Icenium no provisioning profile found - iphone

I’ve recently downloaded an installed Icenium Graphite (free for 30 days) on my Windows 7, 64 bit. I’ve created a new project (Cross-Platform Device Application jQueryMobile).
My iPhone is plugged in and I can see my device in the Devices panel at the bottom of the IDE.
When I Run-->On device, I obtain an error which basically tells me that I don’t have any provisions.
After several searches, articles and youtube videos, I still can’t get my head around this.
I’ve logged into the apple developer center. It appears I need to enroll and pay 99$ a year as an individual.
If my plan is to eventually publish my application to the Apple Store than I understand the 99$/year fee but if my goal is to simply test locally on my iPhone how can I do this without enrolling?
Is it even possible or the 99$/year is a must regardless if I only plan on testing locally?
If anyone could help me shed some light on this that would be great!
Sincerely
PS: My iPhone is not jailbroken so I can’t use the approaches found in some articles I’ve read.

You can use Icenium Ion to run your app on your iPhone without the need of provision. You can get it from here - https://itunes.apple.com/en/app/icenium-ion/id527547398?mt=8 Also, you don't need to jailbreak your phone to use the app.
What you need to do is the following:
Run Graphite, open your project, connect your device, verify that Graphite recognizes it and fire up Ion on your mobile device. Your app should be loaded automatically. Also, check if in Graphite Ion LiveSync is enabled for your device.
You can check docs.icenium.com for even more details.
Hope that helps.

Related

Is it possible to test an app in an iOS device without having a Mac?

I believe this is a duplicate question, but examining the others I could not find my problem exactly.
I have developed a flutter app and I intend to publish it. So I rented a virtual Mac, loaded the project in XCode and tested it on a simulator. Everything worked fine.
I have an Apple Developer Account, Certificates, registered an iPhone, etc., but it seems that I have to physically connect the device to the computer to be able to run it on the iPhone. No way to do that remotely (I'm in Brazil and the virtual Machine in NY).
XCode tells me to plug in the device so it can register it (but I have registered it already in the developer's site).
I thought it would be possible to generate some kind of executable to download to my iPhone, but it appears that is note the case.
Is there any other way I can do that?
Maybe I can skip this step and try to publish the app, because it is the same project as an Android app already tested and published in Play Store.
The answer is yes, the modern answer is probably TestFlight. But this has always been possible using OTA downloads. To do this, archive your app, create an OTA manifest and put this on a web server somewhere. Then you can download the app straight to your phone (assuming it's signed with the correct provisioning profile and all that). We used to do this a lot before TestFlight came along.
This question and
this article are somewhat related to what you want to do
I was having trouble to test without an iphone what I did is register this device on my account https://messapps.com/wp-content/uploads/2016/08/udid.png and so far I could build the app for iOS.

Test Phonegap Build app on a friend's iPhone

I have created a mobile app using Phonegap Build (not just Phonegap...but Build). I have a Windows PC and do not use eclipse or xcode. I just write the Javascript and let Build do all the complex stuff for me.
I can easily test my app on an Android device by scanning the QR code that is displayed on the Build page after my app compiles....but how can I test on an iPhone or iPad? I can convince a family member to loan me one for a day, but I don't have a Mac (I could probably visit another friend to use one, briefly).
It would not be appropriate at this point to spend $99 on a developer certificate, even though this app may be submitted to the store eventually. If $99 is the only option, I would be grateful to anyone who makes this clear!
Or perhaps I just need to learn about TestFlight or Lesspainful? The descriptions are confusing me at present, but I will try harder if I hear some experts tell me that this is the right way to go!
It would be good to test on a real Apple device, as I haven't had much luck getting an emulator going...but perhaps the only answer to my dilemma is to tell me to stick with emulators. (In which case: is there a nice step-by-step tutorial for a complete beginner to install an iPhone emulator in Windows?).
Thank you.
If you want to test on a device, your app needs to be signed using your certificate. You'll also need a development provision profile that includes the device ID's of any devices you want to test on. In order to get those things, you need to join Apple's iOS developer program. This is true even if you're using the PhoneGap Build service; in order to build for a device, you need to upload your certificate and provision profile to PhoneGap Build. Look at PhoneGap Build's Building for iOS page for complete information. All this means that you'll need to pay the $99 fee to join the iOS Developer Program.
An alternative is to jailbreak your device (or, in this case, your friend's device). You can find instructions for that on the web if you're so inclined. However, I don't think you'll be able to build through PhoneGap Build in that case -- you'll need to build your app yourself with Xcode or possibly some other set of tools.
Just as an update for anyone else that ends up here. You can now use Adobe PhoneGap Developer App which allows you to run the Apps on devices without ID's, licenses etc. Here is a guide to getting started.
You would need to join the Apple Developer Program to be able to sign the build and create the .IPA to use TestFlight or other methods to get the build onto the device.
There are options for you to test on a device without that though - see App.io for an in-browser emulator.
Whether you go with that or TestFlight I've blogged about Getting mobile app builds to your customers which includes the pros and cons of the options and the steps you'd need to go through.
install iTune on your windows PC. Copy IPA file to application directory of iTune. When connecting device (iPhone,iPad or iPod), sync apps. Then you can test on real device.

