New to Xamarin and trying to open Xamarin Live Player from App store on my iPhone 6. App store shows "No Results" for "Xamarin Live Player" even though typing "Xam" automatically found the title, but not a single app. This is the app that scans the QR code on your PC. Am I doing something wrong or has this been discontinued or baned from App store? My coworker tried on his brand new iPhone and same results.
You have to do it by TestFlight and then install Xamarin Live Player, you need to register to Xamarin Live Player program and redeem code.
Apple has removed Xamarin from TestFlight. There appears to no longer be a way to use Xamarin Live Player with iOS. Apple appears to have cut this program off to prevent Visual Studio users from previewing their apps on iOS devices without owning a Mac harkening back to the days when they almost went completely out of business by not participating in the free market.
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I'm learning flutter as a hobby, and I would like to publish an app. Although I've never published an app made with flutter, I've published a game made in Godot on the Google Play store, so I think publishing an app should be quite easy and straight forward. On the other hand, I've heard that publishing an app on the App Store is quite a different story, so I would like to ask if anybody has any experience with it, especially:
the cost (as I've heard it is quite expensive)
is there really a bigger chance that your app won't be approved
how long does it usually take to get your app approved
this is dumb, I know, but can you even publish something on the App Store when you don't have Mac
any other thoughts or recommendations about publishing an app on the App Store
For Android, you can make a release apk build with Android Studio (Flutter plugin installed). But for publishing app to AppStore, you need to use Xcode.
The Apple Developer Program annual fee is 99 USD and the Apple Developer Enterprise Program annual fee is 299 USD.
Apple likes to reject apps like advertising and etc. It has many restrictions.
iOS app takes about 7 days even Android takes 2 days.
You can use VMware with macOS and Xcode installed. Then try to publish without Mac.
Apple requires archived source code so I don't think it is possible without Xcode.
I need to connect Iphone with xamarin studio,I connect my phone but it will not display in debugging devices.
Before you can deploy your application to a device, you need to have an active subscription with the Apple Developer Program. Visit the Apple Developer Portal to get registered.
Apple has outlined a set of special guidelines that developers must follow in order to do everything from deploying to a device to shipping to the App Store. These steps ensure that everything you create or use during the development process, including your applications and devices, can be traced back to your Apple Developer account.
...Continued at http://developer.xamarin.com/guides/ios/getting_started/installation/device_provisioning/
Just because you're a Xamarin developer, doesn't mean you're not going to need to occasionally do things in Xcode.
This post should point you in the right direction:
https://apple.stackexchange.com/questions/135382/developer-option-is-not-available-under-settings-menu-why
Sounds like the option has been moved to somewhere other than the XCode Organizer in versions newer than XCode 6. It's apparently now under Window -> Devices in XCode.
I've been sent an iPhone app package (.zip file) that I would like to test. The app is not yet available in the app store and I don't own an iPhone. What are my options for testing this app? I can probably get my hands on a Mac (with some difficulty), but ideally I'm looking for a way of running the app under windows/Linux.
I was hoping to find a website that would allow me to upload the package, and I could then test the app in a browser, but haven't found anything like this so far.
You try what you want, the app code will not run on any other platform then an iOS device.
The best option is the get the source code so you can run the app on a Mac with Xcode and the iOS simulator.
But this is no real replacement for device testing.
Also be aware that iOS ad-hoc app arre linked to device and can there not be installed on device which are not in the profile with which the app is build. The devices are identified by there UDID.
The app you linked is indeed an ARM only binnary and can only be installed on devices that are in the profile used to build the app.
Festivals.ie: Mach-O executable arm
I also took a look at the app bundle and it seems that the app is native, there for you can not simply extract any thing an present it as a webpage. There is no known app to HTML tool available.
In order to test an iOS app the developer of the app must add your UDID to his Member Center under devices. Without that limit everyone could share apps around the globe with no real use for the appstore.
There's no way for you to test it, even if you'll get a Mac and an iPhone.
If not an iPhone, you can test it on an iPad or an IOS simulator... NO other way possible at all...
