I am attempting to load a small application I wrote with AppCelerator on my device. I am having quite a bit of trouble with this because of iOS target mismatches I suspect.
AppCelerator provides me two options for the target OS, 3.2 and 4.1. My Phone has firmware 4.1 on it so I selected 4.1:
Here is a picture if you want to have a look.
Note that in this image I am selecting output type of 4.1. This generates an XCode project with 4.1 as the base sdk / target sdk of 4.1.
When I launch this it generates an XCode project. Organizer contains the following devices and provisioning profiles:
Here is a picture of organizer.
It contains my device, with provisioning profiles, with a green dot beside the device meaning it should be a valid target.
Then when I try to run the app on my device I see the following options as available targets:
Finally here is the dropdown where you select simulators and devices.
Notice it simply doesn't contain my device as it did before I upgraded to the new SDK and 4.1 iOS.
I assumed I would be able to push to my iphone at this time - have tried all I know to try. Blown away all my provisioning profiles, regenerated my developer certificate, also deleted my login keychain to make sure that I started fresh there.
I am really just out of ideas to try - appreciate any and all help!
It appears that the answer was quite simple. After kludging around in XCode for hours I found (or noticed) another tab on the AppCelerator interface.
Click on Test & Package
Click on Run on Device
Fill out the details for provisioning if they aren't already (this is likely all done if you went through the level of detail on Apple Documentation that I did)
Click Install Now
Voila - the app is on your phone for testing.
The Apple Terms and Conditions do not allow apps built outside Xcode to be installed to iOS devices. I would think this applies to AppCelerator builds as well.
Related
I spent many hours trying to figure this issue out. Apple continuously accepted my uploaded binary when I was submitting my app through XCode4.2, yet only to declare the binary invalid minutes later. It turned out that it was because I had placed the "Default-568h#2x.png" in my resources folder in an attempt to support iPhone 5's splash screen and eliminate "letterbox mode" (black top and bottom bars)... I am using a 2006 MacBook Pro, and thus am unable to upgrade to Lion OS or Xcode4.5. Also, I am able to build AdHoc versions for my customer that runs just fine on the iPhone 5 (filling its entire screen).
Does anyone know of a workaround I can implement to get Apple to accept my binary while still being able to support iPhone 5's larger screen (no black top or bottom bars)? If I re-name "Default-568h#2x.png" I am able to get Apple to accept my binary, but will I lose compatibility with iPhone5?
I found the following link in my search, which seems to suggest the startup image has nothing to do with the iPhone 5's letterbox mode, and can be labeled any name. However, I must admit, I am rather lost when the writer begins discussing 'viewports' and 'media queries'...
http://www.mobilexweb.com/blog/iphone-5-ios-6-html5-developers
Thanks in advance for any help you can offer!
Apple has made a deliberate decision to only allow two types of apps:
Apps built with XCode 4.4 and earlier, built for iOS up to version 5, including support for armv6 (required for iPhone 3G) but without support for iOS 6 and without support for the larger screen of the iPhone 5.
Apps built with XCode 4.5, built for at least iOS 4.3, possibly supporting the larger screens (Default-568h#2x.png) but without support for iOS before 4.3 and without support for the armv6 architecture (required for iPhone 3G).
All others apps are now rejected if you upload them to the App Store. Your app is rejected because it's includes Default-568h#2x.png and one the following things: either armv6 support or support for iOS before 4.3.
Without XCode 4.5, it's impossible to create an app the support the larger iPhone 5 screen and is accepted by Apple.
Some people have managed to build and upload applications the support both iPhone 3G and iPhone 5. But this is very tricky and requires a parallel installation of at least XCode 4.5 and one earlier version.
Update:
If I'm not mistaken, the crucial points for supporting the larger screen are:
The launch image Default-568h#2x.png
The setting of Base SDK being iOS 6 (or later)
If you add the launch image without setting the Base SDK to iOS 6, iTunes Connect will reject you app:
"Invalid Launch Image - You app contains a launch image with a size modifier that is only supported for apps built with the iOS 6.0 SDK or later."
Without XCode 4.5, you cannot select iOS 6 as the Base SDK.
I was able to install iOS 6.0 SDK on my XCode v4.2 following these instructions:
Is it possible to get the iOS 5.1 SDK for Xcode 4.2 on Snow Leopard?
Afterwards, I could create a binary with the below attributes that Apple would accept.
