Actually on iOS betas are limited to 10000 accounts. On Android closed betas can have up to 200 lists with 2000 accounts each (400k total). There are also the open betas that can be unlimited or limited to how many accounts the developer wants (at a minimum of 1000).
Not unlimited. Timed beta access periods. Once your access is revoked you have to reapply. Which frees up a slot
https://developer.apple.com/testflight/
Some developers have made agreements with Apple for unlimited TestFlight access, but it's pretty rare.
A game like RuneScape would eat up all 10,000 slots.
Source: Have a few apps on the TestFlight program, and we're forced to follow their arbitrary guidelines for testing on iOS, and one workaround was timed beta access.
Plus, Reddit only access usually won't fill-up your 10,000 slots :)
I did this with a little app I wrote for some friends and distributed it through Testflight. They had to provide me an email address which I then added into my developer account under testers, then they could install the app through Testflight.
https://developer.apple.com/testflight/
I believe you have to be at the $100/year developer level to do this.
And...Apple limits the amount of beta testers, as does Android. https://developer.apple.com/testflight/ So yes, it was limited to 10k users for this type of app.
There’s the Enterprise Developer Program and then there’s TestFlight . I don’t know the specifics but all the news articles have covered Facebook and Google’s use of the former to side-step App Store restrictions for publically distributed apps. Presumably Sonos is using the latter to beta test publicly an app that will still go through App Store approval which is allowed by the Terms of Use.
Estou com 279 treinos registrados no Strong - para o iOS você consegue utilizar a versão full através do TestFlight
Edit : tem o TestFlight para o android também
For desktop there are many ways really - the simplest I can think of is uploading it to Google Drive and sharing a link that uses a URL shortener service such as bitly where you can update later on for new releases. Depending on the userbase size or how classy you want to make you can couple that with a service such Mailchimp to let your users know where to download the new version of the app. This shouldn't cost you anything.
As for mobile devices, both Google and Apple offer this functionality on their respective stores, on Google Play Console and TestFlight for iOS - from there you can upload your builds without requiring store approval and send it to a list of users that you choose. This will either update the app automatically with new releases or send an email to the participants depending on how you configure it.
There is an option to submit an app as beta on iOS, using testflight (https://developer.apple.com/testflight/). I'm guessing that's exactly what STORM is doing.
It may be a good thing, but we decided not to do it for two main reasons, as far as I know:
Does it makes sense?
Not true, TestFlight for reviewed apps for up to 10k users is officially supported by Apple. What isn't allowed is some companies sending out internal testing licenses of apps that haven't gone through Apple's testing process to outsiders.
You need to find a copy of Xcode 8 (latest version), use the converter to move to swift 3, then open in Xcode 9 and move to swift 4 (since they’re quite similar anyway). Then correct any errors that show up. Does the app have any Swift libraries from 3rd parties? You might have to search for updates ones/update abandoned ones yourself.
When all errors are cleared and things build successfully, click Archive in the Product menu. When the organiser pops open, choose Submit to App Store and follow the instructions. Then here’s Apple’s TestFlight page that contains a tutorial.
It sounds like the feature you're looking for is Test Flight.
Basically someone who has the code and access to a developer account uploads a build and marks it as a Test Flight build. Then they collect emails of people that they want to be testers. Then they add the list of emails as testers for the app, and the testers will get notified and will be able to download the beta build of the app.
It sounds like you're describing TestFlight, which requires your testers to supply a UUID (for internal testers, at least). There's no way to send a specific end-user a specific build on iOS.
I prefer Beta by Fabric/Crashlytics, but that has the same limitations as TestFlight.
Technically there can still be an Open Beta Test for Apple devices
First off, I’m not sure if this will get noticed or acknowledged by anyone, and I’m not sure if or why this hasn’t been brought up but using an app called TestFlight can definitely allow for an open beta of the Safemoon Wallet for iOS users. I’ve done testing for multiple betas using the app and am confused as to why we can’t possibly try that with this as well. It may not be the idea everyone would be hoping for but it’ll offer some good insight as to what to expect on two different operating systems.
It can also help further the development with feedback from not only Android users but iOS ones as well. But again, don’t take my word for it, I’m just throwing out possibilities. I’m just some random guy that’s slightly tech savvy and trying to help out with ideas. What do you all think?
