I had already written an iOS app that uses OpenSSH, but this requires a device jailbreak and the install of OpenSSH in Cydia. For now, I am finding a way to get the OpenSSH source code to compile into my iOS app, and to distribute this App in Apple Enterprise Developer 'In House' way. If this works, no jailbreak would be required.
But I can not find any sample or source code which can be integrated into an XCode iOS device project. Any information is appreciated!
Instead of OpenSSH, you could use libssh if you need a server, or libssh2 if a client is sufficient. For libssh2, x2on has already made the migration effort. You can get the repo here: https://github.com/x2on/libssh2-for-iOS.
If you intend to use libssh, beware that it's LGPL licensed, so it's not compatible with the AppStore (but should be compatible with in house distribution).
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I've been developing an iOS apps that implements some C++ libraries which are later converted into .dylibs in order for iOS devices to be able to run the app. I can run the app in any iOS device without any problem. I also can archive a development .ipa and test the app in other's people devices.
The problem that I'm having is when I submit the app into app store connect in order to test it using TestFlight and be able to distribute it into the app store. I'm getting the following errors when submitting it:
TMS-90426: Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it.
TMS-90424: Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it.
I have tried some solutions, including the ones suggested in here: https://developer.apple.com/library/archive/technotes/tn2435/_index.html#//apple_ref/doc/uid/DTS40017543-CH1-TROUBLESHOOTING-BUNDLE_ERRORS
I'm not sure if I'm correctly implementing the libraries into the project. I did what the link said, which is embedding the libraries into frameworks, but that didn't solve the error. I would like to know if there is any tips or solutions to what I'm doing to see if I'm doing it right or if I can take another path to solve the problem.
Make sure you build and export using an official release of Xcode, and not any Beta version.
Have you tried contacting Apple support for some insight into the problem you're having?
After having developed an app for a friend using Visual Studio 2013 Pro with the Apache Cordova Extension, I hoped to also get it runnning on an iPad 3 as fast as with Android. However, things proved to be more complicated than originally thought: The 99$ for an Apple developer account would be far too high for a single device development (the app is intended to only work on one device, no commercial intentions).
At least I now have the ability to use Mac OSX and XCode, which is connected to Visual Studio via network. Installing the app in the iOS simulator works as expected, but I'm struggling with deploying it on the iPad. I already considered jailbraking the device, as the warranty is yet expired and it wouldn't be a problem for my friend. According to the Information I found it would be possible; however, I could not find much about how to do that.
Thanks in advance.
After several months I finally found a working solution:
The latest XCode version (7 Beta 2) is able to sign iOS applications using an ordinary AppleID instead of a $100 developer license.
First, you will need to prepare the vs-mda-remote node plugin on your Mac and be able to build applications [See here how]. Using an appropriate deployment target in Visual Studio, the app can be tested within a virtualized iOS environment.
However, the deployment options Remote Device and Local Device will both fail when you haven't subscribed to the Apple Developer Program. Other methods (described here or here) requiring jailbreaking the device haven't worked for me either.
Interestingly, Apple seems to have changed their strategy not much time ago , finally allowing to sign and deploy apps on non-rooted iOS devices.
Whenever an app is built for the iOS simulator, vs-mda-remote will create a whole new build folder (named using a 3 - 5 digit random number) located in ~/remote-builds/builds. Inside that build folder, you will need to find and open the XCode project file with XCode 7 (example path: ~/remote-builds/builds/654/cordovaApp/platforms/ios/YOUR_PROJECT_NAME.codeproj).
After having connected and detected your iOS device, you should be able to select it as deployment target. Then you should follow these instructions, basically just adding an AppleID which should be used to sign the app. This wasn't possible with earlier XCode versions and is certainly much easier than using one of the "hack"-like techniques involving jailbreaking your device and practically voiding it's warranty.
Finally, you will only need to set the Code Signing Identity to the registered AppleID (for both the Project and the Target) and you're ready to deploy your app.
