How read iTunesMetadata.plist in iPhone - iphone

Searching for anti-piracy systems many people answer to check the content of the file iTunesMetadata.plist. This file should be present if it was purchased on iTunes. I'm able to locate it but cannot open it. It seems in binary format.
Trying to open it with Windows doesn't work (unzip too nothing) but on my Mac it works (Apple binary property list). Seems in a binary format. My questions:
How can I open it in xCode and read the content (using Xcode 4.2)?
It's allowed to read the content or would this operation not pass the validation process by Apple?
I know, there are many checks we could implement but it's only a better of time they would be by-passed. BTW it's at least a good xCode exercise for me :)
Thank's a lot for your help!
Simon

plist type files can be read on Windows using 'plist_editor' software.

Related

distribution of apple application on the apple store, binary file

I have uploaded my binary file using the application loader to the apple store,
the uploaded file is .app, I compress it and I send it, and it was successfully sent.
My question is, when I try to open the .app, I found just the pics and plist and shell of the application, I didn't find the header and implementation files,
the file uploaded just contains the .app file, should it contain other files like .mobileprovision or others????
How will Apple check the code?
First of all Apple does't check code in reviewing process.
I am not sure what's the internal process of reviewing the app but they actually review the following.
1. Use of private APIs
2. Crashing of app, start-up time while launching the application.
3. Human Interface guidelines.
4. Privacy of the user, if you are taking private information without actually needing them.
5. Memory leaks and performance issues.
6. Copyright content or copyright images.
Don't worry. Application will test app file and approve if it is according to Apple Guideline. Don't worry regarding application header file and implementation files.
Usually takes a week before your App get in Review status, really depends on how many Apps they have to review!
Be patient, have a glass of wine and Good luck mate!

Can we install any .deb/ .ipa file automatically on iPhone device?

I have one task to perform where I have to install one .ipa file on jailbroken iPhone devices. The project is related to jailbroken domain so any solution will work but the entire process should be automatic i.e. through coding only. I have found many solution to this but most of them ask to get the root access for app and this thing never worked for me. So is there any idea how to achieve that. Thanks in advance.
Take a look at the function MobileInstallationInstall
You can find some code how to use it here https://github.com/kryhear/IPAInstaller/blob/master/testMobileInstallationInstall/BSViewController.m
It will required you to add entitlement com.apple.private.mobileinstall.allowedSPI with an array containing "Install".
However, I am not sure whether it will be completely silent or not.

What is the easiest way to determine an iOS .app bundles size while developing?

It is important to make sure every iOS application submitted to the AppStore is under 20MB in size so that it can be downloaded over-the-air.
I am working on an app that may be getting close to that limit, and I've discovered that there does not appear to be an easy way to tell the current output .app bundle size from within XCode.
In XCode4 in particular - by default every build is tucked away in a hard to get at and cryptically named temp directory. I don't want to override this default behavior unless I have to.
I know I can track down the .app bundle by looking at the build logs, opening a shell window, changing to that directory, and using 'du' - but I am hoping to find a quicker and easier way to keep track of the .app file size after each new build.
There isn't even an easy way directly on an iPhone or iPad to determine the size of an application. Mostly I appreciate this - but not when I am in the midst of optimization.
Any thoughts on best practices?
UPDATE: I am using XCode 4 now for most of my day-to-day development, and it seems that every solution so far doesn't work on XCode 4 either because functionality has changed or features (such as Archiving) are still coming soon. I think the ultimate answer may be "use XCode 3" for the particular phase of development. I know I will still need to use XCode 3 for the final build and submission anyway...
Where I work, we make an archive form Xcode (Build and Archive) and then we export that archive on the disk from the Organizer Window (using the Share button).
This will generate an .ipa file. The size of that file is what you're looking for.
There should be a 'Products' folder in your Xcode project. Inside that folder will be your .app files. Right click on your file and select 'Reveal in Finder'.
Create a script (perl, bash, AppleScript, whatever...) and add it to your Build Scripts. The script can then cd to magic location, zip the .app to /tmp, du -s -h the resulting zip, and pipe the output to some log file... maybe even flash bright red warning lights hooked to a USB parallel port relay to warn you of exceeding some file size limit.
Actually, it is the size of the .ipa, not the .app, that has to be under 20MB. Since .ipa is a zip archive, you get a little more space to work with. The only way of finding the size that I know of would be to do a Build and Archive in XCode and look at the file size in Finder.
The file you send to Apple is a .zip file, it's your compressed binary file. For example I'm working on an app that's over 120mb uncompressed but compresses to about 19mb as it's mostly data. I'd guess you have plenty of slack is most of your files aren't a compressed format.

iPhone Or Mac Header File?

Just a small question...
How is it that you tell the difference between an iPhone header file which you can use in conjunction with iPhone development, or a mac specific header file.
Many thanks,
Stu
Many are the same, but not all are included in both. It all depends on which SDK you are building against as to which you have available to you. Please see the iPhone Reference Guide and the Mac OS X Reference Guide.
One quick way is to try and pull up something the header references in the XCode documentation, if you check the document sets the docs are looking at and un-check "MacOS" leaving the iPhone stuff, it will not find anything the iPhone cannot use.

Decompile iPhone app binary

Is there a way to decompile an iPhone binary file in order to extract it's resources like images and sound files?
If you have sync the app to you Mac, just open the following folder:
/Users/YOUR_USER_NAME/Music/iTunes/iTunes Media/Mobile Applications
Or open iTunes and go to Apps and right mouse button on the app and select "show in Finder"
Copy the app you want to inspect, f.e. Demo.ipa
Change the extension ipa to zip => Demo.zip
Extract the zip
Open the folder and then the folder "Payload"
Right Mouse Click Demo.app and select "Show Package Content"
Change your .app file extension to zip and then extract the files. You will be able to get all resource files.
An iPhone .app file is simply a folder. If you're viewing it on a Mac (or even on the iPhone with iFile), just remove the .app extension and you should be able to view the resources. On Windows and Linux (tested with Ubuntu 14.04), it should "just work" and you'll be able to view the folder's contents without any renaming.
Edit: Removed the assumption that images/sound would be used in another application.
First, off you shouldn't be reverse compiling code so that you can get images/sound files from an iPhone or any other application for that matter.
Second, reverse compiling does not always guarantee a successful file generation of whatever file you're looking for. Whether it's an audio or image file.
It would be a much better approach for you in the long run, and in the process of learning that you either contact the authors of the app and ask for permission to use the images/audio that you're seeking (since you think it's such an awesome sound/image that you can't live without). Or you can do an audio mixing or image generation yourself.
If your lacking the time, skills or applications that would get you the quality of work you're looking for. I would recommend bring in a graphic artist or sound engineer/mixer.
You'd be learning how to manage a group or individual, convey your ideas correctly and informative, and you're more likely to build a better application as a result. And that is something you can't get from reverse compiling an iPhone application :-)