Downloading "Non-App Store" iOS App from iTunes - ios

There is a great discussion here about the recent changes that have come from Xcode 7 in regards to deploying an app to your iOS device. It is one of the only sources of information about iOS app deployment that is remotely up-to-date on SO it seems (Issue for Meta I guess...)
I have 2 questions about a particular comment in that post that I was hoping for enlightenment on
And to distribute an app, just target "Generic iOS Device", hit Build, then grab your .app, drop it into iTunes, and you'll have an IPA, read to distribute however you want. – dadude999
My first question is: Where is the .app file/folder that this user is talking about?
and my second question: Will this .app work in anyones iTunes that I provide it to? Or will it only work with the one that is linked to my Xcode?
EDIT: First Question Resolved
Thanks to luk2302 for clarifying that this is indeed the same .app file that has been previously asked about in this post. When I asked, I was unsure about this. Now, however, my primary concern falls to the second question.

Regarding question 1:
You normally see that AppName.app file in your Xcode and can simply open it in the Finder to see where it is. In my case:
/Users/myUser/Library/Developer/Xcode/DerivedData/SomeAppHash/Build/Products/Debug-iphoneos/
Alternatively archive your App, in the archiver choose to show in finder and in there select the "show package contents" option. That would result in the following path:
/Users/myUser/Library/Developer/Xcode/Archives/2015-12-22/Flip 22.12.15 19.10.xcarchive/Products/Applications
Regarding question 2:
No idea so far, but you could simply try it out, create an demo app, which is just on of the presets, build it and try to get it on someones phone from their iTunes.

Related

Ios share extension does not work when installed by testflight but works installed by xcode

Installed with testflight the application does appear in the list of target applications to share an image with. When I select my application icon in the list I do get a normal Post dialog. After pressing "Post" in the dialog the application does open but nothing else happens.
When the same version of application is installed with xcode the shared file is delivered and the application displays the shared image.
I am not even sure how to debug such an issue as the application installed by testflight does not appear in the list of installed applications in xcode Devices window. Nothing that I can find in device logs either.
Please suggest any approach to troubleshooting the issue.
Update: I found a way to get much more detailed logs from device than the one provided by xcode's "Devices" window: deviceconsole utility. This gives at least some information to approach troubleshooting.
Update 1: It turns out that the application installed through ad hoc ipa file exported from the same archive that was submitted to testflight shows the same problem. This allows much quicker testing turn around.
This answer indicates that the problem can be caused by "Deployment Target" of extension set above the ios version of test device. I did try different combination of this setting in the application and extension, nothing helped thus far.
Update 2: I created code-level support request with apple for this issue and provided full source of the application to them. After few months of apathetic communications they concluded that the problem is due to a bug and suggested to create report Apple Bug Reporter. I did that and after another few months of more apathetic communications the issue was promptly closed on the basis that the application does not crash. Frustrating, but I still need to resolve the problem, now looks like without help from vendor.
If the deployment target is higher than the version number of the actual phone, your code cannot run. So the only choice is reducing the deployment target of the extension to be the same as the app.
I’d check if you have somehow set different deployment targets for debug and release.

