Does my Mac App need to apply Server Entitlement Key? - ios

My mac app has a built-in AirPlay function for streaming video file from my app to Apple TV, so do I need a Server Access entitlement key ("com.apple.security.network.server") when submitting it to Mac App Store?
https://developer.apple.com/library/content/documentation/Miscellaneous/Reference/EntitlementKeyReference/Chapters/EnablingAppSandbox.html#//apple_ref/doc/uid/TP40011195-CH4-SW9

Yes ! your need that Entitlement Key
If your app connects to the internet, you need to add the following lines to your entitlements.plist:
<key>com.apple.security.network.client</key>
<true/>

Related

MDM commands metadata

I'm new in MDM servers at all.
I'm working with nanomdm server. Can I add my own metadata to the commands or payload, which send to the device? For example, UDID, that will be readed later by my mobile application and how can my mobile application do that? Or can I get UDID, which used in nanomdm, by my mobile application in another way?
Like that:
...
<key>PayloadContent</key>
<array>
<dict>
<key>UDID</key>
<string>MY_UDID</string>
</dict>
<dict>
<key>PayloadDisplayName</key>
<string>Profile Removal</string>
<key>PayloadIdentifier</key>
...
udid = get_from_profile()
One your iOS device has been registered with your MDM, you can provide configuration to an iOS app using the Settings command.
The app must first be "managed" by the MDM. This can be accomplished using the "InstallApplication" command. Once you allow the app to be managed, using the Settings command with a payload containing your devices UUID.

Do I need to Pass export compliance key(ITSAppUsesNonExemptEncryption) in info.plist even if am not making app live

My app is using encryption for which I need to comply with export compliance. I will not make app live. I just need some functionality to be tested and for that I need to upload build to TestFlight. So for now can I put below in info.plist even if am using encryption.
<key>ITSAppUsesNonExemptEncryption</key>
<false/>

iOS 9.1 Images and Videos not displaying in app

I have develop one application in which there are so many photos and videos.
I have develop this app in xcode6.3 and it will work perfectly but now i have installed new xcode7.1 and when i'm trying to run this app in xcode7.1 it will run perfectly but i haven't seen any videos and images of my app.
Is that any chnage that i have to do in my code or is it any other problem
Starting from Xcode7 Apple mandates that all url access should be HTTPS as a part of Apple Transport Security (ATS)
To overcome this you have to add the following item in your app info.plist file
You can bypass this by adding this key to your info.plist of the project
<key>NSAppTransportSecurity</key>
<dict>
<key>NSAllowsArbitraryLoads</key>
<true/>
</dict>
for more details about ATS refer NSURLSession/NSURLConnection HTTP load failed on iOS 9
http://ste.vn/2015/06/10/configuring-app-transport-security-ios-9-osx-10-11/

AS3 air multiple apps required to use APNS

I have 2 versions of the same app, one for iPad the other for iPhone. The app requires APNS services but could someone explain the setup of App ID's, provisioning files, and certs.
Let me explain what I have done and please correct me if I am wrong.
I have created an app id which has push notifications enabled. I have also created a distribution cert converted to P12. I also have a distribution provisioning file that is linked to app id com.myapp. Now, in the iPad app which has already been approved and sent to the app store uses u26hiu61.* (example) in the application description file. The iPhone version is ready to be sent to apple for approval but can I use the same app ID in the iPhone version? So basically have exactly the same app description file (other than the targeted device).
So can I pretty much use all the same certs, provisioning profiles and APNS cert for the second app?
You can publish a single app in the appstore and have it available for ipad and iphone.
You specify the devices to support in the app descriptor file:
<iPhone>
<infoAdditions>
<![CDATA[
<key>UIDeviceFamily</key>
<array>
<string>1</string>
<string>2</string>
</array>
...your other settings
]]>
</infoAdditions>
</iPhone>
Where the 1 signifies iphone and 2 is for ipad.
So yes, you can use same certs, provisioning files etc.

iPhone App Minus App Store?

