RogueWave
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05/03/13 01:18 PM (12 years ago)

Making Progress BUT

Ok, so I deleted the wildcard provisioning profile in the organizer and edited my development provisioning profile in the provisioning portal and assigned the EXACT APP ID to the development certificate. Double clicked the file and it's "valid" in the organizer. Back to Xcode and set all code signs to "don't sign". Cleaned. Did signing, Code sign successful, build successful then run to my specified device, which is my personal iPhone. Made sure the freakin' phone is pulled into my computer, got Icon for app on my phone screen, tap it and AGAIN, nothing??? lol. What's the matter? Just a blank white screen. The app ran great in the simulator. What did I miss? Version settings are all aligned with my device and entered identically in Project and Target. What the.......
 
RogueWave
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05/03/13 01:59 PM (12 years ago)
I wonder if the latest version of my iPhone isn't available in Xcode yet? Should that matter? In fact, I just updated my phone 10 minutes ago to version 6.1.4. There is no such a selection for targeting in Xcode. I have 6.0. Is this why my app won't run on my phone? Someone please answer! I need to publish this app and I need to test it first.
 
RogueWave
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05/03/13 02:05 PM (12 years ago)
I wonder if the latest version of my iPhone isn't available in Xcode yet? Should that matter? In fact, I just updated my phone 10 minutes ago to version 6.1.4. There is no such a selection for targeting in Xcode. I have 6.0. Is this why my app won't run on my phone? Someone please answer! I need to publish this app and I need to test it first.
 
RogueWave
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05/03/13 02:06 PM (12 years ago)
I wonder if the latest version of my iPhone isn't available in Xcode yet? Should that matter? In fact, I just updated my phone 10 minutes ago to version 6.1.4. There is no such a selection for targeting in Xcode. I have 6.0. Is this why my app won't run on my phone? Someone please answer! I need to publish this app and I need to test it first.
 
GoNorthWest
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05/03/13 03:23 PM (12 years ago)
If you have a blank white screen, it's likely you haven't moved the BT_Plugins folder into Xcode. Do that, rebuild your app, and it'll probably be good! Make sure to include all the folders that you don't see in Xcode that are part of your source package, just to ensure you have everything. Here's a document that shows how to do this: http://www.buzztouch.com/files/howtos/Adding_Files_To_A_Project_v1.0.pdf Also...if you refresh a previous post, it'll post again! Just something to be aware of. Mark
 
MadRod
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05/03/13 03:26 PM (12 years ago)
If the app loads to the iphone, then its compatible, it would not load otherwise. If you want you can send me the app and I'll test it. PM me. Miguel
 
RogueWave
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05/03/13 03:29 PM (12 years ago)
Yeah, sorry about the refresh thing. I'm a dufuss today.
 
AlanMac
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05/03/13 03:36 PM (12 years ago)
I suggest you set the target build in xcode to 4.3 as well, just to be sure about compatibility.
 
RogueWave
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05/03/13 03:37 PM (12 years ago)
Why, AlanMac?
 
AlanMac
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05/03/13 03:41 PM (12 years ago)
Sorry, I was editing the post while you asked.
 
AlanMac
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05/03/13 03:44 PM (12 years ago)
Sounds like you have done verything correctly; it runs in the simulator. Long shot - is your phone connected to the internet? - could it be it isn't retrieving screens from your control panel? Hit refresh?
 
RogueWave
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05/03/13 03:51 PM (12 years ago)
I get the Icon on my iPhone screen but when I tap it, it goes to a blank white screen. Phone connected to Internet. Go Northwest seems to think I need to drag BT_plugins folder into Xcode. My project view in Xcode shows all plug-ins. Are there sub-folders? My head is splitting over this! All day with it. MadRod, how do you test it? Do I have to create a device UDID for your phone and do all that dance or what?
 
