Keep my own non-published ios app in my phone - ios

I developed an app to my personal usage, and since this is not a commercial app, I don't want to publish it in AppStore. Also, as this one is currently my only iOS app, I don't want to pay the Apple Developer Program (I am not going to publish any app there anytime soon).
Because of that, to use my app I have sideloaded it in my iPhone from the XCode in my MacBook, but every time I do it, after a few days it keeps being deactivated in my phone and becomes unavailable to use. Is there any way to keep it in my phone without being removed from time to time?

Is there any way to keep it in my phone without being removed from time to time?
Not on a non jailbroken phone, unless you pay the membership fee. That's exactly what the developer membership buys you: the right to run on a device long-term.

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Can I test my Codename One app on my iOS device for free?

I have written a simple to-do list app in Codename One, and so far I have used the simulator to test it. I want to see how it looks on a real device (iPhone 5s or 8 Plus), but I don't want to purchase the Apple Developer membership. I really don't want to pay $99/year (I'm a beginner).
I know I can get the app on my device by jailbreaking it, but is that the only way?
So basically my question is, is there any method of installing my Codename One app on my iOS device (without paying for the membership or jailbreaking it)?
Clarification: I need to know how to test Codename One apps on my device. This is not the usual concern about how to test iOS apps on a device without membership or jailbreaking. I understand how to do this if I am coding in Swift.
This video from Codename One shows how I can generate native projects. This alone would be sufficient, but building the iOS app requires a certificate, which requires an Apple Developer membership.
You need a certificate from Apple to test on a device without using xcode and we can't realistically provide a way around it.
Getting a certificate for free from Apple is a different thing. Educational institutes usually have access to an educational apple developer account that allows you to do just that for free so if you are a student or know a student you can get access to one of those and use it to test your app on your device for free.
Since Xcode7 you can simply build on your device with Xcode, if you don't use any restricted capabilities. That said you would need to run your cross compiled code from Codename One in Xcode, to be able to run it on a device without a membership. (Not sure if it is possible to retrieve the cross compiled code.)
More context on building on device using Xcode:
Test iOS app on device without apple developer program or jailbreak

Install iOS App onto Multiple Devices with Free Developer Account

Fledgling iOS hobbyist here. I have a demo app I plan on presenting to a group of people in about a month. It is a simple app, and I am still on the free tier of the Apple Developer Program for now. For this presentation, I'm being provided loaner iPhones, iPads, and MacBooks to demo my app and its code on.
I do know that I am able to load my app onto at least two devices, but they are my own personal iPhone and iPad.
My question is this: With a free developer account, will I be able to 1) load my app onto multiple iPhones and iPads (that I do not own) to demo for the duration of this presentation; and 2) load the code into Xcode on multiple Macs (that I do not own) so that I can show the code to those present. Or will I have to take the plunge and purchase the full $99/year developer account.
This isn't a code question, I know - but the Apple Developer forums are not nearly as active, and I would like a clear answer on this.
Connect each iOS device to your dev machine and build your app on it. The device will ask you to trust the developer, which you can do in Settings. It's no different than debugging on your own device.
Are you showing the code or the finished app? If showing the code, make sure the other machine has Xcode, then transfer the code from your dev machine (by USB, network folder, GitHub, etc) and build on the new machine. If you are showing the finished app, make sure Gatekeeper is set to at least "Mac App Store and Identified Developer"
The quick workaround is you change the identifiers and install it on various phones. com.company.app1 and com.componay.app2 and install the same app on different device. Although with this push notifications and all services connected to identifier does not works.

Is it okay to use my own app from my own device which contains AdMob advertisements

I have implemented an iOS application which has AdMob advertisements in it.
As far as I know if you don't identify your device as a test device during the development phase, Google finds it out and suspends (temporarily or even permanently sometimes) your account.
My app is live on AppStore now. Can I use my own app? Since I used my iPhone as a test device before, I am a little bit worried about it.
Thanks in advance...
Once the app is in production phase and live in the app store, you can use it as any normal user would. However, you should refrain from clicking the ads multiple times as that would lead to click fraud.

Itunes Connect shows desktop as platform for ipad app

Today i noticed that iTunes Connect sales and trends section has a new skin and some new functionality, however it seems that the app (solely for iPad/iPhone) of my company has downloads on a desktop?
Does anyone know what "desktop" could mean for iOS apps?
it is for mac app store applications. since it is a new content on iTunes they are still ironing it out. it will function properly in a short while. like everything else apple does. i actually called the iTunes department for that.
edit:
as apple advisors let me know: that means someone downloaded the app from their desktop. so it seems that consumers have the ability to download the iOS apps from their desktop. ha, good to know.:)
This is a tool that provides information about installs, not usage. It doesn't really tell you anything about how people are using the application. I would expect "Desktop" to mean that somebody bought the application through iTunes running on a Mac.
By desktop, it simply means on a Mac or PC someone downloaded the app from iTunes (which stores in your iTunes until you connect your device and sync). Sometimes when you are at your computer it's easier to grab something on sale from iTunes even if you don't sync. The app is still flagged as bought, and if the price goes up you don't have to pay anything.
When browsing or grabbing lots of apps, the computer is usually a bit faster to navigate and easier to flip to app reviews and videos.
For us developers it's an irritating category because we don't know if they are getting the app for an iPad, iPhone or iPod touch.

How to submit an app with companion device to AppStore?

Background:
We are developing an application for one of our customer to go along with their device. The application by itself cannot do anything, and must be connected to the device via Wi-Fi in order to function.
Question:
Do we:
just submit the app the standard way, even though there's no way for Apple to really test the functionality of the app?
or
do we need to provide a test device to Apple to really test the functionality of the app? If so, what's the procedure for doing this?
Edit:
Apple's Not-Very-Helpful Response
While we cannot pre-approve apps, we can address compliance questions about specific App Store Review Guidelines or sections of the iOS Developer Program License Agreement (PLA). I understand that this may be a little frustrating and I apologize for any inconvenience this may cause, however, we may only answer specific questions concerning the following resources, unless the app is submitted for review so that we may test the functionality.
App Store Review Guidelines: https://developer.apple.com/appstore/resources/approval/guidelines.html
iOS Developer Program License Agreement: http://developer.apple.com/membercenter/index.action#agreements
There are a few possibilites that have been reported.
One is to submit a video of the app running with your companion device, with a complete walk-through of the app's functionality using that device.
Another is to provide a device emulator as a test mode built into the app (perhaps requiring two devices).
Another is to provide an demo account in the Review notes; and have that account wifi tunnel out to control a remote wifi device at your location, maybe with a webcam aimed at that device and viewable by Apple.
Include proper contact info for that possibility where Apple may want you to send them a sample device for evaluation.
I have the same issue: a third-party device with which the app communicates. Without the device, the app is useless. One screen with one label. I submitted the app to the store, explaining what it does and how it communicates.
The app got approved 5 days later, without Apple asking any questions whatsoever.

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