How can I run my own ios app on my iphone 6S with iOs 10.2? - ios

I developed an app with XCode 8. However, I don't really find any help how to run my app on my own phone. There are just some tutorials for running it on my phone with XCode 7 but those don't really work for me.
Does somebody know how to do that ? Thank you !

Go to http://developer.apple.com and log in with your Apple developer account.
Create a developer certificate
Create an app id for your app
Create a provisioning profile
Download the provisioning profile and import it into Xcode.
Connect your iPhone to your computer. Select your iPhone in Xcode.
Build and run your app.
Or let Xcode do all that for you, since it happens automatically if Xcode is connected to your developer account.
This process is all documented on Apple's developer web site.

AFAIK you just need to:
Start Xcode
Unlock your iPhone
Connect your iPhone to your mac using the Lightning USB cable.
You should be asked (by Xcode) if you want to use the connected phone as a development device.
You can check, if the device is know to Xcode by clicking on Window / Devices. If you connect a device for the first time a little bit of 'magic' is going on that takes a while to complete.
Something like this maybe shown add 'Devices':

Related

Can I test my Flutter application in a real apple device without apple developer account, and if so how do I do it?

I've read the following SO Question and Article. The first SO Question says I need to have an apple developer account to test my application on a real IOS device, however I do not think the 100$ investment to get an apple developer account is worth it. So the Article states that I can deploy it using xcode but the article is targetted for Ionic users. I however, am not an Ionic developer but I am a Flutter developer.
What I want to know is if the Article is feasible for Flutter, and is the minimum iOS version 9.0. Any help would be appreciated thank you!
You can also test on real device without apple paid developer program(you need to add free iclocud id in xcode).
do 'flutter run' on your mac with iphone connected and app will work on real device (if not working run'flutter doctor' and see is your iphone showing i connected devices)
usually what i do is first run on simulator with flutter run which builds ios files then i goto flutter-project-directory/ios/ open any file by double click it will show open ios module in xcode click it. now you can run or upload app to testflight/appstore like we do with native IOS app.
Flutter is supported down to iOS 8.0. I think you can test on a Simulator without an account at all, and you just need an Apple account and an iOS device to test on a real device and build the app. You pay the 100$/year to upload on the App Store.

How to see iphone app how it works without having iphone?

I want to make an app in android like one of iphone app. I mean android version for an iphone app. So i need to see this iphone app working on iphone. I have this iphone app codes but it has provision profile problem. There is no free provision creation right? i just need to see how it is work in similator. But i cant see. I dont have iphone to download this app. can i use iphone similator to download iphone app from store to see how it works? How to know how it works?
Taking your question one by one:
There is no free provision creation right?
Lucky for you there is, Check it here.
I just need to see how it is work in simulator. But I cant see.
Select a Simulator before running application:
If there is problem with that, manage the scheme.
I don't have iphone to download this app. Can I use iphone simulator to download iphone app from store to see how it works?
No, you cant download an app from app-store to simulator.

In Xcode I see (no paired Apple Watch) even though the watch is paired and the watch's UDID is registered

