I'm having a weird problem with iphone distribution wireless. I have placed the .ipa, .plist, and the 2 png's needed for the install. When I click on the link to install on my device and then click install the installation is in a loop. It will say installing then stop then say installing then stop and it does this forever.
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I developed an IOS App on Xcode 6.0.1. The university I work for wrapped the App with an enterprise distribution license and sent me the .ipa file. I dragged the .ipa file onto iTunes and synced the Ipod Touch with it. I tries to install the App. I says installing on iTunes and a black logo appears on the Ipod Touch with the message Installing. This goes on for hours without installation.
I tried to install the App with HockeyApp. It tries to install the App. I can see the Logo of my App on the screen, after a while I get the message,
Unable to Download App "App" could not be able to installed at this time.
Even our IT service department is not able to give any suggestions. Is there any work around?
Thanks
Anu
I have been looking around for learning how xcode can be used for jailbreak development.
I have Lion and jailbroken iPhone3G and xcode4.6 which doesnt support iPhone3G.
I have installed ldid but have no idea how to use it.
I have to make launch daemons, too, and attach them with my application. I have followed this tutorial for making a daemon but i got stuck in the setup for creating an open tool chain template in xcode. I followed every step but my xcode is not showing any template for open tool chain. Is it really required to have open tool chain template?
You're right. Xcode 4.6 doesn't support the iPhone 3G. Can you install an older version of Xcode? For example, Xcode 4.4 still supports the 3G.
Login to the Apple Developer Portal and download old versions here
You can choose to install the old version of Xcode in a different folder, so that it doesn't overwrite the new version (for example, install to /Developer-old/ or something).
Once you install the old Xcode version, you can navigate to the installation directory and look for the directory named:
iPhoneOS5.0.sdk
(or probably iPhoneOS5.1.sdk would work, too). Then, copy that entire folder into the new Xcode 4.6 installation directory. For example:
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs
Afterwards, you should see this:
iPhoneOS5.0.sdk
iPhoneOS6.1.sdk
With the 5.0 SDK installed, you can now build apps for the iPhone 3G, using Xcode 4.6. You can also now uninstall Xcode 4.4 if you want. See more about this in this other question. The key is that you will be building your app for armv6 (only). Armv6 is the iPhone 3G's processor.
The second step is to turn off code-signing within Xcode. In your project settings, you set the provisioning profile to Don't Code Sign. You must modify an Xcode configuration file to allow you to do this.
Now you build the app in Xcode. When you're done, navigate to the directory on your Mac where the app has been built (where the MyAppName.app/ folder is). Then, you use ldid to fake code sign the app executable:
ldid -S MyAppName.app/MyAppName
Now, your app has a fake code signature that will allow it to run on a jailbroken phone.
Then, you use ssh, or scp, or something else to transfer it to your phone, where it should be installed under /Applications/.
You already have the best link on building iOS Launch Daemons. I'd stick with that tutorial. No, I don't have any open toolchain template in Xcode, either. I just use Chris' tutorial to see how to build a non-graphical daemon main program (not a UIApplication), copy it to my MyAppName.app folder, and create a com.mycompany.mydaemon.plist file that defines the Launch Daemon.
Once the plist is installed in /System/Library/LaunchDaemons/ on the phone, you can start it, without having to reboot the phone, with:
launchctl load -w /System/Library/LaunchDaemons/com.mycompany.mydaemon.plist
at the command line (on the phone). Or, just reboot the phone, and the daemon will start automatically.
Although I learned to do this before it was available, you can now look at iOSOpenDev if you'd like a more polished way of doing some of this stuff.
Yes. Xcode can be used for developing jailbreak-type projects. Use iOSOpenDev to set up Xcode and iOS SDK to allow jailbreak-type development.
iOSOpenDev comes with a set of templates, signs (with ldid) targets and creates Debian packages (packages are submitted to repos like ModMyI and BigBoss) during its build phase, in addition to installing packages directly to an iDevice with Cmd-Shift-I (build for profiling shortcut) for immediate testing, among other useful features for using Xcode to develop jailbreak-type projects.
I need to allow an iPad to quickly install an IPA saved on a local network. The solution I am using today is pretty cumbersome:
Create IPA
Uninstall previous version from iPad
Restart iTunes, if running
Drag new IPA over to iTunes
Sync
Populate the documents folder of the app with large test files which was deleted because of uninstall.
I tried several other ways, including the obvious just drag over the new IPA directly to iTunes without uninstalling it first, but the updated IPA is just ignored.
(Also, I cannot install over a cable from Monodevelop directly, as I am on a Windows machine and the remote controlled Mac doing the actually compilation is not physically anywhere near me. We also have other testers who need to install the IPA as well.)
Is there a faster way to do this? I am doing frequent benchmarks of my app, and this long testing cycle is seriously slowing everything down.
