iPhone dev question: "No provisioned iPhone OS is connected" error, I don't know what else to try for troubleshooting - iphone

I am trying to compile and install my first application onto my iPhone after setting up a profile and certificate. At this point I am getting the "No provisioned iPhone OS is connected" error when I Build & Go.
I am using iPhone OS 3.1.3, and Xcode 3.2.2 on 10.6.3.
• I have verified that my iPhone is connected to my development machine (it is seen on the computer by both iTunes and Xcode Organizer (in Organizer, it has the green dot next to it)).
• I have rebooted the iPhone and restarted Xcode multiple times.
• I have verified that the Bundle Identifier in my appname.plist is set to com.. (with the appropriate values between the angle brackets).
I have looked the error message up on the web, and so far have not found a hint that has gotten me over the hump....
Thanks for any and all assistance!
Regards,
Steve O'Sullivan

Open Organizer (in Xcode > Window >
Organizer) check whether there is a
green dot next to your iPhone.
Click on the iPhone item, check whether it's ready for development (if "Use for development" is there, that means not)
Sometimes, you may need to power off then on your iPhone

Did you add the UDID of the device to the relevant provisioning profile on the Apple iPhone developer portal, and downloaded and installed the new profile?

Maybe an answer now; see comment below. But if nothing else, an identical problem and question. I've tried all of the unique suggestions made on this and other forums, several times for some suggestions, as the original author has done, and I continue to get the same message. I've removed everything from the provisioning portal, from my iPhone (3.1.3), and from XCode (3.2), and rebuilt/reinstalled everything. As above, the green dot shows in the Organizer as does the relevant iPhone specific data, the provisioning file is there and on the iPhone, all the appropriate certificates appear to be in place. I've "clean"ed the build; I've turned the iPhone off and restarted XCode, in several different sequences; I shut down the development Mac and restarted everything. But, I continue to get the "No provisioned iPhone OS device is connected".
And, yes, this is my first try at loading a development application to the iPhone, so the original question's author and I seem to share similar relevant experience and behavior. I keep hoping to go back and find a missing step. And, while it did take several tries to get to this point, with everything looking like it's right, it appears I've still overlooked something important.
Beyond the "restart" suggestions, has anyone found any strong sensitivities to the order in which things are done, or anything that seems to have become more difficult with XCode 3.2 or iPhone 3.1.3? I notice that the many examples of this question first appeared 18 months ago, then it was silent for quite a while, and now there's been a slew of new queries of this kind.

Related

iTunes Connect Vague App Rejection - Pulling My Hair Out

So, I recently uploaded about 9 apps that were mutations of an original one, just with different content and the same framework...
So, today all 9 of the apps went into review at the exact same time although they were each uploaded a day apart, which I thought was really odd. 5 hours later I get 9 rejection emails and the same rejection as follows:
2.2
We found that your app failed to launch on iPhone 5 running iOS 6, on both Wi-Fi and cellular networks.
We encountered the issue when selecting the application on the Home screen - the app displayed a launch image then quit unexpectedly.
This may be because iOS 6 uses a watchdog timer for applications; if
an application takes too long to complete its initial startup, the
operating system terminates the application.
For information about the watchdog timer, please see Technical Q&A: Application does not crash when launched from debugger but
crashes when launched by user..
Another possibility could be a missing entitlement. For more information, please see the Technical Note: Resolving "0x800003A",
applications not launching and "missing entitlement". For discrete
code-level questions, you may wish to consult with Apple Developer
Technical Support. Please be sure to:
include the complete details of your rejection issues
prepare any symbolicated crash logs, screenshots, and steps to reproduce the issues for when the DTS engineer follows up.
For information on how to symbolicate and read a crash log, please see Tech Note TN2151 Understanding and Analyzing iPhone OS
Application Crash Reports.
If you have difficulty reproducing this issue, please try testing the workflow as described in
https://developer.apple.com/library/ios/qa/qa1764/Testing Workflow
with Xcode's Archive feature".
I've uploaded a number of apps before and have never received this sort of issue.. So, I followed their suggestions and it's not the dogwatch timer, as the app runs absolutely flawless when ran from xcode on my iPhone 4s with iOS6, and also runs without any issues when I distribute it as ad-hoc enterprise, and sync the app through a .ipa file onto my iphone...
Although, before testing any of this I went through and revoked my development and distribution certificates, went through my keychain and deleted all instances of any certificates related to apps, and keys. Then refreshed everything. All my code signing / provisioning profiles are valid, I re-added my device to the provisioning portal as well.
Does anyone else have any ideas? I'd like to be positive I fixed the problem before uploading my apps again, waiting a week just to be rejected once again and have to start all over. Any help or leads would be greatly appreciated!
I have also double checked all of my info.plist bundle identifiers and they all match the dist and development profiles associated with each app.
I finally got around to finding a friend with an iPhone 5. The crashing WAS due to armv7s architecture being used. So I stripped out all architectures and used only armv7. Worked like a charm and the app ran as smoothly on my 4s as it did on my friend's iphone 5.
Did you try compiling in armv7 only? (forget the armv7s support). By the way, yeah, it's impossible to test it without any iphone5 hardware, and the simulator actually don't simulate anything. With only armv7 feature it should (i really say "should") behave like in iPhone 3G/4/4s on ios6.
Or did you have some runtime behavior depending on the device? What are you actually set on startup?
Look at this post:
http://wanderingcoder.net/original-armv7s-psa/
Even if it talk about linker error, here is the philosophy: Don't publish something you haven't, can't test. Use armv7s only when you will get rich an have an iPhone 5

