I would like to test an IOS application on Xamarin, using XamarinUITest.
Unfortunatly, i'm not able to launch anything on my local device.
I've succed on running test on Android but IOS seems to be a brand new mystery.
Actually i've an error that I'm not able to find any solution.
The system says :
System.ArgumentException : Must supply files for hashing
Parameter name: fileInfos
This is my code for launching the application :
app = ConfigureApp.IOS.Debug()
.EnableLocalScreenshots()
.DeviceIdentifier(PHYSICAL_DEVICE_ID)
.AppBundle(PATH_TO_MY_IPA)
.StartApp();
I've not the hand on the application, i've only an IPA that includes calabash.
i've only an IPA that includes calabash.
AppBundle requires access to the .app, not the .ipa.
Install the .ipa and use InstalledApp passing the application bundle id
Related
I have done with all the settings of my react native project and trying to run on the IOS simulator, it's working fine. Means all the api working properly.
So now I have to share my .ipa file to team members for testing, so creating .ipa file I am using procedure defined on react nativeRunning On Device documentation.
For creating .ipa file using Xcode following below process:-
In Edit Scheme option, change Build Configuration to release.
Clean Build Folder
Create Build.
Archive build.
After that exporting .ipa file using valid certificate.
Solutions I have tried:-
Checked with this solution, because the domain I am using to hit web service is not secured.(It's http)
Enable Transport security flag.
Added main.jbundle (created using command line) to Copy Bundle Resource option in Build Phases.
While adding Alert in api call, getting below error (check image)
Still No luck.
Please let me know, what I am doing wrong?
Please check api server live link is working or not. In my case, I am testing whole api's on local network (In LAN). But when trying with live url, I am also facing this issue.
So that time I made one mistake, that my url should contain http:// but in actual it was https://.
It's pointing to main.jsbundle file, that means it's having issue
related with your code.
So check it once.
I am a Swift developer submitting an app made by a Unity3D developer colleague which is destined for the App Store. The Xcode project has this file in it:
Frameworks/Plugins/x86_64/ip_unity_plugin.bundle
...which I presume is required in order to run Unity within an iPhone app (yes, no?)
When validating the latest archive of the build I get this warning:
Code signing "ip_unity_plugin.bundle" failed.
View distribution logs for more information.
The logs state that:
.../myClients.app/ip_unity_plugin.bundle: unsealed contents present in the bundle root
Which has me like 🤷🏽♀️
Any ideas anyone?
Thank you for reading.
That bundle is actually the instant preview library for Google Daydream.
If you're building for release it's safe to delete it from the Assets/Plugins directory of Unity.
Alternatively you can mark the bundle to not be compiled by changing it's metadata in the inspector. You might also find that this problem goes away if you update to a newer version of instance preview.
I want to run WebDriverAgent app without Xcode, like Seetest application which works independently
https://experitest.com/mobile-test-automation/
Do you mean you want to run your automated test on iOS app with just SeeTest and without using Xcode?
If so then you need to do following steps:
Install SeeTest (Licensed or Trial version)
Create a DEF file for iOS device
Connect the iOS device to your computer
Record n play the steps required / Write your own code in the lang you are comfortable.
Execute the script.
I am developing Hybrid Apps for iOS while cumming to the iOS app i amd registering UDID's of the devices and generating the .IPA file and distributing through Ad-Hoc process by using diawi.com & buildtry.com Previously it worked fine But from past few days these are not working with other networks i mean the apps are able to get installed in the locally area network and suppose if they want to install in other area Like UAE,UK the are getting error like "**Unable to download app at this time ** OR After downloading the app to 50-80% it stucks" any other alternative other that testflight or hockeyapp or appbox
It seems the download break.
However to get real reason, you need check ios log (From Xcode->Device and select iPhone to view Console log to see what happening when error message appear when install)
So I am following this Delphi guide on app store submission:
http://docwiki.embarcadero.com/RADStudio/XE4/en/Deploying_Your_iOS_Application_for_Submission_to_the_App_Store
So in section Generate an Application Archive File for Your Application it states it should generate an .ipa file in my project directory + scratch directory on Mac. But it does not as far as I can tell. Instead I get an able about Delphi unable to install library using the paramaters defined in my profile.
I have attached a screenshot that shows I am building and deploying for release/iosdevice/appstore.
And here is the error I get:
And here is my project options / provisioning:
Worth mentioning that one has to use /Users/username/Library/MobileDevice/Provisioning Profiles/letters-and-digits.mobileprovision for it to work, otherwise scratchdir is used for search.
And here is version info:
I have used com.example.myname (what you see in xCode - Organizer - Applications) instead of idcode.com.example (what you see in Xcode - Organizer - Provisioning profiles) for CFBundleIdentifier. I think that is correct although not 100% sure?
While I still have problems. (Apparently Application Loader believes my bundle id is wrong even though I have tried changing it to match what it requests.) I managed to get over this. I just needed to added "Developer program ID" (which works if you have a valid provisioning profile listed)
You are trying to run your iOS application on an iOS device that does not match the iOS form factor (UIDeviceFamily) defined for your project. For example, you might be trying to run your iOS application on an iPad, but your application is configured to run on an iPhone only.
Select Project > Options > Version Info and choose a UIDeviceFamily value that matches your iOS device. For example, choose iPhone & iPad to run your application on any iOS device.