iOS Applications through OTA cannot be download at this time - ios

I have an iPhone application that is to be distributed in-house through Enterprise account.
The Application is available trough a link that works fine for some users and for the others it fails with "Cannot be download at this time" knowing that both users have the same iPhone model, iOS version and settings.
Is there a way for me to get more details about the root cause of not being able to download. tried the device log but it is so overwhelming and keep updating so it is difficult to capture the logs related to the download failure.
Any suggestions.
Thanks,

Related

Building Flutter iOS binary without physical access to a Mac

I have an iPhone
I don't have a physical mac. I'm using the new AWS mac instances to use XCode / build the binaries (Completely kosher and allowed by Apple).
I can't connect the phone and the AWS instance since they're not physically in the same place.
If I can build an IPA of the app, I should be able to use Firebase distribution to distribute the app to my phone (I think). But when I try to build the app using flutter build ios I get errors like: 'There are no devices registered in your account on the developer website. Plug in and select a device to have Xcode register it'
What should I do? Can I virtually register my device somehow by putting its UUID somewhere? Can I sign up for a developer account and use TestFlight to distribute the app? Will that also require the device to be physically plugged in?
I can answer for the TestFlight part. You can distribute the app via TestFlight, and the device does not have to be plugged in. So that is very doable.
Using TestFlight is simple and pretty straight forward with many guides, official ones and also on youtube. There are several troubleshooting tips here on SO as well. The drawback as I see it is that it takes time before your pushed build is readily available on TestFlight. So it won't be a good way to iterate code changes fast.

iOS App Submitting failed

I developed a apple application and actively running for almost a year. As per our design and rules, users can only download and use our app trough iphone (mobile).
Now, Im uploading another binary because of some update and it was declined. For the reason which is "The design has a lower quality from ipad".
Wait, the app is for iphone only, why are they reviewing it for ipad? nobody can install or seethe app using ipad except the developers. Can anyone explain me why?

How to get access to beta device logs using Apple's TestFlight

In the old TestFlightApp, there was an SDK that allowed developers to log info on the device and then access those logs from the TestFlight website.
After the Apple takeover of TestFlight, I'm not seeing an option to do this through iTunes Connect.
Does anyone know of a way to do this using Apple's new version of TestFlight? Or does anyone have any recommendations for a simple approach to viewing device logs during beta testing?
If you can get your beta testers to send you log files manually, you have a few options. You used to be able to use the iPhone Configuration Utility to view device log files, but it no longer works as of iOS8. The only OS X tool to view device logs other than Xcode that I've been able to find is iOS Console from Lemon Jar Labs (http://lemonjar.com/iosconsole/). It's a very nice tool and I actually prefer it to the Xcode console log - I especially love the filtering ability. I've also seen reference to iTools (http://www.itools.cn/) that works under Windows being able to access device log files, but have no personal experience with it.

Enterprise App Distribution from Iphone to Iphone via WIFI (No Web server, no local network)

I have noticed that there are walkie-talkie apps that communicate between 2 Iphones via WIFI.
Each Iphone searches for an available Iphone with the Walkie-talkie App. If this works then there must be a way to distribute an Enterprise App within the reach of the Sending Iphones WIFI to a second Iphone with its WIFI turn on and no app on board.
How it could happen:
Step 1 - First Iphone searches for Iphone within WIFI range.
Step 2 - Push Notification of Available App.
Step 3 - Second Iphone responds affirmative to request, asking for App.
Step 4 - First Iphone pushes .plist and .ipa files to second Iphone with install prompt.
Step 5 - Second Iphone installs app.
There of course could other features.
Can this be done?
Sometimes you have an App on your phone and meet someone who wants your app but they cant download it at that moment because the WIFI and Cellular networks are too slow where you are located. Many times the app is never downloaded by this person and the opportunity is lost. I have experienced this many times. Wouldnt this App above be a good solution for this problem. You could also add a feature in the downloaded app to in the future download the App Store version which is available.
If you know how to do this would you give your input? Thanks for your help, James Vernon
At least for an enterprise app this seems feasible. While there's no mechanism available to push a .ipa onto a device there are over the air installs which have been in use for years. (For example I used them to distribute as hoc builds from a continuous integration server: http://blog.carbonfive.com/2011/05/04/automated-ad-hoc-builds-using-xcode-4/)
If the host device can run a web server to serve te .ipa and a .plist then the client device just needs to visit the appropriate URL to fetch the app.
Of course this assumes that you are willing to allow enterprise app distribution out of your control. I'm not sure if that complies with the enterprise license agreements. It also depends on the wifi network in use allowing peer to peer traffic which is not always the case.
I don't know that the end result is useful to anyone but some parts of what you describe seem feasible.

iOS syncing error 0xE8000004 when syncing big in-house app via iTunes

I have a very large IPA file for an enterprise app, when trying to sync via iTunes I get this error, mac or PC, it doesn't matter.
The app installs and runs fine from Xcode, but the IPA is 6.7GB. I could not find any size restriction guidelines except the 2GB app store limit, and iTunes doesn't complain about the app size but it will not sync the file.
All I can find on this error is various USB connectivity issues, the app runs fine if not installed via iTunes but through Xcode.
The issue is more likely to come up for large files (because there's more time to fail) but there's nothing wrong with your app. It's an issue syncing data.
I'm assuming you've looked at the Apple support article iOS: Unknown error containing '0xE' when connecting to a Windows PC.
If that doesn't resolve the issue, can you open up your device console and post relevant device logs from during the sync?

Resources