Custom Apps

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Design and build customized apps that meet the unique needs of an organization.

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I am planning to learn coding and iOS development using Xcode, but I wanted to know if building an app would have some fees or anything similar to that and if so what are the costs?
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We have an iOS custom B2B app and have distributed it using redemption code sent as invitation link to the customer's email. The customer redeems the code and app is installed.  We are planning to provide an update to the same app, we wanted to know: 1) Will the app that has been downloaded using redemption code get auto updated when a new update is published? 2) If the person has been sent a redemption code before the app update, will the same redemption code point to the new updated app or do we need to generate new set of redemption code?
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Good evening, I'm trying to deploy an extremely simple Python QT app to the app store: it's roughly ~10 lines of code that shows a window containing a"Hello, world!" message. This seemingly trivial task of deploying a "Hello World" app to the store has been extremely difficult, perhaps because of my lack of familiarity with the Apple ecosystem. I'd like to demonstrate all of the steps I've taken, my current understanding of deployments, and what the problems are. Project files Here's the code for the app (in a file located at src2/test_app/app.py). import os, sys from PySide2.QtWidgets import * class MainWindow(QMainWindow): def __init__(self, *args, **kwargs): super(MainWindow, self).__init__(*args, **kwargs) self.setCentralWidget(QLabel("Hello, world!")) if __name__ == '__main__': os.environ["QT_MAC_WANTS_LAYER"] = "1" app = QApplication(sys.argv) window = MainWindow() window.show() app.exec_() Furthermore, I've created an assets folder which contains an icon.icns file and I also created a Pyinstaller config/test_app.spec file to bundle this app into a testapp.app package: block_cipher = None added_files = [ ('../assets', 'assets') ] a = Analysis( ['../src2/test_app/app.py'], pathex=[], binaries=[], datas=added_files, hiddenimports=[], hookspath=[], hooksconfig={}, runtime_hooks=[], excludes=[], win_no_prefer_redirects=False, win_private_assemblies=False, cipher=block_cipher, noarchive=False ) pyz = PYZ( a.pure, a.zipped_data, cipher=block_cipher ) exe = EXE( pyz, a.scripts, a.binaries, a.zipfiles, a.datas, [], name='testapp', debug=False, bootloader_ignore_signals=False, strip=False, upx=True, upx_exclude=[], runtime_tmpdir=None, console=True, disable_windowed_traceback=False, target_arch=None, codesign_identity=None, entitlements_file=None, icon='../assets/64.icns' ) coll = COLLECT( exe, a.binaries, a.zipfiles, a.datas, strip=False, upx=True, upx_exclude=[], name='app' ) app = BUNDLE( coll, name='testapp.app', icon='../assets/icon.icns', bundle_identifier='com.stormbyte.test-app.pkg', info_plist={ 'NSPrincipalClass': 'NSApplication', 'NSAppleScriptEnabled': False, 'LSBackgroundOnly': False, 'LSApplicationCategoryType': 'public.app-category.utilities', 'NSRequiresAquaSystemAppearance': 'No', 'CFBundlePackageType': 'APPL', 'CFBundleSupportedPlatforms': ['MacOSX'], 'CFBundleIdentifier': 'com.stormbyte.test-app.pkg', 'CFBundleVersion': '0.0.1', } ) In addition, I have an config/entitlements.plist file, containing all of the necessary information for binaries built by pyinstaller: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <!-- These are required for binaries built by PyInstaller --> <key>com.apple.security.cs.allow-unsigned-executable-memory</key> <true/> <key>com.apple.security.cs.disable-library-validation</key> <true/> <key>com.apple.security.app-sandbox</key> <true/> </dict> </plist> This entitlements file is apparently necessary for pyinstaller to run things on Mac successfully, which is why I included it. Building the .APP I am able to build this app with: pyinstaller \ --noconfirm \ --log-level WARN \ --distpath '/Users/nikolay/Desktop/projects/cling_wrap/dist' \ --workpath '/Users/nikolay/Desktop/projects/cling_wrap/build' \ './config/test_app.spec' This creates a testapp.app file in my dist folder and the file icon I've designated appears just as I've intended. Codesigning the .APP binaries Next, I am able to use the codesign tool to sign all of the files that are part of the testapp.app I've just created. codesign \ -vvv \ --strict \ --deep \ --force \ --timestamp \ --options runtime \ --entitlements './config/entitlements.plist' \ --sign "Developer ID Application: Nikolay ***** (Z57YJ*****)" \ '/Users/nikolay/Desktop/projects/cling_wrap/dist/testapp.app' This successfully executes. Building the .PKG Installer Next, I am able to use productbuild to create a .PKG file, which will allow a user to install the app: productbuild \ --version '0.0.1' \ --sign "Developer ID Installer: Nikolay **** (Z57YJ*****)" \ --component '/Users/nikolay/Desktop/projects/cling_wrap/dist/testapp.app' \ /Applications testapp.pkg This