My phone is listed as an ineligible target in Xcode and out to the side it says (no paired Apple Watch).
My Apple Watch is registered under iOS Devices. I can see the UDID. The watch has watchOS 2.0 installed and my iPhone 6 has iOS 9 installed. The iPhone pairs just fine with the watch and I can install apps.
I've tried rebooting both the watch and the phone. I've tried rebooting Xcode. I tried creating a new scheme in Xcode but it still shows (no paired Apple Watch). I can choose Product/Destination and the app will show up on the phone, it just won't install the watch app...just sits there saying "Installing...".
I had paired my watch with a new phone and run in to this problem. I removed all files in ~/Library/Developer/Xcode/watchOS DeviceSupport/ and it solved it!
2022, 5 year anniversary: For the past 6 months, I consistently have to sit through one hour of "Preparing Apple Watch for development via iPhone" even when I'm not even debugging a Watch app. Needless to say, this also makes it impossible to run apps on device via Xcode. After about 3 hours (basically half my workday) it starts to work. Once I remove the app for testing, or unplug the iPhone, I have to wait a few hours again. Never in my life have I felt so useless as my job at this point basically consists of watching a loading indicator for hours until the process is done - only for the whole thing still not working most of the time.
Fun fact: Apple on Twitter claims they use the same devices and tools for their Watch apps.
2021: All Quiet on the Western Front. It's been 4 years since my first response. I've now had a good run during December and the first 2 weeks of January. It was so good that I haven't closed the simulator a single time and kept my iPhone connected and never turned off my mac. This worked for 3 weeks but then my iPhone ended up in a boot loop and restoring fails. I bought a new iPhone and now I also can't really connect anymore. See y'all in 2022 :)
2020: At this point I can't even get WCSession to send data on the Simulators anymore. Message from Watch to iPhone with replyHandler works, message from iPhone to Watch fails with WCErrorCodeWatchAppNotInstalled. Every day starts with rebooting numerous times and deleting and setting up new iPhone + Watch combinations. Tried on a freshly installed macOS with my friend's devices and of course no luck. But it's clearly my fault. Submitting a bug report doesn't do anything as they only keep telling you that everything is working on their end and they will close this ticket now. I only wanted to help.
2019: New iPhone, even worse. Now, every single component in my development has changed since 2017 and I'm still stuck targeting the simulator with every build. Apple, why?
2018 II: nothing works for me anymore. Contacted Apple loads of times and Apple Watch seems to have moved to Playground's neighborhood as it's just loading/running but never really running. Bought a second Mac, new project, nothing works. Sad.
2018: The last couple of days I have been really successful doing the following:
On your iPhone:
turn off wifi
turn off bluetooth
turn on wifi
turn on bluetooth
On your Watch:
turn on flight mode
deactivate flight mode
Most of the times it didn't take longer than 30 seconds to get the connection back on track. I think it's the "Watch flight mode"-thing but I never change a (somewhat) running system so this will be my procedure from now on. My 2017-reply still seems to be of help to some people:
2017: If it SOMETIMES shows, and often doesn't, it might be due to the fact that you closed iTunes
I noticed what I often did after reconnecting: closing iTunes. Immediately, the watch turned to be "unpaired". Reconnecting the USB cable but leaving iTunes open has helped me since.
What worked for me is to go to the WatchKit App target and update the Team with the proper account. Once I did that, my device showed as eligible.
Open the camera companion app on the watch. For me this works. Seems like the app starts a phone connection.
It seems that you need to tap on the "Trust this computer" message on Apple Watch. This solved my problem. Also check if XCode displays the message "Indexing..." or "Loading symbols...": you need to wait until the operation is over.
It looks like a bug in Xcode!
Go to ~/Library/Developer/Xcode/watchOS DeviceSupport/ and create a folder named "Watch1,2 2.0 (build number)" and for 'build number' use your watchOS build number. Inside this folder create another folder named "Symbols".
So for the latest build: ~/Library/Developer/Xcode/watchOS DeviceSupport/Watch1,2 2.0 (13S5305d)/Symbols.
Maybe clean & restart Xcode.
For me it was an issue of trusting the computer from the watch. I had to reboot my watch to get the "trust this computer" request.
In my case I believe it was because I had Connect via network enabled for the iPhone that's paired with my new watch.
Upon disabling the wireless connect feature, then connecting the iPhone to my mac via cable, the watch appeared in the Devices list.
After getting the UUID to register with the Developer Center I re-enabled Connect via Network and the watch was no longer listed on the Devices screen. When I connect the phone via cable, however, the watch info appears.
So if you're using wireless connect, try just plugging the device in via cable and hopefully you'll see your watch in the list. Good luck!
I had to delete my Apple ID from the Accounts tab in Xcode preferences and then re-add it.
What worked for me is just waiting for about a minute. There was no progress bar in Xcode, just wait.
For me helped open iTunes at the MAC and leave it open.
Xcode 9.4.1
Check the phone is connected to the same wifi network as the computer.
I've just spent a few days struggling with this, trying the solutions above. Switched networks, waited a minute, now it works again. Gah.
I have four wifi SSIDs in my home (old house, thick walls, one router won't cover it properly) and it turned out the computer was choosing one, and the phone another.
I have the exact same setup and had the same problem. What seemed to work for me was just unpairing and pairing the watch again. Then Trust this computer on the watch and Xcode started to list it in the menu.
It seems that I updated the watchOS2 beta 5 on top of 1.0.1 which was paired earlier and it just needed to be re-set for watchOS2.
What worked for me was to open Xcode's Projects window and click the Delete button next to the Derived Data line for the currently open project. After that, the target automatically switched to show [My iPhone Name] + [My Watch Name].
My setup: Xcode 7, iOS 9 (public release), and watchOS 2 beta.
Open Watch app on device, scroll down to your app, and make sure to enable show app on apple watch
Setting Correct Provisioning profiles | Certificates | Team, then restarting Xcode worked for me.
You must have connected your Apple Watch with you iPhone by bluetooth, wifi connection won´t work for testing...
I really struggled with this problem but this helped me:
Fix steps :
Unpair my watch
Reboot both iPhone and apple watch
Pair them again,and setup my watch as a new one
Plug (unplug first) iPhone to Mac
On apple watch, say Trust the computer when it asks
Unplug and plug again
Close and open XCode
Open the project and wait a few seconds
I may have had a breakthrough....I turned off WIFI on my Mac and it instantly found the watch 😱
This worked for me (Xcode 11.3.1) :
Open Devices from Xcode
Disconnect iPhone from Mac
Disable bluetooth on iPhone
Re-connect iPhone to Mac
Verify iPhone is showing in Devices.
Turn on bluetooth on iPhone, wait to see that watch is connected on iPhone.
Look in Devices -> your iPhone -> Paired watches -> wait for the watch info to completely show.
At this point I was able to see watch in Xcode.
In some cases also needed to restart Watch & Phone as well.
This worked for me
1. Quit Xcode.
2. Disconnect iPhone
3. Remove cache files at /Users//Library/Developer/Xcode
4. Run Xcode.
5. Connect iPhone again
6. Xcode will start to download the symbol file
Just reconnect my iPhone to my Mac is solved my problem. When i reconnect my iPhone, xcode installed itself missed symbols automatically.
I had a similar issue where Xcode was not detecting my paired watch. Somehow, the beta provisioning profile had managed to get installed onto my phone and for some reason Xcode could not detect the paired watch. As soon as I deleted the provisioning profile, Xcode started to pick up the paired watch.
Creating a new watchOS project lead to download of symbols to resume and finish.
I unplugged the iPhone before "Processing symbol files" operation was finished. So Apple Watch never showed up again.
XCode 9 (beta 4). iOS 10 (beta 4). watchOS 2.2.2.
I just waited several minutes and then - it worked by itself.
WatchOS 4.1, XCODE 9.2.
The solution that worked for me with XCode 10.0: trash the whole Xcode folder in ~/Library/Developer/Xcode, removing only the watchOS DeviceSupport was not enough
New update to this issue. I have recently buy the ray wenderlich book for Watch OS and I have had this problem.
After testing a lot of things, and before delete any files, my working solution is this:
On MAC with Xcode open and with the issue scheme loaded. iPhone plugged in and watch turned on too.
1) On MAC turn off wifi
2) On MAC turn on wifi
3) On MAC turn off bluetooth
4) On MAC turn on bluetooth
I know this solution is above, but is the only way it has worked for me. Hope it helps to any dev too.
Check that Bluetooth is enabled. I restarted my Mac, my phone and my watch and that didn't help. When I looked in settings on the watch I found that Bluetooth was disabled.
In my case, rebooting the watch did not work, but after rebooting iPhone it did.
Xcode Version 12.2 (12B45b) seems to fixed all issues regarding the app transfer from your mac to your apple Watch.