If you are using iOS 4+, you can accomplish this with wireless distribution:
http://developer.apple.com/library/ios/featuredarticles/FA_Wireless_Enterprise_App_Distribution/Introduction/Introduction.html#//apple_ref/doc/uid/TP40009979-CH1-SW2
If you don't want to use PHP you can have a look at my shell script that will help you generate all the necessary .plist files and links:
https://github.com/sveinungkb/ios-ota-buddy
I have a problem with XCode organiser, which is not showing any new iPhone app crash log anymore.
I checked in ~/Library/Logs/CrashReporter/MobileDevice, the files have not been copied there either. Nor are they even if i synchronize the mobile with iTunes.
I reproduce the problem with 2 devices (iphone and ipod), however if I connect them on other computers, the logs are visible. So it seems the problem is with this XCode/Mac OS.
Any ideas ? Has anyone come across the same problem ?
Thanks,
New device / crash logs will only appear when the iPhone is sync with the computer via iTunes.
Hopefully this will help others.
Allright, I found it. I had to reinstall iTunes and the "Mobile Device Service", as shown in here, and now crash logs are visible again.
Edit: as the page fell, here are the steps from the archive.org page. Note that those steps worked on Mac Os X 10.6, but may be different on current versions.
If the issue persists, follow these steps to remove and reinstall the Apple Mobile Device Service on Mac OS X. You'll need to authenticate with an administrator account and password to complete these steps.
Disconnect your device from your Mac.
In the Finder, locate iTunes in the Applications folder and drag it to the Trash.
Move the iTunes icon to the Trash.
Choose Go > Go to Folder.
Enter /System/Library/Extensions and click Go.
Locate the file
AppleMobileDevice.text
and drag it to the Trash.
Choose Go > Go to Folder.
Enter
/Library/Receipts/
and click Go.
Locate the file
AppleMobileDeviceSupport.pkg
and drag it to the Trash. If prompted, authenticate with the administrator password.
Note: This file may not be present in Mac OS X v10.6 Snow Leopard; skip to the next step if this is the case.
Restart the computer.
Choose Finder > Empty Trash and restart the computer.
Download and install the current version of iTunes.
Connect your device to the Mac again and open iTunes
I'm trying to optimize an iPhone game that I am developing which uses the Cocos2D-iphone framework.
I want to use Shark to measure performance but "Run->Start with Performance Tool->Shark" is disabled in XCode (Instruments Leaks works fine). I've configured the build to "Generate Profiling Code", tried building for both the device and the simulator but with no luck, shark still stays disabled.
I also tried to launch Shark manually (outside of XCode), and it was equally ineffective. Under "Sampling->Network/iPhone sampling", I chose the "Control network profiling of shared computers" radiobutton and tick the checkbox next to my listed device. When I pressed Start, nothing happened.
Shark works fine for desktop apps. I'm using Shark 4.7.0 (244.4), and XCode 3.1.3. I'm building the iphone app on SDK ver 2.2.1.
Is there an app I need to install on the iPhone to get Shark to work, or is there something else I'm missing?
Just tried Shark for the first time tonight. The following works for me, in Xcode 3.2 and Shark 4.7.1. I have debug symbols built for my release build, but I don't have "Generate Profiling Code" selected.
Build app and launch on device
Launch Shark
From the Shark menu, select Sampling->Network/iPhone Profiling
In the Shark window, select the radio button "Control network profiling of shared computers".
Select your iPhone in the list and optionally configure the profiling session
Press Start to begin profiling, and Stop to end
Hope this helps!
Two things:
Run shark as a separate application (look for it in spotlight)
If you have a firewall then you must allow shark to accept incoming connections or it won't be able to work with your iPhone.
Once shark is running it should appear enabled in Xcode.
I hope this helps.
I found Shark disabled as well after upgrading Xcode. I accidentally discovered the problem when installing Xcode on another machine that had not previously had Xcode installed.
Because I am really paranoid and like to keep my avenues for retreating open I don't install Xcode in /Developer. Instead I install it in something like /Developer-3.2.5 then I create a symbolic link to from /Developer to /Developer-3.2.5. Then, if there is a problem I just switch my symbolic link back to the old version.
The problem arrises, however, because of what appears to be an installer error. Even though I said to install in /Developer-3.2.5 it still installed a hand full of stuff in /Developer (including Shark).
Since I had a symbolic link to the old SDK it just wrote the Shark and others into the old version and not in the new version. Then when I re-made my symbolic link they were just not there. On the fresh-install machine when I went to make the symbolic link there was already a /Developer directory that should not have been there.
To get around this I have to remove my symbolic link before installing, do the install into /Developer-3.2.5, move the wandering files over into /Developer-3.2.5, remove /Developer, then create my symbolic link.
This may have nothing to do with your Shark running problems but it was what created my problems.
Good luck...