I developed an app with phonegap, and I hate to try on a apple device. I've jailbroken my iPhone5s for try my app without pay apple.
I follow this guide, but seems does't work:
On your Jailbroken device install AppSync Unified 5.2-1 (or later)
from AngelXWind’s repo. Don’t use any other AppSync, and if you have
others, be sure to remove them. Open
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist
and change AD_HOC_CODE_SIGNING_ALLOWED to YES. You may need to
duplicate it to the desktop, change it, save it, then drag and drop
back into the original folder because OS X let you edit the file in
place. If XCode was running, restart XCode. Change your Project and
Target settings to “Ad Hoc Code Sign” in Build Settings Tell XCode to
run app on iPhone. At this point XCode will put app on your iDevice,
but can’t debug because it can’t attach to the process. The app will
start then close immediately. You can now manually start the app on
the phone now though. To enable debugging: In your project select
File>New File Property List and create a file called
“Entitlements.plist”. Add “Can be debugged” or “get-task-allow” (both
do the same thing) and set the value to YES. Now change your Project
and Target Code Signing Entitlements (In Build Settings) to
“Entitlements.plist” (you have to type it in). Now XCode can run and
debug the app. Good luck
This is the link of the guide.
When I run app, XCode tell me "Build Success", and on top it says :"Running on Iphone". If I open detail, it say: "Preparing to install " with a loading circle. It's 20 minute that is preparing to install my app.
How can I fix this problem?
I am doing ci stuff now. Everything works well, I can package and install ipa on device.
But I don't know how to launch the app. I search Google million times to see whether there is
some methods to do it. Unfortunately, I can't solve the problem now.
Any points. Thanks in advance.
There are a number of tools available for this now. Your mileage may vary.
https://github.com/phonegap/ios-deploy
https://github.com/libimobiledevice/libimobiledevice
https://github.com/robovm/robovm
You can also try using the Instruments command line tool for launching apps (for example, if you need to run UI Automation).
As Aaron points out RoboVM can do this using its wrappers around libimobiledevice. These can be used standalone. Just download the latest jar file from http://repo1.maven.org/maven2/org/robovm/robovm-libimobiledevice/0.0.7/ and call it like this:
java -cp robovm-libimobiledevice-0.0.7.jar org.robovm.libimobiledevice.util.AppLauncher
This will print out some help on how to use this tool.
Plug in your iOS device, put it in provisioning portal, click run on Xcode. Make sure your device is displayed on the right of the run button.
Xcode 5 should enable you to do this all from the app.
I've got an issue with how PhoneGap:Build is currently building iOS applications: splash screens are duplicated, greatly increasing the compiled file size of my applications.
Previously they had an issue wherein they were copying the wrong icon into the Android XHDPI icon folder for Android builds, and I was able to write a script that automated fixing this bug post-build since they seemed to show no interest in fixing the bug (almost a year now since the original bug report & while it seems it might be fixed presently, they haven't commented lately).
I know that I can rename an IPA to a ZIP, unzip it, and browse its contents. I could automate the following steps easily:
Rename
Unzip
Find & remove originals for splash screen images via config.xml file
Re-zip (& rename?)
...But I'm not sure where I'd have to go from there. I've found a few threads that discuss using Xcode to run different utilities, perform signing, etc; but they all seem to assume you've got an xcode project locally, which I don't. (I use PhoneGap & PhoneGap:Build specifically to avoid those headaches.)
I'll have access to all of the same key files that are uploaded to PhoneGap:Build for the original signing process, and I know all of the necessary passwords. I have Xcode installed (just not a local xcode project)...
Is it possible to re-assemble a "fixed" zip into a signed IPA for dev/release distribution using command line utilities & without creating a local Xcode project? If so, how?
Yes, this is possible.
You can export an IPA, unzip it, delete the duplicate file (assuming your code doesn't reference it), then re-sign the app and zip the IPA back up.
You'll find examples on how to use the commandline tool "codesign" to resign a .app directory on stackoverflow!
I receive the following error when trying to run the app on my device.
error: failed to launch '/Users/michael/Library/Developer/Xcode/DerivedData/Build/Products/Debug-iphoneos/Word Processor.app/Word Processor' -- No such file or directory (/Users/michael/Library/Developer/Xcode/DerivedData/Build/Products/Debug-iphoneos/Word Processor.app/Word Processor)
The app runs fine in the simulator. When I try to debug on the device, it appears to copy the app (I can see the icon), but then stalls with the above message. Xcode says it is running the app on my iPod, but nothing is happening on my iPod.
When I click on the app, the app appears to launch, but seems to be missing resources.
Other projects of mine work properly. What setting do I need to change to make this work properly.? Looking at the error message, it seems to be looking in my mac for the app. But this doesn't make sense since I am trying to run it on my 4th gen iPod touch. I am using Xcode 4.3.1 and iOS 5.1
With Mountain Lion and the latest version of Xcode (4.4.4F250), none of the suggestions in this thread worked directly (clean, clean project, remove derived data folder, etc). This sequence did. From DhilipSiva:
Disconnect your device
Delete the app from your device
Quit Xcode (Don't just simply close the window, quit it)
Delete derived data folder rm -fr ~/Library/Developer/Xcode/DerivedData (console)
Start Xcode,connect device & run the project
I solve this by going to Targets-> Info -> Required Device capabilities and delete the option with armv7.
Hope this helps!
This is a recurring problem that many developers are having with the current version of Xcode. The temporary workaround has been consistently deleting the DerivedData folder.
You can add doing it to a build script or even make it a cron job:
rm -rf ~/Library/Developer/Xcode/DerivedData
Sad, but true.