The launch image Default-568h#2x.png
The setting of Base SDK being iOS 6 (or later)
I have have a Mac mini from 2006, running Snow Leopard, Xcode 4.2. I was having the exact same problem with my submissions last night (May 2, 2013). Organizer uploads the app, and says all is fine. Within a couple of minutes The email below comes through. I did what the email suggested. Then I double checked, triple checked all settings, recreated certificates/profiles....still invalid binary.
Early in development, I was able to crack a dmg to get iOS6 installed on my machine. I put Default-568h#2x.png in my app. I tested ad hoc installations on a 5th gen iPod Touch - everything worked fine, BUT Apple won't accept my app.
I was going to get a new mac this year anyway. I'm heading to the Apple store to get one tonight. Here's the email from Apple:
Dear developer,
We have discovered one or more issues with your recent delivery for "Gazoodle Colours". To process your delivery, the following issues must be corrected:
Invalid Signature - Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose "Clean All" in Xcode, delete the "build" directory in the Finder, and rebuild your release target.
Once these issues have been corrected, go to the Version Details page and click "Ready to Upload Binary." Continue through the submission process until the app status is "Waiting for Upload." You can then deliver the corrected binary.
Regards,
The App Store team
Update: Got a new macbook pro, built my app with the latest Xcode (4.6.2) and resubmitted the app. My app is finally in the Waiting for Review state. Wasn't sure buying a new computer would solve the problem, but it was a good excuse to upgrade the hardware, and it actually fixed the invalid binary issue!
Is is possible to submit the app with base SDK iOS5.1 and with Default-568h#2x.png, so that application will not leave an extra black space?
Our normal application is working fine on iPhone5 leaving a black space from top and bottom, but if we just include "Default-568h#2x.png", will it work fine (the view displayed in complete area of iPhone5)?
There are lots of dependencies to support iOS6, so is it possible to submit the app with "Default-568h#2x.png" and base SDK iOS5.1?
It is impossible to submit the iPhone 5 full screen app which is built with Xcode 4.4.1 and iOS 5.1 SDK. I did the same thing to support both old devices of armv6/iOS 3.x and iPhone 5. But I got this reject message from itunesconnect. I think it is the new policy of App Store.
"Invalid Launch Image - You app contains a launch image with a size modifier that is only supported for apps built with the iOS 6.0 SDK or later."
just edit the size of Default-568h#2x.png with the same one of Default#x2.png splash screens, don't rename it, adjust only it size, it's how it worked for me, seems the binary does gets faked, my app it's waiting for the review don't know yet if will be approved.
I do not see any policy from Apple to forbid developers to submit apps based on SDK 5.1. My understanding is that if you develop on SDK 5.1 you should also test your app on iOS 6.
Having said that, iOS 6 SDK provides good features to help developers manage the layout, and Apple surely wants the developers to use the latest.
To avoid "Invalid Launch Image" problem on submitting app with iPhone 5 launch image using XCode 4.4.1, please following these steps:
Archive your App under XCode 4.5
Open Organizer, show your App folder in Finder, enter your App’s Products/Applications folder, copy Info.plist and archived-expanded-entitlements.xcent to your home folder.
Open your Info.plist (~/Info.plist) using XCode, and modify MinimumOSVersion from 4.3 to 4.0
Close XCode 4.5 and open XCode 4.4.1, open your App project and open your Target’s “Build Phrases” tab, add a Run Script, with shell “/bin/sh” and “cp -f ~/Info.plist ~/archived-expanded-entitlements.xcent “${TARGET_BUILD_DIR}/${EXECUTABLE_NAME}.app”
Re-archive your App, and it should pass App Store’s rule checker and in “Waiting for review” soon.
The app I submitted late October got online in early November. Someone said he used XCode 4.3.2 to submit app in the same way. It should be working for XCode 4.*
For more information, please also read this blog article.
I submitted by mid-feb my binary compiled on Xcode3.2.6 and only had the Default.png, my App got rejected due to a bug related to the 4" screens, some stupid sizing junk, fixed it and tested on Xcode4.6/SDK6.1 which requires that 568h#2x.png file, I added that image to my set , still compiled it on 3.2.6 and submitted my fix and it got automatically rejected with the same msg as here.
Then I just pulled that 568 file out and resubmitted hoping that since it went thru about 2 weeks ago it'd get past again, I triple checked my code on sdk6.1, recompiled/ressubmitted and got the same rejection so it seems like they are enforcing that min Xcode version NOW.
BUT .... guess what? I cleaned everything and twice and rebuilt & decided to give it a last shot, resubmitted and it passed!!! I'm on waiting 4 review now.
I've solved that issue the following way: I'm using iOS SDK 5.1 and Xcode 4.4.1.