This method worked for me using iOS 8.3 and Mac OSX Yosemite 10.10.4.
If there are any other questions, please feel free to ask.
in Visual Studio 2015 Community RC, there is an option to debug the app developed by cordova in 'remote device' (iPhone or ipad) connected to the Mac osx. Pls. try it.
I've made an app with Codea and exported to an XCode project. Is there way to build it on IOS (or windows)?
Definitely.
Some folks over at iNinjas have successfully ported the Clang-LLVM toolchain to run on iOS. Here's a download link - install the deb on your iOS device. You will also have to copy the development sysroot (the iPhoneOSX.Y.sdk folder) from your computer to your mobile device. The device also has to be jailbroken.
(I don't remember exactly if there are any other packages to install, but perhaps odcctools from Cydia, etc, just google it.)
After that, you have to compile and link all the files. Of course, Xcode uses a proprietary format for project files, so you can't just go ahead and expect the compiler to build from the Xcode project, but you have to, for example, write a Makefile to specify that all .m files are to be compiled. Then you will have an executable file which you may or may not need to codesign.
Here is a tutorial on creating an app from your Codea/Xcode project:
http://codeatuts.blogspot.nl/2012/08/tutorial-12-submitting-to-app-store.html
Well, if you already have a mac, you can use Dringend to compile it from your iPad. It requires a program running on your mac that will do that actual compiling, and then send the file back to Dringend on your iPad, which will install it. This requires having a mac, but will let you program on your iPad away from your mac. This also requires an iOS developer license, for the code signing identities.
I'm developing an app for jailbroken iOS devices using Xcode 4.3 (altered by JailCoder), testing on an iPod Touch 4G, currently running iOS 5.1.1, previously 5.0.1. I noticed recently I'm able to run my app on my iPod without using either ldid or a self-signing certificate with codesign to bypass code-signing requirements (as described on http://www.saurik.com/id/8). I don't have either the security.mac.proc_enforce or security.mac.vnode_enforce security checks disabled.
So why would I be able to run unsigned code on my iPod? This didn't seem to change when I upgraded from 5.0.1 to 5.1.1. My beta testers are unable to run my app on their 5.1.1 systems when not signed with a self-signing certificate. What could be different on my system? Could it be differing methods we used to jailbreak our devices?
To run unsigned code on an iDevice, it needs to be jailbroken. To easily install your custom app and debug it from Xcode (or give it to somebody else) the easiest way is to package an IPA and sync it via iTunes. However, it requires AppSync (mainly used for piracy, sadly).
The iOS 5.1.1 jailbreak didn't patch the code signing need to run executables. AFAIK no one apparently cared enough to do so, which means many discomfort for those who build on iOS some software as ./configure scripts obviously doesn't work. If an executable is not codesigned (or fake-codesigned), it will receive a SIGKILL.
I don't have a Mac, but I have an iPhone. I want to develop applications for iPhone.
After some research I think I need just the headers and library from the free SDK, and a GCC build that supports ARM/Mach-O.
Apple released the code for GCC used in the iPhone SDK (they had to), So I think if I could build it on Windows or Linux, I can use it with the headers and libs from the SDK to develop iPhone apps.
I can then install the app on any Jailbroken iPhone.
How to build it on any non Apple machine?
Look into winchain - this tool builds the iphone chain on windows allowing you to compile iphone apps on windows:
http://code.google.com/p/winchain/wiki/HowToUse
-Adam
Check iOS Build Environment for Windows. From what I see it uses llvm compiler and is frequently updated. You can use it with your own editor or use a stand alone wizard to generate a Visual Studio project (works with both VC++ and VC++ express). The only disadvantage is that it has a demo version and requires donation for full version. However I expect you would be able to use the toolchain included in the demo without a problem.
I've downloaded the demo and played along with my own project and samples provided. It compiles just fine. Unfortunately I'm unable to test the results on my devices since none of them is currently jailbroken.