In case you are wondering what TestFlight is: https://developer.apple.com/testflight/
Technically there can still be an Open Beta Test for Apple devices
First off, I’m not sure if this will get noticed or acknowledged by anyone, and I’m not sure if or why this hasn’t been brought up but using an app called TestFlight can definitely allow for an open beta of the Safemoon Wallet for iOS users. I’ve done testing for multiple betas using the app and am confused as to why we can’t possibly try that with this as well. It may not be the idea everyone would be hoping for but it’ll offer some good insight as to what to expect on two different operating systems.
It can also help further the development with feedback from not only Android users but iOS ones as well. But again, don’t take my word for it, I’m just throwing out possibilities. I’m just some random guy that’s slightly tech savvy and trying to help out with ideas. What do you all think?
In case you are wondering what TestFlight is: https://developer.apple.com/testflight/
Short Answer: do the HTML5
IPhone is notorious for its closed ecosystem. To even get started you need to purchase a dev account (99 bucks per year) and "just" sending an exectuable (.ipa) isnt that easy either.
If however you still want to go that route look furhter into https://developer.apple.com/testflight/
Yeah, I'm probably out of date. Last I used it you could publish apps directly without any approval process.
Edit: https://developer.apple.com/testflight/ Looks like apps now are required to adhere to the full App Store review guidelines, but I know from current iOS dev friends that being on TestFlight doesn't guarantee anything.
TestFlight requires the app to pass review if you’re sending it to external testers (ie people not added to your dev account). An obvious exploit isn’t passing what so ever
Sorry - TestFlight is Apple's app that lets developers invite people to beta test (https://developer.apple.com/testflight/).
You would need to install the TestFlight app on your phone (https://itunes.apple.com/us/app/testflight/id899247664?mt=8), create an account, and then message me your email address (the one you used to sign up for TestFlight). You would then get notified and be able to install the beta version of Watchcast via the TestFlight app.
Let me know if you're interested. I just want to make sure that audio playback still works on the Watch for users on 3.1.x.
Hey! I am using TestFlight for that, it's a beta testing service made by Apple (https://developer.apple.com/testflight/) However, it requires that you have a valid developer subscription (100$/year). Other options would be Beta by Crashlytics and HockeyApp. You may read a comparison between these here
Apple's current Apple Developer Program is free. You only pay $99/year if you're going to post to the Apple App Store for sale/download.
One way is if you know your friend's device UDIDs (you can get it by plugging in their device to your computer, or by plugging it into iTunes, google it), you can add them as development devices to your account, and then make a release build with an "ad-hoc" provisioning profile. Or, you can also run a debug version of your app on their device to "install" it. (Obviously it'll be a debug version of your app, etc.). Check out Hockey App to make this process a bit easier.
If you're planning to ship an app to the App Store, you really should get at least one iOS device to test it on. In fact, you can't make an archive of an app (what you need to submit to apple), without having a device.
Since you're asking about testing your app on other devices, the right way to do this is to create an app entry in iTunes Connect, and actually run a beta test using TestFlight.
So I checked on Apple's website (https://developer.apple.com/testflight/) and it's still saying only 1,000 external testers. However, u/All_the_X_squared quoted u/iamthatis saying > and I also want to properly draft up the information on the next round of beta signups (due to TestFlight's increase) to provide on Monday, because I really want to get some more eyes on the app now that I can.
To be clear: "A review is required for new versions of your app that contain significant changes."
No idea what that means, however. I assume that the first time you flip it on for testing > full review. Minor updates > immediate? Massive binary diff > full review.
This easiest way to distribute test builds for iOS is using TestFlight. Perhaps you can configure your CodeMagic setup in such a way that it will upload the app here.
Technically there can still be an Open Beta Test for Apple devices
First off, I’m not sure if this will get noticed or acknowledged by anyone, and I’m not sure if or why this hasn’t been brought up but using an app called TestFlight can definitely allow for an open beta of the Safemoon Wallet for iOS users. I’ve done testing for multiple betas using the app and am confused as to why we can’t possibly try that with this as well. It may not be the idea everyone would be hoping for but it’ll offer some good insight as to what to expect on two different operating systems.
It can also help further the development with feedback from not only Android users but iOS ones as well. But again, don’t take my word for it, I’m just throwing out possibilities. I’m just some random guy that’s slightly tech savvy and trying to help out with ideas. What do you all think?
In case you are wondering what TestFlight is: https://developer.apple.com/testflight/
Think this question must you then also ask apple, why they call it open beta. https://developer.apple.com/testflight Quote: Beta Testing Made Simple with TestFlight
TestFlight makes it easy to invite users to test your apps and App Clips and collect valuable feedback before releasing your apps on the App Store. You can invite up to 10,000 testers using just their email address or by sharing a public link
Yes, the Safemoon team might have been able to communicate it clearly, then the question of why only 10,000 would not have arisen
You have to submit for review first & then upon approval; you'll be able to invite via a public link.
