iOS Interactive Remote Debugging - ios

Is it possible to interactively remote debug an iOS App with xCode (or some other interactive debugger, if necessary)?
Has anyone got a neat framework I can stick in my App that will allow this? I can imagine Apple might not want this for live Apps, but for enterprise deployment and for Beta deployment, it would be ace.
A workflow that might work is a customer with a bug can get in touch and then I can email them with a link that will launch my app and connect it to my debug server. With magic.
There's an S.O. question from back in '11 about this – I'm hoping things might have moved on. However, a post here suggests it's probably not possible.
I want to be clear crash reporting, log acquiring and analytics are all very nice and everything (you're right – I use them too), but that is not what this question is about. Thank you :-)
Definitive answers along the lines of "This is just not possible because …" or, "It's possible but fearsomely involved because …", or ideally "Yeah, it's easy and cool, check out …" would be wonderful.
Thanks.

I think what you are searching is not possible. If you want, take a look at Bugfender, it's a product we have built that helps somewhat to do what you want.
With Bugfender you can get the logs from a remote device you choose, is not remote debugging but for now it might be the closest thing to what you want.

Related

Any way to run an iPhone simulator on a web app?

Is there an iPhone simulator plugin anywhere? We want to load some of our apps to our demo website for marketing purposes.
Does anyone know of anything that can do this?
Thanks
It's impossible, unless Apple releases some sort of plugin itself (which I can confidently say, will never ever happen). The closest you can get is to use some mockup templates/scripts to simulate the behavior of your app with Javascript/CSS/HTML5 canvas.
You can look into some web apps which provide similar functionality. Of course, not like the real thing, but at least, they can be a good starting point and even complete solutions for relatively simple projects. I've googled web iphone app mockup and got a few results: https://www.fluidui.com/editor/live/ or http://iphonemockup.lkmc.ch/ may be helpful.

Using packagemaker to build iOS app installer

I'm developing a sophisticated engineering calculation iPad app for a specific customer (much like the poster of this question). I'm getting ready to release a first version to them, and trying to get this distribution issue sorted out. There are pretty much 5 methods covered throughout that post (general App Store, B2B, Enterprise, Ad Hoc, and stuff requiring Jail Breaking), and most of the searching I've done has shown those same 5 options. I've been looking into TestFlight to manage the Ad Hoc distribution for beta testing right now, but down the road I'm going to need to allow my customer to mass install my app onto as many devices as desired (hopefully without needing to involve me at all by that point). So in the end, none of these 5 options are really attractive as a final solution.
A colleague found this App Doc that mentions something call packagemaker, which sounds like it's a Terminal tool, but I can't really find much on it (the Apple Doc simply says "create the package as you normally do", which is pretty much meaningless since I normally don't - and everything else I can find is from around 2009, and I've learned that anything described in those old posts is almost certainly wrong by this point when it comes to the Apple world). From what I can tell, packagemaker should let me build an installer executable that I can send to my customer, and they could just run that installer and it would put the app on their device. This is how we currently distribute similar software for Windows environment devices, and it would be ideal for what I'm trying to do.
Does anyone know if packagemaker can be used as I've described to install iOS apps? If so, can anyone point me toward a beginner-orientated tutorial on how to use it?
Packagemaker sounds like overkill. The old tuts should still work though, it hasn't changed much (or at all) since 10.5. It's a separate download from Apple Developer center.
You could use testflight, though I presume you want to install B2B apps, and not ad-hoc apps for testing.
In that case just create a bash script that builds and/or deploys your app to a connected device with xcodebuild and related tools. If you're concerned that your end user will find Terminal use appalling, write a tiny Cocoa app to support & run the script, and put the script and your iPad app into the bundle.
For example the app's User Interface could query the user for paths, the device, and whatever is necessary to deploy your app and pass it to the bash script which you can run easily with NSTask.
This is certainly going to be many times faster than getting into PackageMaker, and figuring out how it works - cause it really doesn't work in a straightforward way, unfortunately.

