I am developing an IOS application through an enterprise account. This application will be set on a specific website to be downloaded.
I archived the application from Xcode, and got the ipa file, but I still need the plist file.
Any idea how to get it?
You need to check mark option include manifiest file while creating ipa.So xcode will generate file for you. Otherwise you can get plist file from internet and edit according to your application
Honestly i didn't get your question but if you want to access .plist file after archiving. You have to
Unarchive your iPA file.
It will create a "Payload" folder, inside it you will find .app file.
Right click on it, "Show package contents" and you can see your plist file.
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I have application for iOS created on Go language, I compiled it to .app file. Can anyone tell me what should I do to:
Load application to my iPhone
Load application to iTunes connect (I loaded another via Xcode, but there are no objective c or swift code here to do so)
PS: I have valid developer account, able to create any certificates that will need. Versions: XCode 7.2, iOS 9.2
Thanks a lot for your help.
For submission part there is Apple tool called Application Loader. It is a part of Xcode, but I think can still be downloaded separately. It can deliver app to App Store without having to use Xcode Organiser interface.
You need to deliver your app as .ipa file. If your .app is properly signed and contains a valid .mobileprovision (which is a different question), all you need to do is to create a new folder named "Payload", put copy your .app into ito it. Then you can rename the .zip file to .ipa and upload it using Application loader.
I've read the tutorials regarding this, it says I need a .ipa and .plist file. And by archiving the project the xcode automatically creates these. But for some reason the xcode doesnt give the .plist file. So i needed to create .plist file using the template given.
But what should I do next? I want to upload my app in web server so that by clicking the download link it will be automatically installed. Please help me. Thanks!
So I found what must be done! What I tried is save the .ipa file to dropbox(or where ever server you want), then created the .plist file and filling up the url using the directory of the .ipa file(which was uploaded to dropbox, for this case it is the link when you clicked share this). Upload the .plist to dropbox also. Then I created a .html file where there's a link (pertaining to the download link of .plist). Lastly upload the .html to dropbox. Thats it!
Please forgive me if I am asking a dumb question, I am fairly new to ios and cocos2d programming. I have developed an app that is almost done. I have an architecture where settings are in a plist file.
I want to share the app with my colleague, who has agreed to test and make changes to the plist if necessary, so that he can see which settings are the best.
What I want to know:
Is there a way to share my app with him (he has a mac and a ipad) so that he only has access to the plist file but won't be able to access the rest of the code? Thank you in advance.
One idea: To put my plist on a server and have a call to download the plist file when the game begins, so he can just change that. Is there a better way ?
Yes, have the app download the plist so he can edit it on the server. When you save the .plist, save it in the documents folder (outside of the bundle). Bundle is read only, and modifying it will destroy the signature, making it so he can't install it, unless the device is jailbroken.
Alternatively, copy the file from the bundle to the documents folder on first run and enable file sharing for the app. Then he can edit the .plist file and update it via iTunes.
The bundle only contains compiled object code, so he will not have access to source code.
You can use testflight or email him the .ipa and he can install via iTunes, or if you have a developer account, you can set him up as a tester through iTunesConnect once you've uploaded your app.
look for iExplorer, that should enable you to up and download resources to/from your iDevice.
You could also create a 'debug mode' (for example accessed by turning the phone upside down or whatever you like). That debug mode can contain controls to manipulate the settings read from the plist and reboot the game. No server involved, just client side manipulation so you can just hand him the binary.
I have always been uploading iOS apps to appstore from XCode Organizer. That is pretty simple process. And we do not see any IPA or APP file is created. Now my client is trying himself to upload the app using app loader and is continuously asking for an IPA file. Now I have some specific questions -
Does app loader exist now-a-days ? Is it a different program out of XCode?
If it does, what file it takes from me to upload to appstore? An IPA?
How do I create the file for appstore? Note that I have the distribution certificate and appstore provisioning files installed and set in my release configuration. And I am sure if I have tried with XCode it would upload already. But, client not allowing me to do that. He will do it using app loader.
Special Notes -
1. Please do not give me links to an apple documentation, they do not talk about file type and how to create that. They always say "binary". Their doc titles does not reflect the content.
2. Please do not show me the Ad Hoc build process, that is not what I am asking.
3. Please only reply if you have used app loader before.
Application Loader is present in the Utilties folder.
For XCode 4.5 go to
XCode -> Right Click and select Show Package Contents
then go to Contents -> Applications -> Application Loader.
When you just do a build from Xcode, you get .app file.
To create .ipa from it follow below process:
On "/" create a folder named Payload
Copy your .app and .mobileprovision files in this folder.
Open terminal, go to / and run following command
zip -9 -y -r appName.ipa Payload/
This will create file "appName.ipa" on /
Yes and Yes.
As far as I know, it takes a compressed .app file.
In Xcode go to Products and select "show in finder". Then compress the file with a right click. The result should be uploaded with application loader. The result is located in the Library directory. Depending on your settings this can be hidden from application loader. Therefore you should copy the compressed file to a directory which is accessible from any program (like the desktop).
I want to create an ipa file but I get the following error message. Maybee someone knows what's going on here? Or just a hint where the error might be.
Sometimes it may happen that Xcode Archiver fails to generate ipa file. Then here is the another option.
Build the application.
After successful build go to "Products" folder in your project navigator.
Right click on it and go to "Show in Finder".
Copy the .app file.
Create a new folder at some other location lets say on Desktop with name "Payload".
Paste that .app file in Payload folder.
Zip the Payload folder.
Rename that zipped folder with .ipa
Thats it.
Reverse procedure is used to retrieve the app file from an ipa file.
Hope this answer helps.
Check to make sure you have changed your Code Signing Identity to a Distribution profile, rather than your Developer profile cert. You need to explicitly create a Distribution cert in the provisioning areas of the Apple Developer website.
Here are two links that are pretty helpful, first and second.