Do I need an iOS device to test PhoneGap Built apps? - ios

I'm a complete noob and figuring out all this as I go along so bear with me.
I've built an app using jQuery Mobile, used PhoneGap Build and it works totally fine on Android and I'll deploy it soon. I'm now trying to figure out the more complex steps towards getting it ready for the iOS market. I've got my developer account set up and have tested my app as built with Xcode 4.2 and Cordova.
What I'm having confusion over (well one of the things) is whether or not I need an actual iOS device in order to get the proper provisioning and certificates. Can I get those, run the package through PG Build and then test it with the Xcode iOS simulator? Must I bother my friends to give me one of their iPhones to test on?
If I'm being vague or asking this the wrong way I apologize.

I'm currently building an app for iOS using Phonegap and even though I have done some testing with a physical device I have seen that the simulator works really well. I mean it would definitely be a good idea to at least run one test of your final version on a physical device before you decide to submit, Apple and pretty much everyone else very strongly suggest that you do, but you aren't required to test on a physical device. All the provisioning and certificate stuff can be done through the Apple Developer site.
The only real reason I could see your app not getting approved relating to this topic is if there is some weird glitch that is only present on a physical device and looks fine on the simulator.
And keep in mind, though it probably won't get you disapproved I've noticed that Phonegap apps that use jQuery Mobile tend to be more glitchy on the transitions compared to when they are run on the simulator.

No you don't need an iOS device to get certificates. You can get them using OpenSSL. I created a GUI to help do just this for Windows users.
However Apple is one of the strictest in approval. It takes 8 days for them to approve an app. And they have been know to not approve apps simply because of there appearance.
Now I myself prefer to have iDevices to test apps.
http://community.phonegap.com/nitobi/topics/detailed_guide_for_setting_up_building_ios_apps_without_a_mac
http://community.phonegap.com/nitobi/topics/ios_app_rejected_advice_on_how_to_fix_it
To help with some App Rejection issues you may get when submitting the app.
https://github.com/AndiDog/phonegap-ios-tabbar-plugin
https://github.com/LinuxPhreak/iOS-Win-Signer
You will need an Apple computer to submit apps to the App Store. Apple no longer has a web based App Submission

Related

iOS App Submitting failed

I developed a apple application and actively running for almost a year. As per our design and rules, users can only download and use our app trough iphone (mobile).
Now, Im uploading another binary because of some update and it was declined. For the reason which is "The design has a lower quality from ipad".
Wait, the app is for iphone only, why are they reviewing it for ipad? nobody can install or seethe app using ipad except the developers. Can anyone explain me why?

Can an app in development affect other apps on the phone?

I am having this weird issue while developing an app on iOS 10. Since I started testing it on my iPhone, other apps I have such as Facebook, Slack, LINE or Google Photos get randomly signed out quite often, like multiple times a day.
Could this be related to my app at all? It uses UserDefaults and Keychain to handle user log in/out within my app. I have a feeling that those two might have something to do with this but I'm not so sure.
I read that this was an issue when iOS 7 first came out but I found nothing regarding iOS 10. So I think it's just me.
Thank you for your help.
Unless there's some obscure bug in iOS 10, there is nothing you can do in your iOS app that can affect any other app. That's the whole point of sandboxing. One app can't mess with another.
This assumes your iOS device is not jailbroken and you are only using public APIs in your app. If you are using private APIs or developing on a jailbroken device, then anything is possible.

simulate xcode without development account

We have an app in Xcode from our old developers. We are in the registration process for an apple developer account, but on internet I read it can take a couple of weeks before it gets approved.
Is there a way I can simulate the app (like with TestFlight) without sending the actual code to potential new developers?
You can't distribute the app unless you have it signed/provisioned with needed UDIDs (which requires developer program). You can deploy it on your(s) device(s) using XCode though.
You should still be able to run the iOS simulator, which is generally the default behaviour for the build-and-run button - you can download more simulator environments in Xcode -> Preferences -> Components if you're missing one that you need.
Update: If you want third parties to run the app, there's no practical option apart from TestFlight. This is because iOS uses code signing to prevent trojan or pirated apps being installed on their devices. In that case you can consider other options which will achieve whatever your goals are, for example making a video of the app in use or setting up VNC access to a machine with the simulator (and code) on it.

How can my app detect that it was distributed via the new TestFlight?

I'm going to use Apple's relaunched TestFlight service to distribute a beta, and I'd like to force a certain message to be visible when running as a beta.
Obviously there's a lot of ways to solve this, but it got me thinking; has Apple provided a way to detect if the currently running app was distributed via TestFlight? iOS clearly differentiates it to the user, so I thought there'd be a way for the developer to tell, as well. Alas, I haven't found anything in the Apple Developer site.

"This code is for an app that is not compatible with this device."

