Custom Apps

RSS for tag

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

Custom Apps Documentation

Posts under Custom Apps tag

58 Posts
Sort by:
Post not yet marked as solved
1 Replies
476 Views
I have a go binary that runs from /usr/local/bin. This application has the ability to update itself by downloading the latest .pkg from our company and running it with the installer command. Our application has also been granted Full Disk Access. The command that is run by our application looks like this: installer -pkg /tmp/ourInstaller.pkg -target /. This command works from a terminal (when run with sudo and when the terminal has Full Disk Access). It also has been working on all MacOS version above 10.15. With MacOS Sonoma on the M platform (not on an Intel device), this command has started to give the following error: installer: Package name is Agent Installer\ninstaller: Upgrading at base path /\ninstaller: The upgrade failed. (The Installer encountered an error that caused the installation to fail. Contact the software manufacturer for assistance. An unexpected error occurred while moving files to the final destination.)\n. This is an error we see when our application is not granted Full Disk Access, but as mentioned, our application has been granted Full Disk Access. Also, the installation appears to complete successfully, meaning the files are moved to the correct place, but the installation still errors. It seems to be erroring while copying the new binary to /usr/local/bin. In fact, it cannot copy any file to /usr/local/bin without erroring, even a simple text file. This leads me to believe that it may be erroring on trying to rollback the previous install, but since the binary has Full Disk Access, it is failing to remove the old binary (rightfully so) and so the installer errors. I just want to reiterate that this has always worked, and only with Sonoma on M architecture machines (M1 and M2) has this started erroring.
Posted
by bpcuser.
Last updated
.
Post not yet marked as solved
2 Replies
605 Views
I’ve just published an app which I only intended to put it into TestFlight as there are two issues i had hoped to resolve before launching in the App Store: It stops playing if phone is locked. If settings are changed they aren’t stored for the next time app is opened. I’m wondering if anyone here would be interested in collaborating on its development. One idea being to allow people to record their own sounds more relevant to their particular sport. This could be a paid option. I hope this kind of post is allowed. The name of the app is Distraction if you want to check it out to see if it would be of any interest to you.
Posted Last updated
.
Post not yet marked as solved
0 Replies
425 Views
Hello! We already have a public app on the AppStore. And we are trying to create another app to distribute to organizations privately. Now, we did some digging and have some queries about the whole process which are as follows: What type of account do we need as the developer team, meaning which programs we need to enroll to and what type of account does our customer organization need to use the app, privately? We do not have a hundred or more employees which is an eligibility criterion for enrollment in the Enterprise Program. How can we proceed to distribute apps to organizations privately with out situation? Do the customer organizations need Enterprise account for each app we publish? Thanks!
Posted
by KoushikM.
Last updated
.
Post marked as solved
1 Replies
589 Views
Somebody uses POCO library(https://pocoproject.org/) under MACOS? Ive try to build my app in CLion using CMAKE but there is an error: ====================[ Clean | Debug ]=========================================== /Applications/CLion.app/Contents/bin/cmake/mac/bin/cmake --build /Users/michaelikus/CLionProjects/training/poco01 --target clean -- -j 8 Clean finished ====================[ Build | all | Debug ]===================================== /Applications/CLion.app/Contents/bin/cmake/mac/bin/cmake --build /Users/michaelikus/CLionProjects/training/poco01 --target all -- -j 8 [ 50%] Building CXX object CMakeFiles/poco01.dir/poco01.cpp.o [100%] Linking CXX executable poco01 ld: Undefined symbols: Poco::Data::SQLite::Connector::registerConnector(), referenced from: _main in poco01.cpp.o clang: error: linker command failed with exit code 1 (use -v to see invocation) make[2]: *** [poco01] Error 1 make[1]: *** [CMakeFiles/poco01.dir/all] Error 2 make: *** [all] Error 2
Posted
by zOMGdev.
Last updated
.
Post not yet marked as solved
0 Replies
492 Views
Hello, I'm not new to programming, but am new to developing for Apple products. I'm planning on developing an app for my iPhone exclusively for my use. My question is can I add my custom app to my phone without having to go through the App Store? If I can avoid the App Store, how do I go about getting the app onto my phone? I do have Xcode and have learned Swift, so I just need to understand how to get the app onto my phone. Thank you for your help!
Posted
by Dev_T.
Last updated
.
Post not yet marked as solved
1 Replies
977 Views
Newbie coder here, using most recent Xcode and iOS 17 to build an app using Adam Rushy openaiswift tutorial. The app is entirely built and everything functions except this: Cannot convert value of type 'String' to expected argument type 'OpenAISwift.Config' So I cannot build the project, it refers to this line of code: func setup () { client = OpenAISwift(config: "removed api key for public view)") } func send(text: String, in the tutorial it said use authToken which Xcode said was wrong and must be config, so I changed it but it still doesn't work. Any help appreciated