successfully outputs: ... productbuild: Adding certificate "Developer ID Certification Authority" productbuild: Adding certificate "Apple Root CA" productbuild: Wrote product to testapp.pkg When I attempt to run this installer, everything works. I can even see the app installed in my Applications folder, and I can double-click and run it: With this confirmed, I am ready to run the notarization & stapling process prior to submitting my app to the App Store. I run notarization using the xcrun tool: xcrun altool \ --notarize-app \ --primary-bundle-id com.stormbyte.test-app.pkg \ --username=*****@gmail.com \ --password **** \ --file '/Users/nikolay/Desktop/projects/cling_wrap/testapp.pkg' Which outputs: No errors uploading '/Users/nikolay/Desktop/projects/cling_wrap/testapp.pkg'. RequestUUID = c40ebde4-dcd1-*********** I then receive an e-mail from Apple telling me that the notorization process has been successful: Next, I run the stapler tool: xcrun stapler staple '/Users/nikolay/Desktop/projects/cling_wrap/testapp.pkg' Which is also successful. Finally, I attempt to use Transporter to upload my app to the store but this happens: It says that the icon failed (when it clearly exists and is recognized by Mac?!!) and that the signature is invalid? Am I using the incorrect certificates for distribution to the App store? Thanks!
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Failed to decode landmarksData.json from bundle because it appears to be invalid JSON. Full disclosure - Im extremely new to this and am playing around with the swift tutorials to see what it can do and see if I could build an app. Any advice is appreciated. I added a few locations to the SwiftUI Tutorial for Lanmarks and this is what happened. I have checked that JSON file and all commas are in the correct place everything is correct but im getting this error. Not sure what im doing incorrectly. Can anyone give me assistance on how to fix this. I can only preview favorite button, circle image and map. Everything else appears as Fatal Error in ModelData.
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Hello, maybe anyone know anything about HCE (Host card emulation) feature on iOS? As far as I read, it's not possible to achieve this functionality on iOS, but maybe there are plans to implement that? Or maybe it's clear that it wont be allowed to be used at all? Thanks:)
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Hello so i have a few apps that im getting developed on upwork and i have practically 0 knowledge as far as how anything works as far as computer science type stuff. i just want to know what is the correct procedure as far as letting somebody upload the app to my apple developer account. do i give them my AppleID and password and let them do it and then change my password after they're done? any information would be greatly appreciated. thank you
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Given a document-based app (MyApp) using DocumentGroup: If MyApp is not open, or it is open with the Document Browser displayed, and a file compatible with MyApp is tapped in the Files app, the tapped document opens as expected in MyApp. If MyApp is open and displaying a document, then tapping a compatible document in the Files app switches to MyApp, but fails to display the tapped document, and logs the following error: [Presentation] Attempt to present <SwiftUI.UIKitNavigationController: 0x11c87dc00> on <SwiftUI.DocumentBrowserViewController: 0x129018a00> (from <SwiftUI.DocumentBrowserViewController: 0x129018a00>) whose view is not in the window hierarchy. The problem is easily demonstrated by creating a new project from the Document App template in Xcode and running it in the simulator Run the app and create a new document (Untitled) Close Untitled and create another document (Untitled 2) Close Untitled 2 Open Untitled Switch to the Files app, navigate to the MyApp folder and tap on Untitled 2 The error above will be shown in Xcode. Does anyone have any insight into how to solve this? Thank you
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Hello, I'm from Turkey and here, it's illegal to use crypto currencies any means of purchase or sale etc. However, I would like to create an app that involves crypto currencies and I wonder; firstly, is there any different procedure to upload the games that involves crypto currencies into App Store . Secondly, do I need to state approval? Thanks in advance
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Hi! I am a complete beginner so I am not sure how to implement this. I have a horizontal scroll view implemented right now that holds two rectangles, with placeholder images. I am planning on making all of these into buttons, but want to make it so that at the end of the second rectangle, no matter how many more of the standard buttons I make, there is a button with a different image and function (to create a new one of these rectangles in the scroll view). I have no idea how to make it so that this create button is also in the scroll view, but not like the first two standard rectangles. Would be so thankful to get help!!
