which files are need to create .ipa for my application which is done in xcode - iphone

I am creating a simple application in xcode
Now i need to create ipa for that file.
By google i found some info regarding this.
create a folder named Payload and copy the app file,Zip the fine and rename zip to .ipa.
But i have a doubt in the this path users/username/library/application support/iphone simulator/4.1/Applications
i found a folder named with random alphabets and numbers.
In that i found documents,library,tmp folders along with my application.app.
is i need to copy all the 3 folders into payload or just my application.app is enough.
And i did n't get my icon in over the .ipa.
How can i get it.
can any one pls help me.
Thank u in advance.

If you go to Build and Archive in Xcode, it will package your app into an .ipa for you.
When in Organizer, click on your app, then click on the Share... button, then choose Save to Disk...
Also, I wouldnt suggest manually creating your .ipa files.

Apart from using Build and Archive, you can also try dragging and dropping your .app file onto iTunes. Then when you do 'reveal in finder' for the app, you'd see the IPA.

Related

xcode 3.2.6 not creating ipa file

I am creating a ipa file in xcode 3.2.6 but its not creating when i build and archive the app it doent not ask for saving the file and stops the processing how to fix this and make ipa working.
if id doesn't generate any error, then you may have more than one project files in your project. i.e. your project is combined. or you may have not selected any executeable for your project.
Try this:
1) Build a app. And you will get a .app
2) Open iTunes
3) Drag and drop a .app to the iTunes at left panel on top. For truely drop, you must see a Green "+" about cursor when you are draged a .app on panel.
4) iTunes will convert your .app to .ipa file
5) Look at Users/{you}/Music/iTunes/iTunes Media/Mobile Applications folder and find your IPA app file
Hope this helps you

is there any limitation for ipa file

i am trying to syink 300MB ipa file to test my app through itunes but it is not loading total 300MB.it is loading upto 200MB. so my doubt here is any limitation have for ipa.i searched many links but it wont work for me.please tell me.
Thank you all,
ajay
Check that all the books are included in your distribution/adhoc target too.
Copy the ipa file. Change the extension to .zip and extract. Find your .app file then right click and select show package contents. Verify that everything is there.
If there are files missing then expand the Target node in Xcode project and check they are included for your distribution build.

How do I change my iPhone App binary filename

I get the following error when I try to upload the application on iTunes Connect:
"Binary file names cannot contain a space. Please rename your binary file and try again."
If I try to Validate the Application in XCode, I get:
"My Application.ipa: filename may not contain whitespace"
So I guess I have to find a way to rename this .ipa file. I don't want to change my product name which has to stay "My Application". How can I do that?
Thanks!
This works very well (taken from here: http://developer.appcelerator.com/question/82971/filename-may-not-contain-whitespace-in-xcode-325-is-back):
1) In Xcode Organizer right click on the build date of the app and select "Reveal Archived App in Finder"
2) Open ArchiveInfo.plist in a text editor (i used Coda)
3) For me at line 12 it was creating the application with a space:
<key>XCApplicationName</key>
<string>Example Name</string>
Change that to ExampleName and save the file.
4) Once you get back to Xcode Organizer, you should be able to go through fine.
Since Xcode or the Application Loader is the only way to submit apps now, renaming the file before using the web interface isn't an option.
However, there is a workaround. From Xcode Organizer, choose Save to Disk, pick a file name without a space, and then use Application Loader (not the Xcode Organizer) to send the archive to Apple.
I ran into this and another issue when I wanted to submit an app with whitespace and a + in the name.
Application Loader did not work well for me - cryptic errors that required deleting the IPA and rebuilding.
My final solution was to set the PRODUCT_NAME to something sane, e.g. instead of My App+ it was MyAppPro. Then I set CFBundleDisplayName in Info.plist to the name I wanted, e.g. My App+.
This is in my opinion a better solution than renaming the IPA every time and using Application Loader.
I just had to rename the zip file before uploading it in the web interface. This is really silly...
Use Xcode 4.
The problem is solved in this version.
There's no need to change anything in XCode. Just rename the resulting .zip File from "My Application.zip" to "My_Application.zip". This does not affect your application name its just a way to bypass the Application Loader filename checks (which do not allow whitespaces in the uploaded zip filename).
My_Application.zip should be fine
I was able to use the Organizer, select Share, Save to disk. The went to the file and told Finder to open it with Application Loader v1.4. This is with XCode 3.2.5. I've previously used Application Loader to upload apps to the Mac app store.

Changing the .ipa file artwork of compiled iPhone application [duplicate]