For me restarting of Xcode, cleaning DerivedData and restaring device wasn't enough in most cases, until I had figured out that iTunes was also running, and after quitting iTunes everything worked fine!
So my steps now are simple:
1. Quit Xcode.
2. If iTunes is running, quit iTunes.
3. Reopen project.
No need to remove app from the device, clean project or restart/disconnect device.
I think that's because Xcode and iTunes use some common libraries (as you know, Xcode Installer always asks to quit iTunes on installing iOS SDK).
I also had this problem after changing from a lower XCode and iOS version to the current XCode and iOS version.
I fixed this problem by changing th iOS Depolyment Target to a lower version, since my Device is not updated to the latest iOS yet.
You can do this by clicking the project inside the Info tab.
Have you looked at the Developer Certs and Distribution Certs if you have. When running in debug mode from Xcode your will need your app assigned with the developer cert and not the distribution cert. The distribution certs do not allow for debugging.
This error will manifest whenever the device capabilities described in the Info.plist do not match those of the device.
In my case, I was requesting GPS support and location-services support and trying to test on an iPod touch.
I struggled with this problem for 2 days and went through all the posts, tried all the options including, restarting Xcode, device, deleting DerivedData folder etc.
Finally, the problem was with the Info.plist file. In my case, I had improper icon paths in the Info.plist file. I suggest you to archive the application and then validate it to get the exact problem in you case. Only when I did that, I was able to find the issue.
I solved this problem many times with DhilipSiva's solution. However, it may not work sometimes. If that is the case, consider deleting and re-adding the target.
Removed armv6 support and it started working again
I stumbled upon this same problem on several diferent projects, researched a lot on forums and even here on Stack overflow. A lot of solutions were given, and some people seemed to get them working, but none of them worked for me.
So we tried some pretty obvious course of action, which for some reason we didn't tought about before: I've done a CHMOD -R 777 on the EXACT path indicated by the error message (I copied it directly).
Worked like a charm, 100% times!
Hope it helps, guys!
As Chronos mentiod, the device capabilities might be the reason. In addition I would say that in my case it was all about the UIRequiresPersistentWiFi key, which (for some unclear reason) didn't let me to install my app on an iPhone4. Hope this helps ones who tried everything else and haven't fixed the problem yet.
I solve this by going to Targets-> Info -> Required Device capabilities and check id at 0 index if armv7 not in 0 index then remove other things and armv7 set on 0 index and clean app connect device and run.
Hope this helps fine!
I did these steps:
Delete derived data: rm -rf ~/Library/Developer/Xcode/DerivedData
Deep cleaned the project: Shift Key + Option Key + Command Key + letter K key
Quit the project
Quit XCode
Deleted the app from my device
When I reopened the Xcode, launched the project, and then launched the app it successively ran on my device
For me it was Command Line Tools
Go to Xcode -> Preferences -> Locations -> Command Line Tools
Make sure you select latest Xcode version. I selected Xcode 11.0, and everything started working.
I get the similar question and has searched via the internet the whole day without solution yet...
Xcode 12, iOS 14.
I'm using a cocoaPods call GCDWebServer, which will open a build-in http service in iOS. Now it works fine in simulator and I could open a home page of it in my Mac's browser. But I cannot open the home page if running it with real iPhone. The browser said "Cannot connect to server"
And in console, everything is same without any errors provided for me.
Thus, how could I debug this?
[DEBUG] Did open IPv4 listening socket 3
[DEBUG] Did open IPv6 listening socket 4
[INFO] GCDWebUploader started on port 80 and reachable at http://192.168.1.3/
I'm in version 2.3 of an app I've had in the App Store for about a year and a half. Suddenly, I submit an update to the app store with a few small changes, and now when loaded from the app store, some images won't load on all devices. It is a consistent set of images on a scrollview- it all appears black instead, but there are other pages with fewer images that consistently still work and are implemented exactly the same. No memory warnings. No SDK/XCode/OS X upgrades since last updating the app.
There are a few messages logged to the console, and those print correctly and don't indicate any problems. No errors are logged.
I'm completely at a loss for how to debug this. I'm already getting angry emails about it. I don't have time to keep resubmitting and waiting a week for it to be approved. Any suggestions?
Check the case of your image names.
Do a full rebuild of your app (ie Build->Clean).
Do a fuller rebuild - delete the "build" and simulator folders
Test on several real devices, of different generations and OS versions.
Build an Ad Hoc distribution and test that.
Generally, image problems are caused by the OS not finding the image in the app's bundle.
This can be because the device is case-sensitive whereas the simulator is not, so something that works for the simulator might not work on devices.
Also the IDE can be a bit flaky (hence the full rebuild). For some reason, I've seen resources compiled into the app never get removed, even if I clean the build. The only way to fix this is to delete the build folders, and/or the simulator folders. Simulator folders are at ~/Library/Application Support/iPhone Simulator/4.3.2/Applications/ (or whatever your build version was). You can trash the build folders without worry, but don't delete too much in Application Support or else you might need to re-install XCode; just find the GUID (ABCDEF01-2345-6789-ABCD-EF0123456789) that matches your app.
An Ad Hoc build, especially if you base it off of your Release configuration, will probably be the closest thing to a real build that you can get. There are tricks to using the command-line codesign utility to take a release build and change its signature so that you can run it as an ad-hoc but that's definitely not low-hanging fruit.
Make sure that all your image files are in your test app bundle and submitted app bundle, and not in subdirectories in your test app bundle, and that the upper/lower case and spelling of all file names is identical within all usages inside and outside the app.