"This game is not recognized by game center." iPhone Development

There are already a couple of questions on this but I followed their steps to solve it and it doesn't seem to work for me. Here's what I have done:
1. I double checked to have the bundle identifier in the xcode project to be the exact same as the provisioning profile found on the provisioning portal (it also says Game Center is enabled). No wildcards.
2. I have logged in using a sandboxed account to gamecenter (made 2 accounts incase one wasn't sandbox). I did see the word "sandbox" with some numbers/letters on the top left while signing up for an account, so I'm 100% sure I have a sandboxed account. Tried 2 different sandbox accounts. Tried on 2 different devices (ipad/iphone). Also tried on the iPhone simulator.
3. I have deleted my app from my iPhone many times and tried it again.
I'm running 4.3/xcode 4 on iPhone + iPad.
I'm still receiving the message. Any help would be appreciated. Thanks!
From memory (I battled with this recently)…
In addition to what you've already done, you have to setup your app (even if it's using a fake bundle ID) in ITC (iTunes Connect). This means you need to put in a name, category, a screenshot and a bunch of other stuff (you can just put dummy data in there for testing purposes). Then you need to create a version of your app, then enable Game Center on that version.
There might have been a few other important steps that I've forgotten, but in between the voodoo dancing and making sacrifices to the gods of iOS etc., that's all I can recall.
Deleting the old app from your device can sometimes help too. Looks like it stores some data with an app and will try to login to actual Game Center instead of Sandbox Mode.
This solved my problem when trying to add Game Center in an update.
This is how I solved the problem. I opened the Settings App, then select Game Center. At the bottom under Developer, turn on "Sandbox".
I had a similar problem. Make sure you have the exact same app version in xcode and ITC. For example, if you have 1.0 in xcode and 1 in ITC it will not work. The version is a string not a float, so 1.0 != 1.
My situation is , It showed "this game is not recognized by game center",and my ipad is jail-broken. so I uninstall Appsync 5.0+ in Cydia--> logout game center---> reinstall app, it's ok now
In my case, almost everything people had suggested was in already correct for my app.
My bundle IDs were correct, my iTunes Connect record was set up, etc. However, the version number of the build that had been uploaded to iTunes Connect was not recent (and didn't match the version I was building onto the test device).
After uploading a newer build to iTunes Connect with a matching version number, it appeared to fix the problem.
I'm not guaranteeing it won't break in the future (because the authentication seems to be very flaky and has worked previously, even with the old version record), but for now it seems to have solved the problem for me.
I learned from somewhere that if your machine(iphone or ipad) is jail-broken, it will assume you use the real game center without the sandbox one.
So, if your devices are jail-broken, just restore it, and give it a try.
Hope this will help you.

I can actually install a few apps without provisioning

Yesterday I was playing with the three20 library. I hit the command+enter to build and run the app on my simulator, to my surprise it installed the app on my device iPod Touch 4th Gen. I really dont know how that happened, I tried doing it with few of my other project and unfortunately it did not work.
Today, I downloaded the quick contacts sample code from Apple's developer site and the same thing happened, I could install the app on my device without any provisioning. I see that for the above two projects (three20 and quick contacts) my device is listed in the active executables.
But for other projects my device isn't listed. I tried running the above two apps on other devices which failed with a message - "No provisioned iOS device found". My device isn't jailbroken, its a brand new one I bought a few days ago.
Am I missing something, because being able to install apps without going thru Apple's portal is a huge bonus and I would like to achieve the same functionality for my other apps too.
I tried attaching screenshots, but looks like I atleast need 10 points to do so and I'm new here. Sorry.
Have a look at the XCode Organizer; As of a few versions ago it now manages a 'Team Provisioning Profile' that works off any bundle identifier and any of your devices if they've been added to your developer account. This is not a special provisioning profile, just an automatic one it sets up for you if you tell it your iTunes Connect details.
WIth this, anything you build and run should be able to use that provisioning profile to run code on your devices.

How to publish an app for testing

I'm currently creating an iPhone app and we need some testing with about 20~30 users.
Actually we put the app on our iPhone by connecting the iPhone to the computer and debugging the app.
But now we need to have a more efficient way to install the app on iPhone but without submitting it to Apple Store and also without the need to connect the iPhone to the computer hosting Xcode.
Do you think there is a way to do that ?
Thanks in advance :)
Yeah there's a very slick way to do adhoc distribution under iOS 4 that's outlined here. This method involves absolutely zero usb cables and does not require a jailbroken device either. Perfectly legit and above board.
You need to use AdHoc installation. Please see this nice Apple document, it should cover every step necessary even with step-by-step instructions.
I use www.TestFlightApp.com, it's a great services, not out yet, but recently opened up their beta's, it does all the ad hoc stuff for you alls you need to do is invite testers, let it export it to your dev portal. Then you just upload the ipa to the site, and all your testers get an email.