Repository files navigation

ios-deploy

Install and debug iPhone apps without using Xcode. Designed to work on unjailbroken devices.

Requirements

  • Mac OS X. Tested on Snow Leopard only.
  • You need to have a valid iPhone development certificate installed.
  • Xcode must be installed, along with the SDK for your iOS version.

Usage

Usage: ./ios-deploy [OPTION]...
-d, --debug launch the app in GDB after installation
-i, --id <device_id> the id of the device to connect to
-c, --detect only detect if the device is connected
-b, --bundle <bundle.app> the path to the app bundle to be installed
-a, --args <args> command line arguments to pass to the app when launching it
-t, --timeout <timeout> number of seconds to wait for a device to be connected
-u, --unbuffered don't buffer stdout
-g, --gdbargs <args> extra arguments to pass to GDB when starting the debugger
-x, --gdbexec <file> GDB commands script file
-n, --nostart do not start the app when debugging
-I, --noninteractive start in non interactive mode (quit when app crashes or exits)
-L, --justlaunch just launch the app and exit lldb
-v, --verbose enable verbose output
-m, --noinstall directly start debugging without app install (-d not required)
-p, --port <number> port used for device, default: 12345 -r, --uninstall uninstall the app before install (do not use with -m; app cache and data are cleared) -1, --bundle_id <bundle id> specify bundle id for list and upload
-l, --list list files
-o, --upload <file> upload file
-2, --to <target pathname>	use together with upload file. specify target for upload
-V, --version print the executable version

Demo

  • The included demo.app represents the minimum required to get code running on iOS.
  • make install will install demo.app to the device.
  • make debug will install demo.app and launch a GDB session.

Notes

  • With some modifications, it may be possible to use this without Xcode installed; however, you would need a copy of the relevant DeveloperDiskImage.dmg (included with Xcode). GDB would also run slower as symbols would be downloaded from the device on-the-fly.

Listing Device Ids

Device Ids are the UDIDs of the iOS devices. From the command line, you can list device ids this way:

 system_profiler SPUSBDataType | sed -n -e '/iPad/,/Serial/p' -e '/iPhone/,/Serial/p' | grep "Serial Number:" | awk -F ": " '{print $2}'

Deploying and running on multiple devices

There is also a bash script to extract an ipa, then deploy and run the app on multiple devices. Currently, ios-deploy is used to install the app, and Apple's instruments command line interface is used to launch it with an emtpy automation script. This is pretty hacky, but seems to be working for now.

`./ILiOSDeployWrapper.sh app.ipa [Optionally - a device id if you only want to run on one device]

About

Install and debug iPhone apps from the command line, without using Xcode

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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ios-deploy

Install and debug iPhone apps without using Xcode. Designed to work on unjailbroken devices.

Requirements

  • Mac OS X. Tested on Snow Leopard only.
  • You need to have a valid iPhone development certificate installed.
  • Xcode must be installed, along with the SDK for your iOS version.

Usage

Usage: ./ios-deploy [OPTION]...
-d, --debug launch the app in GDB after installation
-i, --id <device_id> the id of the device to connect to
-c, --detect only detect if the device is connected
-b, --bundle <bundle.app> the path to the app bundle to be installed
-a, --args <args> command line arguments to pass to the app when launching it
-t, --timeout <timeout> number of seconds to wait for a device to be connected
-u, --unbuffered don't buffer stdout
-g, --gdbargs <args> extra arguments to pass to GDB when starting the debugger
-x, --gdbexec <file> GDB commands script file
-n, --nostart do not start the app when debugging
-I, --noninteractive start in non interactive mode (quit when app crashes or exits)
-L, --justlaunch just launch the app and exit lldb
-v, --verbose enable verbose output
-m, --noinstall directly start debugging without app install (-d not required)
-p, --port <number> port used for device, default: 12345 -r, --uninstall uninstall the app before install (do not use with -m; app cache and data are cleared) -1, --bundle_id <bundle id> specify bundle id for list and upload
-l, --list list files
-o, --upload <file> upload file
-2, --to <target pathname>	use together with upload file. specify target for upload
-V, --version print the executable version

Demo

  • The included demo.app represents the minimum required to get code running on iOS.
  • make install will install demo.app to the device.
  • make debug will install demo.app and launch a GDB session.

