So. In my Android Studio project there is both an App for mobile and a module for wear OS. Debugging works perfect. The app can communicate with the wear app when i install it via androids debugging.
But when i try to build signed app bundles, there is only one aab file. Then yea the wear app might be included that, so i try to upload it to playstore, but the playstore doesnt seem to recognize the wear module and doesnt even show an option to add wear screenshots, as if theres no wear module.
I cant seem to find a solution for day. And there is so little discussion on Stackoverflow and other places about Wear OS
I tried to select the either app or wearapp for creating aab but either way it just made one.
Secondly the package names and build versions are the same.
Related
Currently,
My team and I are developping an Android Auto enabled app. And it appears to me this app is only available in my car unit, when I enable unknown sources in the Android Auto app.
However I'm wondering what defines an unknown source and how do I make sure my app is not an unknown source. Does Android Auto communicate with the Google Play Services for this or do i need to sign the APK with specific data?
How are you deploying your app? If you are deploying with Android Studio: as I recall you won't see it on your real automotive head unit, just the emulator. To show on the head unit it needs to be deployed in the Play Store, at least in developer and pre-release mode while under development.
First of all: Android Auto runs on your own device, meaning it adapts the same permissions you granted to particular apps. If your app doesn't have an app in the normal UI or you didn't open it on your phone once, then it would usually prompt you to grant permissions the first time you open it.
An unknown source is pretty much any way of getting your app outside of the Google Play Store (and OEM-specific app stores like Samsung App Store for Samsung devices etc.).
That is especially common if you e.g. download an .apk from the internet and want to install it, but your phone thinks their own file manager is an unknown source (because it is not intended to download apps).
I'm going to begin working on cross-developing an app for iOS and Android using Flutter. I have a Windows computer and use Android Studio for mobile development (new to Flutter, but have experience with Android development).
I am going to need to use a Mac at the very least to set up Firebase dependencies in the app, but it is unclear to me how much time I will actually need access to a Mac. I don't want to overpay.
When developing an app with Flutter, do I always need to use XCode to test run the app on an iOS device, even if I have a physical iPod in front of me? For instance, I can use my Android phone with USB debugging to run/test the app on my phone thru Android Studio. Can I do the same thing with an iPod and Android Studio, or does it have to be done through XCode?
Thanks.
If you have a good PC/Laptop with good resources you can use VM Box and install macOS in it. After that you can use it to testing for iOS purposes.
Considering a rent on MAC is probably isn't a good option.
Renting will cost alot and will even go over budget if time is not spent properly. Therefore, in my opinion it would be best to get an old mac mini and maybe upgrade it if you have the budget
I am using Phonegap Build to quickly deploy and test my applications. For this to work, I had to go through an elaborated tutorial on creating provision files and certificates and borrow a Mac to make use of Keychain. By then however, I only registered one device UDID.
Now I want to add more devices, but I dont want to go through the whole process again, also what if I have to add other devices later?
So I was thinking to use Testflight, which only requires that you upload an .ipa file (apart from having a developers account etc). With Phonegap Build you can easily create these .ipa files.
However, since I am working with Windows, I dont see how I can upload the .ipa files on Testflight. Most tutorials online talk about using Xcode and some other Mac program.
Is there any way to upload it anyway?
Hacks might be available but since Apple integrated TestFlight into iTunes Connect - which (at this time) does not have a public API - the only official solution is to use Xcode or Application Launcher for ipa uploads. Both are only available for OS X.
An alternative solution might be to use an iOS CI/CD (continuous integration and delivery) service to do the upload. We happen to have one - bitrise.io, CTO here - but you can find a couple of other services as well.
i'm trying to create my first app using Phone Gap, so i manage to Build a "generic" app, after installing node.js and phonegap.
So i'm trying to run the following command on the terminal:
phonegap build ios
And it always get stucked on [phonegap] Detecting iOS SDk Environment.
I have, xCode 5, and i do have all the profiles needed to develop, and distribute for iOS, in fact i couple of hours ago, i just send my first app to Itunes Connect, so i think my environment, is fine.
Any ideas? Thanks for the attention!
So, instead of using the command phonegap build ios, I tried phonegap run ios. The program runs, and also a folder was created with the xCode files.
I still dont know what was wrong, but it worked for me.
Is it possible to get an AIR 3.0 Captive Runtime app into the Mac App Store? How would you do that?
Here's a link where you can find pretty thorough article how to upload an AIR app in the Mac App-store.
There are actually a couple of steps to doing this. First, and this is what I have found to be the easiest solution, is to build an AIR Intermediate file from Flash Builder 4.5. Once that file is built, use the adt command line packager with the "-target bundle" flag to sign and package the a Mac OSX application bundle. This will result in a fully working captive runtime application bundle that you can run on OSX. When you have completed the Adobe side of things and have verified that is runs correctly you can move on to the Apple side.
I would recommend you reference Apple's developer documentation for this here: Submit Your Application using Application Loader. You will need to use both the "codesign" and "productbuild" commands on the application bundle you created from Adobe's packager. When done, you should now be able to use Apple's Application Loader to submit the package to the Mac App Store.
I have not yet tried to sign the AIRI package with my Apple certificate, so I'm not sure if that would work, since I have both an Thawte cert for Air apps and the Apple issued one. This would take further testing.