testflight | Scripts for building , packaging , tagging , logging | iOS library
kandi X-RAY | testflight Summary
kandi X-RAY | testflight Summary
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QUESTION
Is it possible to make an in-app phone call using Callkit
(Not directing user out of the app) when the app has not been launched?
I have already built the app on my physical device, and the sim card is working. I can make phone call outside of the app. But when I make in-app phone call, it simply shows "connected" but the other side doesn't ring. Do I have to launch it to TestFlight to make it work?
edit: I installed Apple callkit demo app and when I dial outgoing call, it is not being received from the other side. https://developer.apple.com/documentation/callkit
...ANSWER
Answered 2021-Jun-09 at 11:04It seems to me that you'd want to make GSM calls using CallKit
. If that's the case, you've probably misinterpreted what the capabilities of CallKit
are.
As stated by the documentation:
CallKit provides the calling interface, and you handle the back-end communication with your VoIP service.
So, you have to build or set up a VoIP back-end service in order to make calls (you can only do VoIP calls). CallKit
is only responsible for displaying the system-calling UI and coordinate your calling services with other apps and the system.
In addition to that, you also have to support PushKit
VoIP notifications (https://developer.apple.com/documentation/pushkit) in order to be able to receive calls while you're app is not running.
QUESTION
Yesterday I submitted a new version of my app to the app store connect. Even thought it shows a success I can't see my build versions. I have not received an email of whether they received the build or even if it has some errors. Also , I can't see their status in test flight. Is this normal because previously i did not have this problem
testflight showing older versions
After I submit binary processing appears then like the following pic
then after I refresh the page the build never shows
...ANSWER
Answered 2021-Jun-08 at 16:10Can you try from terminal approach using following command.
- First export you
ipa
file - Enter this command in terminal
xcrun altool –upload-app -f /location-to-your-ipa-file/app-name.ipa -t platform -u your_email_address -p app-specific-password
You will need to create app specific password
for this to work. Please note, this is not preferred approach. Let's see what happens in your case.
- First of all you will need to login to https://appleid.apple.com. Under Security, click Generate Password...
- Give a label as you want.
- Click Create button.
- Now you will see the app-specific password. Copy that password. Click here to see the image.
- Don’t close the terminal until it say successful.
QUESTION
I am working with a team on a mobile application. Everyone would like to use and have this app on their phones. However when I tried to install this app on phones with Xcode I've reached the limit of 5 devices. I wanted to buy an Apple Developer Program account so that I can send this app to other with the help of TestFlight app. Can someone confirm if I understood the information that I found on Apple website correctly:
- I can add testers to the app using the link which will be send to them
- They will be able to download and test the app for 90 days
- They don't have to have Apple Developer Account? (I am not sure about that)
- Since the app will not be published but only uploaded for testing it will not have to go through review process
If someone has better idea how to install application on around 10 devices I will be happy to hear that. If someone has any experience with uploading Flutter app to iOS I will also be happy to hear if there are maybe some tricky parts during this process.
...ANSWER
Answered 2021-Jun-08 at 23:40You understand correctly. Most of the tricky parts handled by XCode usually but if you encounter any issues don't hesitate to ask.
QUESTION
I have a SwiftUI app with a widget. When I run the app via Xcode (either straight to my device or on the simulator), the widget works exactly as expected.
However, when I run the app through TestFlight, the widget does appear, but it does not show any data -- it's just the empty placeholder. The widget is supposed to show an image and some text, but it shows neither.
I've seen some posts on Apple Developer forums about similar problems. One accepted answer says the following:
- Make sure that you use Xcode 12 beta 4 and iOS 14 beta 4 on your devices. Make sure that you have placeholder(in:) implemented. Make sure that you don't have placeholder(with:) because that's what the previous beta of Xcode was suggesting with autocompletion and without that you won't get your placeholder working. I think this whole problem is caused by the WidgetKit methods getting renamed but that's another story.
- As per the release notes, you need to set "Dead Code Stripping" to NO in your extension target's build settings. This is only necessary for the extension's target.
- When uploading your archive to the App Store Connect, uncheck "Include bitcode for iOS content".
- Delete your old build from a device when installing a new beta.
I've implemented these suggestions, to no avail.
Here's my code for the widget. It first fetches game data via CloudKit, then creates a timeline:
...ANSWER
Answered 2021-May-22 at 18:23Did you try to deploy the cloudkit container to the production? You can find it on the CloudKit Dashboard.