"To enable a public link, go to your app's TestFlight page, click an existing group, and click Enable Public Link."
Where do you get that information from?
The max for 10k users is legit:
>Invite up to 10,000 external testers using their email address or by enabling and sharing a public link, which creates an open invitation for anyone to test your app. Simply create a group of testers and add the builds you’d like them to test. You can also create multiple groups and add different builds to each one, depending on which features you want them to focus on. When you add the first build of your app to a group, the build gets sent to beta app review to make sure it follows the App Store Review Guidelines. Testing can begin once your build is approved.
>did anyone notice the expiry note on TestFlight for 84 days?
Builds remain active for 90 days after upload.
>Now if someone can just leak Raymond's bin.....
The tag is a glorified id number, so the bin won't do you any good until the game is updated. When the game is updated, someone will produce a bin.
I haven't used Testflight for a while but I feel like it has feedback features.
​
>Getting Feedback
>
>With TestFlight 2.3 on iOS 13, testers can send feedback directly from your app simply by taking a screenshot. They can also provide additional context about an app crash immediately after it occurs. To view this feedback, go to your app’s TestFlight page in App Store Connect, and click Crashes or Screenshots in the Feedback section. Feedback from testers on tvOS or earlier versions of iOS will be sent to the email address you provide in Test Information.
Your app sounds like a book or a website for books. Apple's general stance is usually "if it can be done not as an installed app, it should stay outside the app Store". Thus you might want to re-think your app to be a website (web-app) that doles out ePub files instead, depending on who is logged in.
That said, I've written a more extensive treatise on how to get around Guideline 4.2 rejection.
Nevertheless if the audience is very specific, you could use the custom apps route, which doesn't require App Review. Similarly if you have less than a thousand users, you could use TestFlight to distribute it as a "beta" app.
You cannot launch beta apps in the IOS store. You can only use TestFlight to launch beta apps. So either they are breaking apples rules which would be a HUGE issue for them or they are not in beta anymore.
How do you define „unfinished“? Besides apples guidelines, costumers wouldn’t be happy if your app is full of flaws, bugs and unfinished story. You will most likely only get negative feedback which wouldn’t help you much in the first place.
The black bars alone could be a dealbreaker for Apple.
You should consider alpha/beta tests with a polished part of your app to analyze the audience reactions. I leave you this link here: https://developer.apple.com/testflight/
actually, testflight is for beta and alpha tests. its an app supplied by apple to allow developers to distribute beta via the testflight app that sideloads them on your device without having to use the appstore for distribution. they can easily do a beta.
https://developer.apple.com/testflight/
https://apps.apple.com/us/app/testflight/id899247664
(the 10k testing limit seems to not apply to larger businesses, as the elder scrolls blades had about 30k testers and then a public beta)
You need to be able to test a prototype waaaaaaay earlier than publish. Testing on an actual device is absolutely necessary to be able to evaluate and iterate. Some things like game feel or touch gestures are really hard to evaluate in the simulator. You build, push to your local iOS device, test, iterate, etc.
I haven't checked if it requires a subscription, but later in development you might use testflight to closed beta test your app with a few hundred users, and they would access your app via testflight and not the app store. https://developer.apple.com/testflight/
Students could make a few projects while learning with no intent to release them, just as a learning experience.
So yes, there's plenty of reasons to be able to build and push your build to a device before you ever even consider publishing an actual release on the app store.
TestFlight is the way to go here. Haven't tried this yet, but planning on it soon - you can now send out public links to anyone. See here, Using Public Links to Invite Testers.
Hmm that's strange, it looks like you should be able to install it without a code. Read here:
https://developer.apple.com/testflight/
​
Public links let you share your app with people outside your development team without email or other contact information. You can share your public link on social media, messaging platforms, email campaigns, and more to expand the visibility of your beta test. If you don’t have an established group of external testers, using public links can be an effective way to increase your app’s reach and grow your test audience.
​
Do you have the iOS app called "Testflight" installed? You can install it for free from App Store. Try clicking the invite link again. If you have Testflight installed already, try force quit it and try the join Zhip beta testing link again.
For apple there is something called "test flight". You basically have your users install that and then you distribute your updates and they can install the app there instead of the App Store. And you have control over who participates in the test flight. Here's more info:
I don't personally have any experience with developing for tvOS but I believe iOS and tvOS all use Apple's TestFlight for testing. Not sure if that's exactly what you're looking for but you can find out more here.