Posted
by BWT90.
Last updated
.
Post not yet marked as solved
1 Replies
409 Views
I have an already published project on the App Store developed with React Native. We are migrating it to SwiftUI, and I need to upload the project as an update instead of creating a new one for this new development. How could we go about doing this?
Posted Last updated
.
Post not yet marked as solved
1 Replies
429 Views
Hi folks I am struggling with following scenario: We have an app implemented in Java (Parent app). From this parent app I would like to call .app that is implemented in Swift (Child app). We are trying to build package that can be distributed in Appstore using Install4j, partially with success. The app can be validated and distributed in TestFlight, however when we are trying to open child app, nothing happens. The app does not open. I am not sure if we do correct signing BECAUSE, when we initially distributed the app outside AppStore, Child App was signed with Developer ID Application and it did work correctly. How should we sign all apps? Is there any other way that we can pack this scenario without using Install4j?
Posted
by maxeppc.
Last updated
.
Post marked as solved
1 Replies
454 Views
Hello, I am pushing changes to ad-hoc application via OutSystems. From here I usually have to change distribution settings to fit App store with certificates etc. I have different provisioning profile, app identifier etc on OutSystems, but when I push changes it now also gets updated on App Store, without me pushing any changes there since August. Even the testflight version get the newest changes. How is this possible? What could possibly be going on? Are there any changes in how you distribute apps to app store? We use apple business manager to distribute newest version from app store, so this is critical as we don't want it to push the same changes we push to Ad-Hoc prod application through outsystems distribution.
Posted
by cribra.
Last updated
.
Post marked as solved
3 Replies
2.8k Views
I'm a newbie to deploying flutter apps to the iOS app store, so bare with me. Below is a screenshot of Xcode, and it says that it can't find any "iOS Development provisioning profiles." I don't understand why I need one. The strange thing is that I created a Distribution Profile, so I don't know why that's not showing up here. When I run the build command from the flutter CLI this is what I get: I find this all very confusing and frustrating. If anyone could help that would be great. Also if anyone needs more info about my setup just ask. I'm not sure what info is helpful and what isn't.
Posted Last updated
.
Post not yet marked as solved
3 Replies
2.4k Views
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.
Posted
by KErickson.
Last updated
.
Post not yet marked as solved
0 Replies
421 Views
We currently have a Developer Account registered as an organisation and publish our app to App Store. One of our customers want our App to be part of their MDM, so that they can distribute it to their employees without App Store. Questions: What are the steps to make our App available to Client's MDM solutions like Microsoft Intune ? Will this be achieved by having Apple Developer Program (Account) or any other steps are involved ? Will the solution be applicable to multiple Clients using their own different MDM solutions ?
Posted
by srijansrv.
Last updated
.
Post not yet marked as solved
2 Replies
974 Views
My team has a Mac desktop we use as a build server to do tests, packaging, codesigning, and notarization. The service was kicked off inside a cron job, but we started encountering issues with codesigning (codesign errSecInternalComponent). Eventually we tried turning the service into a LaunchAgent and codesigning now works, presumably because it now has access to the user's keychains. However, this means the service doesn't start until someone logs the user into the console, which is pretty inconvenient at times. We are also finding that the machine is now inaccessible remotely, over SSH and VNC, until there's a console login at the physical host. Our institutional security policies require the use of FileVault and disallow auto-login, and our IT folks haven't suggested any workarounds. What is the recommended way to configure a Mac desktop as a headless server that can reboot without user interaction? We don't, and can't, use XCode. We develop a multi-platform application written in Java.
Posted
by asmxyz.
Last updated
.
Post not yet marked as solved
1 Replies
565 Views
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?
Posted
by malakjr_.
Last updated
.
Post not yet marked as solved
5 Replies
3.6k Views
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!
Posted
by nikolay_a.
Last updated
.
Post not yet marked as solved
1 Replies
753 Views
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
Posted
by chebs.
Last updated
.
Post not yet marked as solved
1 Replies
673 Views
Is it possible to control the modal window's styling displayed when using ASWebAuthenticationSession? We would like to display a full-screen & change the color of the header bar to match the iOS app. Is this possible to do? https://developer.apple.com/documentation/authenticationservices/aswebauthenticationsession
Posted
by pravinady.
Last updated
.