How to get an Apple developer certificate for a PhoneGap app? - ios

I've successfully used PhoneGap Build to build a PhoneGap app that works fine on Android devices, however, I also want to install the app on iPhones as well.
Whenever I build the app via PhoneGap Build, I get the following error for the iOS build:
You must provide a signing key, first. Find out how to fix this.
And if I click on the link in the error message, I go to the following page:
http://docs.build.phonegap.com/en_US/signing_signing-ios.md.html
Part of the process requires an Apple iPhone developer certificate file provided by Apple. I have searched quite a bit on how to do this and I have yet to get a clear answer. In other words, I don't know what to do.
So my question is: How do I get an Apple iPhone developer certificate file? Can someone please explain the process in simple English? Thank you.
By the way, I'm using a Windows PC and do not have access to an Apple computer with Mac OS.

Related

How to test Firebase passwordless login on iOS?

I'm using Firebase passwordless login on my Android app with no problem but I can't find a way to test it on iOS because the email link always redirect to the App Store, which is the escape route in case it doesn't find the app installed.
On Android, the system recognizes the debug/test version as the app to open and everything works fine. But on iOS it seems the Testflight version isn't recognized as the same app, thus escaping to the App Store. And yes, I'm using the same app identifier otherwise the compilation wouldn't appear on the Testflight.
Same problem while debugging connected to the computer without using the Testflight approach.
I know Firebase has the Apple login (beta) option now, but I'm using flutter and things aren't working well for now so passwordless login is the best way to go.
I found out that I was missing a couple special steps needed just for iOS.
This page helped me adding the missing steps.
Now I can test the app on the simulator. I haven't tested it on Testflight yet.

How do i build standalone apps that users can open it without Expo client

#brentvatne,
I have a React Native code for iOS and it works perfectly on expo cli. But I keep getting errors when I expo eject it out and run on Xcode, or unable to install the .ipa file with expo build: ios. Every method I tried doesn't work.
Then I saw your answer to the post, "What is the difference between Expo and React Native?" and you mention it below.
if you publish it through expo-cli, people can access it at any time through the Expo client on Android or on iOS if signed in to the same account
and
we also make it possible to build standalone apps so people don't have
to use the Expo client to open it
I just want my app to be distributed among 20 people and not planning to upload to App Store. In-House distribution is what I need. I have also posted regarding unable to install .ipa into my phone
my post,
but still unsolved. Could you advise the easiest way to distribute my app? I need a way to install/access the app to iPhones anywhere (Not like TestFlight only 90 days) and easy to update once there is an update.
Hopefully, you will read my post. Anyone who always has the answer as well, please guide me. Thank you all in advance.
Cheers
Yes you can also gernate ipa file but you need Mac for this , There is no possible way to create IPA file from windows. If you have Mac then check this example it will let you know how to gernate ipa .
https://medium.com/better-programming/create-ipa-and-apk-from-react-native-72fe53c6a8db
Hope it helps .feel free for doubts.

Adobe Flash Professional CC publishing to iDevice and receiving Installation Error: ApplicationVerificationFailed

I'm using Adobe CC and am trying to make an app for iOS using Adobe Air. I have the app created and the .swf works but when trying to publish to my iPhone, I get the following error.
I have tried to use the answers from similar questions and the solutions are not working for me. I have revoked all certificates and permissions from the developer console and my KeyChain Access and starting again but I still receive the same error. I tried renaming the app in the App ID field in the Deployment Field but nothing seems to be working, any advice / solutions?
Also, if I unclick the Post Publishing checkbox which will push the app onto my device, I receive no error but when using iTunes to install the app, I get a message displaying "installing" but goes on indefinitely.
Thanks to all the advice, I found the error. It was to do with xCode, I just reinstalled it and now it works without any hiccups.

Build on device from Xcode versus downloaded from TestFlight - Issues

I have an issue when running my project on my device, but only if it has been downloaded from testFlight. It works fine when I build directly from Xcode to device.
Potentially relevant details -
Using AVCaptureSession, my app records segments of video where it can switch between front/rear camera etc. I have handled orientation of each video so when playing back or merging with multiple videos they all play the correct way round.
The playback orientation works as expected on my devices when I've built directly from Xcode. Though from the app dowloaded from Testflight, the orientation of the videos are wrong way round.
Devices used iPhone 5S - 8.1 & iPad 2 7.1
As mentioned, this is only an issue from TestFlight builds. I've not posted any code as logic works fine from Xcode. I have used TestFlight a lot over the past year and not come across an issue like this before. It only seems isolated to this video playback.
If anyone has had similar issues and knows how to resolve or has suggestion, that would be much appreciated.
I discovered why my testFlight build was acting different from my Xcode build and it all came down to Build Configuration settings within Xcode
I edited scheme which which brought up build options and within the Run option I changed Build Configuration from Debug to Release.
Although this never solved the video issue, it did allow the app to act as it would on release. I will now be able to continue test of my issue, but thought other people experiencing differences in their Xcode and test builds may wish to know about this setting.
Do you happen to be using Swift. Apple changed their certs and added an extra field as part of the process. Existing certs do not work when including external libraries that include Swift code. I lost a good chunk of time to this. Here is the explanation form TestFlight competitor AirSign.
https://www.airsignapp.com/ios-apps-using-swift-crash-when-signed-with-inhouse-certificate/
If this is the case, the conclusion is generate a new cert and a new provisioning profile using the cert. You may have to revoke your old cert if you have too many.
If you build directly from your machine you are using your development Cert. If you go through TestFlight you are using you distribution cert. What happens if you take the distribution ipa that you are about to upload to TestFlight and try to install that directly onto you device. IF you can not install the app then there is an issue with your distribution cert. I also assume you tried building a new hello world type app and going through TestFlight and then adding AVCaptureSession in a new build of the app and trying that.
To make my life easier I use iFunBox to directly install test ipas directly on my machine bypassing iTunes. Great free app. Just launch, Choose Install on Device and choose the ipa
http://www.i-funbox.com/ifunboxmac/

iOS apps without developer license / app store

I'm new to iPhone development and was wondering if there is a good/easy guide I could follow to install an iOS app on a jailbroken phone without joining the developer program.
Basically, I don't know if I'm going to have the time to learn everything I need to learn, but would like to make a start and see where it leads. Once I have something decent put together I can make plans to go through official channels.
I followed a guide that I found in SO, but when launching the app it immediately dies/crashes back to the springboard. So I can only assume I did something wrong, or the guide is outdated.
I'm using iOS 4.3.3 and xCode 4.
here is the link to the guide I followed: iPhone App Minus App Store?
Thanks
Just to get the warning away.
I just found a guide that worked for me: How can I deploy an iPhone application from Xcode to a real iPhone device?. all I had to do was change the 4.2 in one of the commands to 4.3
With Xcode 7 it's now free to run your apps on your iPhone, iPad or Apple Watch (beta): https://developer.apple.com/xcode/
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.
This isn't my own method, but I thought I'd help you out since I've just read this elsewhere:
Answer by WrightsCS
There's a way you can do this.
You will need ROOT access to edit the following file.
Navigation to /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.2.sdk and open the file SDKSettings.plist.
In that file, expand DefaultProperties and change CODE_SIGNING_REQUIRED to NO, while you are there, you can also change ENTITLEMENTS_REQUIRED to NO also.
You will have to restart Xcode for the changes to take effect. Also, you must do this for every .sdk you want to be able to run on device.
Now, in your project settings, you can change Code Signing Identity to Don't Code Sign.
Your app should now build and install on your device successfully."

Resources