My suggestion is when iOS Production is gonna release,
Please release it as seperate Deployment,
And mainly please remove the non working components/blocks/ etc... as mentioned in http://doesappinventorrunonios.com/
It will be useful for developers to create apps easily and quickly.
The test server's documentation page on iOS app building has been updated to include a section on generating the App Specific Password as well as the new Developer Mode setting introduced in iOS 16 as an extra precaution introduced by Apple around installing of non-Apple approved software.
While I appreciate your candor, we only have a fixed amount of resources for running and maintaining production systems. The best course of action for our team is to release the iOS build functionality into the existing product.
So to generate an ipa file we also need a developer account with Apple? Even if we don't want to publish the app in the Apple store? I thought it would be something like an APK file that we could generate without paying.
Without an Apple Developer Account, you cannot have certificates, profiles, app-specific passwords, etc. assigned to you. See also here: Building Apps for iOS with MIT App Inventor
I have now compiled a small audio test app and installed it on one of my iOS test devices (iPhone 6s, iOS 15.79) (Ad hoc).
I used images as a spacer and specified the height/width in px or % values. This seems to work with Companion but not with compiled app (IPA). It only works when an empty (4px) png is assigned to the images. So that's not a problem if you know it.
Images cannot be assigned to buttons with the IPA (these are not displayed with the IPA). Companion works. You have to use clickable images instead. If you know that, that's not a problem either.
Material icons do not work with Companion or with the IPA, although they are displayed correctly in the designer (► / ■ play_arrow / stop).
"invalid application. Irritants: (#!null)" after opening the IPA for the first time. Nevertheless, the app works just as well as with Companion). The problem does not occur with Companion.
As soon as the app goes into the background, the sound stops completely (music & voice). After the app is back in the foreground the sound continues to play. Companion & IPA. (Of course PlayOnlyInForeground is not enabled.)
MP3, M4A, AAC,... audio files cannot be looped gapelessly (as I discovered in my last test almost 2 years ago - at least with Companion). So it remains that only uncompressed audio formats such as WAV, AIFF, ... or so-called IMA4 files (compressed to about a quarter) work. I noticed the same thing almost 9 years ago when I took my first steps with Xcode and Swift 1.0. And that doesn't seem to have changed to this day .
If desired, I can forward the (test) aia & IPA to the MIT AI team. @ewpatton
PS: I will check it soon also on an iPad Pro (12.9, 4th gen - iOS 16.7 and 17.0.2).
Switching the screens doesn't work (at least not the way we know it from Android). Neither by not closing Screen1 when switching to another screen nor by not closing Screen1.
After switching Screen1 and Screen2 4-5 times:
Point 2 seems to have been resolved. The buttons are now displayed (also with the IPA). I tested it at least 20 times yesterday. No idea what happened (I didn't change anything).
Today I first removed the app from my iPad Pro 12 and tried installing it again. (I tried at least 5 times yesterday without success.) Now the installation process actually seems to complete completely. When I then tried to open the app, the message appeared that the developer options had to be activated. Only after I did this (the location to enable it has apparently changed since iOS16/17), restarted the device, then confirmed enabling the developer options again, did the app finally open.
As can already be seen under point 7, the width of the slider (75%) is not displayed correctly on either the iPhone or the iPad with the IPA (Companion works).
Yeah I am not sure what actually triggers this. I was not having any issues with iOS 16 on my iPhone, but once I upgraded to 17 all of my iOS devices started giving the error. There is a section on the iOS build instructions that goes over how to turn on developer mode. Unfortunately, this seems like yet another roadblock Apple is putting up for people developing their own apps.
I'm logging the additional layout and behavior issues with our issue tracker so we can fix the functionality before release.
There must not be a non-empty Screen.Initialize event on any screen. There can't even be an empty Screen.Initialize event on Screen1. Instead, I replaced the Screen.Initialize events of all screens with timers. There are now no more problems/error messages.
There are no problems when switching the screens, as long as you don't want to open other screens via Screen1, but only switch between the other screens (non-Screen1 screens). When switching to another screen via Screen1, an error message appears after 4-5 attempts at the latest and the app freezes.