Launch Failed, LibGDX IOS Device - ios

I have trying to make an ios app out of libgdx. I have an Ipad (no iphone yet) an I am trying to upload my app to the device. I have an XCode 7.2, which means that it guarantees that I can upload an app to an apple device without an Apple Developer Account, which currently I have none. I had successfully uploaded an app onto my Ipad with XCode alone. In Eclipse, a simple test app runs perfectly on an IOS Simulator. But when I tried to run it in an IOS device, it does not work. Since it is just a free provision, I was hoping this would work. The Bundle identifier of the xcode app with free provisioning is the same as the app id and main class of my eclipse ios app. Before this, there was an error that no provision was set, so I set the bundle identifier of the xcode app the same with the eclipse app, according to roboVM(http://docs.robovm.com/getting-started/provisioning.html#free-provisioning). But then this error shows up,
"Launch IOS Device App" has encountered a problem.
Launch failed. Check the RoboVM console for more information.
The given data is not a property list of a supported format.
I need to test my app on a real device because I am going to try to implement an online multiplayer with it. As of now I am still using LibGDX 1.5.5. Is it because roboVM needs an apple developer account?
Edit: Even without any device connected, the error persists

I had the same problem as the original poster and it persists in IntelliJ. After some tinkering, it was also showing up on the command line. THanks to some help on the libgdx irc forum, we coudl solve the problem. It was due to running iOS 9.2 on my iOS device and a too old robovm-plugin 1.12.0 seems not to work with libgdx and iOS 9.2. An upgrade to 1.12.1.-SNAPSHOT solved it.
Attention, you have to update two lines in build.gradle:
in buildscript - dependencies: classpath 'org.robovm:robovm-gradle-plugin:1.12.1-SNAPSHOT'
in allprojects - ext: roboVMVersion = '1.12.1-SNAPSHOT'
If you want to compile in IntelliJ, you need to manually install the nightly robovm-plugin from the nightlies download section from the robovm webpage.

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Flutter Plugin - Example App - Only runs via Xcode, not by itself

I'm creating a flutter plugin and I just tried the example project that gets created by flutter it self. This example project is an app that shows the operation system and its version. If I start it from Xcode on my iPhone SE, it works fine.
But if I close the app and open it without Xcode, that means that I tipp on the app icon to launche it, like every normal app, it doesn't start correctly.
It is showing for not even a second a white screen, followed by a black screen and is closing the app right after this.
Why is it behaving like that?
Is it, because it is a debug version and needs Xcode?
How can I put my example app on my iPhone without needing a connection to Xcode to start it?
Thanks in advance!
Edit: Thanks to the answer of Răzvan Puiu below, i know now that this is because xCode puts the app as a debug version on my iPhone. This debug version can only run with xCode. After I tried it with a 'normal' app and not the example app of a plugin project, i even got this text shown if i tried to start the debug version without xCode:
So the solution is to run the app with:
flutter run --release
I believe it behaves like that because you don't have an Apple developer account. "Without enrolling in the Apple Developer Program, your app will only last for 7 days on your device. After that, you’ll have to re-deploy it to your device via Xcode. If you’re enrolled in the Apple Developer Program, you won’t have this inconvenience."
Yes
You can run flutter run --release and then select your physical device. However the app will remain on your phone for only 7 days unless you have the Apple dev account.

iOS 9.0.2 - Can't Install Enterprise App -Unable to Download App (app name) could not be downloaded at this time

My company has an app that can be downloaded through a website using Enterprise Distribution.
In iOS 9, tapping the download link brings up the expected pop-up "(website) would like to install (App Name)". Tapping 'install' on that dialog first causes the app to get stuck "Waiting..."
App stuck waiting
Until it finally indicates: "Unable to Download App (app name) could not be downloaded at this time."
Unable to Download the App
Installing works as expected using iOS 7 and iOS 8.
How do we support Enterprise Distribution in iOS 9?
Apple has silently changed how Enterprise Distribution works several times, so knowing the answer to this question will not actually benefit you in the long run. How to find the answer to your question the next time will benefit you most.
Connect your device with the shiny new iOS version to your Mac running Xcode, and open the Devices organizer. Select the device, and optionally clear the log. Now open your app distribution page and try to install the app (clear any previous versions of the app off the device first), and keep an eye on the log output. Here you will find hints as to what you need to change.
For iOS 9.1, I saw the error: BundleValidator: Failed bundleIdentifier: com.example.appName.XXXX does not match expected bundleIdentifier: com.example.appName, which means that the bundle-identifier in the project plist file did not match the Bundle Identifier from the project. I remember adding .XXXX to the bundle identifier in the plist file last time I had to fix Enterprise Distribution, for iOS 8.0, i think. Fixing this was easy, just remove the offending .XXXX -- but then it dosen't work for iOS < 9.0
For the time being, I maintain two plist files for distributing the same ipa file, one for iOS 8.+, and another for iOS 9.+