I'm currently on XCode 8.2.1 (can't update further since I can't install Sierra on MacBook Late 2008). I guess I'm only limited when it comes to submitting my app for beta testing using TestFlight since App archives built with Xcode 8.3 are no longer accepted. Make sure to build and submit your apps using Xcode 8.3.1 or later. source
There are multiple options. You can install untrusted IPAs onto your phone via a laptop or you can run something like test flight. Test flight isn't the only option either, but it's the apple approved version.
This is usually done by large companies distributing apps internally.
You need an Apple Enterprise Developer account, so that you can properly code-sign your apps for deployment and create the necessary certificates.
Using Mobile Device Management software like Apple's Profile Manager and Apple Configurator, policies and certificates, various security restrictions, and applications can all be pushed automatically to phones that enroll in the company device pool, typically by going to a specific network address, although profiles can be sent over email and other methods too.
Apple has an overview document here: https://www.apple.com/ipad/business/docs/iOS_Enterprise_Deployment_Overview_EN_Feb14.pdf
There are 2 other viable options: ad-hoc and Test Flight. With an Apple Developer Account (non-Enterprise) you can register up to 100 iOS devices, and change them once per year. You can load any app you develop onto those devices, without the App Store. You are limited to 100 devices though, with no way to increase that limit.
The app will run for only 1 year, that's when the provisioning profile expires. You'd need to reload it after that to keep it running.
Test Flight is like Ad hoc and but limited to 2000 devices and provides remote installation, so you don't have to connect each device to your computer to install. The user installs the Test Flight app, and can download your app, providing you have signed their Apple ID up to your Test Flight.
Test Fight: https://developer.apple.com/testflight/
Each of these methods would require a LOT more details to fully explain, but you can find plenty of documentation if you need it.
Uploads from Xcode 8 beta 4 aren't currently supported by iTunes Connect. It was the same with beta 3 until recently. It will probably be enabled again in a couple of days time.
You can check on updates here: developer.apple.com/testflight/release-notes/
It's actually just a normal camera app. I pulled sections from my astrophotography app to make it. I'll message you on details, but its the normal beta app testing framework Apple provides (testflight). For more info: https://developer.apple.com/testflight/ - inviting testers section
Sorry, I don't have that much time. I only have experience with #1 and #3 while #2 is probably the one you should look into. Apple's Testflight documentation gives you a decent overview as does their marketing materials.
> When I want to test my app, I just hit 'Build' and the file gets sent to my phone and I can run it.
Exact same on Xcode?
> there's no way for me to easily distribute the file for testing since all iOS apps need to come from the App Store
That's completely untrue. TestFlight exists exactly for that purpose. I run a few app betas myself.
Hello Askoruli, I think you have heard of unbounce pages. There we had tested the need for a product like this. (Result: Positive)
The reason why we used a template & google docs is because it is easier with 95% of the actual result. That is why there exists such things. For us to focus on our core instead of optimizing every other thing.
It is true that we don't have a community with 100s of members atm. We are getting there but slowly, we don't want to rush things.
The reason there isn't an app in the appstore is because we plan on getting to 1000 users before releasing the app. We want to grow the community slowly and talk to & hand pick everyone of the first 1000 members. We are using Testflight as the media where people can download our app.
I agree that a community should not be built on lies. But we do have an app (that is being improved everyday according to our users wants & needs) and we also have a little community whom all are experienced and good people.
I hope I was able to clarify things. Thank you for your honest comment/feedback
> They [iOS users] can't side load apps right?
Correct, unless you're willing to jump through one of these hoops:
Start googling tools and play with them depending upon what they use. For example if they are an iphone shop they may use testflight https://developer.apple.com/testflight/update/ If they design for multiple phones as well as browsers you may want to look at broswerstack. Lastly they are going to ask you about how you would test something. And example would be "how would you test a soda machine" to get an idea of how you think.
Good question, the app is not available yet. That said, you can get your hands on it first by signing up on the site. Throughout development we will be providing Beta access through https://developer.apple.com/testflight/ and an email to subscribers.
Thanks for the all of the replies. I just got everything together to beta test through Apple's new test flight program. I need an email address, and you'll be able to download the through iTunes. You can read about it here: https://developer.apple.com/testflight/
I submitted the app for beta test review through Apple so it may take a couple days to show up. This process is faster than submitting an app release on the store.