Notes

  • With some modifications, it may be possible to use this without Xcode installed; however, you would need a copy of the relevant DeveloperDiskImage.dmg (included with Xcode). GDB would also run slower as symbols would be downloaded from the device on-the-fly.

Listing Device Ids

Device Ids are the UDIDs of the iOS devices. From the command line, you can list device ids this way:

 system_profiler SPUSBDataType | sed -n -e '/iPad/,/Serial/p' -e '/iPhone/,/Serial/p' | grep "Serial Number:" | awk -F ": " '{print $2}'

Deploying and running on multiple devices

There is also a bash script to extract an ipa, then deploy and run the app on multiple devices. Currently, ios-deploy is used to install the app, and Apple's instruments command line interface is used to launch it with an emtpy automation script. This is pretty hacky, but seems to be working for now.

`./ILiOSDeployWrapper.sh app.ipa [Optionally - a device id if you only want to run on one device]

About

Install and debug iPhone apps from the command line, without using Xcode

Resources

Contributing

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2 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

ios-deploy

Install and debug iPhone apps without using Xcode. Designed to work on unjailbroken devices.

Requirements

  • Mac OS X. Tested on Snow Leopard only.
  • You need to have a valid iPhone development certificate installed.
  • Xcode must be installed, along with the SDK for your iOS version.

Usage

Usage: ./ios-deploy [OPTION]...
-d, --debug launch the app in GDB after installation
-i, --id <device_id> the id of the device to connect to
-c, --detect only detect if the device is connected
-b, --bundle <bundle.app> the path to the app bundle to be installed
-a, --args <args> command line arguments to pass to the app when launching it
-t, --timeout <timeout> number of seconds to wait for a device to be connected
-u, --unbuffered don't buffer stdout
-g, --gdbargs <args> extra arguments to pass to GDB when starting the debugger
-x, --gdbexec <file> GDB commands script file
-n, --nostart do not start the app when debugging
-I, --noninteractive start in non interactive mode (quit when app crashes or exits)
-L, --justlaunch just launch the app and exit lldb
-v, --verbose enable verbose output
-m, --noinstall directly start debugging without app install (-d not required)
-p, --port <number> port used for device, default: 12345 -r, --uninstall uninstall the app before install (do not use with -m; app cache and data are cleared) -1, --bundle_id <bundle id> specify bundle id for list and upload
-l, --list list files
-o, --upload <file> upload file
-2, --to <target pathname>	use together with upload file. specify target for upload
-V, --version print the executable version

Demo

  • The included demo.app represents the minimum required to get code running on iOS.
  • make install will install demo.app to the device.
  • make debug will install demo.app and launch a GDB session.

Notes

  • With some modifications, it may be possible to use this without Xcode installed; however, you would need a copy of the relevant DeveloperDiskImage.dmg (included with Xcode). GDB would also run slower as symbols would be downloaded from the device on-the-fly.

Listing Device Ids

Device Ids are the UDIDs of the iOS devices. From the command line, you can list device ids this way:

 system_profiler SPUSBDataType | sed -n -e '/iPad/,/Serial/p' -e '/iPhone/,/Serial/p' | grep "Serial Number:" | awk -F ": " '{print $2}'

Deploying and running on multiple devices

There is also a bash script to extract an ipa, then deploy and run the app on multiple devices. Currently, ios-deploy is used to install the app, and Apple's instruments command line interface is used to launch it with an emtpy automation script. This is pretty hacky, but seems to be working for now.

`./ILiOSDeployWrapper.sh app.ipa [Optionally - a device id if you only want to run on one device]

About

Install and debug iPhone apps from the command line, without using Xcode

Resources

Contributing

Stars

0 stars

Watchers

2 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

ios-deploy

Install and debug iPhone apps without using Xcode. Designed to work on unjailbroken devices.

Requirements

  • Mac OS X. Tested on Snow Leopard only.
  • You need to have a valid iPhone development certificate installed.
  • Xcode must be installed, along with the SDK for your iOS version.

