Are plist files stored with the application bundle? - ios

I have an iPad app (XCode 6.1, iOS 8.1 and Storyboards). I am currently modifying the app to be able to sync it to other devices using iCloud.
My question is: are all .plist files part of the application bundle? (i.e. do I have to be concerned that if the app is sync'd between devices, do the .plist file(s) go with the app bundle or do I have to move them into the iCloud with the Core Data store)?

if you save the .plist files into the Documents folder from the app explicitly then those files won't be part of the bundle.
every other file which is archived into the .ipa file when you distribute it, they are permanent part of the bundle.
NOTE: you can read more about the bundle on the official site, e.g. here.

Related

Getting info.plist for enterprise IOS application

I am developing an IOS application through an enterprise account. This application will be set on a specific website to be downloaded.
I archived the application from Xcode, and got the ipa file, but I still need the plist file.
Any idea how to get it?
You need to check mark option include manifiest file while creating ipa.So xcode will generate file for you. Otherwise you can get plist file from internet and edit according to your application
Honestly i didn't get your question but if you want to access .plist file after archiving. You have to
Unarchive your iPA file.
It will create a "Payload" folder, inside it you will find .app file.
Right click on it, "Show package contents" and you can see your plist file.

How will I able to upload *.app to Appstore not via Xcode?

I have application for iOS created on Go language, I compiled it to .app file. Can anyone tell me what should I do to:
Load application to my iPhone
Load application to iTunes connect (I loaded another via Xcode, but there are no objective c or swift code here to do so)
PS: I have valid developer account, able to create any certificates that will need. Versions: XCode 7.2, iOS 9.2
Thanks a lot for your help.
For submission part there is Apple tool called Application Loader. It is a part of Xcode, but I think can still be downloaded separately. It can deliver app to App Store without having to use Xcode Organiser interface.
You need to deliver your app as .ipa file. If your .app is properly signed and contains a valid .mobileprovision (which is a different question), all you need to do is to create a new folder named "Payload", put copy your .app into ito it. Then you can rename the .zip file to .ipa and upload it using Application loader.

Sharing the project, but not the code, with a tester

Please forgive me if I am asking a dumb question, I am fairly new to ios and cocos2d programming. I have developed an app that is almost done. I have an architecture where settings are in a plist file.
I want to share the app with my colleague, who has agreed to test and make changes to the plist if necessary, so that he can see which settings are the best.
What I want to know:
Is there a way to share my app with him (he has a mac and a ipad) so that he only has access to the plist file but won't be able to access the rest of the code? Thank you in advance.
One idea: To put my plist on a server and have a call to download the plist file when the game begins, so he can just change that. Is there a better way ?
Yes, have the app download the plist so he can edit it on the server. When you save the .plist, save it in the documents folder (outside of the bundle). Bundle is read only, and modifying it will destroy the signature, making it so he can't install it, unless the device is jailbroken.
Alternatively, copy the file from the bundle to the documents folder on first run and enable file sharing for the app. Then he can edit the .plist file and update it via iTunes.
The bundle only contains compiled object code, so he will not have access to source code.
You can use testflight or email him the .ipa and he can install via iTunes, or if you have a developer account, you can set him up as a tester through iTunesConnect once you've uploaded your app.
look for iExplorer, that should enable you to up and download resources to/from your iDevice.
You could also create a 'debug mode' (for example accessed by turning the phone upside down or whatever you like). That debug mode can contain controls to manipulate the settings read from the plist and reboot the game. No server involved, just client side manipulation so you can just hand him the binary.

iOS App loader - what file type should be uploaded

I have always been uploading iOS apps to appstore from XCode Organizer. That is pretty simple process. And we do not see any IPA or APP file is created. Now my client is trying himself to upload the app using app loader and is continuously asking for an IPA file. Now I have some specific questions -
Does app loader exist now-a-days ? Is it a different program out of XCode?
If it does, what file it takes from me to upload to appstore? An IPA?
How do I create the file for appstore? Note that I have the distribution certificate and appstore provisioning files installed and set in my release configuration. And I am sure if I have tried with XCode it would upload already. But, client not allowing me to do that. He will do it using app loader.
Special Notes -
1. Please do not give me links to an apple documentation, they do not talk about file type and how to create that. They always say "binary". Their doc titles does not reflect the content.
2. Please do not show me the Ad Hoc build process, that is not what I am asking.
3. Please only reply if you have used app loader before.
Application Loader is present in the Utilties folder.
For XCode 4.5 go to
XCode -> Right Click and select Show Package Contents
then go to Contents -> Applications -> Application Loader.
When you just do a build from Xcode, you get .app file.
To create .ipa from it follow below process:
On "/" create a folder named Payload
Copy your .app and .mobileprovision files in this folder.
Open terminal, go to / and run following command
zip -9 -y -r appName.ipa Payload/
This will create file "appName.ipa" on /
Yes and Yes.
As far as I know, it takes a compressed .app file.
In Xcode go to Products and select "show in finder". Then compress the file with a right click. The result should be uploaded with application loader. The result is located in the Library directory. Depending on your settings this can be hidden from application loader. Therefore you should copy the compressed file to a directory which is accessible from any program (like the desktop).

Making a file created by an application to be shared by iTunes

How to make a file created via an ipad application to be available to iTunes.
And how to make an application support iTunes file sharing could some one give a code snippet for both these
All you have to do is set UIFileSharingEnabled to YES in your info.plist. Once that's set, anything in your app's documents folder will be accessible through iTunes.

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