Building Flutter iOS binary without physical access to a Mac - ios

I have an iPhone
I don't have a physical mac. I'm using the new AWS mac instances to use XCode / build the binaries (Completely kosher and allowed by Apple).
I can't connect the phone and the AWS instance since they're not physically in the same place.
If I can build an IPA of the app, I should be able to use Firebase distribution to distribute the app to my phone (I think). But when I try to build the app using flutter build ios I get errors like: 'There are no devices registered in your account on the developer website. Plug in and select a device to have Xcode register it'
What should I do? Can I virtually register my device somehow by putting its UUID somewhere? Can I sign up for a developer account and use TestFlight to distribute the app? Will that also require the device to be physically plugged in?

I can answer for the TestFlight part. You can distribute the app via TestFlight, and the device does not have to be plugged in. So that is very doable.
Using TestFlight is simple and pretty straight forward with many guides, official ones and also on youtube. There are several troubleshooting tips here on SO as well. The drawback as I see it is that it takes time before your pushed build is readily available on TestFlight. So it won't be a good way to iterate code changes fast.

Related

How to share my iphone app still ind development using simulator

I am developing an iphone app and I need to share this app with some people that don't even have an iPhone or people that don't want to use their personal phone for testing purposes.
So, I would like to understand if it is possible to send them instructions how to run the simulator and bypassing the developer enrollment process for each of them.
Is that possible ? Android is so easy but I am facing issues with iOS.
Thanks a lot community!
Do they have MACs? Do you care about sharing your source code? Because you can have them install XCode, and clone your development project from GitHub or download your project files and then build/run the app in the simulator. Otherwise they're going to have to use their personal devices and download an archive build that you make.

How do I convert a mobile app on my device into an IPA file?

I've been using an app (Simblee app, to be specific) to manage some software components of a hardware device - an electric motor system. For example, the Simblee ios app is used as the UI to control some of the functionality of the hardware device like turning on the led lights on the device, managing how much power the device outputs, etc .
However, the app is no longer available through the App Store. I can still use the Simblee app on phones where the app has already been installed but I just got a new phone and I cannot use the Simblee through that phone. I saw online that it may be possible to convert the app from a phone to an ipa file. I've tried using iMazing to generate an ipa file but run into issues where the ipa file is corrupt. When I go on diawi to share this app with others, the error I get is: 4001009: Invalid .ipa file: missing embedded mobileprovision.
My question is two-fold:
1) Is there another way to convert the mobile app to an ipa file?
2) If not, is there a way to fix this error that I'm running into?
A mobile app is distributed via an IPA file. The problem you're facing is app signing. iOS apps are digitally signed by the App store for a specific device. You need to install the app from the app store in order to get it signed for a new device. I don't think there is a way to circumvent that step unless you use a jailbroken phone.
On Mac OS you can copy a Mac app from one Mac to another Mac with that uses the same AppleID in the app store and it will authenticate it and it will work, but I don't think you can do that with iOS apps.
tldr: I think you're out of luck.

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.

simulate xcode without development account

We have an app in Xcode from our old developers. We are in the registration process for an apple developer account, but on internet I read it can take a couple of weeks before it gets approved.
Is there a way I can simulate the app (like with TestFlight) without sending the actual code to potential new developers?
You can't distribute the app unless you have it signed/provisioned with needed UDIDs (which requires developer program). You can deploy it on your(s) device(s) using XCode though.
You should still be able to run the iOS simulator, which is generally the default behaviour for the build-and-run button - you can download more simulator environments in Xcode -> Preferences -> Components if you're missing one that you need.
Update: If you want third parties to run the app, there's no practical option apart from TestFlight. This is because iOS uses code signing to prevent trojan or pirated apps being installed on their devices. In that case you can consider other options which will achieve whatever your goals are, for example making a video of the app in use or setting up VNC access to a machine with the simulator (and code) on it.

How to get access to beta device logs using Apple's TestFlight

In the old TestFlightApp, there was an SDK that allowed developers to log info on the device and then access those logs from the TestFlight website.
After the Apple takeover of TestFlight, I'm not seeing an option to do this through iTunes Connect.
Does anyone know of a way to do this using Apple's new version of TestFlight? Or does anyone have any recommendations for a simple approach to viewing device logs during beta testing?
If you can get your beta testers to send you log files manually, you have a few options. You used to be able to use the iPhone Configuration Utility to view device log files, but it no longer works as of iOS8. The only OS X tool to view device logs other than Xcode that I've been able to find is iOS Console from Lemon Jar Labs (http://lemonjar.com/iosconsole/). It's a very nice tool and I actually prefer it to the Xcode console log - I especially love the filtering ability. I've also seen reference to iTools (http://www.itools.cn/) that works under Windows being able to access device log files, but have no personal experience with it.

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