Downloading watchOS app container from a real device - ios

Is there a way to download an app container for a watchOS app running on a real device?
PS: for an iOS app, the one can use Xcode Devices and Simulators window, but there only iOS apps are listed and there is no way to check the apps installed on Apple Watch.

Related

Issue with watchOS app when submit iOS app

I have an issue when uploading iOS app with watchOS, when I upload the iOS app it's showing that there is no WatchOS app attached to it. I tested the app in the simulator and it is working fine, here is the targets for my app it is showing there are watchOS targets attached to it
every time I upload the iOS build it is showing there is no Apple Watch app attached. can anyone help me out to figure out what is the problem for this one
I could think this is it. Watch app for iOS is installed with the iOS app, stand-alone watch app is installed standalone via the watch app store

Activate a new watch without pairing it to iPhone on WatchOS6

Is it possible to activate a new watch without the dependency in an iPhone on WatchOS6?
Apple launched a new watch app store. But they still say that
watchOS 6 requires iPhone 6s or later with iOS 13 or later
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So it looks like watch will still be dependent of an iPhone. Why than let it install its own apps?
You should still be able to install watch apps via iTunes once os6 is available to the public.

Will iPhone app run on iPhone not paired to an Apple Watch

I'm new to iOS development and I'm playing with Swift in Xcode working on a number of experimental projects.
In one of these I've designed an app for the Apple Watch (using the InterfaceController.swift in Watch App Extension) and in the same Xcode project I've also deigned a corresponding app for the iPhone (in the usual Main.storyboard, ViewController.swift, etc). When I run these apps using the iPhone 6s + Apple Watch - 38mm simulator, both apps run on each device as they should.
Now, if I connect my iPhone 6s and try to run the app, I get a message stating: "Could not launch 'App Name' on iPhone 6s. No paired Apple Watch."
I don't actually own an Apple Watch, so the error is understandable. But this got me to thinking and I now have the following questions:
If I go through the process to submit this to Apple, will the iPhone app work for people as a standalone iPhone app if they have no Apple Watch? Or, are the apps in this project (both the iPhone and Apple Watch apps) only going to work for people who have an iPhone paired with an Apple Watch?
If I want this iPhone app to be available to people with only iPhones, do I need to do anything special? For example,do I need to create a new Xcode project and effectively copy across the iPhone app from this project, or is there another approach I should adopt?
What else do I need to be aware of? For example, do I need to rename the iPhone app to something different to make it available only to iPhone users? Is there anything else I should be aware of?
Regarding running the app on your iPhone, as Paulw mentioned in the comments, just change the execution target to the iPhone app. See screenshot:
Answering your other questions:
The watch extension is an extension inside your iPhone app. iOS Apps with a watch extension work on all iPhones, even if they are not paired with an Apple Watch.
Yes it will be available.
You don't need to worry about anything else. The iPhone app will work on all iPhones. The watch app will show up on only those iPhones that are paired with an Apple Watch.

How to enable an App Store iOS App so Xcode will Show/Download/Replace Container

The iOS Apps listed in the Xcode Windows/Devices/my iPhone/Installed Apps list includes only some of the Apps that were downloaded on to my iPhone from the Apple App store. The list also includes the apps (ad hoc deployed) that I have under development on the phone. I can easily Show, Download, or Replace the Container of any of these Apps. If I remove my (under development) app from my iPhone and replace it with the current App Store version of the App, it no longer shows up in the Xcode Windows/Devices/my iPhone/Installed Apps list, and so I can not Show, Download, or Replace the Container.
Question: How does one (as a Developer) enable one's iOS App Store App so that its Container is accessible to Xcode without any action from the iPhone user? That is, what is it that allows some Apps from the App Store, to have their Container accessible to Xcode?
Additional Information
Systems info: MacOSX 10.11, Xcode 6.4, iOS 7.1.2, iPhone 4S.
Note: On a iPhone 4/iOS 7.1.2, I do not see App Store apps in the Xcode Installed Apps list, nor do I see them on an iPhone 6+/iOS 8.4.1.

Can a real iOS device and Watch Simulator communicate for Testing purposes

I want to create a watch app for an existing iOS app.
But I am in a situation that i don't own a apple watch and my existing iOS app will run only on real devices not on simulator.
Is it possible to run the app on the iphone device and test my watch app in the watch simulator?
Pairing a real iPhone and a Watch simulator is not possible at least at the moment. I make this conclusion because of 3 reasons:
A Watch simulator automatically pairs to an iPhone simulator during the installation process.
It is not possible to unpair a Watch simulator from the interface at all.
Bluetooth is not accessible on a simulator to communicate with real devices. Here's a proof.

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