How to prevent ipa file/iphone application from being cracked to source?

from one of the stackexchange questions Here,its proved that we can decompile the iphone application to its source,Now here comes the question how can we protect the ipa file/iphone application from cracking to its source?i have already verified this answers
here 1
method 2
but sad thing is it fails to protect the code,any updates to prevent app to source code
You can't really.
The iOS runtime on the device needs to be able to interpret the binary, so the binary has to be there, unencrypted and ready to run.
You could obfuscate it, by running it through a tool that scrambles method names, property names and so on. .NET and Java have tools that do this but I'm not aware of any for Objective-C, so I think you're on your own.
(Tools like anticrack, the one you linked to, will work for a short time until someone comes up with a way to reverse what anticrack does - but because your app eventually has to be there in a format the runtime is ready to run, all you can do is make it more difficult. It's like the age-old arms race of pirates vs protection mechanism in desktop applications).
This has been much discussed. Generally, you make more money spending time improving or promoting your app, then spending time trying to prevent it from being cracked in any way.

secure ios app from hack - objective-c

Is it possible to make app not launchable if it has been cracked and installed from installous? I don't want to see my app in installous
It's not that easy and it not answerable within some words or code snippets.
But you might check this:
http://www.shmoopi.net/ios-anti-piracy/iphone-piracy-protection-code-tutorial-2/
http://www.cocos2d-iphone.org/forum/topic/7667
http://thwart-ipa-cracks.blogspot.com/2008/11/detection.html
The read also here:
http://www.learn-cocos2d.com/2010/05/ignore-everything-youve-heard-about-app-store-piracy/
There are ways to detect whether your app is running on a jailbreaked device or whether your app has been modified (aka cracked). Take a look here and here for example.
From my point of view all you are getting by using these methods is a waste of time. Maybe you can make it harder for potential crackers and keep away the script kiddies. But you won't get that far that no talented cracker on earth would be unable to crack your app. Even one single cracker on earth who's able and motivated to crack your app is enough to upload it to hundred's of sites.
If really big companies fail at protecting their apps I really doubt that you will achieve it... so: wasted time which should be better spend on improving your app.
Probably not, because the part of cracking your application is to remove all restrictions (registration, detection of jailbreak, ...).

IPad and Openframeworks

Can someone point me in the right direction to learning how to use Openframeworks to develop and IPad app. Perhaps some good tutorials, I can't seem to find any good documentation.
The docs of openFrameworks is quite outdated. But you can discover OF through the examples. Just download the iPhone package here: http://www.openframeworks.cc/download and follow the instructions in the included readme. I think a good start is, try to get the examples running on your device and start to modify the examples. If you have any further questions, the people here --> http://forum.openframeworks.cc/ will be happy to help you out.
For a more in-depth discover of openFrameworks, look at the inofficial doxygen docs here --> http://ofxfenster.undef.ch/doc/
Getting OF running on iPad is actually pretty much the same thing as running on iphone.
have you got it running before?
if you haven’t, first thing is you need to pay Apple $99 if you want to run it on real device,
otherwise it’s free to try on the simulator.
there is some instructions on OF site for the first run,
just go through it these complicated stuffs only need to be done once:
http://www.openframeworks.cc/setup/iphone/
(the guide is totally not updated at all, but it’s pretty much the same process with minor UI difference)
Any iOS OF example should runs on iPad the same way as iPhone does.
but to get iPad native resolution, you’ll have to change it manually.
it's in Application>General and in Deployment Info change the Devices drop down to iPad. (screenshot attached)
try it with any iOS examples
and if you want to put any code for mac version,
just make a copy of any iOS example and hand paste the code in appropriate void,
they are pretty much the same except mouse event vs touch event.
which a bit different in logic but just play around with it. not too hard to get used to.
basically touch events are touch.x/touch.y instead of mouseX mouseY.
(and touch events are private to each void so you might need other variables to pass it somewhere else)
I don't have a forum link but there was an openframeworks forum question on this just last week and folks posted a number of sites that have good examples/tutorials. Here's one on doing pixel operations for graphic effects:
http://itp.nyu.edu/varwiki/Syllabus/Pixels-S10

Resources