Anyone else having problems installing iPhone Enterprise apps on released IOS 5?

Anyone having problems deploying Enterprise apps on iPhone/iPads running the released version of iOS 5 using the OTA ("over the air") methodology?
During the installation process, we get the alert box: "the app could not be installed at this time". Tapping the Retry button does nothing. In some cases, repeated tapping of the Retry button eventually results in a gray, empty launch icon being left on the home screen. No app installed. No other errors.
Anyone else seeing this or have a resolution?
The below description is a bit involved, but please bear with me as it may help others who run into the situation. I will post the resolution if get a resolution from Apple. So far, no joy there.
Our app refuses to install OTA on iOS 5. This same app WILL install on iPhone/iPad devices running iOS 4.x.x AND the same app will install on iOS 5 devices physically connected to a desktop machine using the iTunes app.
The Apple Developer forums under the IOS 5 Beta category complained about the problem but no indication of resolution as of last week just before the official release of iOS 5.
Cookies are set to be accepted.
Bowser cache and history cleared.
Using mobile safari originally installed with original iOS version 4.x.x.
System hardware and operating system configuration
iPad 2, iPhone 4 or any iPhone device running iOS 5 RELEASED version.
Browser and version
Mobile safari that is installed with iOS 4 on ipad2. Don't know if mobile safari upgrades with ios 5 upgrade.
Using a corporate wifi network. Yes, we are behind a firewall and use a proxy server. Since iOS4 devices install without problems, I don't think installation being blocked by the proxy or firewall.
Enterprise app built with Xcode 4 and ios5 sdk provided with it. Built to be backward compatible with iOS 4.0.
Distribution provisioning profile is correct as we have been using it for several weeks.
This app installs properly on iOS 4 devices both over the air and via iTunes application method.
This app installs properly on ios5 devices through the physical connection with iTunes application on the Mac desktop.
Steps to reproduce:
User types in the URL in mobile safari on iPhone/iPad running ios5.
The resulting webpage shows the download app link.
User taps on the link and is asked if they want to install the app.
User taps the yes, install button.
App proceeds to install.
A gray launch icon shows up on the home screen with the progress bar empty at the bottom of the icon.
Message below the icon indicates "loading".
Seconds later, user gets the "cannot download app at this time" error message as seen in screen shot attached.
Tapping the retry button results in the same action just described.
Tapping done results in the download stopping.
If you tap retry several times, user sometimes is left with the gray empty launch icon, which will not launch and cannot be deleted.
Note: In the apple developer forums, under the iOS 5 beta category, people are describing the exact same problem with no resolution.
Had the same problem, and was able to resolve it. However, the error noted is not specific to a single cause that handles every case... some detailed investigation needs to occur.
Your best bet is to connect the device to your Mac, and using the Organizer of xCode view the console logs while you are attempting to do a wireless deployment. There will be some useful information available -- please post the logs.
For my case -- the icon files were missing from the build, as a result of moving from xCode3 to xCode4 and also, the distribution plist was referencing an image that returned a 404. Both were logged in the console, but not very clearly.
Also, as a sanity check, manually verify the URL to your IPA file also.
I had this same problem and was sure everything was correct in my project; but restarting Xcode and doing a clean revealed my Enterprise scheme had somehow defaulted to the wrong provisioning profile.
Re-selecting the correct profile and re-archiving the app fixed the issue for me, I'm able to install an enterprise app on both iOS4 and 5.
I wanted to chime in after fighting this for a few hours. It is iOS 5 specific.
We had an htaccess password protection on the directory. Removing this allowed the app to finally download. So if you have htaccess, perhaps you can point the user to a parent directory that is password protected, then navigate to the subdirectory containing the app that isn't password protected. This is a temporary solution, apple needs to fix this.
Another thing to consider is the URL you specified in your over-the-air Application.plist file. I received the same error message ("-application- could not be installed at this time") because the URL I specified was too unspecific. Rather than writing "directory/directory/application.ipa", I had written "directory/directory/". You must include your application in the complete URL of the plist file's configuration.
If you didn't do this, don't fret! You don't have to rebuild the entire thing from step one, you can open your .plist file in any standard text editor and simply change the URL.
We had the same thing.
Our mistake was to point to a wrong 512.png icon in the manifest.
Which was no problem on iOS4 but turned out to stop iOS5 into a "...at this time" alert.
Wanted to chime in on my experience.
In my case, we were changing the address where the IPA file was hosted. Although I updated the PLIST file with the proper URL to the IPA file, iOS was still going after the old URL almost as if it cached the PLIST data. Creating a copy of the PLIST file and renaming it resolved the issue (data within the file remained unchanged)
I met the same problem today. The app can be installed in ios4, but failed in ios5 with "** could not be installed at this time" alert.
According to patricksan's suggestion, I download iPhone Configuration Utility 3.5 for Mac OS X, and try to catch the log while install the app through OTA.
The log helped me finally, one sentence of the log says entitlement 'get-task-allow' has value not permitted by a provisioning profile. It remind me that if the code signing identity in build settings of Project and Targets are correct, after checking them in Xcode, I found the code signing identity are not correct one, they should be iPhone distribution:.... other than iPhone developer:..... After correcting them, and re-Archiving the ipa file, it can be installed in iOS 5 now.
Check your Info.plist for Required device capabilities property. I recommend to delete completely this property if you haven't any restrictions on use.