I've got an iPhone app with icon file Icon.png.
This icon shows up properly when the app is on the phone itself, but it doesn't show up in the applications pane in iTunes.
What do I need to do to get it to show up properly?
The cleanest way to do this is described in the official Apple documentation, in a section called Publishing Applications for Testing. Below is the exact instructions given to you on that page:
The iTunes artwork your testers see should be your application’s icon. This artwork must be a 512 x 512 JPEG or PNG file named iTunesArtwork. Note that the file must not have an extension.
After generating the file of your application’s icon, follow these steps to add it to your application:
Open your project in Xcode.
In the Groups & Files list, select the Resources group.
Choose Project > Add to Project, navigate to your iTunesArtwork file, and click Add.
In the dialog that appears, select the ”Copy items” option and click Add.
Note that the PNG or JPEG file is just 'iTunesArtwork', with no suffix.
If you try to copy the file into the application bundle after you have built it, it will break the app signing, and you will get a verification error when trying to sync it to your device. Ensure that the artwork file is included in the "Copy Bundle Resources" folder, within your project's target in XCode (step 4, above).
Create a 512x512 png of your icon, name it "iTunesArtwork" (no extension, no quotes) and add it to your project under Resources. Then build.
More details here:
http://developer.apple.com/library/ios/#documentation/Xcode/Conceptual/ios_development_workflow/000-Introduction/introduction.html
In order to make it easier for those arriving at this post, here are the actual instructions (straight from the blog post linked from the accepted answer).
There has been some talk on twitter about how to create your own IPA file for your iPhone app, so I thought I would give the instructions that I have used to build an IPA before. Enjoy.
Create a folder on your desktop called “working”. Open that and create another folder inside of it called “Payload” (case-sensitive)
Move your iTunesArtwork file into the “working” folder and your .app into the Payload folder.
Open Terminal and run the following command: chmod -R 775 ~/Desktop/working/Payload
Go into your ProgName.app folder within Payload.
Double-click the Info.plist file. Make sure there is a item called: SignerIdentity with a value of: Apple iPhone OS Application Signing. If there is not, add it.
Zip it all up. Zip the iTunesArtwork and Payload folder. (So zip up what is inside of the working folder)
Rename the zip file to have the name you want, and the extension of ipa.
Double click to install with iTunes
Actually, it is possible to provide iTUnes icons for iPhone software released as ad-hoc. See this blog post for more information.
I'll just add my recent experience. I had fooled around trying to get my ad hoc app to show up in iTunes with an icon (strictly, iTunesArtwork). Finally, I was convinced I had followed the instructions to a 'T' but it still wouldn't show up in the grid view. However, my artwork was properly displayed in the Cover Flow view. I deleted and reinstalled my app from/to iTunes to no avail. Then I quit iTunes and restarted - and, voila! - my artwork was correct in all places. It appears there is some kind of caching that is not reset in Grid view.
If you see a black square instead of you icon in iTunes, be sure that file type of iTunesArtwork in Xcode isn't "image.png". If so, in the copy resource build phase, CopyPNGFile will crash the file which invalid save for iOS divices.
Open your project in Xcode.
Copy iTunesArtwork.png file into project folder.
Edit iTuneArtwork.png file and remove .png from iTunesArtwork.
Generate build.
You can see image on iTunes.
The application icon only shows up in iTunes if your app is distributed through the app store.
I assume you are asking about a developer or ad hoc build. Those get the default black "A" icon.

How can I make my ad hoc iPhone application's icon show up in iTunes?

I've got an iPhone app with icon file Icon.png.
This icon shows up properly when the app is on the phone itself, but it doesn't show up in the applications pane in iTunes.
What do I need to do to get it to show up properly?
The cleanest way to do this is described in the official Apple documentation, in a section called Publishing Applications for Testing. Below is the exact instructions given to you on that page:
The iTunes artwork your testers see should be your application’s icon. This artwork must be a 512 x 512 JPEG or PNG file named iTunesArtwork. Note that the file must not have an extension.
After generating the file of your application’s icon, follow these steps to add it to your application:
Open your project in Xcode.
In the Groups & Files list, select the Resources group.
Choose Project > Add to Project, navigate to your iTunesArtwork file, and click Add.
In the dialog that appears, select the ”Copy items” option and click Add.
Note that the PNG or JPEG file is just 'iTunesArtwork', with no suffix.
If you try to copy the file into the application bundle after you have built it, it will break the app signing, and you will get a verification error when trying to sync it to your device. Ensure that the artwork file is included in the "Copy Bundle Resources" folder, within your project's target in XCode (step 4, above).
Create a 512x512 png of your icon, name it "iTunesArtwork" (no extension, no quotes) and add it to your project under Resources. Then build.
More details here:
http://developer.apple.com/library/ios/#documentation/Xcode/Conceptual/ios_development_workflow/000-Introduction/introduction.html
In order to make it easier for those arriving at this post, here are the actual instructions (straight from the blog post linked from the accepted answer).
There has been some talk on twitter about how to create your own IPA file for your iPhone app, so I thought I would give the instructions that I have used to build an IPA before. Enjoy.
Create a folder on your desktop called “working”. Open that and create another folder inside of it called “Payload” (case-sensitive)
Move your iTunesArtwork file into the “working” folder and your .app into the Payload folder.
Open Terminal and run the following command: chmod -R 775 ~/Desktop/working/Payload
Go into your ProgName.app folder within Payload.
Double-click the Info.plist file. Make sure there is a item called: SignerIdentity with a value of: Apple iPhone OS Application Signing. If there is not, add it.
Zip it all up. Zip the iTunesArtwork and Payload folder. (So zip up what is inside of the working folder)
Rename the zip file to have the name you want, and the extension of ipa.
Double click to install with iTunes
Actually, it is possible to provide iTUnes icons for iPhone software released as ad-hoc. See this blog post for more information.
I'll just add my recent experience. I had fooled around trying to get my ad hoc app to show up in iTunes with an icon (strictly, iTunesArtwork). Finally, I was convinced I had followed the instructions to a 'T' but it still wouldn't show up in the grid view. However, my artwork was properly displayed in the Cover Flow view. I deleted and reinstalled my app from/to iTunes to no avail. Then I quit iTunes and restarted - and, voila! - my artwork was correct in all places. It appears there is some kind of caching that is not reset in Grid view.
If you see a black square instead of you icon in iTunes, be sure that file type of iTunesArtwork in Xcode isn't "image.png". If so, in the copy resource build phase, CopyPNGFile will crash the file which invalid save for iOS divices.
Open your project in Xcode.
Copy iTunesArtwork.png file into project folder.
Edit iTuneArtwork.png file and remove .png from iTunesArtwork.
Generate build.
You can see image on iTunes.
The application icon only shows up in iTunes if your app is distributed through the app store.
I assume you are asking about a developer or ad hoc build. Those get the default black "A" icon.