The process for publishing apps on Android and iOS is similar to that of uploading the compiled app signature to the market. However, the complexity of the two processes is the same as that for iOS apps. Android can manually sign by integrating tools in eclipse, or use ant for automatic signature. However, the release process of IOS apps is very painful.
IOS apps can be published in either of the following ways: ad_hoc. Because this method requires obtaining the device's udid in advance, it is suitable for publishing within the enterprise; the other way is to publish to the app store. Xcode4 integrates the two release methods. In the organizer window of xocde4, switch to the archives tab. After compiling using archives, the compiled files will appear in this tab. There are three buttons in this tab: validate, share, and submit. The validate button is used to verify whether the format and signature are correct, and the share button is published in IPA format, the submit is uploaded to the app.
Store. For more information about the two release methods, see the apple documentation: https://developer.apple.com/ios/manage/distribution/index.action. if xode4is used, see the following:
Bytes.
Aside from the complexity of the release process, several key steps are worth sharing.
1. After archive compilation is complete, if you click share or submit, an error will be prompted: thiskind of archive cannot be signed. If you click Validate for verification, an error will be prompted: does not contain a single-bundle application or contains multipleproducts. please select another archive, or adjust your scheme to create asingle-bundle application. These errors usually occur when your project contains other libraries, such as cocos2d. In xcode4, cocos2d is compiled into a suffix named. A static library file. The generated archive package has two directories under the application, one is. there is also a USR directory in the app file, which is compiled by cocos2d. file a, so the verification fails. The solution is as follows:
Click the project icon in navigator, click the target named cocos2d libraries in the project configuration interface on the right, find the Skip install project in building setting, and change the value to yes.
2. To use the push function of Apple in a project, you need to add an entitlements. plist file. You can add this file to the project through the Add file Wizard of xcode. If you need to publish in IPA format, When you click Validate or share after archive compilation is complete, if the following error occurs: this bundle is invalid. the application-identifier entitlement isnot formatted correctly. Please set the corresponding entitlements. enter the content of the plist file.
3. If you want to publish a file to the appstore, click the submit button and start uploading the file. If application failed codesign verification appears. the signature was invalid, or it was not signed with an iPhone Distribution Certificate error prompt, if you have confirmed that you have used the appstore signature correctly, check the code signing entitlements option in building setting. You do not need to enter the path of any file here. This is the biggest difference between appstore and ad_hoc.