XCode 3.2.5: Deploy Debug Build to iPhone iOS 4.2.1 is FAILING

I am having one of those horrible days where absolutely everything is broken.
I'm trying to deploy my application to my iPhone. I have done a full system restore to 4.2.1 on both devices. The iPhone is simply having none of it: http://cl.ly/3O1C242k210T2I0w253Q -- What's going wrong?
Organiser picks the iPhone up no problem, gives it the green light, but XCode won't deploy the app: 'No provisioned iOS device is connected'
I have tried:
rebooting the computer, restarting X code, plugging in the iPhone, attempting to deploy. pretty much every combination thereof.
organiser -> deleting and recreating Xcode's default provisioning profile
target settings -> making sure the correct provisioning profile is selected which it is
going onto developer.apple.com -> provisioning portal, and making sure X code automatic provisioning profile is there as it should be, which it is
putting the iPhone in to restore mode, and reinstalling the latest iOS
The only thing I can think of is that it is a UK locked phone, with a UK SIM inside, and when I turn it on it gives me some ' waiting for activation ' message: http://cl.ly/0I390x2Z3E3A040V2J2h so maybe it is possible that it never activates and this is somehow a barrier. can anyone confirm?
( I doubt it is this; I'm pretty sure the phone is capable of activating itself even tho I'm not in the UK, seeing as I have the correct SIM card in. I remember one time reinstalling iOS or something similar, and it needed the activation. so I think it does successfully activate. However, I don't know how to check whether activation has completed or not. )
But I have successfully deployed a load of apps to this device in the past. I can't understand why XCode is digging its heels in today?!
PS the only other thing I can think of Short of buying new hardware is reinstalling Xcode, which I guess I will have to try at some point. maybe even reinstalling my MacBook's OSX. but really I can't see how this would help...
I'd suggest checking your code-sign parameters. Maybe it's signed with app profile that doesn't have your device's UDID added through provisioning profile?
Someone on IRC got me to try deploying a default template app, and that worked.
I subsequently removed and reinstalled the SDK, and the problem has gone away.

"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.