If I create an application on my Mac, is there any way I can get it to run on an iPhone without going through the app store?
It doesn't matter if the iPhone has to be jailbroken, as long as I can still run an application created using the official SDK. For reasons I won't get into, I can't have this program going through the app store.
Official Developer Program
For a standard iPhone you'll need to pay the US$99/yr to be a member of the developer program. You can then use the adhoc system to install your application onto up to 100 devices. The developer program has the details but it involves adding UUIDs for each of the devices to your application package. UUIDs can be easiest retrieved using Ad Hoc Helper available from the App Store. For further details on this method, see Craig Hockenberry's Beta testing on iPhone 2.0 article
Jailbroken iPhone
For jailbroken iPhones, you can use the following method which I have personally tested using the AccelerometerGraph sample app on iPhone OS 3.0.
Create Self-Signed Certificate
First you'll need to create a self signed certificate and patch your iPhone SDK to allow the use of this certificate:
Launch Keychain Access.app. With no items selected, from the Keychain menu select Certificate Assistant, then Create a Certificate.
Name: iPhone Developer
Certificate Type: Code Signing
Let me override defaults: Yes
Click Continue
Validity: 3650 days
Click Continue
Blank out the Email address field.
Click Continue until complete.
You should see "This root certificate is not trusted". This is expected.
Set the iPhone SDK to allow the self-signed certificate to be used:
sudo /usr/bin/sed -i .bak 's/XCiPhoneOSCodeSignContext/XCCodeSignContext/' /Developer/Platforms/iPhoneOS.platform/Info.plist
If you have Xcode open, restart it for this change to take effect.
Manual Deployment over WiFi
The following steps require openssh, and uikittools to be installed first. Replace jasoniphone.local with the hostname of the target device. Be sure to set your own password on both the mobile and root users after installing SSH.
To manually compile and install your application on the phone as a system app (bypassing Apple's installation system):
Project, Set Active SDK, Device and Set Active Build Configuration, Release.
Compile your project normally (using Build, not Build & Go).
In the build/Release-iphoneos directory you will have an app bundle. Use your preferred method to transfer this to /Applications on the device.
scp -r AccelerometerGraph.app root#jasoniphone:/Applications/
Let SpringBoard know the new application has been installed:
ssh mobile#jasoniphone.local uicache
This only has to be done when you add or remove applications. Updated applications just need to be relaunched.
To make life easier for yourself during development, you can setup SSH key authentication and add these extra steps as a custom build step in your project.
Note that if you wish to remove the application later you cannot do so via the standard SpringBoard interface and you'll need to use SSH and update the SpringBoard:
ssh root#jasoniphone.local rm -r /Applications/AccelerometerGraph.app &&
ssh mobile#jasoniphone.local uicache
Yes, once you have joined the iPhone Developer Program, and paid Apple $99, you can provision your applications on up to 100 iOS devices.
Build your app
Upload to a crack site
(If you app is good enough) the crack version will be posted minutes later and ready for everyone to download ;-)
With the help of this post, I have made a script that will install via the app Installous for rapid deployment:
# compress application.
/bin/mkdir -p $CONFIGURATION_BUILD_DIR/Payload
/bin/cp -R $CONFIGURATION_BUILD_DIR/MyApp.app $CONFIGURATION_BUILD_DIR/Payload
/bin/cp iTunesCrap/logo_itunes.png $CONFIGURATION_BUILD_DIR/iTunesArtwork
/bin/cp iTunesCrap/iTunesMetadata.plist $CONFIGURATION_BUILD_DIR/iTunesMetadata.plist
cd $CONFIGURATION_BUILD_DIR
# zip up the HelloWorld directory
/usr/bin/zip -r MyApp.ipa Payload iTunesArtwork iTunesMetadata.plist
What Is missing in the post referenced above, is the iTunesMetadata. Without this, Installous will not install apps correctly. Here is an example of an iTunesMetadata:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>appleId</key>
<string></string>
<key>artistId</key>
<integer>0</integer>
<key>artistName</key>
<string>MYCOMPANY</string>
<key>buy-only</key>
<true/>
<key>buyParams</key>
<string></string>
<key>copyright</key>
<string></string>
<key>drmVersionNumber</key>
<integer>0</integer>
