Why can’t i run iOS project using KMM plugin on Windows? [duplicate] - kotlin-multiplatform

This question already has answers here:
Unable to add apple device in Android studio
(2 answers)
Closed 2 years ago.
I am absolutely new to KMM (Kotlin Multiplatform Mobile) and I have never build cross-platform applications before. But I have experience with Android development and Kotlin. I wanted to give a try to KMM because I think that multiplatform applications will be getting more and more popular in the future.
I set up the environment needed for KMM project, I used this tutorial for it. I updated to the latest version of Kotlin, installed KMM plugin in Android studio and got ready for the creating my first KMM project. Then I created a new project using this tutorial but I can't run my application on iOS because I can't see iOS app in the list of run configurations. I do not know how to resolve it. I have tried to restart, reinstall I have cleared my cache and tried to create another project but could not run iOS app.
I have built android applications before using Android studio and Kotlin and everything worked smooth.
Is there an error in KMM plugin?

As you can see on their website here, in order to build an iOS app you need a macOS host. So the short answer is that you cannot build an iOS app using KMM on Windows.

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How can I connect IOS project created by flutter to firebase? [duplicate]

I am new to developing mobile apps and wanted to try Flutter but I use Windows. Because Flutter doesn't support Windows yet I had the idea to use a virtual machine running Linux to install Flutter. Does this work?
Also in the Flutter setup it says this:
To develop Flutter apps for iOS, you need a Mac with Xcode 7.2 or newer.
Is there a way to develop iOS apps without having a Mac?
Yes, you can develop iOS apps with Linux (or Windows) using Android Studio or Visual Studio Code. The point of Flutter is that you have one code base and can deploy to both Android and iOS. So the development phase is no problem.
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To test your app on the iOS simulator, though, it is still necessary to have a Mac. However, theoretically the app should have the same behavior for most things as on an Android device, so you wouldn't necessary need to test it using the iOS simulator. I would say long term you would probably want to consider getting a Mac, but it is certainly not necessary in the beginning.
Update: In a recent app I made, my tests passed in the Android emulator but crashed in the iOS simulator. It was a normal bug and nothing specific to iOS, but for some reason the Android simulator didn't crash. So for a production app, you really do need to test it on an iOS device/simulator.
As you point in your question:
To develop Flutter apps for iOS, you need a Mac with Xcode 7.2 or newer.
You can work around by using an external service (like Travis-ci or other) to build your code for iOS. However it's not usable as a developer workflow as that can take several minutes to get the artefact.
You should check out MacOS cloud solutions like MacInCloud. There are CI/CD solution that will support it (e.g. CircleCI and BitRise) however these are not suited for development.
Services like MacInCloud allow you to remote desktop into a Mac where you could conceivably use XCode remotely.
Windows is now partially supported in the way you can edit and publish for Android but you still can't create for IOS where a mac is required (XCode).
More informations https://flutter.io/setup-windows
You can use tools like Appollo to do just that directly from Windows or Linux. Appollo is a python CLI tool.
To install Appollo run pip install appollo, then setup your developer account with Appollo (https://appollo.readthedocs.io/en/master/tutorial/2_configure_app_store_connect.html) once this is done you can start building your app with appollo build start
You can check out a few example videos here : https://www.youtube.com/channel/UCBNRrJd4UP0QQRoYF4JOEmA

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My unity application is developed for iOS devices, but for some reason at this moment I have only Windows PC.
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As far as I know when building for ios the ipa will have a ridiculous size. If you encounter this problem please refer to the following link: how to disable bitecode
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Do you have any plans when we can use the new Xcode?
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There was an update made today to vs-mda-remote which should add in support for XCode6. Please make sure you get the latest version by running sudo npm install -g vs-mda-remote --user=$USER from your machine. This should get your build to pass. If you run into further issues, please email vscordovatools#microsoft.com to discuss further.
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http://docs.phonegap.com/en/edge/guide_platforms_ios_index.md.html#iOS%20Platform%20Guide
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The advantage is that you don't have to have a Mac or even a virtual machine with Mac installed, so that you can do everything through a web interface, what's fantastic!
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http://build.phonegap.com
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