No 4inch support from Launch Image when doing Ad Hoc distribution - iphone

I'm using Xcode 4.6.3 and I'm sending the app to the client via Ad Hoc for testing and approval.
However, I've just updated the Launch Images and while it works fine when I run it from Xcode, and the 4-inch Launch image shows in the Target Summary, my client has shown me screenshots of the built app running in 3.5inch mode (which is definitely linked to a lack of a 4inch launch image). It's a little bit confusing really as I've named the file correctly (default-568h#2x.png) and it works on clean installs on both the Simulator and on my Test device.
I've also cleaned the project and project folder several times to no avail. I've checked the Copy Bundle Resources and the original default images aren't there and my new ones are (which is how it should be). I'm completely out of ideas, does anyone know why when it's being archived and distributed (I can't actually get the archived build onto my iPhone as my iTunes is not synced correctly with my phone) the launch image isn't being included thus forcing the app to run in 3.5inch mode?
Thanks,
Mike

It should be Default-568h#2x.png, just as the other default images are Default.png and Default#2x.png.
The reason that it works on the simulator and not on the device is the the simulator is not case sensitive, but the device is case sensitive, so you need to use the proper case for file names.

Related

How to deploy test app on iPhone?

I want to know how to deploy test app on iPhone 4.3.2. with XCode 4.3 but without buying a licence.
I have jailbreak on it and installed AppSync4.0+
The reason why I ask this is because I am porting an app from Qt and I want to see it how it behaves under iOS.
I have been using Qt4iOS and got everything build when using simulator.
Now I want to see it on my device.
When I try it I got some key chain error.
Provide me with some links or ideas.
... everything is possible. It's about the effort needed. And the effort for this can be very low. Especially because your device is are already jailbroken.
You'll need to change Xcode's code signing for building for an device. Instructions can be found here: http://iphonedevwiki.net/index.php/Xcode#Developing_without_Provisioning_Profile
(better save copies of the original files). Since Xcode 4.3 doesn't use the /Developer folder any more you'll have to edit the files inside the Xcode.app (./Xcode.app/Contents/Developer/...)
Build your app for the device. Make sure the target isn't a fat binary (instead just build an ARMv6 executable) or it won't work on your device if pseudo-signed with ldid.
Find the .app bundle for your app
Copy the .app bundle to /Applications/ (not /var/mobile/Applications!!!) (for example via ssh). Make sure the permissions of your executable are set to 755. Reboot or respring and if you did everything correctly you'll be able to launch and test your app.
Have fun!
I have had the same issue.
No matter how hard we try to apply any trick in order to test the app on real device without license, the bottom line is that you can't do it.
You must register with apple by paying $99 and thereafter you can set the device to your real device within XCode before running the app.
Note that it's quite a task to create *.api file even after you are registered with Apple.
Simple: Spend $99 for the iOS developer program.
I'm sure it is much more expensive to waste your time trying to find another way around.

iphone/ios adHoc distribution crashing (shut down only in case of adHoc distribution)

I've made an app using the Facebook API. I completed it, and there's no problem at all when I run my app on my device with development code signing.
So, I tried making it with adHoc distribution code signing and building was succeeded. There's also no problem when it goes through any other functions.
But when I try to share something to Facebook (using Facebook dialog API), this app shut down even though it worked well in case of development code sign on my device.
I can't debug cause this is adHoc version, so I don't know what the problem is. Can you let me know what the problem is?
When does this happen in what case?
What's the problem? Delete the app from your device, then install the ipa with itunes to your device. Then, while your device is still connected, go to Xcode => Organizer => Devices => your device => Console and start your app on your device. Then you should see the reason for the crash.
I checked the Device logs via Xcode > Window > Devices > View Device Logs.
The problem for me was that I am using a custom font which is integrated into my project via CocoaPods. During development time, the app runs smoothly because my computer can see where the font files are. However, Xcode doesn't bundle the font files (.ttf) from the pod into the project, so I had to either:
Add the font files into Build Phases > Copy Bundle Resources and adding the font files into my main project folder (without copying them; only as references).
Or, remove the custom font as a CocoaPods dependency and copy-paste the font files to my project instead.
I went with the second one since I might accidentally delete one of the references to the font files and encounter the problem again.

