My app is not shown in the list of candidates for the Windows App Certification Kit.
Why would it not be shown?
What can I do to have it displayed so that I can run the certification process on it?
If you are launching the Certification Kit separately, then it might happen your app is not there - it happend to me too few times.
The right thing to do is launch the Certification Kit directly from Visual Studio, just select your project as the startup project and open PROJECT -> Store -> Create app package -> enter you ID, wait for the package creation and then start the Certification Kit.
You can also run the WACK tool from the command line.
Here's what you need to do:
Create the app package (make sure you are in Release mode)
Run the app once from Visual Studio (just ctrl+F5 it)
Close the app and follow the steps in the article below.
http://weblogs.asp.net/nmarun/archive/2012/05/06/running-windows-app-certification-kit-wack-tool-from-command-prompt.aspx
Thanks,
Arun
Related
The flutter app was working completely fine. After few days when i tried to run in ios device it said like this "open xcode and try product -> run and try fixing it . After doing this and still showed me the same error".
Product -> run ,
flutter clean ,
flutter packages get ,
open ios/Runner.xcworkspace ,
signing in General(target) ->select team
If anyone had their app running before and faced this error, what worked for me was (note I am using a Macbook pro), was to open up the terminal first.
Then navigate to the project folder and typing in open ios/Runner.xcworkspace.
This command will open up your xcode. From there you can select you device on the top (emulator or physical ios device), and click on run.
Once it builds and runs successfully, it will fix the issue you are facing, now you can go to VS code or android studio and try flutter run and it should work.
If you see this error when trying to run your app on your iPhone for the first time, it's because your xCode signing identifier contains a default one and needs updating.
Here's how to solved this issue:
In VsCode, right click the ios folder and click Xcode.
In XCode, click Runner , The top option on the left then 'Signing & Capabilities'
Click 'Automatically manage signing'
Select your Team, if you don't have one setup, click 'Add an account' and continue to the next step.
Select "Add your Apple ID"
Click Manage Certificates then click the '+' button located in the corner , then click 'Apple Development' to add a signing certificate.
Click Done. Signing Certificate should display 'Apple Development: yourAppleID..."
Select your connected iPhone from the build destination dropdown - see screenshot
Click the big play button to run the build in xCode
Trust your iPhone - Open your iPhone settings > General > Device Management or VPN & Device Management > Under Developer APP, select Apple Development : your appleID > Click Trust "Apple Development: "your apple id...."
Open vsCode and run flutter clean && flutter run.
To Fellow up with Harsh, if you have no paid Apple Developer license, your certificate runs out after a week.
In my case, I needed again to trust my developer certificate on my iPhone, again. Before that, I also received your error. If you open up your app with Xcode, you will see the real error message.
Building for iOS, but the linked and embedded framework 'App.framework' was built for iOS Simulator. (in target 'Runner' from project 'Runner')
You are encountering this error because com.example hasn't been registered as a Bundle ID on your developer account. I encountered this error while trying to use platform methods. I rectified the issue by creating a new Bundle ID on my Apple Developer Account - something like com.abc.appName. Here, abc is the name of my company. And then created a new project with this Bundle ID. Open up Xcode and under Runner -> Runner Target -> Signing and Capabilities add your Team name and make sure the automatically manage signing option is turned on
My issue was that I added the exclusion of arm64 in Xcode because my simulator was not running due to some dependency (google map?). When i deleted this arm64 exclusion for ios sdk (left it for simulator) inside xcode, runner, build settings, excluded architecture. The app could run again on physical device.
The default signing identifier is com.example.
Sounds like you haven't changed it.
I am trying to deploy an iOS app to Device using Google's Flutter, but I get this error on the command line:
Building an iOS app requires a selected Development Team with a Provisioning Profile
Please ensure that a Development Team is selected by:
1- Opening the Flutter project's Xcode target with
open ios/Runner.xcworkspace
2- Select the 'Runner' project in the navigator then the 'Runner' target
in the project settings
3- In the 'General' tab, make sure a 'Development Team' is selected
For more information, please visit:
https://flutter.io/setup/#deploy-to-ios-devices
Or run on an iOS simulator
Where and how do I do this? There is no "ios/Runner.xcworkspace" in the project. I know the installed Certificates and Provisioning profile work on my Mac, because I created and installed an app on my iOS device using Appcelerator, and it found everything I needed, and ran perfectly on device.
Select Runner, and navigate to Signing & Capabilities, under Signing, check Automatically manage signing, after that choose a Team from the list, and you're done.
You have to sign in with your appleID at 'signing'. After that you can select your 'personal team'.
open ios/Runner.xcodeproj and follow the same instructions should work? Runner.xcodeworkspace is a relatively new addition to the template, created to allow Flutter projects to integrate better with CocoaPods.
If that doesn't work, please let us know.
I am trying UI automation of IOS 10 using Appium XCUITest.
On running script, it tries to build WebDriverAgent and fails at this point. I have added the provisioning profile and added the account in Xcode through the UI but not sure from where does XCUITest take the profiles while running or if we need to provide some information in desired capabilities.
info Xcode Testing failed:
info Xcode Signing for "WebDriverAgentRunner" requires a development team. Select a development team in the project editor.
info Xcode Code signing is required for product type 'UI Testing Bundle' in SDK 'iOS 10.0'
info Xcode ** TEST FAILED **
You can fix it as follows:
enters from the Finder to the following path:
/usr/local/lib/node_modules/appium/node_modules/appium-xcuitest-driver/WebDriverAgent
open: WebDriverAgent.xcodeproj
select the targets:
WebDriverAgentLib
WebDriverAgentRunner
go to General tab -> Signing
and place the team
view image:
solution appium
This issue occurs for Appium 1.6.X, in order to fix the issue please follow the steps:
Go to your Appium folder and find appium/node_modules/appium-xcuitest-driver/WebDriverAgent/WebDriverAgent.xcodeproj file or you can search for the file name.
