Difference in behavior between Xcode and OTA Ad-hoc distribution - debugging

I have my app working to my satisfaction both in the simulator and on two devices when debugging through Xcode 4.3.2. I use OTA Ad-hoc distribution to send to my beta testers. After archiving, saving, and uploading my ipa and plist file to my website, I then download and successfully install the app on my phone.
Sounds good, right?
HOWEVER, I am using CoreAudio and CoreData, and low and behold suddenly there is no sound in my app. I delete and install OTA on the same devices I am debugging with, so I am at a loss to where the problem is occurring.
I have a feeling that there might be an underlying problem with my Core Data model (which feeds my sound) but checks upon checks seem to verify that it is working. It DOES work when I install from Xcode, unplug, close, and reopen the app on the device. Only the OTA install has this problem.
Has anyone encountered any differences in behavior like this? I checked my build settings and the only difference I see for AdHoc is using the Entitlements.plist, which only useful setting appears to be NO to debugging.

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How to get macos app signing set up for packages

I am new to macOS development and am having a terrible time trying to get my code signed. The documentation to me seems to be horrible.
My specific situation...
I am building a cross-platform app that runs on Linux, Windows, macOS and eventually iOS and Android.
It is a console app that runs as a service or LaunchDaemon
It has a UI served by WebView, http, or console commands depending on the scenario.
It is built with Go 17 in VScode.
I am not using xCode other than the command line tools.
My goal on macOS it to distribute it as a package (pkg) and not as an app.
I have been using MunkiPkg to build it
I am hung up on understanding how the various certificates need to be set up. I have not been able to get a successfully signed package notarized.
Can someone please point me to some documentation that explains how my scenario works? Most of what I found requires it to be built in xCode. And the Apple docs seem mostly to focus on how great their tools are without actually explaining how to use them.
Help!

Xcode cant recognise iPhone when the VirtualBox MacOS can

so sorry if this has been answered before but I've seen several similar issues but they had fixes that didn't work for me and I don't know what else to do. I have made an app for my Uni work that I'm wanting to get tested by friends via Testflight. I am at the point where I am trying to archive it and I get the errors about no devices or provisioning profiles. Everywhere I looked says if I just connect my IPhone with "Automatically Manage Signing" active this will all be solved. But I just cannot for the life of me get Xcode to recognise phone.
In Virtualbox I have USB 2.0 selected and added the IPhone filter. I have also tried when it was set to 3.0...
In the MacOS the Iphone is detected as a connected USB2.0/3 device. The phone also stops charging as it connects which I assume is good since its connected to a non pyhical machine so cant charge from it if that makes sense...
However the Iphone isn't detected as a device in Xcode
I just don't know why. Is there something I've missed to fix it or a way to manually do the signing as I need to archive the app so I can get started with testflight. Id appreciate any help.

MacOS Product Name Bundle Identifier Problem during application testing

I have a problem when trying to test an application on macOS. For reference, this was created in Unity.
The BundleID has been changed as a previous developer had used a very odd naming format, codesign and notarization works on the new app.
However, when I try to run the app it starts complaining about the app being purchased on another computer (which is correct, we still use the old version for testing) but it has been removed on this device and hidden in the App Store.
Anyone know anything else I can try to get past the problem of macOS knowing about the old app version.
If you log in it then just says the app is corrupt as I am guessing it is comparing it to the downloaded App Store version.
Solved it myself, apologies for taking up bandwidth. In Unity untick Mac App Store Validation in Player Settings-> Other Settings

“SimulatorTrampoline.xpc” would like to access the microphone

I recently upgraded to Swift 5, Xcode version 10.2 (10E125), and after fixing a few compile issues on an app in progress, see this new and never-seen-before request. I can find no evidence of it in my project via direct searching, and no search returns on the net. No return from the pods within the project either.
This concerns me and wondered if anyone has any info on it.
This is part of Apple's fix for radar 45715977, where Simulator devices would prompt repeatedly to access the microphone (as often as every time your app was run). You can find a brief reference to the fix in the Xcode 10.2 release notes.
There are no references in your project because the prompt comes from part of Xcode itself; it's there so that your apps can use audio services in the Simulator, rather than having to be run on a device. I wouldn't worry about it.

Xcode 4.3.2 and iOS 5.1.1 + jailbreak: App installs but crash on launch

I don't have the Apple 79€/year account. In iOS 5.0 and Xcode 4.2.1 I changed SDKSettings.plist ecc... And it works. In iOS 5.1.1 and Xcode 4.3.2 no, I already changed settings ecc but don't work, the app installs on device but crash on launch... How can I run my app on device without crashes? Thanks, and sorry for my english.
I have had this issue before on a jailbroken device. You have a few solutions depending on the exact issue. First you can install app sync in order to allow unsigned code to work on your device if you are not using a valid code signing identity. The second option is to actually get a valid code signing identity along with the provision profile so you can run the application correctly. This involves paying for the developer program so this may not be the best option.
Last is a very common issue with jailbroken devices. Which is that you will receive an error such as "failed to get the task for process xxxxx". This tends to happen a lot with jailbroken devices. This is because Xcode notices you are not using a provision profile that is required to report error logs. All you have to do is launch the application again on the device and everything should work.
This is just Xcode not being able to fully launch your application because of the missing provision profile so it results in a crash. If none of these solutions solve your problem please post a more detailed explanation of the issue you are having.

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