Usage

Usage: ./ios-deploy [OPTION]...
-d, --debug launch the app in GDB after installation
-i, --id <device_id> the id of the device to connect to
-c, --detect only detect if the device is connected
-b, --bundle <bundle.app> the path to the app bundle to be installed
-a, --args <args> command line arguments to pass to the app when launching it
-t, --timeout <timeout> number of seconds to wait for a device to be connected
-u, --unbuffered don't buffer stdout
-g, --gdbargs <args> extra arguments to pass to GDB when starting the debugger
-x, --gdbexec <file> GDB commands script file
-n, --nostart do not start the app when debugging
-I, --noninteractive start in non interactive mode (quit when app crashes or exits)
-L, --justlaunch just launch the app and exit lldb
-v, --verbose enable verbose output
-m, --noinstall directly start debugging without app install (-d not required)
-p, --port <number> port used for device, default: 12345 -r, --uninstall uninstall the app before install (do not use with -m; app cache and data are cleared) -1, --bundle_id <bundle id> specify bundle id for list and upload
-l, --list list files
-o, --upload <file> upload file
-2, --to <target pathname>	use together with upload file. specify target for upload
-V, --version print the executable version

Demo

  • The included demo.app represents the minimum required to get code running on iOS.
  • make install will install demo.app to the device.
  • make debug will install demo.app and launch a GDB session.

Notes

  • With some modifications, it may be possible to use this without Xcode installed; however, you would need a copy of the relevant DeveloperDiskImage.dmg (included with Xcode). GDB would also run slower as symbols would be downloaded from the device on-the-fly.

Listing Device Ids

Device Ids are the UDIDs of the iOS devices. From the command line, you can list device ids this way:

 system_profiler SPUSBDataType | sed -n -e '/iPad/,/Serial/p' -e '/iPhone/,/Serial/p' | grep "Serial Number:" | awk -F ": " '{print $2}'

Deploying and running on multiple devices

There is also a bash script to extract an ipa, then deploy and run the app on multiple devices. Currently, ios-deploy is used to install the app, and Apple's instruments command line interface is used to launch it with an emtpy automation script. This is pretty hacky, but seems to be working for now.

`./ILiOSDeployWrapper.sh app.ipa [Optionally - a device id if you only want to run on one device]

About

Install and debug iPhone apps from the command line, without using Xcode

Resources

Contributing

Stars

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Watchers

2 watching

Forks

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Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Repository files navigation

ios-deploy

Install and debug iPhone apps without using Xcode. Designed to work on unjailbroken devices.

Requirements

  • Mac OS X. Tested on Snow Leopard only.
  • You need to have a valid iPhone development certificate installed.
  • Xcode must be installed, along with the SDK for your iOS version.

Usage

Usage: ./ios-deploy [OPTION]...
-d, --debug launch the app in GDB after installation
-i, --id <device_id> the id of the device to connect to
-c, --detect only detect if the device is connected
-b, --bundle <bundle.app> the path to the app bundle to be installed
-a, --args <args> command line arguments to pass to the app when launching it
-t, --timeout <timeout> number of seconds to wait for a device to be connected
-u, --unbuffered don't buffer stdout
-g, --gdbargs <args> extra arguments to pass to GDB when starting the debugger
-x, --gdbexec <file> GDB commands script file
-n, --nostart do not start the app when debugging
-I, --noninteractive start in non interactive mode (quit when app crashes or exits)
-L, --justlaunch just launch the app and exit lldb
-v, --verbose enable verbose output
-m, --noinstall directly start debugging without app install (-d not required)
-p, --port <number> port used for device, default: 12345 -r, --uninstall uninstall the app before install (do not use with -m; app cache and data are cleared) -1, --bundle_id <bundle id> specify bundle id for list and upload
-l, --list list files
-o, --upload <file> upload file
-2, --to <target pathname>	use together with upload file. specify target for upload
-V, --version print the executable version

Demo

  • The included demo.app represents the minimum required to get code running on iOS.
  • make install will install demo.app to the device.
  • make debug will install demo.app and launch a GDB session.

Notes

  • With some modifications, it may be possible to use this without Xcode installed; however, you would need a copy of the relevant DeveloperDiskImage.dmg (included with Xcode). GDB would also run slower as symbols would be downloaded from the device on-the-fly.

Listing Device Ids

Device Ids are the UDIDs of the iOS devices. From the command line, you can list device ids this way:

 system_profiler SPUSBDataType | sed -n -e '/iPad/,/Serial/p' -e '/iPhone/,/Serial/p' | grep "Serial Number:" | awk -F ": " '{print $2}'

Deploying and running on multiple devices

There is also a bash script to extract an ipa, then deploy and run the app on multiple devices. Currently, ios-deploy is used to install the app, and Apple's instruments command line interface is used to launch it with an emtpy automation script. This is pretty hacky, but seems to be working for now.

