Using my everyday iPhone for iOS app device testing - ios

Today i signed up to Apple's $99 a year iOS developer program. I'm currently working on certificates, Identifiers and Profiles part so i'd be able to first test my apps on real device. I have available an iPhone 4s, iPhone 5 and iPad mini. These are my family's devices. If i use my mom's iPhone 5 for example to test my apps, would there be any negative affect to the iPhone what-so-ever? Lets say i turn off the device from Xcode and want to use another device, would iPhone 5 malfunction in any way or is it completely safe to use my main everyday device for testing?

No, In no way will it affect your everyday tasks like calling, texting, etc. When you run your project with your phone being the one you want to run it on the app will show up and stop whatever you are doing at the time but it won't have any long term effect on you or your mom's phone. However to make your app go on the phone you need to register the phones you want to use in development mode. If thats done you should be all good
Good Luck and Happy Developing!

I've been testing my app on my everyday iPhone for months now. I've had no issues at all. Nothing affects my iPhone negatively in any way. Also, don't be afraid to delete your app completely from your iPhone if you need to fix something. It also won't have any negative affect on your app or on your phone. Uploading and deleting your app has the same effect on your phone like you download an app from the App Store. That doesn't have any negative affect on your phone. Your uploading your app from Xcode to your phone will not have any negative affect.

Related

iOS App testing - Low Budget Solution

So I am currently building my first iOS iPhone App which I plan to launch in the coming months. I have now finished my app but I don't have a big budget so testing on multiple devices is difficult. I already have an iPad so I assume that could run an iPhone version just to check that all the code is working. If I know that the code can run on an actual iOS device (the iPad) will the simulator suffice for the rest of testing would you think? I do plan to use test flight later on in the project too.
you could launch your app on your iPad with iphone mode. Just select option 'iPohne' as on screenshot below
Using simulator gives you some restrictions. For examle, you can not test full process of in-app purchase, location, ads, etc. So, if you are using some of this features for your specific platoform, it's better to test it on the actual device

How to test the iPad app in iPad hardware (not in simulator)

I am a Beginner in IOS Development.After I'm done with build and test on iPad simulator.I would like to figure out:
1.What is difference between testing and deploying app on iPad?
2.How we can test or deploy iPad app without developer license and registering iPad development-device ?
3.Can test ipad app on ipad hardware using testflight app without payment. How?
I have visited various link but it didn't clarified me ?
How to test the iPad app in iPad hardware (not in simulator)
How can I test my iPad app on my actual iPad?
Personal iPhone application without paying?
1.How i can test app on iPad hardware?
Buy an iPad device and start testing on it.
2.What is difference between testing and deploying app on iPad?
Certificates Development vs Production
Provisioning profile Development vs Production
Push notification token is different
3.How we can test or deploy iPad app without developer license and registering iPad development-device ?
No you cannot without developer account, as the answers you linked all said you will need to pay a membership to apple of $99 as of now I believe.
In my suggestion,
Don't buy an iPad, instead buy an iPhone6+, why?
You can use it as phone even when you're not doing a test. If an app running well (in most cases) will run on iPad (except some UI objects which you can easily test in simulator). This seems funny but you will happy with 6+.
Even you can buy iPod 5th generation. Which are little cheap.
No developer account? Not need.
If you've a device then ask your friend (who have iOS developer account) to add your UDID into their account and grab you provisioning profile and certificate. For a registered account one can add 100 devices. Mostly they don't have this much of devices. If you're a good friend then he may not say NO. Even you can offer him for a treat (a beer or coffee) for this.
No good friend / No Device ? Still don't worry.
Either you can purchase a device (which you want) and open-up a account, and Yes you'll be happy forever (at least for a year, you've to repay after one year).
OR
There're several online testing services from which you can choose the best for you. Mostly they will charge in minutes they test your app. I seen one service which give 200 minutes/month # $20 (or 1200 minutes/month # $100). For a very small app this can be enough (after proper unit testing in simulator by you).
At last,
Having a device and account will be a long time investment. If you have both you can test and upload (your own apps too) on AppStore. But at minimum investment cost of $700 to 800 .

Submit IPhone app on the app store, then decide to submit an IPad app?