Testing IOS apps on ios devices made using IONIC and angularJS

I am making an app made using IONIC which I just want to test on my IOS device, not publish it to the app store.
Do I still need an Apple developer account ( by paying $99 ) or is MAC with XCODE and IONIC installed enough?
I just want to test it on my device, not publish it to the app store.
Yes it is possible.
I tried this today. Using XCODE 7 beta 2. Tested my project made using IONIC with only APPLIE ID, NOT APPLE DEVELOPER ACCOUNT, and its working.
All you have to do is( for making IONIC projects and installing them on Physical devices without APPLE DEVELOPER ID)
Install XCODE version 7 (currently beta 2)
Install Node JS (update path)
Install Cordova
make an ionic project ( IONIC start yourproject blank)
IOS platform is added by default.
go to platforms/ios folder
there will be a yourproject.xcode file - open it
Connect your device to the MAC
Run your project - if you get any error, XCODE gives the option of fix issue, click on that and your app will be installed on the physical device
Yes, I can confirm this, as I had to do it myself too. You have to buy an Apple developer license in order to test the app on your phone. I know this sounds crazy as you're not actually putting it to the store, just 'testing', but hey that's Apple ;).
However, if you would only like to run it in an Xcode emulator, you don't have to.
edit: Here is the official document confirming this: https://developer.apple.com/legacy/library/technotes/tn2250/_index.html#//apple_ref/doc/uid/DTS40009933-CH1-CODE_SIGNING_IN_A_NUTSHELL-IPHONE_CERTIFICATES
And besides, here's a SO question asking a similar thing and the reply is the same.

TestFlight error: User gets "Unable to Download Application" message when trying to download a beta test from TestFlight

I am beta testing my app, and a few users are getting the error "Unable to Download Application. "Okasio" could not be downloaded at this time". So far 30 users have downloaded the beta of the app, and only 2 are getting the error, so it seems user- rather than app-specific. Does anyone have a suggestion?
The message is identical to the one from this post, but with current iOS 8 formatting:
TestFlight fails to install app and cannot delete partially installed app
The most likely reason is that their iOS OS version is below the app's minimum OS version.
As strange as it might sound the official Apple TestFlight/iTunes Connect beta system does not test the OS version at all at the moment. We faced this issue while we were working on our integration with the new TestFlight system (Bitrise.io, iOS CI/CD service - CTO here).
For example one of our test apps was built with iOS 8.2 as the minimum OS version. It's even listed on the app's card in TestFlight (Compatibility: Requires iOS 8.2 or later) but you can still click on the install button and it starts to download&install it. Then of course you get the helpful error message with Unable to Download App.
Note: Tested on two different iPads, both with iOS 8.1.3.
Another, less likely issue might be the lack of storage on the device but as far as I remember that presents a different error message.

ios7 error when submitting an update. this bundle does not support one or more devices

application context: ios7, xcode 5, written with titanium appcelerator (sdk 3.1.3GA), previous version compatibility was as the image says (directly from itunes connect)
the complete error is
this bundle does not support one or more devices. supported by the revious app version. your app update must continue to support all devices previously supported. your declare supported device in Xcode with the Targeted Device Family build setting. Refer to QA1623 for additional information: https://developer.apple.com/library/ios/qa/qa1623/_index.html
Now. I checked in the building settings as what the message says and the results is attached as images.
as you can see, I should cover all the apple devices (iphone/ipad), but still giving me the same error. anybody knows why?
thanks in advance
Your app was previously supported iPad too. You cannot drop support for a device family (iPhone or iPad) in an update. Make your app universal in project settings>General tab.
The solution for my problem was to simply rebuild the archive from titanium (publish app to apple store) and then archive the app.
I have selected Universal device for universal target.
no issue were found.
so it seems actually there's no problem in the process, but still don't know why there was that device compatibility problem.

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