Resource for steps to put app onto physical iOS device - ios

I have a PhoneGap application which works in the Xcode simulator. I also am in the Apple Developer Program so I can do code signing to run apps on actual devices.
However, I am having a hard time finding a good resource to walk me through the exact steps to get the app on my physical iPhone/iPad. I have found other guides which are either for Xcode 3, or they show how to get PhoneGap working in the emulator but not how to get on an actual device, or they are presumably using a different version of Xcode 4 because they reference different commands than I have.
If you have successfully deployed an application from Xcode 4 onto an iOS device, could you please post a link to steps that you used or refer a book that has that information? I appreciate any help that anyone can give on the subject. Thanks!
[Edit: Though I am using PhoneGap, the steps to deploy from Xcode to iOS device are AFAIK the same.]
[Edit to add more detail:
I have my project made and it runs on iPhone 4 simulator and iPad 4 simulator.
I also can plug in my iPad (already went through the assistant to get it provisioned), select it in the scheme list box, click the Run button and it will launch as expected on the iPad. Does this mean that I have the code signing part working at least?
So far so good. Now I want to make a build so that I can distribute to people to test the app on their devices (I have their UDIDs already). When I get to the "Publishing Your Application for Distribution" section of the iOS Development Guide in the iOS Developer Library, I get stuck in the Archiving Your Application for Testing section. I am having trouble finding the Code Signing Identity build setting. It also looks like they have changed the menus around because they refer to a Build > Build and Archive menu item that doesn't exist anymore. I tried Product > Build for > Build For Archiving which seems like the closest option and the build actually succeeds but in the Organizer > Archives tab there are no archives.
Sorry that I do not have more specific information about where the process is breaking down for me but I'm new to the Xcode environment. I can typically figure these things out on my own as long as there is documentation somewhere but I have not been able to find any that match my build of Xcode. Thanks!]
[Edit again: After doing more research I ended up following the suggestion of others and did a complete uninstall/reinstall of Xcode which ended up resolving the issue albeit in a rather heavy handed way.]

You'll want to check out Apple's Documentation, for sure:
iOS Development Guide: Managing Devices and Digital Identities
iOS Development Guide: Building and Running Applications
They have a complete walkthrough of provisioning, building, and deploying your application to a device.
The Xcode Organizer makes it fairly straight forward and painless now... but there are still some sticking points, and reading the documentation will give you a full overview of exactly what's going on in the process.

Contrary to apple advise, setting Skip Install (Build Setting) to NO fixed this. Using phone gap here.
Archives not showing up in Organizer for XCode 4

Once you have your Apple Developer Account Credentials, You can follow gist I have created:
Apple's Code Signing Process

Related

Unable to install app on debug mode device and also in ad hoc . But working in simulator

I am unable to install my app on a real device while DEBUG running or in ad-hoc builds. However, I am able to run on a simulator. I did refer to many similar issues but couldn't find a solution. I assume it has something to do with the code signing of embedded frameworks, but as I said no proper guide could be found. .
These are my frameworks added to my project
This is my install error. If distributed via ad-hoc it says "this app could not be installed because of the integrity".
The issue arised for me when
I removed an existing embedded library in my app .
How I solved it
When I double checked the project , There was 2 more libraries which was dependent on the removed library for code signing(I assume it was this. Please correct me if I am wrong). So I removed these libraries too. The reason why I didn't removed it earlier was because I was not aware of it, as the project was passed to me only a few days ago.
After that I ran the project and it worked fine
The confusion arised because the app ran perfectly in simulator .But when try to run on a real device or distribute through an ad-hoc build, the error occurred (Refer my question screenshots)
Note - Please feel free to post a better explanation

Cannot install Apple Enterprise application

I have an Enterprise app that until recently has been installing and working fine. Recently, I've been trying to install it but I am unable to do so. At first I thought it was the new rule that you needed to have two-factor authentication in the developer account. But I added the authentication and I still can't install.
What happens when installing is, it shows a progress bar that says "Loading". Then at some point it says "Installing", but almost immediately after it says "Installing" the progress bar disappears and the icon goes dark. Sometimes it shows a message saying that the app couldn't be installed and gives the option of retrying or done.
Furthermore, the app DOES install in some devices. I have confirmed that it installs on three devices, which is weird enough. I have no idea what could be causing this. If anyone can shed some light on this I will be forever grateful as I am losing my mind over this. I should add that the app was made in Ionic Framework and, like I said at the beginning, everything has been working perfectly until now.
EDIT: Another interesting point is that I tried running the app from XCode directly to my iPad and it is installing perfectly. It is only when I download it from my Enterprise link that it fails, and only on certain devices so far.
As per your question What I understand that you are running app from xcode and it runs on certain devices, but if you prepare a build it won't install in iOS devices right?
If it is right then follow these steps, may be this will sort issue for you.
If you run the app directly from xcode use development profile in code signing.
If you prepare build for enterprise edition use distribution profile and prepare the build. When you preparing build via archive then using option distribution, select the enterprise mode for preparing the build. may be this will sort your issue.
Before doing this, clean the project.
** I am considering that you have all the updated certificates, profiles and account.