<key>fileExtension</key>
<string>.app</string>
<key>genre</key>
<string></string>
<key>genreId</key>
<integer>0</integer>
<key>itemId</key>
<integer>0</integer>
<key>itemName</key>
<string>MYAPP</string>
<key>kind</key>
<string>software</string>
<key>playlistArtistName</key>
<string>MYCOMPANY</string>
<key>playlistName</key>
<string>MYAPP</string>
<key>price</key>
<integer>0</integer>
<key>priceDisplay</key>
<string>nil</string>
<key>rating</key>
<dict>
<key>content</key>
<string></string>
<key>label</key>
<string>4+</string>
<key>rank</key>
<integer>100</integer>
<key>system</key>
<string>itunes-games</string>
</dict>
<key>releaseDate</key>
<string>Sunday, December 12, 2010</string>
<key>s</key>
<integer>143441</integer>
<key>softwareIcon57x57URL</key>
<string></string>
<key>softwareIconNeedsShine</key>
<false/>
<key>softwareSupportedDeviceIds</key>
<array>
<integer>1</integer>
</array>
<key>softwareVersionBundleId</key>
<string>com.mycompany.myapp</string>
<key>softwareVersionExternalIdentifier</key>
<integer>0</integer>
<key>softwareVersionExternalIdentifiers</key>
<array>
<integer>1466803</integer>
<integer>1529132</integer>
<integer>1602608</integer>
<integer>1651681</integer>
<integer>1750461</integer>
<integer>1930253</integer>
<integer>1961532</integer>
<integer>1973932</integer>
<integer>2026202</integer>
<integer>2526384</integer>
<integer>2641622</integer>
<integer>2703653</integer>
</array>
<key>vendorId</key>
<integer>0</integer>
<key>versionRestrictions</key>
<integer>0</integer>
</dict>
</plist>
Obviously, replace all instances of MyApp with the name of your app and MyCompany with the name of your company.
Basically, this will install on any jailbroken device with Installous installed. After it is set up, this results in very fast deployment, as it can be installed from anywhere, just upload it to your companies website, and download the file directly to the device, and copy / move it to ~/Documents/Installous/Downloads.
With the upcoming Xcode 7 it's now possible to install apps on your devices without an apple developer license, so now it is possible to skip the app store and you don't have to jailbreak your device.
Now everyone can get their app on their Apple device.
Xcode 7 and
Swift now make it easier for everyone to build apps and run them
directly on their Apple devices. Simply sign in with your Apple ID,
and turn your idea into an app that you can touch on your iPad,
iPhone, or Apple Watch. Download Xcode 7 beta and try it yourself
today. Program membership is not required.
Quoted from: https://developer.apple.com/xcode/
Update:
XCode 7 is now released:
Free On-Device Development
Now everyone can run and test their own app
on a device—for free. You can run and debug your own creations on a
Mac, iPhone, iPad, iPod touch, or Apple Watch without any fees, and no
programs to join. All you need to do is enter your free Apple ID into
Xcode. You can even use the same Apple ID you already use for the App
Store or iTunes. Once you’ve perfected your app the Apple Developer
Program can help you get it on the App Store.
See Launching Your App on Devices for detailed information about
installing and running on devices.
It's worth noting that if you go the jailbroken route, it's possible (likely?) that an iPhone OS update would kill your ability to run these apps. I'd go the official route and pay the $99 to get authorized. In addition to not having to worry about your apps being clobbered, you also get the opportunity (should you choose) to release your apps on the store.
After copying the the app to the iPhone in the way described by #Jason Weathered, make sure to "chmod +x" of the app, otherwise it won't run.
*Changes/Notes to make this work for Xcode 3.2.1 and iPhone SDK 3.1.2
Manual Deployment over WiFi
2) Be sure to restart Xcode after modifying the Info.plist
3) The "uicache" command is not found, using killall -HUP SpringBoard worked fine for me.
Other then that, I can confirm this works fine.
Mac users, using PwnageTool 3.1.4 worked great for Jailbreaking (DL via torrent).
If you patch /Developer/Platforms/iPhoneOS.platform/Info.plist and then try to debug a application running on the device using a real development provisionen profile from Apple it will probably not work. Symptoms are weird error messages from com.apple.debugserver and that you can use any bundle identifier without getting a error when building in Xcode. The solution is to restore Info.plist.

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