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Hello everyone. I have a react native app, I am trying to build it for ios in order to update old version in apple store connect, however I am getting the AppDelegate errors below on build. (I am using a Windows computer and Visual Studio Code) yarn run v1.22.17 $ /Users/expo/workingdir/build/node_modules/.bin/expo prebuild --no-install --platform ios Creating native project directories (./ios and ./android) and updating .gitignore ✔ Created native project | gitignore skipped Adding Metro bundler config › Metro skipped: Project metro.config.js does not match prebuild template. › Ensure the project uses expo/metro-config. Learn more: https://docs.expo.dev/guides/customizing-metro Updating your package.json scripts, dependencies, and main file ✔ Updated package.json and added index.js entry point for iOS and Android › Removed "main": "node_modules/expo/AppEntry.js" from package.json because we recommend using index.js as main instead Config syncing [stderr] Using node to generate images. This is much slower than using native packages. [stderr] › Optionally you can stop the process and try again after successfully running npm install -g sharp-cli. Config syncing ✖ Config sync failed [stderr] UnexpectedError: [ios.dangerous]: withIosDangerousBaseMod: Could not locate a valid AppDelegate at root: "/Users/expo/workingdir/build" [stderr] Please report this as an issue on https://github.com/expo/expo-cli/issues [stderr] UnexpectedError: [ios.dangerous]: withIosDangerousBaseMod: Could not locate a valid AppDelegate at root: "/Users/expo/workingdir/build" [stderr] Please report this as an issue on https://github.com/expo/expo-cli/issues [stderr] at getAppDelegateFilePath (/Users/expo/workingdir/build/node_modules/expo-splash-screen/node_modules/@expo/config-plugins/build/ios/Paths.js:113:11) [stderr] at getAppDelegate (/Users/expo/workingdir/build/node_modules/expo-splash-screen/node_modules/@expo/config-plugins/build/ios/Paths.js:178:20) [stderr] at Object.getSourceRoot (/Users/expo/workingdir/build/node_modules/expo-splash-screen/node_modules/@expo/config-plugins/build/ios/Paths.js:183:23) [stderr] at /Users/expo/workingdir/build/node_modules/expo-splash-screen/node_modules/@expo/prebuild-config/build/plugins/unversioned/expo-splash-screen/withIosSplashAssets.js:103:66 [stderr] at action (/Users/expo/workingdir/build/node_modules/expo-splash-screen/node_modules/@expo/config-plugins/build/plugins/withMod.js:235:29) [stderr] at interceptingMod (/Users/expo/workingdir/build/node_modules/expo-splash-screen/node_modules/@expo/config-plugins/build/plugins/withMod.js:126:27) [stderr] at action (/Users/expo/workingdir/build/node_modules/@expo/config-plugins/build/plugins/withMod.js:206:14) [stderr] at async interceptingMod (/Users/expo/workingdir/build/node_modules/@expo/config-plugins/build/plugins/withMod.js:105:21) [stderr] at async interceptingMod (/Users/expo/workingdir/build/node_modules/@expo/config-plugins/build/plugins/withMod.js:105:21) [stderr] at async action (/Users/expo/workingdir/build/node_modules/@expo/config-plugins/build/plugins/createBaseMod.js:61:21) [stderr] at async interceptingMod (/Users/expo/workingdir/build/node_modules/@expo/config-plugins/build/plugins/withMod.js:105:21) [stderr] at async evalModsAsync (/Users/expo/workingdir/build/node_modules/@expo/config-plugins/build/plugins/mod-compiler.js:204:25) [stderr] at async Object.compileModsAsync (/Users/expo/workingdir/build/node_modules/@expo/config-plugins/build/plugins/mod-compiler.js:124:10) [stderr] at async configureProjectAsync (/Users/expo/workingdir/build/node_modules/@expo/cli/build/src/prebuild/configureProjectAsync.js:54:15) [stderr] at async prebuildAsync (/Users/expo/workingdir/build/node_modules/@expo/cli/build/src/prebuild/prebuildAsync.js:83:9) [stderr] error Command failed with exit code 1. info Visit https://yarnpkg.com/en/docs/cli/run for documentation about this command. yarn exited with non-zero code: 1 Also I am getting expo-doctors warnings, which tell that some dependencies should be updated. I have updated those dependencies and still getting the same errors. Thanks in advance :)
