I have created a demo standalone app for Apple Watch OS 2 and It works fine in the simulator. I know the steps to install watch os 1 apps via your device but in my case I don't see Apple watch device in Xcode to run my app.
Below is the error I am seeing when I try to run it on the paired iPhone
https://www.dropbox.com/s/c4qx3gdbep15s61/Screenshot%202015-08-20%2013.19.33.png?dl=0
There are many tutorials on building apps for Watch OS 2 but I couldnt find any info on installing it directly on watch. Am I missing something here?
You’ll build watch apps for watchOS 2 as extensions, just as you might build a share extension. These are dependent apps—the Apple Watch can’t install them without a paired iPhone.
That may sound weird but below are the three main parts of apple watch
iOS app: This is the "host" application that runs on an iPhone or iPad. You can never run an app on the Apple Watch without a host app.
Watch app: This is the bundle of files and resources that is included with the host app but then installed on the Apple Watch. The bundle includes the app’s storyboard and any images or localization files used in the storyboard.
Watch extension: The last piece of the puzzle is the actual code that you write. This gets compiled and transferred to the Watch for execution. Any images or localizations accessed in code should be bundled with the extension.
Related
I am using Xcode 7. My apple watch app works fine in the simulator. It also can be successfully built on device. However, the app seems not to be installed neither on iPhone 5 or apple watch (1.0).
The iPhone and watch pair is ineligible. And it states "The OS version installed on apple watch does not support watchkit app product. I tried everything in SwampThingTom's Question, but I still change the status of the phone-watch pair. The app on phone without watch works well. The problem only comes when watch is included to test app on watch. Does it mean something is wrong with apple watch?
I am new in app developing. Can anyone help me? I appreciate any help.
Since you marked your question with watch-os-2, it is possible that this is correct and you develop against watch OS 2.
If this is the case: you can't run a watch OS 2 app on watch OS 1.
I see to ways to tolve this:
You could set your development target to iOS 8.x and Watch OS 2.
Or you could wait a few weeks until you can install the new OS version on your devices. Since developing for watch OS 2 is much more fun I'd suggest the latter.
In WWDC 2015 it is mentioned that watch supports native apps but I fail to see the option in new Xcode 7 for the way to just build an apple watch app without the companion app. Please let me know the way to do so, if it exists.
In fact, watchOS apps are linked to the iOS companion app.
In both versions, each watchOS app has two targets: WatchKit App - which contains storyboard, icons, etc - and WatchKit Extension, which contains the code.
In watchOS 1 (old WatchKit) + iOS 8 combination, WatchKit App is installed on Apple Watch, and both WatchKit Extension and iOS app are installed on user's iPhone.
In other way, in watchOS 2 + iOS 9 combination, both WatchKit App and WatchKit Extension are installed on user's Apple Watch, and iOS App is the only code and view installed on iPhone.
Running iOS app only requires one target, so it can run without Apple Watch (since the first iPhone OS).
But running watchOS apps needs both WatchKit App and WatchKit Extension. In watchOS 1 (the old WatchKit) because one is on iPhone and other on Apple Watch, so running apps need connecting between them with Bluetooth, so you have to carry your iPhone nearby. In watchOS 2, both are on Apple Watch, so running apps does not need connecting to iPhone and having iPhone nearby. You can connect them with WatchConnectivity framework included in watchOS 2 SDK (in Xcode 7).
So in watchOS 2 apps can run standalone, but they are not standalone at all. They install on Apple Watch when installing on iPhone, and they can connect with each other. When you create a new watchOS App, you must include it with your iPhone app when submitting it to the iTunes Connect.
NOTE: This makes watchOS apps faster and more reliable.
You can't build native watch apps yet. Maybe in a later build of Xcode 7, but so far all Apple has announced is that "at some point in the near future" you will be able to build a native Watch app.
In watchOS 2, watch apps are "native" in the sense that the WatchKit extension now runs on the Apple Watch instead of the user's iPhone. This means it can no longer share data with the iPhone app using shared app groups but must instead use the new Watch Connectivity framework to pass data back and forth. It also means that watch apps can be much faster and much more capable without the phone being present.
However, a watch app must still be bundled with a companion iOS app, at least for this year.
In iOS 13 it's possible to create independent watchOS application. More information can be found here. You have to download Xcode 11 to be able to create independent watchOS application.
To create it simply go to File -> New -> Project and select watchOS -> App as it's shown on a screenshot:
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 want to do testing on an app which is provided free through iTunes. I do not have the source code of the app, i only have the .ipa file downloaded through iTunes and i do not have an iPhone or an iPad to install it and start my testing on the app . I want to test the app see how it works, write down scenarios and etc without using an iPhone or an iPad. I tried searching for iPhone simulators but i came to know that i cant install any apps on it, installed Xcode but i cannot simulate it until i have the source code which i do not have.
So can anyone suggest me where i can simulate an app which is provided through iTunes without having the source code ? I just want to see the app, what it provides etc without using an iPhone or iPad device
Many Thanks for your suggestions
The app will not run on your Mac. It’s been compiled for the processors in iOS devices, which makes it incompatible with the Intel processor in your Mac. I’d suggest finding a cheap iPhone 3GS or iPod Touch on eBay.
I followed the tutorial from this site:
http://theappleblog.com/2008/08/04/tutorial-build-a-simple-rss-reader-for-iphone/
to make my first iPhone application, now I would like to test this application on my iPhone, what steps do I need to take in order to do this?
You have two choices. You can register to become an iPhone developer like most people do on the iPhone Dev Center, and then deploy directly to the device by selecting "Device - iPhone OS 2.2" in the Overview menu and then hitting Build and Go.
If you're not using any 2.2-specific APIs, you can compile with "Device - iPhone OS 2.1" and then send your app bundle over to a jailbroken iPhone via SFTP, and fake the codesign process using the ldid utility, allowing you to mess around with your apps on the device without registering to become a developer, and without having the headache of installing the open toolchain.
Become a registered iPhone developer. You can't deploy to the phone without doing this first.
http://developer.apple.com/iphone/