provisioning profile nightmare - xcode

Just had an end client experience a nightmare that is mysterious.
He began the process of adding an ad hoc prototype of app.
He is saying that when he added the mobile Team Provisioning Profile that is associated with the app and the device synched, all of his apps got wiped.
I witnessed a designer go through the same process without any of this nightmare.
Any ideas what might have happened and more importantly how to avoid this from happening again?
I am praying that iTunes is smart enough to see he already purchased his apps and will just reinstall without making him pay for it again.

when syncing the device select the device->go to the apps tab in itunes->select the checkbox to sync the apps and then select only the app you want to install and then sync

Related

Users Complain that Xamarin Android App Freezes

I have a Xamarin.Forms Android app on the Google Play store. An overwhelming amount of users are leaving 1 star app reviews of my app saying that the app is "Freezing." They say that nothing happens when they click on a button in the apps UI. I have made doubly sure that no processes are running on the UI Thread that might hold up the UI. I have not been able to recreate this "Freezing" behavior personally. There are also no crash or ANR reports in the Google Play Console (at least not enough to make up for the amount of negative reviews I'm receiving). Has anyone else faced this problem?
Useful Info:
Xamarin.Forms Version: 4.8.0.1560
There is no discrimination between the Freezing behavior and users' Android API Version
The issue is not happening (or is not being reported) on the iOS app.
Do you have a physical Android device to deploy to? Take the apk and side load it, or download from the store, don't use VS to deploy the app on your device.
I had a similar issue and it was the code shrinker in VS. The released version with the code shrinker enabled, caused the app to freeze immediately after the splash screen.
You can disable it by selecting 'nothing' in the code shrinker box in VS.

Xamarin.iOS on macincloud development and automatic provisioning setup

I'm trying to develop a cross-platform app using xamarin forms and mac-in-cloud. Specifically with ios, I'm trying to set-up automatic provisioning since I originally got the error when debugging: >Could not find any available provisioning profile for (app name).iOS on iOS
So, after researching into the issue I put my apple developer acct info in, and when trying to use automatic provisioning. I get an error under Team: >There were errors in the data supplied. Please correct and re-submit. There are no current IOS devices on this team matching the provided device IDs.
Now, following the research rabbit hole, I go to the apple developer portal, try and register device, select macOS, insert Hardware UUID of mac mini into device ID, so on. And no change to error(s).
Question time, am I setting it up completely wrong? Other (older) articles/forums suggest linking an ios device via itunes, however, that seems counterproductive to my objective. Anyways, any help would be greatly appreciated. Apologies for any naiveté.
What are you trying to develop with the mac? Is it a iOS (iPhone) app? If so you can just use the simulator on the mac, and the mac does not need to be registered.
Try manual provisioning in VS
Signing Identity > Development (your name)
Provisioning profile > probably will be vs (something)
Also in VS go to Preferences > Apple Developer Accounts > make sure your account is listed. Then on the right hand side, click 'View Details' then 'Download all profiles'
Restarting VS or the mac may also help.

How to upload to Apple's My Apps from a Xamarin project

I specifically need help getting the app build into my apps. I am so new to the MAC ecosystem. I need to get my app build from my windows 10 box (parallels) running VS2017/Xamarin Forms project uploaded to My Apps. What i have found is helpful if you are using xcode on the mac.
I have read tons of pages and help files and with all of that what I have includes:
created an app in VS2017/Xamarin that runs happily on the emulator from the MAC (MacBook Pro)
purchased the app dev subcription from apple
created a Production certificate (I don't need this yet but I was in there so...)
created a Development certificate
created a key pair from the Dev cert (that show up in the keychain)
created an App Group
created my app's placeholder under My Apps on App Store Connect
added my iPhone to devices via connecting to the Mac getting the UDID from iTunes
created a development provisioning profile for my iPhone (Not sure how this helps my testflight plight)
Assumptions
You must submit for review the same way for both TestFlight and Prod release to the actual store.
You don't need to open the app in xcode outside Xamarin
There is a tool or concept I am missing out on.
For development outside of Xcode, you will want to use Apple's Application Loader App to upload your app to App Store Connect.
As I said in comment to Matt below his correct answer to my actual question above, I needed to get the project right to get to that point.
Here are the more intimate details for the lurkers. I hope this helps some of you.
I was getting, or trying, to get all of this in place manually instead of letting VS do it's work getting this stuff together while I got to coding. FastLane FTW
Open the account management window, go to Tools > Options > Xamarin > Apple Accounts
Add your AppleID
Click on your appleID
Click the add button
Select your id in the lower text area
then add your distro cert. As is proper you deploy to TestFlight as a prod release.
Then get over to to your iOS project properties:
Make sure that your project is outputting an IPA. (Not Beer ;) )
These are my settings that worked. There could be other configurations that work as well.
I never get the automatic provisioning to work. And while this bundle signing settings look like it will not work, it does. I have received my apple approval for beta and users are in testflight.
Also, make sure you update the version of the app in the plist for subsequent releases. This change is not carried through from the AssemblyInfo.cs as one might expect. viola.
If you see this during debug make sure your debug version has Developer (Automatic) set for your debug settings.
FWIW - My VS2017:
While this does not perfectly match the info # https://learn.microsoft.com/en-us/xamarin/cross-platform/macios/apple-account-management?tabs=windows it worked for me. That page was key to the solution and deserves citing. Your mileage may vary.
If I missed something please reach out and I will update this.