We have an app in the Apple App Store that we can't seem to get installed on a Verizon iPhone (from the App Store, not Xcode). This may have nothing to do with the fact that it's a Verizon device, but that is the main difference I see between it and the devices I can get to run it.
We are attempting to install the app using a promotional code, but we receive an error when hitting Redeem, as seen in this picture: (promo code blocked out)
ERROR: This code is for an app that is not compatible with this device. You can redeem it on your desktop computer or a compatible device.
The error device is an iPhone 4 (Verizon) running iOS 4.2.8. This error was received when the app was built for 3.x and the assumption was that Verizon devices would not accept apps not built with at least SDK 4.
However, the app was recently updated (yesterday) to use the 4.3 SDK. The app has its deployment target set to iOS 3.1 and has been successfully installed and tested on a device (iPhone 3G AT&T) running this version. This latest version has also been successfully retrieved and tested on an iPhone 4 (AT&T) running 4.3. We were under the impression that every version in-between (3.1 - 4.3) would then be compatible, perhaps this is not the case?
Unfortunately, the Verizon device is not available for Xcode deployment nor ad hoc distribution.
Now for the actual development question:
Is there a build setting that can explain this behavior? Failing that, I would like to determine if the error is limited to the specific device or all devices either running 4.2.8 or Verizon specific hardware.
I would be willing to share a promotional code or two to people running 4.2.8 (or later) on a Verizon device (This is not a bribe. You are welcome to keep the app of course, but I am offering this only for installation testing purposes, not for promotional reasons). If you think you can help, please indicate your interest in the comments. I have not mentioned the app here, because I don't want to unnecessarily spam my product if the answer can be determined without it, but I have no problem sharing that information if required.
Update:
I followed lxt's suggestion and waited to see if it was a caching issue with the App Store servers. Unfortunately, 40 hours after I was informed the update was ready for sale, we are still receiving the same error.
I have found the following threads in the Apple Developer forums confirming this problem is not limited to our app: (A login may be required)
Promo-code redeemer getting "this code is for an app that is not c...
Promo codes broken on Verizon iPhones ?
I have submitted a bug report to Apple (ID 9905790) concerning the issue. At this time, I am unsure if this issue is related to Verizon devices or iOS 4.2.8. Once I receive a definitive answer I will post it. For now, a workaround that appears to be working for others which we have not yet tried, is to redeem and install through iTunes.
Since this appears to only affect Promo Code redemption and NOT store purchases, the issue has lost much of its urgency. However, if anyone is able to provide more information or a solution, it is still very much appreciated.
Update:
I can confirm that redeeming the codes through iTunes and then installing to a Verizon device works fine. This means the problem is not with the app or the build settings, but with the Verizon device App Store redemption.
I have received one reply from Apple in response to my bug report asking me to verify if this occurs on 5.0b5. Unfortunately, as previously mentioned, we do not have developer access to the Verizon device (which is the entire reason for using a promotional code in this instance). I have asked them to confirm if this is a Verizon/iOS specific issue and will update this issue when I have more information.
According to the Apple documentation, it's just a matter of setting the deployment target:
You have indicated that your binary requires iOS 4.3 or later. Apps that require iOS 4.3 or later will not be available to Verizon iPhone users. If your app could be compatible with earlier iOS versions, you may want to reject your binary and upload a new one that indicates the earliest compatible iOS.
That's the message that's normally appended to App Store emails when you have an app waiting for review.
So in theory it should 'just work'.
However, what would be interesting to know would be:
Did you produce the promotional code before updating the app?
If so, do you get the same results with a promo code generated after updating the app (you never know with the App Store / iTunes Connect...)
After 24 hours are you still seeing the same issue? (24 hours being the normal App Store 'refresh period')
Sorry, I could not provide you with more concrete answers. At times it does feel like the App Store is held together with string, so it wouldn't be completely surprising if it was some value being kept around that should have been knocked back when you updated the app.
That said, it's a little strange that your app wouldn't work on the Verizon phone when you built it for 3.x. Why is the Verizon device not available for Xcode deployment? Is it because you don't have one to hand (understandable), or is it something else? There's no reason why it shouldn't be able to have ad-hocs thrown on it.
This is pure speculation:
Since there's a different build of iOS for the Verizon phone, maybe under the hood all apps on the appstore are available twice - one time signed for use on the AT&T version of iOS and one time signed for the Verizon version. The Appstore would deliver the appropriate version depending on your device.
If this would be the case and since redemption codes existed before the Verizon line of phones, it may be that redemption codes point to one version of the app only, leading the appstore to believe it is incompatible when redeemed on the "wrong" phone.
End of speculation.
I'd suggest instructing your friend to buy the app (if it's not too costly) and paying him the money back. If this works, then cleary what we're dealing with is a bug in Apples gift code system and you should be filing a bug report about this.
Btw: you're not alone with this problem. Although they didn't resolve it, the guys on this forum mention the exact same situation.

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