On reading the iTunesConnect_DeveloperGuide.pdf, i came across the term binary. This is the paragraph found in the pdf:
To submit your application through iTunes Connect and get it posted on the
App Store successfully, make sure you have the following:
Application binary (includes 57px icon), large 512px icon for use on the App Store,
primary screenshot, contract information, export compliance information and applica-
tion metadata
It is also mentioned that the binary should be a zipped file.
Can anyone please explain what is a binary and how to create one?
Thanks
This is the method I found out. Please correct me if there is any mistake:
Find the file ending in ".app" in the Products folder of your application in Xcode.
Right-click on it and choose Show In Finder.
From there, right-click again and choose Compress.
The resulting zipped file is the binary of your iphone application.
In this case, what Apple really means is the complete Application Bundle. You create it by building your project with XCode for the iPhone OS target. Don't forget to sign it for App Store Distribution during the XCode build process, as described in Apple's iTunes Connect / Developer Pogram Portal documentation.
To submit an app update, just log on to iTunes Connect (itunesconnect.apple.com) and click on "Manage Applications". Click on the application you want to update. From there, there is the icon of the app and next to it, a button that says "Add Version". Click it, and from there just follow iTunes Connect's advice! If you submit a NEW application with the same name but a different version, it will just add a NEW application to the app store (if it doesn't give you an error)! Then, v1.0 and v1.1 will BOTH be available for download.
Related
In articles like this: http://aaronparecki.com/How_to_Distribute_your_iOS_Apps_Over_the_Air as well as the official Apple Documentation: http://developer.apple.com/library/ios/#featuredarticles/FA_Wireless_Enterprise_App_Distribution/Introduction/Introduction.html it says things similar to: "The manifest file is a file in XML plist format. It’s used by an iOS 4 device to find, download, and install apps from your web server. The manifest file is created by Xcode, using information you provide when you share an archived app for enterprise distribution."
However, in the organizer for XCode 4.1, there is no "share for enterprise option". The only options listed are the ones pictured here: http://developer.apple.com/library/mac/#documentation/ToolsLanguages/Conceptual/Xcode4UserGuide/DistApps/DistApps.html
which are "iOS App Store package (ipa)" and "Archive".
Can someone tell me how I actually get to the "Enterprise Sharing" option?
Thank you
Just follow the instruction in the documentation
until you arrive the "To share your iOS application."
Once you arrive this step, the next screen will ask you for a file name, and an option "Save for entreprise Distribution" will be available (refer image), check for this box and it is here you enter all the information including the most importantly, application URL that must be the same as your bundle
Please help me export my application to iTunes Connect. I dont understand the documents, I have tried my best. I cant find the release of my .app, only the debug version.
I am using xcode 4. Also I dont know if I have signed the application correctly.
Here is a screenshot of my build settings, are these correct.
I setup a distribution certificate, an app ID with a wildcard mask, and a provisioning profile for the App Store, this provisioning profile is then imported into the organizer and on the screenshot below, you see I have assigned it to the Release build.
I cant find the release build at all on my system, only the debug file and would you say my certificates/profiles are set up currently.
Make sure you have configured the Archive panel for the scheme with the name of the archive to create
Then choose Product | Archive from Xcode's menu
Then have a look in your organiser's Archive section
And here are the docs you should be looking at.
First, make sure your Scheme is set to Release. Then, Build your app. If all goes well with no errors, you should be able to get your release build of your app in your Derived Data directory (this is the default Xcode 4 location).
If you don't see anything in Derived Data, check under Xcode->Preferences and go to the Locations tab. That will show you where your builds are going.
Unless I misunderstand the question, to send your app to iTunes connect from Xcode4 you choose Product -> Archive from the menu.
If your certs and IDs are correct, and they seem to be, then you will be shown the Archives view in the Organizer. Select the recent Archive and choose Validate.
If it validates, choose Submit. Your app should be submitted to iTunes Connect.
My application just available on the App Store but I found an error, so I fixed it. But from this point I don't see any sort of document about "how to submit updated application to App Store?".
Could you help me with any clear instruction? Which I have to change to make the new version replace the old version and available for user to updated?
Follow the same build process as you did before - build an App Store release binary.
Log into iTunes Connect.
Click on 'Manage Your Applications'.
Click on your application icon.
Click on 'Update Application'.
Fill out the form and upload the zipped version of the new binary.
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.
I've got my apps running on my iphone, great, however to list on the itunes store I need the "universal binary" thing.
I've tried finding answers, but I can't seem to find a concise useable explanation to doing this in xcode. I always get errors when I try to build a binary. Can anyone point me towards a basic step-by-step procedure I can follow to creating a universal executable binary which can be uploaded on the itunes store?
One more thing, is there some type of app, like the rename project app, or applescript thing, that can do this for me with a few clicks?
Try this:
Prepare a new provisioning profile for App Store
Make sure you have Ad Hoc distribution working OK.
Go onto the Program Portal > Provisioning > Distribution
New Profile button
Distribution Method: App Store
Profile Name: MyApp App Store (or whatever)
App ID: MyApp (you have already created one right?)
Submit button
Set up the new profile/configuration in XCode
Download the certificate (you can click on the Distribution tab to reload that tab while it's being generated) and load it into XCode
In XCode, open your project and go to Project > Edit Project Settings (or double-click on the first item under Groups & Files panel)
Configurations tab, click on your existing Ad Hoc distribution configuration, that already works, and click Duplicate button. Call the new one "App Store"
Click on Build tab, then under Code Signing > Code Signing Entity in the popup choose "iPhone Distribution - MyCompanyName" under "MyApp App Store"
Build & Upload to iTunes Connect
Clean all for good luck, then set Active Configuration to "App Store", build & go. Test it on your iPhone.
Find your built app in the Finder, in your project directory > build > App Store-iphoneos > MyApp.app ... right click and "Compress MyApp.app"
Upload resulting MyApp.zip to iTunes Connect.
A Universal Binary has nothing to do with it. To distribute through the App Store, you need to create a Distribution provisioning profile. The iPhone developer portal has step-by-step directions for this. look under the "Distribution" tab.
I followed the instructions listed by sbwoodside but had problems with the last part (Build & Upload to iTunes Connect). I realized that the built version didn't run on the device. This is what worked for me:
Build & Upload to iTunes Connect
Clean all for good luck.
Go to "Edit Scheme" and in the Archive menu, select the App Store
build configuration.
Select iOS Device or a specific device in the drop down menu and go
to Product->Archive.
Once Xcode is done archiving, it will open the organizer window and
show the archives section. Select the last archive and click
"Submit".
You will be asked to enter your distribution certificate. Select
the one created for the App Store.
XCode will upload the app to iTunes Connect without the need of
using Application Loader. For this to work, the app has to be in
"Ready to Upload" status in iTunes Connect.
You won't get to test the last version with the device. Therefore it's best to make an ad hoc version before to be able to test all features and once everything is working, duplicate the ad hoc configuration for the app store.
Once you have your provisioning profiles downloaded and installed you need to make some changes within XCode to get the app to work on your iPhone and eventually to submit to the iTunes store. You'll also need to add an Entitlemests.plist object to your project. You also need to tweak your build profile and your info.plist to point to your application name.
But as Mark B already said, just got through the developer portal and follow those instructions. Just make sure your define the right provisioning profile for the purpose.