`./ILiOSDeployWrapper.sh app.ipa [Optionally - a device id if you only want to run on one device]

About

Install and debug iPhone apps from the command line, without using Xcode

Resources

Contributing

Stars

0 stars

Watchers

2 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

ios-deploy

Install and debug iPhone apps without using Xcode. Designed to work on unjailbroken devices.

Requirements

  • Mac OS X. Tested on Snow Leopard only.
  • You need to have a valid iPhone development certificate installed.
  • Xcode must be installed, along with the SDK for your iOS version.

Usage

Usage: ./ios-deploy [OPTION]...
-d, --debug launch the app in GDB after installation
-i, --id <device_id> the id of the device to connect to
-c, --detect only detect if the device is connected
-b, --bundle <bundle.app> the path to the app bundle to be installed
-a, --args <args> command line arguments to pass to the app when launching it
-t, --timeout <timeout> number of seconds to wait for a device to be connected
-u, --unbuffered don't buffer stdout
-g, --gdbargs <args> extra arguments to pass to GDB when starting the debugger
-x, --gdbexec <file> GDB commands script file
-n, --nostart do not start the app when debugging
-I, --noninteractive start in non interactive mode (quit when app crashes or exits)
-L, --justlaunch just launch the app and exit lldb
-v, --verbose enable verbose output
-m, --noinstall directly start debugging without app install (-d not required)
-p, --port <number> port used for device, default: 12345 -r, --uninstall uninstall the app before install (do not use with -m; app cache and data are cleared) -1, --bundle_id <bundle id> specify bundle id for list and upload
-l, --list list files
-o, --upload <file> upload file
-2, --to <target pathname>	use together with upload file. specify target for upload
-V, --version print the executable version

Demo

  • The included demo.app represents the minimum required to get code running on iOS.
  • make install will install demo.app to the device.
  • make debug will install demo.app and launch a GDB session.

Notes

  • With some modifications, it may be possible to use this without Xcode installed; however, you would need a copy of the relevant DeveloperDiskImage.dmg (included with Xcode). GDB would also run slower as symbols would be downloaded from the device on-the-fly.

Listing Device Ids

Device Ids are the UDIDs of the iOS devices. From the command line, you can list device ids this way:

 system_profiler SPUSBDataType | sed -n -e '/iPad/,/Serial/p' -e '/iPhone/,/Serial/p' | grep "Serial Number:" | awk -F ": " '{print $2}'

Deploying and running on multiple devices

There is also a bash script to extract an ipa, then deploy and run the app on multiple devices. Currently, ios-deploy is used to install the app, and Apple's instruments command line interface is used to launch it with an emtpy automation script. This is pretty hacky, but seems to be working for now.

`./ILiOSDeployWrapper.sh app.ipa [Optionally - a device id if you only want to run on one device]

About

Install and debug iPhone apps from the command line, without using Xcode

Resources

Contributing

Stars

0 stars

Watchers

2 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

ios-deploy

Install and debug iPhone apps without using Xcode. Designed to work on unjailbroken devices.

Requirements

  • Mac OS X. Tested on Snow Leopard only.
  • You need to have a valid iPhone development certificate installed.
  • Xcode must be installed, along with the SDK for your iOS version.

Usage

Usage: ./ios-deploy [OPTION]...
-d, --debug launch the app in GDB after installation
-i, --id <device_id> the id of the device to connect to
-c, --detect only detect if the device is connected
-b, --bundle <bundle.app> the path to the app bundle to be installed
-a, --args <args> command line arguments to pass to the app when launching it
-t, --timeout <timeout> number of seconds to wait for a device to be connected
-u, --unbuffered don't buffer stdout
-g, --gdbargs <args> extra arguments to pass to GDB when starting the debugger
-x, --gdbexec <file> GDB commands script file
-n, --nostart do not start the app when debugging
-I, --noninteractive start in non interactive mode (quit when app crashes or exits)
-L, --justlaunch just launch the app and exit lldb
-v, --verbose enable verbose output
-m, --noinstall directly start debugging without app install (-d not required)
-p, --port <number> port used for device, default: 12345 -r, --uninstall uninstall the app before install (do not use with -m; app cache and data are cleared) -1, --bundle_id <bundle id> specify bundle id for list and upload
-l, --list list files
-o, --upload <file> upload file
-2, --to <target pathname>	use together with upload file. specify target for upload
-V, --version print the executable version

Demo

  • The included demo.app represents the minimum required to get code running on iOS.
  • make install will install demo.app to the device.
  • make debug will install demo.app and launch a GDB session.

