Hi I'm brand new to Phonegap and I'm conscious that there are size limitations when building mobile apps. Where can I found out the size of my app as I develop. I'm using XCode and the iphone simulator to test the app as I develop but am not sure where I can find the compiled app size.
2 GB is the maximum size your iOS app can be. iOS App binary files (either developed using native or third party) can be as large as 2 GB, but the executable file (app_name.app/app_name) cannot exceed 60MB.
Read Page 58 in this developer.apple guide
IPA archive (IPhone App) is the file which is downloaded by users from the App Store.So create an IPA of you app and check the size.
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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.
Creating an iOS app in Flash Builder 4.5 which is a small "Hello World" App, working fine on emulator and iOS devices. Before packaging the size of the application is 532 Kb but after packaging in iTunes the .ipa file generated which have size is 12 Mb.
I want to know that how and why the file size increases and does the size consumes more battery power and memory usage??
Can any one explain??
yes, because if you want to run the flex apps in iphone or android, you must install the runtime environment first, the air or flex in mobile runtime will occupy about 10-18 MB memory.
The file size increases not because it eats up memory, but because AIR apps are packaged for iOS along with the AIR runtime code, which is around 11 MB
On Android, the AIR runtime is 6 MB, and you do not need to package it with your app as there is a separate runtime download in Android Market (You can package AIR with your app in FB 4.5)
I develop iPhone/iPad apps using the Adobe ADT tool. it compiles a .IPA file which needs to be loaded onto the device using iTunes.
Now - myself I own only a 3G iPhone. My friends sometimes lend me theyr devices for testing purposes.
For Apps developed with XCode, this is no problem. You just connect the device, add the provisioning profile to the device and load the app through XCode onto it.
But how to do it if I only have an .IPA file (plus provisioning profile of course). ITunes allows me only to load it to the device by synchronizing, but this will delete all the stuff my friends loaded onto theyr devices.
How can I test my IPA files and return the devices without any changes?
Thanks!
You should look into this: http://testflightapp.com/
You can upload IPA builds for ad-hoc distribution and beta testing. You only have to click an "Install" link on the phone and it takes care of the rest.
Read up on over-the-air (OTA) setup. No sync necessary, just delete the app and the profile afterwards. iOS 4 and higher required.
You can use the Iphone Configuration Utility from Apple to install and uninstall ipa files. It's available for Windows and MacOS.
windows link: http://support.apple.com/kb/dl926
mac: http://support.apple.com/kb/dl851
i tried to developed iphone application using adobe flash professional cs5 in windows so i bought iphone digital certification and etc , when i move to app store they asked app format application so i tried to publish as app format using adobe flash cs5 . But i don’t know is it same? but it also publish ipa format .( App store support ipa format or not ) Let me know ?
Could u clear my doubt please?
A mac projector is a standalone executable targeting desktop mac OS - it doesn't have anything to do with iPhones. When developing iPhone apps from CS5, the .IPA file that you get out of Flash is the final form of the application as far as Flash is concerned. Everything after that (i.e. getting that ipa onto a phone or into the iTunes store) is done with Apple's tools and services.
However - you should be aware that creating iPhone apps with Flash CS5 is probably not a good idea. Technically they work fine, but earlier this year Apple changed its legal stuff to require that apps be "originally written" in objective C, etc.
In other words you can create your app with Flash, and it should work fine if you put it on your own device via ad-hoc installation, but if you submit it to the iTunes store Apple will reject it (presumably at least, according to how most people interpret their SDK agreement).
On Sep 9 Apple 2010 Apple relaxed their restrictions on the development tools used to create iOS apps.
Adobe’s Packager for iPhone compiles ActionScript 3.0 bytecode into native iPhone application code. These apps can now be distributed as iPhone application installer files (.ipa files)
Adobe flash is not supported on iPhone and probably will not make it anytime soon according to Steve Jobs.
I’m having a problem when I try to upload the binary of my app to the Apple Store. Once I upload the file, the following message appears at the top of the page:’The binary you uploaded was invalid. Apple is not currently accepting applications built with this version of the SDK.’
The thing is that I have tried with every combination of base SDK / Target deployment objective with both xcode 3.2.2 and 3.2.3 (that includes the new SDK4 – final version) and the message keeps on appearing every time I upload a file.
Does anyone know what SDKs are being accepted at the moment by Apple? What combination of Base SDK / Target deployment objective should I use if I want my app to run on the iPad (SDK 3.2) and iPhones with SDK > 3.1.3?
Might it be because I generate my distribution-binary using a simulator device instead of a real phone?
Thank you very much in advance for your help.
Best regards,
Jorge.
Might it be because I generate my distribution-binary using a simulator device instead of a real phone?
Exactly. If you're building for the simulator, you're building for an intel cpu, not an arm. You have to select "device" before building your distribution binary.