Open the file using Xcode.
Select WebDriverAgentLib and In general tab select 'Automatically Manage Signing" and select an id in team dropdown (Ask your developement team to provide you the team id).
Now select the next WebDriverAgentRunner and do the same thing as you did for the WebDriverAgentLib.
In case you get some errors just go to the 'Build Settings' tab and change the "Product Bundle Identifier" from "com.facebook.WebDriverAgentLib" to "com.facebook.WebDriverAgentLibNew".
Come back to general tab and the errors should be fixed.
Now build both WebDriverAgentLib and WebDriverAgentRunner.
When you get the Build succeed message, run your test again.
I've successfully run a simple Gluon application using NetBeans 8.1, Gluon plugin, javafxports 1.0.7, Mac OS X 10.11.1, Xcode 7 using Gluon Mobile - Single View Project. When I try to run on my connected iPhone 6 using launch | launchIOSDevice, however, I'm having errors with the provisioning. Error message is Execution failed for task ':createIpa'.
No signing identity found matching '/(?i)iPhone Developer|iOS Development/'
I setup an identically named project on Xcode and ran it on my connected device. I verified that I have Provisioning Profiles and Signing Identities defined for my project (Xcode | Preferences | Accounts). I verified that the Xcode project Bundle identifier is the same as the ios CFBundleIdentifier as defined in the Default-info.pllist file. I tried defining ios properties iosProvisioninProfile and iosSignIdentity in the build.gradle file. This gave different error messages, but the build still failed.
Has anyone successfully run a NetBeans/Gluon-Mobile app using Apple's Free Provisioning on a connected IOS device? I'm sure I'm doing something wrong, but need help figuring it out!
Thanks in advance!
I didn't try it with a free provisioning profile. I did it with an apple developer account, but here are the steps I've taken maybe it can help you:
Get accepted as an apple developer (not your case)
Go to XCode, click code->preferences
Go to the accounts tab
click the plus button to add an account. Add your account.
Click file->new project->single view application
Put whatever product name and organization identifier (it doesn't matter)
Choose whatever place you want to store the project
For any issue that arises like "no non-expired provisioning profiles were found", click fix issue.
Connect ios device and run app.
start gluon ios gradle task (for instance 'launchIOSDevice')
It will take a lot of time the first time. In the end it may give you a java.lang.OutOfMemoryError. Put in your gradle JVM settings: '-Xmx2000M'.
Start ios gradle task again.
You can also check: http://docs.robovm.com/getting-started/provisioning.html#limitations for free provisioning advise, but you probably already have.
You can use a free provisioning account. You just need to add a couple of lines to the build.gradle file in the iOS settings:
iosProvisioningProfile = 'xxxx'
iosSignIdentity = 'yyyy'
The ProvisioningProfile is the file name of the provisioning provisioning profile you created in xCode. Just right click, and choose "Show in Finder". Just copy the file name (you don't need to copy the "mobileprovision" extension.
The SignIdentity (yyyy) you can get with by opening a terminal and entering the following command:
security find-identity -v -p code signing
Look for the line that contains "iPhone Developer: " line and copy everything in the quotes
You need a apple developer account (the free variant works fine). Then you create a xCode project that matches your Gluon project so that:
Product Name in your xCode project is the same as your Gluon project's Project Name
and...
Organization Identifier is the same as as your Gluon project's Package Name
Then it should work fine. I have made this in Eclipse and later in Netbeans - and it have worked in both places.
Edit: By using this way however you have resign your app (around every 24h) - which means opening the project (that you created before that is being similar to your Gluon project) - letting xCode revalidate the project with your developer id. If you do not do this you will experience that your app doesn't open, (but it will be shown/exist among other opened apps - when you double tap the home button on iPhone).
I'm new to ShiVa3D (a 3d games engine).
I'm testing a very simple app that just displays a 3D model, it works in ShiVa Editor (1.9 PLE). I can export it fine as a .stk file. All this is on a Windows PC.
I then open the ShiVa3D Authoring tool (v1.1) on Mac OS X. I create and build my XCode project, but when I go to test the application on a device it fails with the error:
CodeSign error: code signing is required for product type 'Application' in SDK 'iOS 4.2'
I've tried changing the project plist and setting the Code Signing Identity - with no change in the error.
Has anyone managed to install a ShiVa3D app on an iPhone (or any iOS device?). I'm not trying to publish to the App Store, I just want to test my app on a device.
Ok, I found the answer after some Googling:
http://www.stonetrip.com/developer/forum/viewtopic.php?f=39&t=22104&p=28476&hilit=signing+identity#p28476
Here are the details that helped
Load the Authoring Tool, and click on "Get Started Now"
In the "Application Pack" blank under "Content", navigate to a .stk you exported from the editor hit "Next."
Now under "Authoring," select "Project" and enter your bundle and signing info. **DO NOT HIT THE "BUILD" button, instead click on the "Build" Heading at the top.
Now set the build type to "Development." Hit Build.**
Your project should now open up in XCode where you will have to Edit Project and Target settings to reflect the proper SDK and Code Sign Identity.
Build and Run the project and it should deploy to your iPhone!