Flash Pro wont publish Adobe AIR file to USB connected iOS device - ios

Working with Adobe FLash Professional, using AIR 13.0 for iOS. Haven't updated anything or made any radical changes to the app, but just of late when I try to use Post Publishing to install the app to USB connected iPad Mini I get this error:
"Unable to install the application. More than one device is connected"
Tried turning off bluetooth, restarting Flash, unplugging and reconnecting the iPad, still getting the same error message. There are no other devices connected to the computer (MacBook Pro circa 2012).
App works fine if I publish the ipa, upload to Testflight, and install from there, but it's slowing down development not being able to publish directly to the device. TIA

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Issue reconnecting to periphal device with iPhone (QT)

I have a qt app running on Android and iOS. The Bluetooth part of the code is in c++ and currently works for Android.
Currently on the iOS side I can discover the device and pair to it and connect. However when I go to connect to the device again after closing and reopening app (or restarting the phone) I cannot reconnect to the device.
I save the Devicee UUID that iOS creates for the device (since there is no MAC Address) and I get the error from my QLowEnergyController that says "Remote Device Not Found".
Things I have tried after pairing:
1. Restart app and try connecting.
2. Go into settings and manually connect to the device. Still doesn't find the device.
Are there any specific steps to reconnect to iOS?
I am expecting that the app will connect my iPhone to the device just like in Android.

Wireless Debugging on QuickTime Player? (Xcode9)

Has anyone been able to connect wirelessly to QuickTime Player? I'm able to debug wirelessly using Xcode 9, but when I try to connect to QT, the device won't appear on the list...
I've already gone to devices and made sure "Connect via Network" is checked. This works fine if I use the lighting cable.
This is what Apple says on the Xcode 9 page:
Cut the Cord
Choose any of your iOS or tvOS devices on the local network to install, run, and debug your apps – without a USB cord plugged into your Mac. Simply click the ‘Connect via Network’ checkbox the first time you use a new iOS device, and that device will be available over the network from that point forward. Wireless development also works in other apps, including Instruments, Accessibility Inspector, Quicktime Player, and Console.
Any ideas?

iOS app rejected IPv6 (without any http request)

I've an iOS app that was rejected due the IPv6 incompatibility.
I've tested with a shared IPv6 network from my MacBook Pro, and works fine.
I don't have any http request or connection in my app, the only 2 present url's are placed in the app description and they are 2 labels (without any click event).
I'm developing using Appcelerator Studio (SDK v5.1.1) with xcode 8 and testing on iPhone 5S (v10.1.1).
There were my steps:
Build in Appcelerator Studio 4.8.0 with 6.0.0.GA SDK
Removed the tiapp.xml ACS properties and removed ti.cloud also
Run the app on iPhone 5S Simulator with 10.1.1 (without liveview)
Open the generated project in xcode (myApp/build/iphone/myApp.xcodeproj)
Select Build Only Device: iOS Generic Device
Product > Archive
Validate... -> OK
Upload to App Store... -> OK
I've also compiled to iTunes Sync (ipa file only to registered devices) in order to install on my iPhone 4 and iPhone 5S and it works fine
I'm using 2 Titanium modules:
com.mikefogg.squarecamera
ti.light
None of this modules have an http request.
Message from iTunes Connect:
Hello,
Performance - 2.1
Thank you for your resubmission. However, we still discovered one or more bugs in your app when reviewed on an iPad and iPhone running iOS 10.1.1 on Wi-Fi connected to an IPv6 network.
Specifically, an error was encountered upon application launch.
We've attached screenshot(s) for your reference.
Your problem isn't IPv6 but your app is not packaged correctly. To solve the problem you must have an active license (Indie, Pro, Team or Enterprise) and in "Appcelerator Studio" you must select "package" -> "iOS iTunes Store" for a correctly distribution.
Otherwise you'll have the app.js error because the app is not packaged for final distribution.
BE SURE THE APPLE REVIEWER IS USING YOUR APP CORRECTLY, THEY DIDN'T WITH MINE.... THERE WAS/IS NO IPV6 ISSUE!
Just a note, but my app was rejected for IPv6 network issue on a iPad with iOS 10.3.2, turns out the Apple Reviewer had not set a record time on my Video/Audio Record app (#PCAMWBUMS) and if you don't set a record time, my app does nothing!
So read the note Apple Review sends you and be sure they haven't made a mistake before you do all the research and waste time, when it turns out they just read your App Guide and clearly marked notes on the boot up screen! (Which they didn't.)
So I've replied to ask them to set a record time and try again, which I have tested on my iPad Air and iPhone 6S Plus both running iOS 10.3.2... I'm sure they'll pass my app and release it to the app store (which all of you should download, to catch those celebs, or anitifa, or thieves using your iPad, iPhone, or iPod Touch (or the unfaithful partner?), visit JOHNAVATAR.com to see all my apps)!
For some reason they sent me the following rejections notice:
We discovered one or more bugs in your app when reviewed on iPhone
and iPad running iOS 10.3.2 on Wi-Fi connected to an IPv6 network.
Specifically, there is no action produced when tapping the buttons on
the main page.

Remote debugging for Flash CS6 and AIR iOS?

I'm using Flash CS6 and I would like to debug an AIR iOS app on my device but I can't establish a connection. I have my iPod Touch 5G connected via USB, checked "allow remote debugging", published the .ipa for "device debugging" and started the AS3 debugging session from the debug panel.
All I get is a window on my iPod that says enter HOST or IP. I tried both but the window comes up every time again and again without connecting. What step do I miss?
Ensure your computer and iPod are connected to the same wifi network.
Delete the app from your device and watch it as your app is installed to make sure that Flash is actually installing a new binary. (mine sometimes doesn't).
Try unplugging your phone, refresh device list, then re-plugging it in and refreshing the device list before starting the debug.
Try doing Debug menu > Debug Movie > On Device via USB > select your device. (to do this the .fla file must be the active file within Flash.) Note I'm using Flash Pro CC 2014 though, not CS6.

How to launch an ios app on an iphone that I cannot connect to my mac

I have built an ios app that I have tested on the iphone simulator. I now want to run it on an iphone but the usb ports on my mac do not work. I have no way to connect my iphone to my mac. Is there any way to send a compiled version of my app to my iphone so that it can install it itself? Like you can do on android when you can send a .apk file to the phone and it can install it itself. I can register my iphone to my devices on the member center.
Sorry for the newbie question! I just started with ios development.
You could set your phone up to be your own "beta tester" and send it over the air via Hockey App. - http://hockeyapp.net/features/
I would suggest Testflight but with Apple buying them they might go away.

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