GoNorthWest
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05/03/13 03:53 PM (12 years ago)
Is the actual folder, with all the plugins in the folder, in Xcode? You need to drag everything to Xcode in the same way it's in your download folder, or it won't work. Preserve the folder/file structure. Mark
 
MadRod
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05/03/13 04:02 PM (12 years ago)
If the app runs on the simulator the plugins must be in Xcode. Strange. If you email me you app folder I can run it on my mac and device.
 
RogueWave
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05/03/13 04:05 PM (12 years ago)
What is your email address?
 
MadRod
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05/03/13 04:06 PM (12 years ago)
I sent you a PM. Check your messages.
 
GoNorthWest
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05/03/13 04:14 PM (12 years ago)
The plugins don't have to be there for it to actually run...what he's describing sounds exactly like the case. The core files are there, which allows the app itself to run, but it can't display any content because there are no plugin files. Also worth checking out the debug console to see what's up. Mark
 
RogueWave
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05/03/13 04:17 PM (12 years ago)
I don't see messages, Madrod.
 
MadRod
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05/03/13 04:21 PM (12 years ago)
Thats true Mark, but for it to run correctly in the simulator as this user states, it must be there right? (this really is a question) That was my first guest as I was reading thread, but if it does in fact work 100% in the simulator, its strange. @RogueWave, can you confirm that the app runs 100% ok in the simulator? Did you follow all the steps in the instruction pdf that comes with the downloaded package? Sent you a message, check your messages in your profile at buzztouch.com Miguel
 
RogueWave
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05/03/13 04:22 PM (12 years ago)
I have 5 issues: 1. //use stale data if we have it NSString *staleData = [BT_fileManager readTextFileFromCacheWithEncoding:self.saveAsFileName encodingFlag:-1]; [BT_debugger showIt:self theMessage:[NSString stringWithFormat:@"building screen from stale configuration data: @", [self saveAsFileName]]]; [self parseScreenData:staleData]; 2. [BT_debugger showIt:self theMessage:[NSString stringWithFormat:@"Attachment not found in cache: @", [self localFileName]]]; } } 3. [BT_debugger showIt:self theMessage:[NSString stringWithFormat:@"building screen from stale configuration data saved at: @", [self saveAsFileName]]]; [self parseScreenData:staleData]; 4. NSCharacterSet *OKInputCharacters = [NSCharacterSet characterSetWithCharactersInString:[appDelegate allowedInputCharacters]]; 5. [theNavController presentModalViewController:moviePlayerController animated:YES]; }else{
 
GoNorthWest
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05/03/13 04:28 PM (12 years ago)
Ah, indeed! I missed the part where he said it ran perfectly in the simulator. If that's the case, then the files must be in the appropriate place. Guess I should read more correctly! Rogue, can you paste any information from the debug console? What you've pasted above doesn't help that much, and if they're just warnings, you can pretty much ignore them. The info in the debug console will tell us exactly what's going on when you tap the app icon. Here's a doc that might help: http://www.buzztouch.com/files/howtos/Problem_Reporting_and_Basic_Debug_v1.0.pdf What version of Xcode are you running, and what iOS SDK version? Mark
 
RogueWave
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05/03/13 06:11 PM (12 years ago)
Mark, I got it handled. We found that the splash page plug_in is outdated and was jacking with the test. Got rid of it and now manually plugging images into the targets summary area.
 
GoNorthWest
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05/03/13 07:17 PM (12 years ago)
Rock on!
 
Niraj
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05/04/13 08:49 AM (12 years ago)
Not sure yet if the Splash plugin code was outdated or if RogueWave's iPhone is too new (iOS 6.1.4) I will be trying the Splash plugin from BuzzTouch. His is from the AppCode 2.0 service. Let us know when you release the app, we want to see those awesome Moab rock formations. :-) It was fun working together, this was a time when phone talk and screen sharing was the only way to solve it ! -- Niraj
 
RogueWave
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05/04/13 03:51 PM (12 years ago)
I appreciate your help very much, Niraj. You're right, the BuzzTouch community is very responsive! Thank you.
 
RogueWave
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05/06/13 03:20 PM (12 years ago)
Quick question, If I want to copy config data from the builder and paste it into Xcode, what view do I need to be in and how do I get there. Niraj showed be but I need a refresher. Thank you!
 