I have never submitted an app to the appstore, but I will in the near future.
So far I am becoming quite comfortable with designing for the IPhone but not the IPad.
I understand that by putting a universal PAID app on the appstore that the customer would only have to pay once to have access to both the iPhone and Ipad versions.
What if you submit an IPhone app for $0.99. then later decide you also want an IPad App version for $0.99.
Would the consumer have to purchase both?
Or is there a way to tell Apple that "this is the IPad app" of this IPhone version, and so the consumer would only have to pay a one time fee (if he has already purchased the Iphone app = free download for Ipad App).
Thankyou
If you want just one app at one price, you can submit the app again (in a subsequent version) as a Universal app that runs natively both on iPhone and iPad. This kind of thing happens quite often, as developers expand their horizons...
If you submit an iPhone only app and an iPad only app they will be two separate apps with two different names and two separate prices. People do that - the New York Times app works that way, I believe - but it isn't as common. For one thing, it's confusing, because the iPhone version will run on the iPad, but as an iPhone app, so the user may not realize this is the wrong app (and it will probably look kind of crappy).
GoodReader is another well-known example where the iPhone version and the iPad version are two separate apps: see http://www.goodiware.com/goodreader.html

How do you debug an iPhone app without having an iPhone?

Okay, I made a pretty simple iPhone app, I tested it with the iOS 5 and iOS 6 simulators for both iPhone and iPad, and everything worked fine! But when I submitted it for review, they rejected it because it crashes on the iPhone 4, and iPad 3, Is there a way I can figure out how to fix this without buying an iPhone 5 and an iPad 3? They did send me the crash files, but I have no clue how to read them. Any suggested is appreciated! :)
You don't. The Simulators are not accurate enough to debug certain problems (the Simulators only run x86 code, not the actual ARM code in the more constrained environment a device presents).
So, you may need to buy, beg or borrow a suitable iOS device or two for testing.
You have to learn how to read the crash files. Try dragging them into the organizer to start with.
There are some aspects that are different on the devices, you should have at least one iOS device of some kind to test on. An iPad is a good choice as you can test both iPhone and iPad apps. Running on any one device will shake out many errors that would happen on all of them - if for example, you didn't realize the iPhone file system was case sensitive but the Mac (and therefore the simulator) filesystem is not.
Even an older iPad 2 refurb would do for such testing...
It's very difficult to debug problems on a specific device without actually having that device. I know that there are some apple stores in my area that will rent devices for a short time for that purpose. You might check around and see if you can find one to borrow or rent for a day or two.

Is owning hardware necessary for iOS development and testing?

I'm learning iOS development and I need to know what hardware I need to test my apps.
Is the iPhone/iPad simulator in Xcode sufficient? Or do I need the hardware? I have an iPad 2, and an iPhone 3G. The iPad 2 is one generation old, while my iPhone 3G is three generations old.
My first project is a basic card game with networking, based on a tutorial.
Opinion: Considering the number of questions I see of the form "this works great on the simulator but not on my device" I'd say that having hardware for testing is necessary. I don't think you need every possible device but certainly ones that cover the features that your app uses.
It depends on features you need.
Example of things you can't test in the simulator:
Push notifications
Performance of an OpenGL game (usually you need a wide set of device to test OpenGL)
The simulator can be used for development, but the simulator is not relevant for efficiency. It is very recommended to testing on a real device too. Some of the services can not be developed on the simulator:
the push notifications
in-app purchase
iCloud services
And you know, that the iPhone 3G is not able to be updated for the lastest iOS (your iPad is able).
The first answer is YES, you need hardware as there are differences between the behaviour of the simulator and the devices. They won't always act the same as the simulator is a bit more forgiving than the device.
For example the simulator will find files (images/sounds/models etc.) even if the case is different between the request and the file name, the device will not find them. And there are more.
An other point is whether to buy/have devices to hold different iOS versions. I don't have them all as this is too expensive for me but I can say that this is a problem. No matter how much you will try to consider the differences between the devices you will always miss something and your app might not work or crash on this device.
Still you can consider this question by looking at the apps that you are going to work on. I would say that if your apps don't use the device hardware (camera for example) and don't have features that might cause problems on different devices you will be able to start with out the devices.
Bottom line is that if you want to deploy good working apps, in most cases it will be better if you could test your apps on a variety of devices.
It's not a requirement to have a equipment to test, but certainly very important. You can test FPS of your app, even not containing hand-made OpenGL. All features that you use on your app, like view effects, are tested for sure on a device. Since simulator uses your mac memory, you won't see any side effects from memory shortage. I believe your best chance is to have a iPhone 4 and your iPad 2.

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