Unusable UDID in new ios7 (with FFFFFFFF prefix) - ios7

I need to register new device because I need mobileprovision. I can't use mobileprovision because UDID has FFFFFFFF on start. I think it is wrong UDID.
Any idea how to fix it?

Yes. The "FFFFFFFF" UDIDs are wrong. This seems due to the fact that the UDID is now considered a Privacy Topic and thus Apps are not allowed anymore to retrieve them... and iOS returns an obfuscated UDID if called and precedes the first digits with FFFFFFFF. So I guess some of your clients got the UDID via an App on the device.
See here: https://stackoverflow.com/a/19032885/2580805
"The only & unique method to get UDID under iOS7 is to plug your device to a computer, launch iTunes (or Xcode) and copy the displayed UDID."
But I have to add: there are at least two more options:
Our testers that provided their UDID by registering their devices via TestFlightApp.com also got non-FFFFFFFF UDIDs that worked.
Testers can surf with their device's Safari to: http://udid.io - this site installs a (temporary!) profile on the device which allows it to show the user a working UDID for copy & paste.

you can use to get the proper UDID of the device(s) the followings:
iTunes application;
the Xcode Organiser option;
or online:
http://get.udid.io (the actual device needs to open this site);

get UDID through Organizer or iTunes. if you are getting it through 3rd party software, that might be wrong.
For Organizer, press Command+Shift+2 on XCode

You can avoid installing iTunes on Windows by using USBDeview, which is less than 200k in size. The "Serial Number" column under USBDeview is the UDID.

Related

safari 13.1 navigator.mediaDevices.enumerateDevices() return only audio devices

Im facing with an issue on desktop Safari 13.1 version. If I open the console in the web inspector (with a regular macbook which has webcam and mic) and execute this command on any kind of website:
navigator.mediaDevices.enumerateDevices()
First time it will return in the Promise result with a videoinput and an audioinput.
Second time it will return only 2 audioinput. Videoinput is disappear.
Unfortunately I call this method several times while checking the available devices on my solution.
Any idea why does it happen and how could I get the accurate information about the devices even If I call it more than once?
See the results here
I've found the same issue, also on my iPad running iOS 13.
It seems you need to request camera access first in order to see the correct device list.
navigator.mediaDevices.getUserMedia({ video: true })
This will prompt you for access to the camera (you need to be on HTTPS or localhost).
Grant permission, then run this again and you should see the videoinput device(s) listed in the returned promise:
navigator.mediaDevices.enumerateDevices()
I guess this makes sense as a privacy feature that a website cannot check if a camera exists without first asking your permission.

How to get uuid of mobile (iOS & android) permanently in react native

I'm working react native project.
I'd like to know how to get uuid of mobile and keep it on firestore.
I've tried to do it using anonymous uuid in firestore. However, this one wasn't solution cause if an user remove an app and re-install the app, then uuid is changed.
So, I need to keep immutable uuid.
If you have any of idea, please let me know.
Thanks!
I think that keeping the UUID the same after the user has removed the app and reinstalled is impossible. From ios docs: "The value changes when the user deletes all of that vendor’s apps from the device and subsequently reinstalls one or more of them. ", and from Android docs: "The value may change if a factory reset is performed on the device or if an APK signing key changes".

Capture screen and audio with objective-c

I'm using an AVCaptureSession to create a screen recording (OSX), but i'd also like to add the computer audio to it (not the microphone, but anything that's playing through the speakers) i'm not really sure how to do that so the first thing i tried was adding an audio device like so:
AVCaptureDevice *audioDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeAudio];
After adding this device the audio was recorded, but it sounded like it was captured through the microphone. Is it possible to actually capture the computer's output sound this way? like quicktime does.
Here's an open source framework that supposedly makes it as easy to capture speaker output as it is a screenshot.
https://github.com/pje/WavTap
The home page for WavTap does mention that it requires kernel extension signing privileges to run under MacOS 10.10 & newer, and that requires signing into your Apple Developer Account and submitting this form. More information can be found here.

Game Center for my iPhone Game

I am developing an iPhone game, and I will implement Game Center in it.
Apparently, I need to do some configuration with my application in iTunes Connect first. Therefore I have to "create" my application in the iTunes Connect page, right? But, how do I do that without getting Apple's staff review my app since I am still working on it?
I tried making a new app like normal, but it asks me for a bunch of stuff like screenshots etc, but I have none to offer in the first place...
Fixed. It seems they won't even review it if there is no binary uploaded yet.

Objective-C iPhone - YouTubePlugIn.webplugin/YouTubePlugIn warning

I'm trying to play a YouTube video within an iPhone app using the technique in this URL
http://iphoneincubator.com/blog/audio-video/how-to-play-youtube-videos-within-an-application
The technique works fine and the video plays fine, except that I'm getting this warning.
warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11)/Symbols/System/Library/Internet Plug-Ins/YouTubePlugIn.webplugin/YouTubePlugIn" (file not found).
That does slow down the app for the first time I got the warning. Seems like a lot of people is getting the same warning, but none of the forums I read seems to have the solution to get rid of the warning.
Do I need to download something or do specific things?
I also tried adding the YouTube framework from "/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.2.sdk/System/Library/PrivateFrameworks/YouTube.framework"
Doesn't seem to solve the issue.
Please enlight.
Some clips might not play in mobile devices. Check if you clips does.
The "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.2.1 (8C148)/Symbols/usr/lib/dyld' has changed; re-reading symbols" warnings can be ignored (the clips should play anyway if it is available on mobile devices).
Note. I don't know the correct reason why some clips don't play on mobile, it might be a transcoding issue (not being transcoded for mobile) or some publisher settings.
Would be interesting to know.
You need to run your app on the device. The Simulator doesn't have the YouTube app.