Now I've added simply the Default-568h#2x.png to the upper folder of my App in Xcode but not with Xcode 4.5.1.
Then I've built the App through iPhone 5.1 Simulator and finally I've quit the Simulator.
Then go to ../users/myNameUser/Library/Application Support/iPhone Simulator/5.1/Applications/... search for your App and Copy the complete folder (e.g. F83221EA-1HB4-4947-9DH4-43D8QZ3FFEA3).
Then go to ../users/myNameUser/Library/Application Support/iPhone Simulator/6.0/Applications/ and paste in the copied folder from the 5.1 Simulator.
Finally open your Applications folder go to your Xcode App (4.5.1) then right click and show package content: Go to ../contents/applications/ and double click "iPhone Simulator.app".
Now you are running the new iPhone Simulator with your iOS SDK 5.1 App. Great job? Now you can change the hardware of the simulator to the new iPhone Retina-4-inch.
And you can see how your App will look like on the new iPhone 5.
I've sent my new App version by that way for review - well see if it'll get through.
(Sent with: Xcode 4.4.1 and iPhone 5 support like described on top)
By the way it could be interesting to run Apps from Xcode 4.4 on real iOS 6 Device?
How to do that: Use iOS 6 device for testing with Xcode 4.4 and iOS 5 SDK
I just updated our app to an universal app for iPhone and iPad. I made all the changes (classes, nib, targeted device family, icons and so on) and it worked just fine on the simulator and my iPhone/iPad developer devices. I submitted the app to the app store and yesterday it got 'ready for sale'. The problem is that it shows just the iPhone Version and Screenshots in the app store and when I install the app on the iPad it just shows the iPhone version.
I have no clue what I've could make wrong?
Does anyone know what it could be? Does it need a special certificate/provisiong profile or something else? I found nothing on google about that.
try to check the "Release" target configuration of your build to check if the Target Device Family field (TARGETED_DEVICE_FAMILY) is set to iPhone/iPad.
Check to see if your Distribution configuration settings match your Release configuration settings for your Build Target, except for codesigning and verification, of course.
We're developing an application that uses CoreLocation as a primary feature, where need to poll the GPS over an extended period of time. Everything works fine when we install via build&run in Xcode, but whenever its installed via adhoc using hockey (ipa generated using build&archive->share_application->distribute_for_enterprise), something very odd is going on with CoreLocation. Here are the problems we're experiencing; (1) the "Allow xxx to access your current location" dialog is never displayed, (2) the location icon on the taskbar is never shown, and (3) the delegate method, locationManager:didUpdateToLocation... is never called.
To make matters even more confusing, this issue is only reproducible on the developer devices. Beta testers are not experiencing this. We have tried removing all provisioning profiles from the developer devices and from Xcode, but the issue still remains. We have also verified that we are building with the lastest provisioning profile. I was only able to install via adhoc onto my dev phone after I completely wiped it and set it up as a new phone in iTunes.
Has anyone else experienced this issue or something similar? Any suggestions/recommendations?
Tested using Xcode 3.2.4 64bit and iOS 4.1 (8B117)
Possibly related to iphone Location Services code that works on OS 4.1 in appstore?
I am going through the Apple provisioning profile walkthrough documentation to create the binary to submit to the app store but came across a very visible problem.
The documentation shows that when the user clicks on the "Overview" tab in Xcode they should have a list of options such as:
Device - iPhone OS 2.0,
Device - iPhone OS 2.1,
Device - iPhone OS 2.2 (Project Settings),
Simulator - iPhone OS 2.0,
Simulator - iPhone OS 2.1,
Simulator - iPhone OS 2.2
However, in my version of Xcode, the "Overview" tab brings up this:
Device,
Simulator
I am wondering if this could possibly be contributing to the reason that the app store will not accept my binary - the error stating that "Apple is not currently accepting apps built in this version of the OS." Any ideas on what I am doing wrong?
EDIT:I have checked everything that I can possibly think of - this is the final SDK 4.0 that is the most current. I have tried almost every combination of base SDK and target SDK that is allowed in the build menu - although I am pretty sure the correct way is to have the base SDK at 4.0 and the target SDK at the lowest that it would possibly work - none of this works. Is there some sort of help desk I can call at Apple because I have been working on this one tiny problem now for about 10 hours and I am not making any progress at all.
Seams that you have and old SDK, try to download SDK4 final (not the beta).
Or your compiling options are old, to edit them right click on the project icon in the left column and click "Get info".
In the second tab (build) you should find all the options you need.
Must have been some recent changes to xcode. Everything worked once I set the Base SDK to 4.0 and the target SDK to 3.2.