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I have used beeware briefcase-macOS-Xcode-template to build and run my python code on xcode and the app runs successfully. But after archiving and using distribute app it shows an error occurred. Couldn't find platform family for "main-fat". Couldn't find CFBundleSupportedPlatforms in the Info.plist, LC_VERSION_MIN, or LC_BUILD_VERSION in the Mach-O for path "/Users/keshav2.chaudhary/Library/Developer/Xcode/Archives/2023-06-05/JioCloud 05-06-23, 12.38 PM.xcarchive/Products/Applications/JioCloud.app/Contents/Resources/app_packages/py2app/apptemplate/prebuilt/main-fat".
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Good morning, So let me explain what I’m needing. We have a IoT device, that we have no way of changing. This device has the ability to be put into a broadcast mode which turns the device into a Wifi Router that we connect to. Once we are connected to the device, we then have the ability to set that device up to connect to a customers WiFi network. What I’m wanting to do is this: 1: User will physically put the device in broadcast mode 2: Mobile app will then scan all available local wifi’s looking for a SSID that matches the a MAC Address 3: The mobile app will then need to connect the device to the consumer's WiFi. #2 is where the problem lies. I need to get a list of wifi networks local to the mobile device so I can pick out the MAC address that I need to connect to. Any examples of this working would be awesome. The application I'm writing is written in Xamarin but even if you were to provide swift examples, I should be able to convert it. Thanks,
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We design, develop and build industrial embroidery equipment, CNCs, and laser cutters based on Apple Technologies. We have been trying for several months to find a group within Apple that understands what we do. So, now I need to bother people on this forum. I do not want to have our machines running on Windows PCs and just be able to connect to iPads and Mac minis. I want our entire solution to be sold with the correct hardware, pre-configured, when they leave our shop. Difficult to believe that nobody out there has thought of moving their hardware to Apple technologies. Any help from engineering or other hardware manufacturers would be much appreciated it!
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I am making a shopping list app and I am up to allowing the user to add items to their grocery list by pressing the blue plus button in the top corner. The first part of my question is: When the plus icon is pressed, how can I add a list with 3 sections? And the second part: How can the list be adjusted later on if the user wishes to change an item or the qty of their items? Thank you, Aidan.
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A customer reports that devices are coming out of single-app mode and becoming unresponsive. They manage the MDM (AirWatch) and report that some devices leave single app mode over and show a blank white square on the home screen, almost like a widget or OS message, but without content. This mostly happens overnight, the only resolution is to remove the enclosure and physically reboot the device. Our application doesn't have any widgets and we looking for any ideas on what may be causing this issue.
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Hey everyone, I have knowledge of Python from data science background and a friend of mine wrote an app based on Python. This app was converted to binaries for windows, which works fine, and also to a macOS binary that runs fine from the command line, but I fail to make it double clickable. I now want to dive a little into app development for macOS to make this a real one click app with all these features like signing and notarizing (I am aware this requires an Apple developer account) and stuff. What I want to learn is some Xcode basics (GUI and command line) especially for building Python projects for arm64 and x86_64 and notarizing. Building C++ projects for arm64 and x86_64. Maybe some basic understanding of Object-C and Swift (no complete coding stuff, since I want to stick to Python). Is there a good course someone can recommend (doesn’t have to be free) that covers these topics so I don’t have to browse through a lot of online resources (which I will of course still have to do later)? Thanks everyone :).
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