Xcode 7.1 (7B91b) You are not authorised to upload to the App Store

I downloaded Xcode 7.1 from the App Store today after working from 7.1 beta downloads from developer.apple.com and have a new iOS app build to upload. So I did:
Product > Archive
Upload to App Store (or Validate)
But the response was:
You are not authorised to use this service
Intriguingly, when I 'Export' the build to the Desktop and then use Application Loader 3, it uploads without error.
Is this an iTunes Connect bug? Or is there a new Xcode checkbox I've missed?
Note: I've also tried removing and re-adding my AppleID as suggested here, and restarted my Mac for good measure (which actually allowed the validation to work once), but still no luck uploading directly from Xcode > Organiser.
I met the same issue today and I think it is a bug of Xcode 7.1
Finally I managed to submit my app via Application Loader. There were warnings but it did work.
Here are the basic steps:
Archive
Export
Xcode menu --> Xcode --> Open Developer Tool -->
Application Loader
Double click "Deliver Your App" and choose the
file exported in step #2
click next and follow the instructions until
the end
Here's the quick solution:
Don't use Xcode beta versions to submit apps for release — it's beta for a reason and shouldn't be used with production code.
Submitting Apps
Apps that are created using beta versions of Xcode or that are built
for beta versions of operating systems will not be accepted on the App
Store and Mac App Store. Apps that you submit should be developed
using the latest version of Xcode from the Mac App Store and should be
built for publicly available versions of iOS, OS X, and watchOS —
except when GM seeds are available. When a GM Seed of Xcode becomes
available, use it to develop your app for submission. When GM seeds of
iOS, OS X, or watchOS become available, build your app for these
versions.
↳ https://developer.apple.com/support/pre-release-software/
Having the same problems as all of you, just thought I'd share that I found a way to Validate successfully, you have to disable the "Include bitcode" checkbox before moving forward. As for the actual upload to App Store, no work around for that one other than use the Application Loader...
Also I've been seeing this too since XCode 6.4, but it seems once the current version has a couple of months after it's originally released it starts working again... fingers crossed that it starts working again soon, because uploading straight from Organizer is so much better. (I saw the Beta Version post, when I say after a couple of months for current version I'm not talking about Beta versions, just in case ;) )
Same problem here.
Downloaded Xcode 7.1 from the App Store and it refuses to upload a new version.
Happily Application Loader worked ;)
Hopefully this gets fixed quickly.
One possible reason for the issue could be multiple development accounts under one name (personal and company). I've read elsewhere (apple radar) that that caused earlier problems of this kind.
Happens here if the dev account is only admin. I had to use the central account for uploading our apps. I think this problem startet sometime with XCode 6. Didnt investigate further though since Application Loader works in cases when I dont have access to the central account.
I also have the same problem today.
Finally, I used the application loader to upload successfully,too.
Theres a few solutions I have come across to solve this issue.
Most common being to remove and re-add your developer account.
This won't work on its own though, you need to also 'view details' on your account and have Xcode download your provisioning profiles again.
The other alternative is to upload your build using application loader. The disadvantage to using this solution is that should you be trying to upload using a beta build of Xcode or OSX you won't be able to change your apps .plist in the archive folder to trick iTunes connect into accepting it. In this instance all you have access to is your ipa.
Disable the "Include bitcode" checkbox worked for me.

Can I test Swift applications on my iPhone with Xcode 6.4 and no developer license?

I'm seeing mixed answers about this from several blogs. I've heard this feature is only available when Xcode 7 comes out in the fall, but similarly some people say you can test on your own device right now. If possible, any links to good tutorials would be greatly appreciated.
Turns out this feature will be available for Xcode 7 and is not currently an option.
Free Provisioning
Develop on your own device. Part of being successful
at debugging and testing is being able to run your app on a physical
device. You’ve always been able to build and run on Simulator in the
past, but running on a device required a complex set of steps to allow
you to install and run your app. With Xcode 7, all you need is an
Apple ID and you can develop and test on any device.
See Launching Your App on Devices in App Distribution Guide for detailed
information about installing and running on devices.
From What's New in Xcode - New Features in Xcode 7

Is the device token for an archived build installed via Apple TestFlight different from one installed via Xcode built with the same Scheme?

Same device, iOS 8, iPhone 6+. I'm seeing two different device IDs (I have debug disabled running from Xcode, and it is exactly the same scheme I use to build the archive I'm installing via TestFlight), and trying to rule out that difference being the root of the issue I'm seeing with Azure. Lots of conflicting old advice out there relating to this, so wanted to get some current insight on this specific device-id question.
Thanks.

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