Qt Mac OS Deployment - You must supply an Apple ID - macos

I have developed a Mac OS app in Qt 5.2.1. I have used macdeployqt, signed frameworks and plugins, signed the app and made a package.
When I use Application Loader to upload the pkg file, after a while, I get an error message You must supply an Apple ID.
Any idea how to correct this?

I find that I need to use the Application Loader that I have downloaded separately from Itunes Connect instead of the one that comes bundled with Xcode.

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Share and install .dylib file to users on macOS App Store?

I am new to macOS app development. I have knowledge on Windows App development. I have a server application which can be installed offline. For communicating there is a client library which is a .dylib. I want to distribute the .dylib using macOS App Store so that third party application can consume the library.
How to install the .dylib and headers to a location from macOS App Store as a installer?
You cannot distribute dynamic libraries and header files through the App Store. It's for applications only.
Instead, have a look at other means of distributing libraries such as CocoaPods, XCFrameworks etc.
Mac App Store is quite restrictive when it comes to installers. Usually you would distribute an .app that can be run directly and the app then installs more things if needed.
What kind of apps would consume your library? Why not provide a "Framework Bundle"?
This is the typical way to distribute libraries within macOS
How to install the .dylib and headers to a location from macOS App Store as a installer?
You don't. I'm afraid the App Store is not a package manager.
While you can put libraries, CLI binaries and other resources inside a GUI app bundle, you cannot distribute anything other than a GUI app bundle via the App Store. And neither could 3rd parties mark their app as "depending" on your app. And if they linked against a dylib outside of their app path, then it's highly likely that the app would get rejected in review because it would be found to not work. Again, it's not a package manager.
All apps on the App Store are required to be self-contained, so the way Apple wants developers to handle dependencies is by bundling a separate copy.
Thus, the only "supported" way to distribute your library in a way that can be used on the App Store is to make it available for download on your website, and then have each developer bundle a copy of it when they ship their app.
Of course you could opt for other (or additional) channels like brew, which are actual package managers, but that won't help with anything on the App Store.

Developer ID signed apps cannot load external data under macOS Sierra

We currently have problems with the download versions (ZIP) of our applications under the new operating system MacOS Sierra from Apple. It is a (non-native) video tutorial app with external data and different startfiles (certificate signed) for Mac and Windows (originally created for DVDs).
Although the Mac startfile of the download version was properly signed with a valid Apple Developer ID certificate, an authorization problem now appears and the application can no longer load external data. The same application on DVD still works impeccably.
My researches have shown that under "macOS Sierra" developer ID signed apps (outside the App Store) are not allowed to use external libraries, external code or external data:
https://developer.apple.com/library/content/releasenotes/MacOSX/WhatsNewInOSX/Articles/OSXv10.html
Starting in macOS 10.12, you can not get any longer. An app distributed outside the Mac App. To provide secure execution, code your disk image is using the codesign tool, or distribute your app through the Mac App Store. For more information, see the updated revision to macOS Code Signing In Depth.
https://developer.apple.com/library/content/technotes/tn2206/_index.html
Is our described type of application no longer compatible with macOS Sierra?
Is there any solution to continue offering our applications as a download for macOS Sierra outside the App Store?
Possibly one could encapsulate here in the individual trainings over an automatism all necessary files in an app, afterwards sign and to prepare as DMG !?
Have solved the problem.
With a signed DMG everything works again as before. This is now possible under macOS Sierra (and from Mac OS X 10.11.5.)

Distribute App Outside the Mac App Store

I'm a newbie in OSX Development. I built an application in which will be distributed outside the Mac App Store. I have all the other certificates and keys working except for the Developer ID (App and Installer) for production.
I know that this may sound stupid, but for what it's worth, I just wanna make sure.
Will my app still be considered Developer ID - signed if I exported it as a Mac Installer Package instead of selecting Export Developer ID-signed Application, when I install it to its destination devices? Will it be successfully installed or be rejected with GateKeeper-enabled devices?
I have been scratching my head for this since for some weird reason, I cannot add a new Distribution Developer-ID from the Dev Center. I was able to add a Developer ID earlier this week however, I ran into some issues with my private keys. As per suggested by Apple and many other developers, I revoked all the Developer IDs and private keys to start fresh. The problem now is that I can't add any new Developer ID (Distribution). I cannot add in both Dev Center and by requesting through Xcode 5.0.1. I'm stuck.
I have submitted a Bug Report to Apple, but who knows when they'll be able to resolve it.
So now, temporarily, since I don't have any choice (I guess), I'll use the Mac Installer Package, but the question is, will it work?
Any help would be very, very much appreciated.
I've done this recently and have created a third Xcode project configuration to Debug and Release called Archive, which is a copy of Release except the app is signed using the Mac App Distribution / Third Party Mac App Developer and, confusingly there is a third name used for this same certificate.
I then changed the Archive scheme to use the Archive configuration to build.
Before doing this I had errors on some Macs when signing with my Developer ID, in some cases they claimed the app was corrupted, and in other cases I got gatekeeper blocking the app, forcing me to override it in System Preferences > Security & Privacy.
I personally use xcodebuild (from Jenkins) to build the app for distribution to testers, which I package in a .dmg so they only need to drag it to /Applications or ~/Applications and I do all that using a script within the Jenkins configuration. Your experience may differ to mine if you are using the Xcode app instead.

Is it possible to get an AIR 3.0 Captive Runtime app into the Mac App Store?

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.

Is it possible to port Facebook iOS API to a normal OSX Desktop Application?

is it possible to port the Facebook iOS SDK (https://github.com/facebook/facebook-ios-sdk) from github to a normal OSX Cocoa Application?
I'm a bit inexperienced in the way that I don't know what Projecttype they used for this SDK Project.
The Product is called "libfacebook_ios_sdk.a" and I really don't know what a "*.a" File is.
Can someone give me a hint which Project type I should use in XCode to port this iOS SDK?
Thank you
You can simply change the SDK in the build settings, change the architecture, port the iOS-specific code (UI*) and build it. Then, go to your OSX app in Xcode and add the .a file as a framework.
If you want to copy the code into a new project instead, choose the Static Library template. You can also directly copy the code into your OSX app instead.

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