’t saying Xcode 5.1 was causing your error, because you never mentioned what  your error was. I was just saying that we haven’t touched our templates for the builds so nothing has changed on our side. We use the Xcode tools to sign the app and to run the Xcode Simulator.

The reason why you can’t submit an app built with build 1202 is because it still builds for iOS 6.1 and Apple is now requiring builds targeting iOS 7.0. Build 1262 does build for iOS 7.0 but it’s built with Xcode 5.0 and Apple has been rejecting apps that don’t use Xcode 5.1.1.

We can’t go back and change previous builds, which is why I suggested moving your code to Graphics 2.0. You don’t want to finished your app and find out that you can’t submit it to the app store.

here the console log error from device

Final/FullVersion/PhotoChamp_Ipad/SpriteGrabber.lua:193: attempt to index global ‘sprite’ (a nil value)

 stack traceback:

  [C]: ?

  …_Final/FullVersion/PhotoChamp_Ipad/SpriteGrabber.lua:193: in function ‘grabSheet’

  …nal/FullVersion/PhotoChamp_Ipad/welcomefireworks.lua:17: in function ‘_listener’

  ?: in function <?:141>

  ?: in function <?:218>

Jun 11 08:45:00 unknown PhotoChamp[362] <Warning>: Runtime error

 stack traceback:

  [C]: ?

  …_Final/FullVersion/PhotoChamp_Ipad/SpriteGrabber.lua:193: in function ‘grabSheet’

  …nal/FullVersion/PhotoChamp_Ipad/welcomefireworks.lua:17: in function ‘_listener’

  ?: in function <?:141>

  ?: in function <?:218>

this is what i think, it is because of i build the graphic 1.0 on Xcode 5.1 that why in the simulator running fine but on device it not working at all.

No, it has nothing to do with Xcode 5.1. You have a code problem in your app.

Final/FullVersion/PhotoChamp_Ipad/SpriteGrabber.lua:193: attempt to index global ‘sprite’ (a nil value)

 stack traceback:

 

This shows a runtime error in line 193 with the variable/object “sprite”. 

 

It’s possible to have code run fine on the simulator but fail on a device because of timing differences. You need to debug the problem before jumping to conclusions about the cause.

hmmm but the same code build with android is ok, i already test with android device there nothing wrong, the code above error because of spriteGrabber need to change some area in graphic 2.0, but it working fine on 1202 just on ios device it never work

It is very common for code to work on one platform but fail on another platform because of timing differences if it’s not handled correctly in your code. You could even find errors when using a different device on the same platform (e.g., Android).

 

Your build is not using Graphics 2.0 so don’t assume that the build is wrong and that is causing your error. You need to troubleshoot the problem and determine why your object is nil. This is just basic programming and you have to be able to debug issues like this to determine that your code is not the cause of the problem.

Ok, Thank you Tom, I found it, and everything is fine now, it’s all about spriteGrabber it require the sprite.lua file with currently build,
but before I did not need to have sprite.lua in my project with 1202, but now  even 1202 require this sprite.lua in the project

Hi! Tom, it seem to be something wrong with the build on corona 2013.1202 version today, as everything i test on simulator is working fine but after build and get it on device my app got so many error, it seem the build is point at the newest version of corona build only. please help!

Are you using Windows or Mac and what platform are you trying to build for (iOS or Android). If you build the DeviceInfo sample (in the /Hardware folder), it will show you the build number used to build the app. Nothing was intentionally changed with build 1202 so it and all the previously releases should be fine. BTW, we posted a public build of 1262 as the latest build for those users still using graphics 1.0.

@Tom, I’m using Mac to build for IOS platform, it still occur the same issue today, while in simulator everything fine, but on device it’s totally different and error. This issue used to happen when i test the app build with corona higher than 1202 version, the game did not work as this current error but when i turn to build with 1202 everything is back to normal, just yesterday i build to test my game again with 1202 the issue happened as the higher version build.

I just built DeviceInfo and HelloWorld sample apps with build 1202 and ran it on an iPad and they looked fine. DeviceInfo told me it was build 2013.1202. Did you try building those sample apps to see if they work correctly? That will tell you if it’s picking the correct build template.

