How to improve the efficiency of remove all (2000) TestFlight testers when using Pilot - fastlane

I need to replace all (2000) TestFLight testers on every new TestFLight version of my app. So I have to remove all (2000) of them first, then I can import the new testers.
Recently, I try to use Pilot to assist me to do the "remove" job. But I found that when I give Pilot a bunch of testers, it will search one, delete one, search another one, delete another one, which needs too much time. As my test, it will need almost 4 hours to remove 2000 testers, which is not acceptable. So here I want to ask how to improve the efficiency of this remove job? Or am I use Pilot in a wrong way?
The command I use:
fastlane pilot remove some#test.com another#test.com xxx -a com.xx.xx -u <my email account>
Thanks very much for any help!

Seems this is actually not posible.
I was looking on the source code, and seems only you could remove one by one, which as you told is awful slow.
https://github.com/fastlane/fastlane/blob/master/pilot/lib/pilot/tester_manager.rb
The strange thing, it's on fastlane pilot remove --help.
Seems to be an option -c, --testers_file_path STRING Path to a CSV file of testers (PILOT_TESTERS_FILE), have you tried?
If doesn't work, maybe you could do a PR with some changes to be able to get an array of mails to remove/add testers.

Not a solution for Pilot per say, but it looks like you used Pilot purely to speed up the removal process. I just had to remove over 500 TestFlight testers from an app in App Store Connect (to facilitate an app transfer). It was painfully slow selecting each one to remove them, then I discovered you could select all at once.
Note: This was in Safari 12.1.1
Go into Edit Mode on the TestFlight tester list you want to remove
from
Tap the first row to select that tester
Scroll all the way to the bottom of the tester list
Hold Shift and tap the last row and all rows will be selected
Tap delete at the top to remove them all
Hope this helps someone save a lot of time!

Related

How to un-set `fastlane_tmp_keychain-db` as the default keychain?

I'm not entirely sure how I get into this situation, but fastlane_tmp_keychain-db becomes my default keychain after a build, and I can't figure out how to un-set it.
There are no options here to change the defaults. Why did fastlane do this and how do I undo it?
It's definitely the default; I get "Spotlight wants to use fastlane_tmp_keychain-db" on login.
Took me longer to figure out than I care to admit, so I'm documenting this here also for my own reference...
Open up Keychain Access, select the fastlane_tmp_keychain-db keychain on the left and then select Edit > Delete.
In the following dialog choose "Delete Keychain File" to permanently delete it.
This should fix it.
The fastlane_tmp_keychain-db shouldn't be there in the first place. It's temporary and supposed to be deleted automatically after the lane is executed. However, judging by the number of reports and questions on this topic lately, it seems to have broken recently. Deleting it should fix any issues you might have with your Mac and shouldn't affect your Fastlane project in any way.
It happened for me as well and I found this thread. But the solution of André does not work for me, Delete action is grayed out and disabled in Edit menu.
But I found another solution to delete the keychain:
fastlane run delete_keychain name:fastlane_tmp_keychain-db
and set login keychain as default again:
security default-keychain -s ~/Library/Keychains/login.keychain-db
you may have to restart 'Keychain Access' to show changed default keychain
Finally managed to get rid of if using the following. Add this to your fastlane file;
desc "delete created keychain"
lane :delete_chain do
delete_keychain(name: "fastlane_tmp_keychain-db")
end
Then run sudo fastlane delete_chain. Note: This will (likely) destroy anything that has been saved into the keychain while it was considered the default. Therefore consider backing it up first.

UWP: any chance to run a background Task like UpdateTask but immediately after Deployment (i.e. install from Store)

I understand how to use a "windows.updateTask", or "windows.preInstalledConfigTask". The preInstalledConfigTask only works if the app is "pre-Installed", i.e. put inside the Windows Image.
What if I want to run some tasks immediately after the App is deployed, i.e. installed from Store by the User? If that's not possible, how would you achieve the goal with other approaches?
No, this feature does not exist today.
Feel free to upvote and add comments on UserVoice here:
https://wpdev.uservoice.com/forums/110705-universal-windows-platform/suggestions/20424571-task-for-registering-background-tasks-without-the

Collaborating on an iOS game with an artist living somewhere else / modifying files in an iOS app without rebuilding