macOS In-App Purchase in sandbox environment not authorised

I'm trying to get In-App Purchases (IAPs) working in a macOS app using the same Swift code, sandbox testers, and iTunes Connect account that I used for my iOS app. However, I can't get it to work. I'm using macOS High Sierra 10.13.6.
Open app
Apple's IAP testing recommendations are found here:
On a development macOS device, sign out of the Mac App Store. Then build your app in Xcode and launch it from the Finder.
If the text “[Environment: Sandbox]” doesn’t appear, you’re using the production environment. Make sure you’re running a development-signed build of your app. Production-signed builds use the production environment.
I have followed these steps by signing out of the Mac App Store, and building my app – signed for development – then launching it from the Finder. This means I don't get debug logs, unfortunately.
Navigate to table of products in-app
Here's my table of products:
I can buy a product by pressing the "Free" button or the "£4.99" button.
Attempt to buy product by pressing "Free"
After a short wait, brings up this popup saying 'Sign-in required'. I sign in using one of my sandbox testers (note: I have tried five different test accounts now, all of which worked on an iOS app under the same iTunes Connect account), registered with email addresses that aren't Apple IDs:
Having selected 'Buy', a short wait after that, this next popup appears:
After selecting 'Cancel' (as recommended here), after a short wait, the next popup appears:
You are not authorized to make purchases of this InApp in Sandbox at this time.
[Environment: Sandbox]
So I'm not sure whether it logged me in or not, and I assume that my purchase has failed (my table UI doesn't update to say 'purchased'). Note that I have also tried pressing 'Change Store' here, and it still fails ultimately.
Attempt to buy product by pressing "Free" again
This time, I'm not prompted to log in; I'm instead asked immediately whether I'd like to purchase the product. I click 'Confirm'.
However, now the purchase transaction never completes:
What might I be doing wrong? Do I need to log out of anything (e.g. iCloud) in Settings > Internet Accounts too?
Seems lame, but I eventually solved this by making new Sandbox tester accounts (tip: this time, I configured them as being US-based to avoid the complication of switching stores during the payment flow).
I think the problem was that I hadn't verified the Sandbox tester accounts I'd been using. This is either because Apple's email asking me to verify/activate the Sandbox tester accounts got sorted into my junk mail and missed completely, or because their backend had been having problems when I did click the link in their emails (I experienced both of these behaviours).

Mac App Store possibility to allow free download of paid app

I am having an application which I will be putting into the Mac App Store soon.
It will be a paid application.
It is my first app I'm transmitting, so please excuse my lack of knowledge so far.
I have some guys that helped me a lot during the development with testing and stuff.
As some kind of reward we arranged that each of them will get his version of the app for free.
The thing is that I did not think of code signing and security stuff in the beginning and now I'm having a bit of a dilemma.
I could of course give them a non-code-signed version of the app, but I do not want to have another development branch for these versions in case of future updates.
Is there any possibility for them to download the app from the App Store legally with some kind of "voucher"?
For each version of your app that you submit to the app store, you can generate 50 promo codes, which can be redeemed in iTunes
Note: promo codes expire after 30 days. I usually only generate 10 at a time, keep them safely stored in a text file with the date of generation, and delete them after sending to an individual.
To create promo codes:
1) In iTunes Connect, click "Manage your Applications"
2) Click the app
3) Click "View Details"
4) Click "Promo Codes"
For my Mac store app, I only have Release builds code signed (and sandboxed as well). Debug builds are not code signed / not sandboxed and have a "Beta" attached to the bundle ID (thus avoiding issues with non-sandbox and sandbox versions of the same bundle ID). I can then quickly give out betas to testers.
Yes, it's possible. On iTunes Connect you can create promo codes which these testers can "redeem" to get a full copy of your app on the Mac App Store.
Look for this button:

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