If you’re seeing problems with your own app and not the samples, I would say you changed something in your app that is causing the errors. We don’t change (or touch) the old build templates and the builds should work the same unless an update to Xcode makes it incompatible with the build/install process. I’m using Mac OSX 10.8 and Xcode 5.0 for my builds and they are running fine.

I would suggest that you work on updating your code so it works with Graphics 2.0 or at least get it working on Graphics 2.0 with the v1 compatibility flag. Apple has changed the rules and you won’t be able to submit an app made with build 1202. You may still be able to use 1262 (our last Graphics 1 build), but soon Apple will not allow that because of the iOS7/Xcode 5.1 requirements.

Ok thank you Tom, All because of Apple not allow graphic 1.0 on Xcode 5.1 only, that to cause my game error.

I wasn’t saying Xcode 5.1 was causing your error, because you never mentioned what  your error was. I was just saying that we haven’t touched our templates for the builds so nothing has changed on our side. We use the Xcode tools to sign the app and to run the Xcode Simulator.

The reason why you can’t submit an app built with build 1202 is because it still builds for iOS 6.1 and Apple is now requiring builds targeting iOS 7.0. Build 1262 does build for iOS 7.0 but it’s built with Xcode 5.0 and Apple has been rejecting apps that don’t use Xcode 5.1.1.

We can’t go back and change previous builds, which is why I suggested moving your code to Graphics 2.0. You don’t want to finished your app and find out that you can’t submit it to the app store.

here the console log error from device

Final/FullVersion/PhotoChamp_Ipad/SpriteGrabber.lua:193: attempt to index global ‘sprite’ (a nil value)

 stack traceback:

  [C]: ?

  …_Final/FullVersion/PhotoChamp_Ipad/SpriteGrabber.lua:193: in function ‘grabSheet’

  …nal/FullVersion/PhotoChamp_Ipad/welcomefireworks.lua:17: in function ‘_listener’

  ?: in function <?:141>

  ?: in function <?:218>

Jun 11 08:45:00 unknown PhotoChamp[362] <Warning>: Runtime error

 stack traceback:

  [C]: ?

  …_Final/FullVersion/PhotoChamp_Ipad/SpriteGrabber.lua:193: in function ‘grabSheet’

  …nal/FullVersion/PhotoChamp_Ipad/welcomefireworks.lua:17: in function ‘_listener’

  ?: in function <?:141>

  ?: in function <?:218>

this is what i think, it is because of i build the graphic 1.0 on Xcode 5.1 that why in the simulator running fine but on device it not working at all.

No, it has nothing to do with Xcode 5.1. You have a code problem in your app.

Final/FullVersion/PhotoChamp_Ipad/SpriteGrabber.lua:193: attempt to index global ‘sprite’ (a nil value)

 stack traceback:

 

This shows a runtime error in line 193 with the variable/object “sprite”. 

 

It’s possible to have code run fine on the simulator but fail on a device because of timing differences. You need to debug the problem before jumping to conclusions about the cause.

hmmm but the same code build with android is ok, i already test with android device there nothing wrong, the code above error because of spriteGrabber need to change some area in graphic 2.0, but it working fine on 1202 just on ios device it never work

It is very common for code to work on one platform but fail on another platform because of timing differences if it’s not handled correctly in your code. You could even find errors when using a different device on the same platform (e.g., Android).

 

Your build is not using Graphics 2.0 so don’t assume that the build is wrong and that is causing your error. You need to troubleshoot the problem and determine why your object is nil. This is just basic programming and you have to be able to debug issues like this to determine that your code is not the cause of the problem.

Ok, Thank you Tom, I found it, and everything is fine now, it’s all about spriteGrabber it require the sprite.lua file with currently build,
but before I did not need to have sprite.lua in my project with 1202, but now  even 1202 require this sprite.lua in the project

Great!!!

I have tried everything suggested above. I have Windows XP. I have also tried opening developer.coronalabs.com. It opens without any problems. Do you have any other suggestions?

Please read this thread and conduct the test near the end that Perry Clark asks:

http://forums.coronalabs.com/topic/52844-problem-with-new-corona-build/