I had created my first iOS app with Xcode, but when I tried to export the file to run on an iPad I couldn't build the project. When I go to products > file.app > and then right click to show on folder it is hidden.
How can I export the file to run on iOS devices?
Also if I have the project at my Windows PC can I export the app file to work on iOS devices ?
In order to run iOS apps on a device, you need to first have a valid Apple Developer Account, and have your device setup as a valid developer enabled device.
Once that is done, you simply set your ipad as the target in Build Target. You may need to use the Organizer to first ensure you have the dev certs setup properly.
Also if I have the project at my Windows PC can I export the app file to work on iOS devices ?
In order to build iOS apps, you need Mac OS X (and legally that can only run on an Apple computer)
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I am new to Xamarin and iOS development.
I am using Visual Studio 2017 on a PC connected to a virtual Mac running Xcode 10.1.
I have two apps that I have successfully built, but I can't understand the settings that produce an IPA file.
In the first app, I set the Solution Configuration to Ad-Hoc, and the Solution Platforms to iPhoneSimulator, and the Device i set to my specific iPhone model i have provisioned. This produces an IPA file and i successfully deployed it via the App Center. (I was very excited, only took 20 hours).
In the second app, which is the sample app in BLE.net, if i do the same settings as above, no IPA is generated (the IPA icon is greyed out). When i run it this way, as pictured below, the simulator runs fine (but no IPA).
If I change the Solution Platform to iPhone, then the device switches from displaying my specific iPhone, to just Device. And if I reselect a specific device, then the Solution Platform switches back to iPhoneSimulator:
When I build in this mode, I get a pop-up message at the end that says " "Please select a device before running the application". I thought it failed, but in fact it did make an IPA which i deployed successfully (and I could scan for my Bluefruit board successfully---progress!).
Also under iOS Build i checked "Enable device-specific builds" but that doesn't change the behavior. All the Properties (iOS Build, iOS Debug, Build...) are set from their drop-down menus to Ad-hoc and iPhone.
I would like to understand what is happening: when do I select iPhoneSimulator and a device v. iPhone and just Device?
Also, it seems it takes much longer to compile when Device is selected. Am I correct that it is building for many platforms and that is why it takes longer?
I have the iOS 9.3 beta installed on a testing device as I'm running a few 9.3-compiled apps, but I also have an old app that is compiled in Xcode 7.2. I can run the app on any iOS 9.2 device with ease, but if I try to run it on the one iOS 9.3 beta device, I get the "could not find Developer Disk Image" error.
Xcode 7.3 includes some updates to Swift, so I'd have to change a great deal of my files, and I just want to test to see if it's working fine. Is there any way to do this without having to change a lot of Swift code? It's on the App Store compiled for 9.2 and I can run it on my 9.3 device, so I don't understand why it's so difficult.
If you want to avoid the beta version of Xcode from potentially altering your original project, just make a copy of the project and then just open it up in the beta version. If you have an app running in Swift 2.1.1 (Xcode 7.2), the differences to Swift 2.2 (Xcode 7.3) are pretty modest. And if you do this with a copy, you can be confident that your original project won't be altered.
If you don't want to do that for some reason you can install apps from a production version of Xcode on a device running a beta version of iOS:
First, you want to make sure you have the profiles installed on your beta iOS device. The easiest way to do this is to run some "Hello World" app on your beta device from the beta Xcode. If prompted to add a team/profile onto your device, you should go ahead and do so, like usual.
Quit the beta Xcode and start the production Xcode and open the project for the app you want to install. Select "Generic iOS Device" where you choose the active scheme in jump bar and then build the app. You should then see the .app file (not in red) in the Products folder in the "Project Navigator" tree in the left panel.
Install the app on the device by opening the devices window (shift+command+2) and selecting the device in question. In the right panel (or top right panel if you're showing the console, too), you'll find a "Installed Apps" section. Just drag the .app file from the Products folder into this installed apps section.
Clearly, if you have other apps you want to install, you can just repeat steps 2 and 3 as appropriate.
There are a bunch of different ways to install an app on a device, but I find this is the easiest for one-off installs with a device sitting in front of me. You won't be able to debug if you do it this way, but you can at least fire it up, run it through its paces, watch the device console for any debugging messages you may be NSLog'ing, etc.
I'm trying to use safari inspector for debugging web app on iOS device.
and I have referenced this way: enable remote web-inspector
It works when I try with iphone application developed by me (build & run by xcode to device).
but If I try to debug webapp installed using ipa,
I can't find app in safari > Develop > iPhone menu. (this menu shows just 'No Inspectable Applications')
for example, in Android Webview,
there is an api SetWebContentsDebuggingEnabled
If developer write webview.SetWebContentsDebuggingEnabled(true) everyone installed this app using apk can debug webview in Chrome.
is there any option like SetWebContentsDebuggingEnabled in iOS?
help-!
Resolved!
you should check all below conditions.
Build for testing.
When you export your archive, choose "Save for Development Deployment." (available in XCode 7.0!)
you can 'remote debug' using only devices that you've registered to your apple developer account. So if you want to publish ipa to testers, you should get their test device's udid first.
can check application logs also in this way.
lee!
Xcode 7.0 provides some build options.
Check the Build Settings.
You can select release or debug mode, maybe debug mode is able to connect to safari inspector.
For your web developer!
thanks.
i've developped an application using QtQuick, it's running great on Android and ios simulator. now i want to test it in iPhone or ios real device.
So do i need to pay for that, or there is a way to test it for free.
In the build file for iosSimulator there a file with the app in the folder "Release-iphonesimulator", will this file work on the device ?
Recently, Xcode 7 beta 4 was released and one of the main features is that you no longer need to pay for deploying to your own device, all you need is your simple apple account.
After you do all the "Configure Device for Development in Xcode" stuff
Using Qt 5.5 (the newest) build your project and before trying to deploy it to your device, go to the place where the build for iphone is, and open it with Xcode 7 beta 4 (the .xcodeproj) and try to run it, it will fail and will ask you if you want to fix the project, say yes and again it will fail but no problem, now go to Qt and you should be able to deploy the app to your iphone. This worked for me!
Since updating to Xcode 6.1, I cannot add any iOS devices to run on. Clicking add in the device window only asks to install more simulators. Itunes is 'seeing' the devices connected to the computer, but not Xcode.
Normally the devices I have on hand are an ipad2 running ios 7 and an older ipod touch running ios 5.1. I have set the build targets in the xcode project to include at least ios7.x but still can't see any device.
I have reviewed all my certificates and provisioning profiles in the developer portal. The ones generated by Xcode 6 seem to all start with "XC:..." If I generate and then download any of the older ones, they are greyed out in the add provisioning profile window from devices in Xcode.
Obviously, its critical that I can run on attached devices. Any suggestions would be appreciated.
thanks
r
Go to Windows -> Devices (or ⌘Shift2). Click on the device in the left column, and then "Use for development." If you don't see it there, you may need to restart Xcode, the device, and/or your computer.