QUESTION
When I compile my project in Github Actions(bundle exec fastlane beta
),shows this error:
ANSWER
Answered 2021-Mar-15 at 01:44It maybe the null-safety of Flutter 2.0.1 cause build release failed(I found other error may cause this error, but the build error tips has no relation with the real error). I fix it by prebuild project add this line in workflow ci file:
QUESTION
I am having absolutely no luck getting push notifications to work in iOS in a Xamarin Forms project.
In AppDelegate.cs, I am calling the following in the FinishedLaunching override:
...ANSWER
Answered 2021-May-18 at 18:21You can try implementing the MSInstallationLifecycleDelegate
interface which will allow you to check and see if the installation is being saved on the back end with either success or failure.
QUESTION
When I Archive and upload to app store connect to test in TestFlight. It cannot download app and show
Cloud not install [App] The requested app is not available or doesn't exist.
and When I look at previous Builds. It show same message in all build version.
It happen after renew apple development programs.
...ANSWER
Answered 2021-Feb-15 at 11:05Experiencing same issue, Tried removing and adding the testers, tried changing Certificates and profiles (ios,Apple Distribution). Changed build number for every build, Tried changing Device Location. Nothing worked. I have made sure that the apple ID's are correct.
QUESTION
What happens to a TestFlight app after 90 days if there are no builds (since a build would reset the clock). Would the app in TestFlight simply not be downloadable and/or would the app running on the iOS device also expire (no longer be usable) after 90 days?
My goal is the have the app available beyond 90 days without the user needing to download the a new build from TestFlight.
...ANSWER
Answered 2021-May-07 at 00:36From Testing Apps with TestFlight website:
Each build is available to test for up to 90 days, starting from the day the developer uploads their build. You can see how many days you have left for testing under the app name in TestFlight.
I have been experiencing this before. After 90 days, the app is not available to download anymore and existing app in real device will be unable to open. When you tap the app, it will quit immediately like a force close or fatal error. To resolve this 90 days limitation, the developer should upload a new build. Once the app is accepted, all TestFlight user will see a new update in their TestFlight app.
QUESTION
so my goal is to have the apple pay button show up on devices that support apple pay and be hidden on devices that do not support it.
Currently I have a vc with two buttons, one is an Apple Pay button and one is a button that segues to a normal checkout. I use logic to determine the right buttons to show, if the device supports Apple Pay it'll show both, if not, it'll show the normal checkout button.
Here is an example of the simulator, a device that supports Apple Pay:
This is what it should look like for a device that supports Apple Pay. Here is the logic I use to determine what buttons to show:
...ANSWER
Answered 2021-May-06 at 18:51You are using Apple Pay through Stripe. StripeAPI.deviceSupportsApplePay() function is not checking only "is device support Apple Pay or not?". It also checks is user has at least one saved credit card that supported by Stripe or other requirements. In the description of deviceSupportsApplePay() clearly describes that.
Whether or not this can make Apple Pay payments via a card network supported by Stripe. The Stripe supported Apple Pay card networks are: American Express, Visa, Mastercard, Discover, Maestro. Japanese users can enable JCB by setting
JCBPaymentNetworkSupported
to YES, after they have been approved by JCB. - Returns: YES if the device is currently able to make Apple Pay payments via one of the supported networks. NO if the user does not have a saved card of a supported type, or other restrictions prevent payment (such as parental controls).
For checking that you can run your app on simulator. StripeAPI.deviceSupportsApplePay() returns true in simulators.
QUESTION
So my goal is to have congruent functionality both on the iOS simulator in Xcode and as well as a physical device on TestFlight. So currently, I have a function that handles refunds in my app. On the simulator the function runs perfectly fine in the order I expect it to, but the print statements execute in the wrong order which I'm assuming is the reason for misbehaviour on TestFlight simulations.
Here is the method:
...ANSWER
Answered 2021-May-04 at 19:44I think it's important that no matter what you end up doing you should learn how to do everything anyway. I would advise against this approach below but it's what you originally started so let's finish it regardless, so you know how dispatch grouping works. Once you've gotten a handle on this, refine it by replacing the dispatch group with a Firestore transaction or batch operation. The point of the transaction or batch operation is so all of the documents are deleted atomically, meaning they all go or none go. This simplifies things greatly and they are very basic! And the documentation for them is very clear.
The final thing I would suggest is perhaps integrating some recursion, meaning that if something fails it can retry automatically. Recursive functions are also very basic so just learn how to write one in Playground first and then apply it here. Just take it one step at a time and you'll get it down within a day or two. But this is the first step so carefully read what I wrote and understand why I did what I did.
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