GoNorthWest
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05/06/13 03:26 PM (12 years ago)
Do you mean copying the config data from the control panel and copying it into your local copy? If so, just hit the Configuration Data link in your control panel. Select either the Live or Design version, and copy the data. Open up your copy of BT_Config.txt in a text editor (like Text Wrangler), Select All...Paste, and Save. You're good to go. Xcode should pick up the change. Mark
 
RogueWave
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05/06/13 03:40 PM (12 years ago)
Done! Thank you, Mark. I'm making improvements on my app while running it on my phone and the changes didn't appear. So I deleted the app from my phone and ran it again, and still, the older version. Then I recalled what Niraj showed me about the copy-paste config data in the control panel into the local copy. Thank you, your answer helped me run the latest version on my device. Eventually, I will upload it to the App store. lol
 
GoNorthWest
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05/06/13 03:46 PM (12 years ago)
Yep! I'd be interested to find out why your updates aren't getting pushed out. If you hit the Refresh button in the simulator, it should retrieve the most current configuration data, and update the app. But that sorta depends on if the config file in Xcode is Live or Design, and whether you've Published the changes or not. If you hit the problem again, and a refresh doesn't update the content, could you paste the most current output from the debug console here so we can review? It should indicate what's going on. Thanks! Mark
 
RogueWave
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05/06/13 03:51 PM (12 years ago)
Ok, will do, Mark!
 
RogueWave
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05/09/13 06:23 PM (12 years ago)
I'm ready for the following steps but never done this before. I'm in the configurations pane. I don't know how to duplicate the release yet. Help? STEP10 Start Xcode 1. Open your app and Duplicate the “Release” configuration in the Configurations pane of the project's Info panel. Rename this new configuration “Distribution”. 2. In the Target Info window, select the ‘Build’ tab and set the ‘Configuration’ to ‘Distribution’ 3. In the Target Info window, navigate to the ‘Build’ pane. Click the ‘Any iOS Device’ pop-up menu below the ‘Code Signing Identity’ field and select the iOS DISTRIBUTION Certificate AND DISTRIBUTION Provisioning Profile pair you wish to sign and install your code with. Your iOS DISTRIBUTION certificate will be in BOLD with the Provisioning Profile associated with it in grey above. 4. In the Project window, select the Distribution Active Configuration from the overview popup and set the Active SDK to the desired Device. 5. Click ‘Build’.
 
Niraj
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05/09/13 06:26 PM (12 years ago)
Try this tutorial, it has screenshots http://www.idev101.com/code/Distribution/build.html -- Niraj
 
RogueWave
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05/09/13 06:40 PM (12 years ago)
Thank you, Niraj.
 
RogueWave
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05/09/13 06:58 PM (12 years ago)
Build failed: code signing is required for product type 'Application' in SDK 'iOS 6.1' ? Hmm, I have an active profile in my organizer. W T Heck?
 
RogueWave
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05/09/13 07:00 PM (12 years ago)
OH! Now build succeeded and i have an archive in my organizer! Woo Hoo!
 
RogueWave
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05/09/13 07:03 PM (12 years ago)
Do I "validate" or "distribute" from the archive? Or both?
 
RogueWave
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05/09/13 07:10 PM (12 years ago)
My App is waiting for review!!! Yippee. So exciting! Now the wait and think APPROVED! Thank you again for all the support. Now I need to do it again and again and again!
 
Niraj
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05/09/13 07:10 PM (12 years ago)
Excellent. Congratulations! Feels good. :-) -- Niraj
 
RogueWave
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05/09/13 07:11 PM (12 years ago)
Just uploaded and "no issues"!
 
GoNorthWest
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05/09/13 11:10 PM (12 years ago)
Congratulations! Resist the temptation to change anything in the control panel until AFTER the app has been approved! Then you can mess with it to your hearts content! Mark
 
RogueWave
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05/10/13 09:21 AM (12 years ago)
Thank you, Mark.
 

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