I'd like to be able to transfer files from a MacOS app to a connected iOS devices, so a related iOS app can open them - effectively replicating iTunes music functionality, but not for musc. Is this possible? I know you can set an iOS app to have file sharing enables so you can drop files into it with iTunes, but I'd prefer to do it in my own app.
This library came up in another question on SO recently: https://bitbucket.org/tristero/mobiledeviceaccess/ - I don't know anything about it but it sounds like it might do what you want ?
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I am developing a Xamarin forms application.User can save images from the app to iCloud.Is it possible to delete a document by it's name in the iCloud drive from an app.
Yes it should be possible according to Apples Documentation on iCloud API on iOS only.
See Xamarin's introduction to developing with iCloud on iOS. Note that this will only work with iOS since the API is designed around the Mac and iOS APIs. Since you said this is a Forms application, you will have to figure something else out for the other platforms. There are many options and that is up to you to decide (OneDrive, Google Drive, DropBox etc.).
Disclaimer: I work for Xamarin/Microsoft
I download and installed some great app from App Store. And I like to see the view hierarchy of the app just for studying.
Is it possible?
How about using a jailbreak iPhone?
It's not possible with Xcode.
But with a jailbroken iPhone you might be able to use Reveal. But I haven't tested it.
I am downloading the Xcode from the app store to check how my websites will look on different devices. I know how to use the iOS simulator but for websites that are already online. Is there a way to check how a website looks like when i have it native on my mac? I mean when i am at the development stage of the website before put it online, is there a way to check it on the iOs simulator?
Thanks
The simulator contains a version of Safari that can access the outside world via your Mac's network connection. So you don't have to do anything — just type in the address as with any other browser.
You can also drag and drop local HTML content (or anything else the simulator's miniaturised suite of apps can handle) directly onto the simulator to preview without uploading anywhere.
I'm not understanding if a containing app is needed alongside a Today Extension for OSX. I have a very simple and straightforward widget, it does not need nor rely on a main or containing app. With that said, how can I create an Today Extension without a containing app.
What I have so far is that I have a blank app with a today extension.
You cannot create a today extension without having an app. They don't work that way. All iOS app extensions are just that-- extensions to an app. There must be an app, and it must do something to be accepted into the app store (Apple rejects apps for "minimal functionality"). Extensions cannot exist on iOS outside of an app bundle, until or unless Apple decides to change things in the future.
A container app is not needed. Read up the Apple documentation on it. It says:
To deliver an OS X app extension, it’s recommended that you submit your containing app to the App Store, but it’s not required.
The iTunes AppStore auto generates some listings on its published pages. One of them is "Requirements:" and shows the devices that this app is compatible with. iPod, iPhone or iPad etc.
QUESTION: Where is this REQUIREMENTS listing set during the build process?
I have submitted an app that I 'thought' was properly configured because the Xcode settings for iPhone and NOT iPhone/iPad. But apparently this is either broken or I am totally confused as to where this is set and how its created on the AppStore.
Can someone enlighten me?
If you create an app that is iPod/iPhone only, it will still run on an iPad, just not as an iPad native app. That is to say, an iPhone/iPod-only app will run in an iPhone-sized window on an iPad. I do not think that you can say you want your iPhone app NOT to run on iPad.
When you select iPhone/iPad for your app type in Xcode, that is telling Apple and iTunes that your app binary is a universal app -- built for both platforms.
may be it's done by apple reviewers according to this guidelines limitation
App Store Review Guidelines:
2.10
iPhone apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
... or else it will be rejected.
What's the problem? When you start a project you get to choose whether its for iPhone or iPad or both. When you submit it to apple this is also checked against your iOS build version and other things (normally though if there's a conflict it'll let you know before submission - eg: if you haven't included the iPad icons and your app says that its for iPad too).
In XCode4 theres a nice handy interface now that you can use. If you select your project in the left hand pane and click on your main target in the main window you can select the iOS application targets that your app is for.
In your Project settings Version, Device and Deployment Target are where the iTunes Requirements come from. If you choose only iPhone, then your requirements will inlcude iPod touch.
I believe this is the answer you are looking for:
http://developer.apple.com/library/ios/#documentation/iphone/conceptual/iphoneosprogrammingguide/App-RelatedResources/App-RelatedResources.html