Notes

  • With some modifications, it may be possible to use this without Xcode installed; however, you would need a copy of the relevant DeveloperDiskImage.dmg (included with Xcode). GDB would also run slower as symbols would be downloaded from the device on-the-fly.

Listing Device Ids

Device Ids are the UDIDs of the iOS devices. From the command line, you can list device ids this way:

 system_profiler SPUSBDataType | sed -n -e '/iPad/,/Serial/p' -e '/iPhone/,/Serial/p' | grep "Serial Number:" | awk -F ": " '{print $2}'

Deploying and running on multiple devices

There is also a bash script to extract an ipa, then deploy and run the app on multiple devices. Currently, ios-deploy is used to install the app, and Apple's instruments command line interface is used to launch it with an emtpy automation script. This is pretty hacky, but seems to be working for now.

`./ILiOSDeployWrapper.sh app.ipa [Optionally - a device id if you only want to run on one device]

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Install and debug iPhone apps from the command line, without using Xcode

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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ios-deploy

Install and debug iPhone apps without using Xcode. Designed to work on unjailbroken devices.

Requirements

  • Mac OS X. Tested on Snow Leopard only.
  • You need to have a valid iPhone development certificate installed.
  • Xcode must be installed, along with the SDK for your iOS version.

Usage

Usage: ./ios-deploy [OPTION]...
-d, --debug launch the app in GDB after installation
-i, --id <device_id> the id of the device to connect to
-c, --detect only detect if the device is connected
-b, --bundle <bundle.app> the path to the app bundle to be installed
-a, --args <args> command line arguments to pass to the app when launching it
-t, --timeout <timeout> number of seconds to wait for a device to be connected
-u, --unbuffered don't buffer stdout
-g, --gdbargs <args> extra arguments to pass to GDB when starting the debugger
-x, --gdbexec <file> GDB commands script file
-n, --nostart do not start the app when debugging
-I, --noninteractive start in non interactive mode (quit when app crashes or exits)
-L, --justlaunch just launch the app and exit lldb
-v, --verbose enable verbose output
-m, --noinstall directly start debugging without app install (-d not required)
-p, --port <number> port used for device, default: 12345 -r, --uninstall uninstall the app before install (do not use with -m; app cache and data are cleared) -1, --bundle_id <bundle id> specify bundle id for list and upload
-l, --list list files
-o, --upload <file> upload file
-2, --to <target pathname>	use together with upload file. specify target for upload
-V, --version print the executable version

Demo

  • The included demo.app represents the minimum required to get code running on iOS.
  • make install will install demo.app to the device.
  • make debug will install demo.app and launch a GDB session.

Notes

  • With some modifications, it may be possible to use this without Xcode installed; however, you would need a copy of the relevant DeveloperDiskImage.dmg (included with Xcode). GDB would also run slower as symbols would be downloaded from the device on-the-fly.

Listing Device Ids

Device Ids are the UDIDs of the iOS devices. From the command line, you can list device ids this way:

 system_profiler SPUSBDataType | sed -n -e '/iPad/,/Serial/p' -e '/iPhone/,/Serial/p' | grep "Serial Number:" | awk -F ": " '{print $2}'

Deploying and running on multiple devices

There is also a bash script to extract an ipa, then deploy and run the app on multiple devices. Currently, ios-deploy is used to install the app, and Apple's instruments command line interface is used to launch it with an emtpy automation script. This is pretty hacky, but seems to be working for now.

`./ILiOSDeployWrapper.sh app.ipa [Optionally - a device id if you only want to run on one device]

About

Install and debug iPhone apps from the command line, without using Xcode

Resources

Contributing

Stars

0 stars

Watchers

2 watching

Forks

Releases

Packages

Contributors

Languages