I have to automate the testing for an iOS Simulator application using Applescript. I know that iOS Simulator is not a scriptable application, so i would like to know if Applescript can identify any information about a running application in the Simulator (i.e. Buttons of the menu - the application is not a flash one).
Thank you in advance.
If you want to perform automated testing of your iPhone application in the Simulator or on the device, I highly recommend using the new UI Automation instrument that came with the 4.0 SDK. It lets you create Javascript scripts that interact with the buttons and other accessibility items in your application's interface. It can test for correct operation of your interface, take screenshots (when running on the device), and be paired with other instruments for performance profiling.
I highly recommend watching the WWDC 2010 session video 306 - "Automating User Interface Testing with Instruments".
I also walk through how to use this tool in the "Testing" session of my fall semester Advanced iPhone Development course on iTunes U (that link isn't redirectly correctly right now, so just do a search in the iTunes Store for "advanced iphone development"). I have a sample set of scripts here that can be run against Apple's UICatalog sample application to show off how this works.
I've been developing an iPhone web app on a Windows XP box using
MobiOne Test Center and Safari for testing and debugging and
occasionally using a real iPhone for testing. The problem is that
MobiOne, Safari (desktop), and the iPhone all produce different
errors. Obviously I am most concerned with the errors that occur on
the iPhone, since that is the target device. (An example of the type
of error encountered is that an image that ordinarily appears as
expected occasionally cannot be displayed, so the little question-mark
icon appears instead.)
I have the opportunity to obtain a Mac for development, but I need to
know whether using a Mac will make a difference.
Have any of you moved to the Mac for developing or just testing a web-only iPhone app?
Is doing so worthwhile? Why?
Does the iPhone simulator in the SDK simulate an iPhone better than Safari on the Windows desktop?
Is there a reason I would need a paid subscription to the Apple iOS Developer Program?
Thanks!
In short: no, I don't think a Mac is necessary for developing iPhone web apps, especially seeing as you have access to a device to test on, and you seem to be fine in your progress of development.
If you're not aware, there's a debug console available on Mobile Safari on your iPhone. Go to Settings > Safari > Developer (at the bottom) > Debug Console and turn that on.
When developing an iPhone web app, you do not need to pay for the iOS Developer Program. That program is for developing native apps to deploy either to your company or the App Store only.
Web apps, on the other hand, are nothing more than web sites that are designed (i.e. include certain meta tags, have mobile-friendly interface designs) to be run similarly to native apps on a device, and harness certain Web technologies such as geolocation that are available to devices. Users view them in Mobile Safari like any other web site, but for the best experience are asked to tap on the + sign and add your web app to their home screens to be accessed as such.
The iPhone Simulator certainly does a better job than desktop Safari on either Windows or Mac OS X since its user interface shares that of the iPhone device, but I don't think you'll need it for testing and debugging if you have a device to test on.
The iOS SDK has a tool called Dashcode but I don't think it's much of a difference from the web dev IDEs that the rest of us use every day. As far as I can tell, Dashcode doesn't give your web app any additional features that can't already be implemented using the standards we're familiar with.
I would not buy a Mac or a paid subscription to the Apple iOS developer program unless I was writing native iPhone applications.
You should be fine with your current configuration. Just make sure you do the bulk of your testing on the actual iPhone, that is what your customers will be using.
Does the iPhone simulator in the SDK simulate an iPhone better than Safari on the Windows desktop?
Yes - there are some significant differences between MobileSafari and Safari for Mac/Windows - but you've got an iPhone to test on. The iPhone Simulator offers no additional debugging tools for iPhone web apps, so you're not going to be better off having it available than just testing on the device.
Testing on an actual device is better than testing on any of the Simulators, since that is what you mobile customers will actually be using.
If you are strictly building web apps, your money might be better spent on more test devices (devices with and without a Retina display, iPad, maybe an old used iPod Touch running some prior version of iOS for regression testing, etc.) If you are choosy about your colors, the color can vary quite a bit across devices, so it may help to find one warm display and one cold one (from old/different manufacturing lots, etc.).
So you don't NEED a Mac (unless you have other reasons for acquiring one).
Buy an iMac. You will enjoy the experience better.
It is my understanding that your application needs to be compiled on a mac before it can be sold in the app store.