a former coworker (artist) and myself (programmer) are currently developing a small game together in our free time. Since he is not at all interested in learning how to use XCode, save making his own builds (I don't blame him, he is a great artist, but with only little understanding for technical stuff), this is how we have been working so far:
We share a dropbox folder where we store all the ingame artwork
Once enough or important changes have been made, I'd create a build (ad hoc distribution) and send it to him
From time to time we'll meet and work together a couple of hours, maybe once a week since we live in different cities
This was ok for most of the time. However now we're busy finetuning the content and game mechanics. In this development stage, our workflow is just to slow and "disconnected". Whenever he is working on the artwork, he'll have to wait for me to make a build to be able to see the changes reflected in the actual context. Since we're not always working at the same time, this sometimes means he'll have to wait for days - not at all satisfying.
So, what I'd like to know..: What would be the best way to allow him to change the content without the need to rebuild the game?
I know the contents of an iOS app bundle cannot be changed once compiled. So here's what I was thinking about so far:
move the content to the documents folder during development so that it can be accessed via iTunes (handling propably awkward in light of the amount of files in question)
incorporate dropbox into the game, so that the content could be loaded right from our shared folder (extra work needed to implement this, dropbox restricted to 5000 API calls per day while not in production status)
load the content from a webserver (even more complicated compared to using the dropbox)
What do you guys think? Are there better and more comfortable ways to achieve smooth collaboration in our case? Am I missing something?
Thanks alot!!
Edit:
At the moment, I have no plans whatsoever to teach my artist how to make his own builds. You can seriously consider this to be an option only as long as you don't know him in person. He's a great artist, though.
So this question boils down to:
How do I modify files / get new files into an iPhone app after it has been built - as easily as possible and, again, without rebuilding the app?
This has to work during development only, by the way, so dirty approaches are welcome.
In some of the WWDC 2010 videos, Apple discusses this. They advise loading artwork from the web and applying it to UIKit elements or OpenGL contexts programatically.
This is complicated, but a good method, because then you make NO changes to your binary and then your artists can work freely, upload the art to a server and you're golden.
I suggest a good HTTP library, like ASIHTTPRequest, to make those requests easier.
Go with the Web server/dropbox option. You might be able to do this by subclassing or extending UIImage and using the subclass throughout your app.
Jailbreak your iPhone, Then you can ssh into the device using Cyberduck. That way you can navigate to the app's Resources folder (or) App's document folder and change files as you want.
You will have to make sure the folder permissions are proper, or else you need to change them.
Also in your game, in the first run, make sure all your resources are getting copied to the App's documents folder.
I would say that your first option is probably the best. You state the issue with transferring a large number of files through iTunes. To fix that I would to the following:
Create an app to create "package" files. It can take a folder of data and save it in a single in file in the following format:
int - length of name string
char[] - filename
int - length of data chunk
char[] - data chunk
Do this for every file in the folder, and you'll be left with a single image file. Copy that through iTunes, and have your game look at that same folder.
So now his workflow is as follows: 1) edit art 2) run your asset compiler 3) copy the asset file to the device 4) load the game
I hope this helps.
You could also do something like this:
modify the app so on its first start it copies the images into the document folder
load the images from the doc folder instead than from the bundle
with a tool like iPhone Explorer you can then overwrite the files in the document folder
it's a bit boring to find the actual app in the list that iPhone explorer gives you, but then it's just a matter of dragging and dropping the files into the right folder.
It may work also with some file in the .app bundle, but I didn't found any suitable app to try it from there.
Anyway if you want to keep the thing almost hassle free for your artist you may want to put everything in a Documents subfolder nonetheless :)
EDIT
I just tried to edit something into the .app folder and it worked OK, so you don't even have to change your code if you use iPhone Explorer to replace images.
Just remember to disable the PNG optimization if you're using PNGs. Look here for the explanation (search for "PNGs:")
good luck :)
I would say set up a CVS repository. When you're happy with what you have, you can commit your code. He can update his code and change the images however he wants. When he's happy, he can commit his changes so you also have the latest images (as long as he doesn't mess around with out files, it should be fine).
Teach him how to update the images, how to deploy to a device, how to commit to the repository and it should go smooth (albeit I think there'd be some teething issues).

How to change iPhone App name 100%!