Strange Errors on Archive Validation

I've had an iOS project in fairly stable condition up until Xcode 8's public release. After a bit of confusion with the Migrator, I finally convinced the compiler that I did not want to go Swift 3 yet, and that my code was indeed valid Swift 2.3. Not sure if this at all relates to what the Organizer does in validating my long-awaited archive with some long-overdue fixes for iOS 10, but we'll see...
Anyway, I got Xcode to archive my latest build (which runs fine on my iPhone 5s by the way). I tell Organizer to "Validate..." in preparation for an upload to iTunes Connect. After a good deal of doing its thing, it finally spits this at me:
Been at this for three days now. Application Loader gives me something similar, but not much more helpful:
Following the suggestions in this answer, I find that every single one of my compiled assets read as sRGB, not 16-bit, or P3. Aside: When does an API analysis file get "too large"? I mean, sure I use Apple's APIs a lot, but I can't be alone in that. That's what they're for, right?
I've tried (almost) everything I can think of. I've redone my code signing a dozen different ways, read and recombobulated the build settings wherever I thought could be relevant, and tried every combination of bitcode and symbol inclusion available to me. Just about everything I could come up with short of migrating to Swift 3! Could that really be my solution? It's a rather big jump, and with the time I have, I'd prefer to get this working build out to my users before I'm slammed too hard to shore up the updated codebase.
I can't seem to find anything on "ITunesSoftwareServiceAuthenticationErrorDomain", or this mysterious "error 434". The only reference I've found so far leads to a dead StackOverflow question. Really wish the author hadn't removed it... Wonder if he found his answer?
So my question is as follows: What am I doing wrong to get these errors, and how can I fix them? I'd rather not have to upload without symbols or bitcode, so if that's the workaround, I'd like to know why, so I'm not limiting myself for something dumb.
Cheers!
I had the same problem with Xcode 8.2 while submitting my application:
ITunesSoftwareServiceAuthenticationErrorDomain error 434.
Solution: I switched to different network and it worked for me.
Bump the build number and validate again.
Had the exact same problem. I tried upgrading to Sierra which seemed to update bits of Xcode etc. The new error message was formatted differently, so I could not see the "434"
(With 1 success in 15 attempts (I had to tweak a version number in a string in the app, so didn't choose to upload after that brief moment of joy), i just uploaded the archive anyway, and after 2 hours of processing, it was accepted. I will update when my new app version is live to verify this error can be safely ignored, at least in some cases (e.g. I checked all my graphics' color profiles, etc.).
Do the below steps :-
1. Analyze the project. (From Product Menu)
2. Click on Archive. (From Product Menu)
3. Select the development team for provisioning.
4. From summary window unselect "Include bitcode" and click on Validate button.
Now, It will working fine.
I solved it by uploading my app through Application Loader.
Archive app Export ipa iOS Deployment
Xcode-> open developer tool -> Application loader
I had the same problem while I was trying to submit the app to client's iTunesConnect account. I've signed in with new apple id, downloaded the certificates and provisionin profiles but still got this error:
(ITunesSoftwareServiceAuthenticationErrorDomain error 434.)
How to fix this error?
Try to remove Provisioning Profiles files at ~/Library/MobileDevice/Provisioning Profiles/
Make new Build and Archive the app. Xcode will create new Provisioning Profiles and submit the app to iTunesConnect.
Just to share this.
Quit xcode and re-login as suggested by members does not work for me. I solved it by using "Application Loader"
Steps: 1) change the version and build in your App 2) archive again for new file submission and export file to desktop 3) goto top menu: Open Developer Tool > Application Loader (if you don't have this , search, download and install this plug init) 4) upload the new version archived file. Done
You will find them in iTune Connect. From here process to My Apps > choose the rejected app > change the version and click on the new uploaded archive file, file will be processing..
5) time to resubmit :) cheers
Clicked Valid until it succeeded, 3rd time.
Since there seem to be many solutions to this problem, it may just be an issue not related to anything developers have control over and the "solutions" seem to be "solutions" because after some action was taken, it succeeded. The action I took was the non-action... and it was successful.
Hope this helps, as this is a stressful problem to have when you cannot upload your app and muddling around in Xcode to fix it you might break something else.
I fixed it by upload using Application Loader.
Besides, after upload the app i receive the warning about Privacy - Photo Library Usage Description and Privacy - Camera Usage Description, so that, please make sure you have them in your info
Hope it help!
I had the same problem. In my case it was caused by following. I had a lot of png-files in assets.xcassets and some of them had AdobeRGB Color profile. I changed the profiles to sRGB and xcode validated the archive with no error.
Frankly speaking, when I changed the profiles some other strange errors occured, but they dissapeared by themselves when I tried to re-validate the acrchive several hours later (I did nothing just waited).
If this occurred randomly, try to delete that archive and make sure you have "Generic iOS Device" selected as target when you run Product > Archive again. This solved it for me.
I Got the same issues when i try first time.Next time it Validated successfully. Please check network once before trying second time.
1.Cmd+Shift+K
2.Close Xcode
3.Open Xcode
4.Cmd+B
5.Product->Archive
Just Clear all file in Path ~/Library/MobileDevice/Provisioning Profiles
Go to Xcode Select Provisioning profile again and then it auto-generate again.
So It will be working fine.
In my case it was the following:
my account had been logged out and I had to enter the password again
Xcode v8.0 had to be updated to 9.x to be able to publish to the App Store (as of July 2018)
I fixed this problem by updating Xcode from 8.2 to 9.
Apparently there was a compatibility issue with an SDK used internally. Xcode was not helping with it's error message. I discovered it by using the Application Loader to upload the archive. Application Loader's error message made some sense.

