I developed an application for mobile, using FlashDevelop's AIR Mobile AS3 App Project template.
Following AIR_Android_readme.txt and AIR_iOS_readme.txt, I successfully packaged it into both apk and ipa.
I can easily test the apk on the computer via bat/RunApp.bat provided by FlashDevelop.
However once I modify RunApp.bat to ios-debug in order to test the ipa, I get the following log in the cmd:
Packaging application for debugging on iOS -interpreter
Packaging: dist\AppName-debug-interpreter.ipa using certificate:
cert\iphone_dev.p12...
Installing application for testing on iOS ()
No Devices Detected
Installing the app on the device failed
Press any key to continue . .
.
I have android studio and sdk installed and working, however I didn't install anything similar for IOS development, I have iTunes in case it matters.
Any idea what's wrong and how to fix it?
FlashDevelop searches for actual devices connected to the computer in order to install the application, I mistook it for an IOS simulator for PC.
Related
I've been searching similar questions but ended up with concerns regarding the actual deployment. I have no problems deploying ios version because I'm using codemagic.
My question here is if it is possible to perform flutter run if I connected an iphone? Like how I use my android device and have USB Debugging enabled.
There are cases that some functions work in android but doesn't in iphone. So if it possible to run my app in an iphone and debug it, I'll just buy an iphone instead of mac since my windows machine is very capable.
Technically you have to own a Mac to build iOS apps. You can use external service to do something similar to what you want though. You will never be able to plug your iPhone to your computer and update your app but you can build an app and install it on your iphone.
For example with Appollo. In this case you have to install Appollo from your CLI
pip install appollo
Then configure Appollo to work with your developer account.
Finally, you can build an IPA file
appollo build start --build-type ad-hoc
appollo build ipa
and you can then install this IPA on your physical device.
No, unfortunately you cannot do this because the one who builds the application for iOS is the Mac machine, not the Windows device. So, the problem here is not in connecting the mobile to Windows, but rather in the reliability of building iOS on Mac devices only.
I want to develop a application for for my company. I'm using flutter to build it for both android and IOS platform. But I have only windows machine, so I'm only able to build it for Android. Can I build(generate apk) IOS flutter apps in windows machine ?
if yes please explain it well.
You can develop the UI on android itself. However, you need OSX to run an Iphone Simulator. An alternative would be to use a virtual machine with OSX installed. It is not recommended though.
Also, for IOS the build is different. It is not as simple as generating an apk and installing it on your phone. You will need itunes and a legit account to run it.
See more here
I am new to developing mobile apps and wanted to try Flutter but I use Windows. Because Flutter doesn't support Windows yet I had the idea to use a virtual machine running Linux to install Flutter. Does this work?
Also in the Flutter setup it says this:
To develop Flutter apps for iOS, you need a Mac with Xcode 7.2 or newer.
Is there a way to develop iOS apps without having a Mac?
Yes, you can develop iOS apps with Linux (or Windows) using Android Studio or Visual Studio Code. The point of Flutter is that you have one code base and can deploy to both Android and iOS. So the development phase is no problem.
In the past you could only deploy iOS apps to the App Store if you had a Mac, but there are some more options now. See the following articles:
How to sign Flutter apps for iOS automatically without a Mac
Developing and debugging Flutter apps for iOS without a Mac
How to develop and distribute iOS apps without Mac with Flutter & Codemagic
Build an iOS app without a Mac or iPhone using Flutter
To test your app on the iOS simulator, though, it is still necessary to have a Mac. However, theoretically the app should have the same behavior for most things as on an Android device, so you wouldn't necessary need to test it using the iOS simulator. I would say long term you would probably want to consider getting a Mac, but it is certainly not necessary in the beginning.
Update: In a recent app I made, my tests passed in the Android emulator but crashed in the iOS simulator. It was a normal bug and nothing specific to iOS, but for some reason the Android simulator didn't crash. So for a production app, you really do need to test it on an iOS device/simulator.
As you point in your question:
To develop Flutter apps for iOS, you need a Mac with Xcode 7.2 or newer.
You can work around by using an external service (like Travis-ci or other) to build your code for iOS. However it's not usable as a developer workflow as that can take several minutes to get the artefact.
You should check out MacOS cloud solutions like MacInCloud. There are CI/CD solution that will support it (e.g. CircleCI and BitRise) however these are not suited for development.
Services like MacInCloud allow you to remote desktop into a Mac where you could conceivably use XCode remotely.
Windows is now partially supported in the way you can edit and publish for Android but you still can't create for IOS where a mac is required (XCode).
More informations https://flutter.io/setup-windows
You can use tools like Appollo to do just that directly from Windows or Linux. Appollo is a python CLI tool.
To install Appollo run pip install appollo, then setup your developer account with Appollo (https://appollo.readthedocs.io/en/master/tutorial/2_configure_app_store_connect.html) once this is done you can start building your app with appollo build start
You can check out a few example videos here : https://www.youtube.com/channel/UCBNRrJd4UP0QQRoYF4JOEmA
I have developed an app targeting windows and iOS. The windows build works perfectly while installing on device but not the iOS app.
I am using a Visual Studio 2015 on my windows 8.1 PC and have a MAC connected remotely. I have specified iOS version 9.0 in config.xml file. It successfully creates release builds for iOS by generating a .ipa file.
When I put this file in my mac system, connect my iPad air with version 9.02 and try to install the app on device with itunes, the status says installing but then freezes. It never completes installing the app completely.
FYI- The provisioning file I have used for it is an AD-HOC provisioning file. My device along with its UDID is registered in my apple developer account too.
What are the probable reasons for it? How can I correct it?
You can't install release build with itunes. Use debug build, and it will work.
I am trying to install Phonegap developer app on the iOS simulator (ios-sim), but it looks like it's only possible through App Store, which is disabled on the simulator.
What is the easiest way to install it, or what am I doing wrong? Is there any other way to use phonegap serve command on simulator?
The "Phonegap developer app" is only needed if you want to test/debug/run you phonegap applications on your phone. You don't need the "Phonegap developer app" to be installed on an emulator to test it on an emulator.
To run a Phonegap application in the appropriate emulators (assuming you have the Phonegap CLI installed), run the following command(s):
phonegap run ios --verbose --stack-trace
phonegap run android --verbose --stack-trace
You may need to install the emulators if you haven't got them already)