Can't seem change the name of my iPhone app 100%.
I followed multiple threads and performed the outlined methods below, but the old name keeps popping back up in Console. I'm concerned that on some deeper level the app's name has not really been changed 100%.
My concern is with the fact that I've made a "Lite" version by starting with a copy of the "Full" version. So I don't want the device to get confused if my customers upgrade and download the full version and the device see two apps with the same "CORE or ROOT" name.
Console continues to output:
2010-07-03 10:56:35.129 *OldAppName* [45672.207] Test Message
I have changed the Product_name, ".app" name, Bundle name, etc... - Where does "Console" get this name, so I can truly change the app's name 100%? I don't want an conflicts with the full version down the road as the apps grown independently in complexity. (i.e. Push Notifications, iAds, and other "APP" specific items)
I have performed the following, but still not getting 100% name change:
I. I have used Xcode, Project, Rename.
II. I have used the suggested answer on stackoverflow thread, Changing iPhone App's Name, to
Go to Targets in Xcode,
"Get Info" on your project's target (your current silly development name),
Search for "Product Name" under "Packaging". Change the value of that what you want the new program name is going to be.
My "Product_Name" field was blank for all builds, I changed it to the new name, but I continue to get the console output referencing the OldAppName.
III. I'm not trying to change the "Bundle Name", those are the same, as this is a Lite Version. And changing this does not change the Console reference name anyway, I tried.
IV. I have deleted the entire "Build" folder several times to assure no legacy issues, but the name still does not change.
I'm currently working on a large copy/paste migration over to a new project to try and fix this completely with a new project, because I would like to get app uploaded to the AppStore asap, but there must be a better way of achieving this.
Where does the "Console" get this name? Does this mean that if my customers' download the full version that on some deeper level the device will get confused-(i.e. NSUserDefaults with the same names, running issue, sandbox issues, etc...)?
The names are not stored in the info.plist, they appear to just be referenced from the target, but when I search through the target, I don't even find the OldAppName, is their an additional storage file for this core information?
I would like to stay in Xcode if possible. I have seen suggestions about using other programs or trying to change the XML directly through text editor, but I don't want to accidentally leave a "Third-Party" application marker or trial that might get rejected by Apple Reviewer's as they seem to be coming down hard on this issue.
Any detailed suggestions??
I had the same problem about a year ago.
I've got really nice & easy solution for your needs. You need to click on the "superview" of blue icon (Project/Targets) and then hit enter to change the name of the project. You can also double click on that field, but you need to do it with quite a long delay between clicks.
This method will change magically name of the project in all important places.
http://i.stack.imgur.com/3f1RD.png
Only Solution that Worked, and it was the one that feared the most and was trying to avoid.
I had to start a new project and painstakingly move all 96 class files (about 27mb of text) over one by one, because dragging the classes over kept giving me an error. I tried dragging over the classes as one large group, but that would not work. A little "re-factoring", rebuilding the .plist info, and setting up the new targets, and it I got it working again. I think that there was some sort of legacy issues that Xcode was getting caught up on.
It is working now under a new project, but there must be a better way.
Have you tried opening all files in your project in a text editor and searching for the old name?
Have you tried creating a new empty project and merely adding your content and code files to this empty project?
I have done these in the past and found they work fine:
http://drjunker.org/2008/04/10/xcode-rename-project-and-application-change-copyright-and-version-number/
http://homepage.mac.com/kelleherk/iblog/C1216817469/E1454445171/index.html
I also Clean All Targets/Builds and rename the Executable after.
I had a problem when there was a localized strings (infoPlist.strings) file in project with "CFBundleDisplayName"="MyOldAppName" in it. Removing this file and renaming target to my NewAppName worked for me.

How to highlight the differences between two versions of a text in .NET web app?

I have been supporting a web application at work for our Call Center unit for about 2 years now. The app is written in ASP.NET 3.5 with SQL server 2005 database. I’ve been asked to expand the call detail section to allow agents to edit the current call note with the ability to revert back to its previous version. Now, that’s all cool but now the manager wants to be able to click on any particular note and see all edits with changes highlighted in yellow (and if something was deleted, he wants to SEE the deleted text crossed out). Actually, what I need is very similar to how Stackoverflow handles edits on their questions. I’ve been thinking about how to go about this and after doing research and Google-ing of course, I am still unsure which route to take. I am fairly new to .NET development. Any ideas on the best technique for highlighting the changes in UI? I am afraid I am going to have to store a copy of the entire note each time they make a change because the manager wants to be able to easily review notes and revert back to ANY version (not just the most recent one) before sending the monthly call report off to our VIP customers. Since this department OFTEN changes their mind on things, I want to make sure the new functionality is scalable and easy to maintain. Any ideas would be greatly appreciated. I am really just looking for someone to point me in the right direction; maybe there are some tools out there that can be useful, recommended keywords in Google lookup, etc.
This will be difficult do to.
You'll need a "text editor" control that can not only edit the text, but which can also tell you what changes were made.
You then need to store not only the final text string, but also the list of changes
You'll then need to be able to display the text plus changes, using strike-outs, and different colors for inserts vs. changes
You'll need to do this not only for the changes of a single user, but you'll need to store each users' changes in the database, and will need to be able to display all the changes, all at once.
Your manager should be really sure he needs this.
Some tools for doing the diff for you can be found at Any decent text diff/merge engine for .NET?.
This would entail storing every version like you say. This should allow you to implement it similarly to SO. I seem to recall reading or hearing Jeff mention it, but wasn't able to find it, likely in one of the SO podcasts.
Easiest would be to store the text for each revision, then when the user wants to see the diff use a diff tool to generate the highlighted text.
Here is some Javascript diff code:
http://ejohn.org/projects/javascript-diff-algorithm/
If all the computers have Word installed you may be able to use a Word control to accomplish this. TortoiseSVN has scripts in its program directory which can take two word documents and produce a document with changes highlighted. To see this create c:\aaa.doc and bbb.doc, then install TortoiseSVN and run:
wscript.exe "C:\program files\tortoisesvn\Diff-Scripts\diff-doc.js" c:\aaa.doc c:\bbb.doc //E:javascript
I think you should see http://en.wikipedia.org/wiki/Revision_control