Bitcode Compile During Archive Never Finishes

I am preparing an app for ad hoc distribution via Test Flight. I have stepped through (successfully) all of the preparatory steps in this Ray Wenderlich article already (https://www.raywenderlich.com/48750/testflight-sdk-tutorial), and I feel confident that the certificate, App ID, and Provisioning Profile are all created correctly and in proper working order. I am on the step in which you archive the project in Xcode. I have selected these settings during the archive process:
I choose to Export :
I choose "Save for Ad Hoc deployment" since our plan is to use Test Flight to distribute the app to our testers. I do believe this is the correct option for that (as opposed to "for enterprise deployment"):
This is the default setting, and I do not have a specific reason to change it, although I'd appreciate any insight you may have:
Again, default options for both of these. The first one is unchecked by default and the second one is checked by default:
When I get to this screen, the spinner spins seemingly forever:
The problem seems to be that once it gets to the part where it is compiling from bitcode it spins and spins and shows no signs of finishing. When I am building the app to run on a device connected to the MBP, it compiles quickly, usually within a few seconds. What could be causing this unresponsiveness?
I am facing the same problem. What my suggestion is just enable this check mark when export for iOS App Store Deployment. If you are exporting an adhoc build then do uncheck it. It will work fast.
I have better solution for this problem. Don't go for export option tomato iPA, try out as mentioned below:
just right click your Archive and select show in finder
Then again right click on resulted file in finder and select show package content
then from result open product folder --> Application folder --> and select ".app" file
Then simply add this .app file under apps of iTunes software on mac
After completing adding process right click on app icon in iTunes
and show in finder which will give you iPA file.
It would take only 5 minutes max.
I let this run for a long time (basically while I went out shopping). When I came back it was done. So for whatever reason this just takes a really long time to do.
That said, it was also the incorrect action. The way you add testers to TestFlight since Apple bought it is different. Now, instead of exporting and uploading an IPA file, you have to submit it to the store and let it be reviewed by Apple before you can add testers.
One more option is, You have to keep eye on which source code you have is taking small time and get archive process done quickly. So from next time you will have to open this particular source code and perform archive, after that open your working source code and then try archive for that. You will get that done fast for working code as well.
For me, I have kept 2 source code separately.
One for Xcode 7
Other for Xcode 8
So whenever I want to create ipa, I open this source code first and make archive then I close this code and perform archive for code I am currently working. This is bit lengthy process but surly it don't take that much of time as well as your system don't get hang.
You can disconnect your wifi wait a few minutes to reconnect again, and then it is ok

All Build for iTunes Connect, there was an error importing this build [closed]