After Upgrade From iPhone App to iPad App Images Are Gone

I duplicated existing iPhone app project and made it function the same with a different name. Then I upgraded copy of this project to iPad version - "two device-specific application" but I switched to iPad only app in settings. When I build in Simulator (unfortunately I do not have iPad right now to test the device), some images are either gone or if I replaced them with HD copies, they still point to low res version (though when revealed in Finder it points to HD). I am so confused.
Can someone explain how to make sure the right images are set for iPad device? I can see 2 resource folders: Resources, Resources-ipad. But all images stayed under Resources and that works fine sometimes. Images I replaced with HD are not loaded.
You need to include them as bundle resources for the new target under Build Phases > Copy Bundle Resources.

App Test not working on iPhone

I created an app and when i test it in the simulator it looks perfectly fine and works fine. When i try and test it on my iPhone it doesn't have some buttons and certain things aren't there. It seems to not have the newer stuff I've added to the app and is only loading the unfinished version.
I want to submit it but it wont load the finished version on my iPhone.
What could be the problem ?
I think you are using iPhone 4.0 or later and forgot to set retina images for it...
The problem has two possible causes:
Your image names might have been mis-spelled, case wise. If your image is named "IMAGE.png" and in the code, you load it as "image.png", it will show up on the simulator, but not on the device.
Sometimes, after adding new images and other resources, try cleaning your project and then build and run, if you can't see the new images.
Also, on the physical device, if all else fails, delete the app and then try rebuilding again.
Are you using the same bundle identifier to build multiple apps to your device? That might be an issue as well. Delete all those apps.
This may be because your iOS version of simulator & device may be different check in same ios in simulator which is in your device

iOS Question. Can I distribute the Xcode simulator versions of my app?

I would like to send someone the Xcode simulator version - not the device version - of my iPad app. I have located the .app file in the Finder. Do I just zip it up and send it off or is it more complicated than that?
Thanks,
Doug
UPDATE
Chrisbtoo got the answer on this one however he left of some critical bits for those of you trying this at home:
Path to Xcode simulator (the simulator can be run standalone.):
/Developer/Platforms/iPhoneSimulator.platform/Developer/Applications/iPhone Simulator.app
Path to app that appears in the home screen of the simulator:
/Users/turner/Library/Application Support/iPhone Simulator/3.2/Applications/{GUID}
It is instructive to watch what happens in the app simulator directory as you build for simulation, delete apps from the simulator desktop and generally use the simulator as an actual device.
Bottom line: This is a viable approach for sharing apps in a "simulated" ad hoc manner without the mind numbing, soul sucking process of true ad hoc app sharing.
Cheers,
Doug
Assuming the other person already has the simulator installed, you can just zip up the stuff under ~/Library/Application Support/iPhone Simulator/3.2/Applications/{GUID} (includes both the .app and any data directories needed) and send it to them - they'll need to unzip it under that same directory. What I've done in the past was to rename the {GUID} part to a more friendly name - the sim will still pick it up.
If they don't already have the simulator, they will need to sign up for a free iphone dev account and download Xcode, etc.
We just put up a little tool that will help you with this. It manages both what you need on the dev side and also the tester.
Here it is
http://blog.placeit.net/ios-app-packager/
It basically creates a little zip that you can pass to the tester and it'll install the app in the right directory and also open it up for the user with the right device selected.
I would think you want to send the entire project folder to the other person- presumably you are expecting them to open it in their XCode- and presumably they have the sdk for the app.
You have to distribute via AdHoc or App Store for beta testing.
Become a developer and then look into how to do this.
You need to have a provisioning profile, and then select the UDID's for the device you want to beta test to.
Go to the iPhone Provisioning Portal
and here is a document with more detail