Testing Apps on a Device

When using trigger.io toolkit, there's an option that says
"Build and immediately run your app, either locally, on a simulator or on a connected device."
How do you run the app on a Connected Device? I want to see the app on my iPhone and see how it behaves directly. Is this possible?
Thanks
Marc
I'm going to assume you're working on windows with an iPhone that's iOS8 because that's where you currently can't run your app directly on a connected device.
What we did to "fix" this is creating a Development Provisioning Profile with the UDID's of our test devices and added this to config -> tools in the trigger.io toolkit. In the forge you now select package -> iOS giving you a .ipa file. This .ipa can now be installed using iTunes on your test devices.
It's a bit longer than just clicking run on device like you can for Android but at least you don't have to send it to testflight and wait for apple's approval.
This is possible but it depends on your os.
If your on a Mac you can deploy to both ios and android devices from forge, just connect them via usb and build, grated you need to make sure iTunes sees your devices etc.. there are guides on the trigger site
If you are on Windows, you are unfortunate out of luck right now, this used to work but ios8 broke this so if your building on ios7 you could still do it on Windows, otherwise you would need to use testpiolet from apple

Test iPhone app made in flex on iPhone 3GS?

I have built an app in Adobe Flex (4.5) and it works well on Android, but i need to test it on an iDevice. I have an iPhone 3GS available, and I have made a provisioning profile with it and certified it through the proper Apple channels, but trying to install the app to the phone through iTunes results in an error (the same one you get when trying to install non-market apps), and I can't find a way to import it into xCode.
NOTE: I developed the app on a PC in Flex, but have a MacBook Pro available for testing.
Is there any way to test my app or am I out of luck?
You need a developer version of your iPhone for it to work. Take a peek at the Adobe documentation. Look at Page 4 for "Obtaining and working with iPhone developer file".

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