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This question does not appear to be about programming within the scope defined in the help center.
Closed 5 years ago.
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I upload my build to app store, after that it show error in Activity.
Any one help me out.
SOLVED!
Go to Build Settings > Search for "bitcode" > Turn Enable Bitcode to No
This will fix it. Also, if you are apprehensive about disabling bitcode, don't worry. Apple describes bitcode as follows:
Bitcode is an intermediate representation of a compiled program. Apps
you upload to iTunes Connect that contain bitcode will be compiled and
linked on the App Store. Including bitcode will allow Apple to
re-optimize your app binary in the future without the need to submit a
new version of your app to the store.
You don't really need to enable it. Read more about bitcode here.
That's it.
Your build should go through now.
I've spent the last few days battling this issue. I've finally sussed out our specific problem and thought it worthwhile sharing. The error was the same as the original posters with iTunes Connect giving a "There was an error importing this build." error as follows:
I tried all sorts to solve this but in my travels the give away of the problem was that one of our many *.bundle files was appearing in the 'Binary and Entitlments' list during the upload/submission process:
Digging a little further when I inspected the contents of that particular *.bundle (with-in either the *.ipa or in the build folder of derived data) there was an unexpected unix executable file. None of other *.bundle files contained a unix executable.
After some trial and error I was able to prevent the executable from being created and added to the bundle by changing the "VERSION_SYSTEM" build setting to "None" (it had inadvertently been set to "Apple Generic" in some recent xcconfig changes).
Anyway, that solved the problem for us. Hope it helps.
An alternative (but less desirable) solution was to remove the (empty) "Compile Sources" step from the targets "Build Phases".
You need to update your version number to a higher value. If you change only the build number it won't work. I had the same issue after my app binary had been rejected.
Example:
App 1.0.0 (1) -> rejected for some reason.
App 1.0.0 (2) -> you'll get the "There was an error importing this build"
App 1.0.0 (3) -> same error..
App 1.0.1 (1) -> will work!
Cheers,

Send for Review iOS app [duplicate]

After submitting my app through Xcode, I see my app with no icon and it says "Uploaded" in the prerelease tab. What should I do? It's been two hours. I validated and submitted without any issues through Xcode. Here's what I see:
Update:
It's been about another 2 hours and I still see:
Update #2:
It's been another 24 hours and nothing!
Update #3:
I've contacted iTunes Connect Support addressing this issue and they said they would give me a call after they get in touch with the engineers. Here is what they said through email:
I will follow up with you as soon as I have an update. Thank you for
your assistance and continued patience.
Final Update! SOLVED!
After a drastic 5 days of just getting this app to review, they've finally fixed the issue. It seemed to be an issue with the server. The best help I can give to those stuck is to try to send another build or contact iTunes Connect Support(it's faster to call then to email). Also, if you get your app sent to review, don't forget to request an expedited review from Apple, to make the review process faster (not every one is guaranteed). Thanks so much for all of your support!
Wait more. It will be processed eventually.
Apple may have issues with their validation servers or could have a very long pending apps queue. Just be patient.
Edit: (from MGame's experience)
If after a few hours, your build still hasn't started being processed, give a phone call to Apple. It seems that in some rare case your app could get stuck in their servers and they have to manually resolve the issue.
Please check your email inbox.This may be the issue
"Dear developer, We have discovered one or more issues with your recent delivery for "App Name". To process your delivery, the following issues must be corrected: Missing required icon file - The bundle does not contain an app icon for iPad of exactly '76x76' pixels, in .png format for iOS versions >= 7.0. Missing required icon file - The bundle does not contain an app icon for iPad of exactly '167x167' pixels, in .png format for iOS versions supporting iPad Pro. Missing required icon file - The bundle does not contain an app icon for iPad of exactly '152x152' pixels, in .png format for iOS versions >= 7.0. Once these issues have been corrected, you can then redeliver the corrected binary.
I have the same trouble. I tried the following:
Increase the second build number
Resubmit binary
Then my app process was completed immediately.
I have added myself as App Manager and Got email that i need to add NSPhotoLibraryUsageDescription in info.plist. For more Details see this answer.
https://stackoverflow.com/a/39650451/1394622
But as i am writing this answer also working for people. It says just don't put xcode in background and let it run in foreground while you are uploading.
https://stackoverflow.com/a/26655249/1394622
After waiting for a week without seeing builds, I've try Application Loader from Xcode 8.1beta.
Steps:
Archive
Export -> Save for iOS App Store Deployment -> Save a folder with IPA in my desktop
Xcode -> Open developer tools -> Application Loader -> choose IPA file from desktop
Now I can see my builds..
Another simple thing to try is to update the itunes Connect Form of the app version.
In my case, the builds only appeared after I've put something in the first field ("What's new in this release") and saved the changes.
Add missing items in info.plist,such as icon files, privacy usage description, requirements etc. it works for me
Wait for sometime. You can see the build. In my case it happened like that.

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