Is it possible to distribute enterprise/in-house tvOS apps over the air to Apple TV? - tvos

iOS enterprise apps has the ability to be distributed over the web using a manifest file. Can the tvOS be distributed in a similar manner? I know there's no web browser for tvOS, but I was wondering if there's a way to airdrop a file onto the Apple TV to install an internal tvOS app?
The only way so far is to either use an MDM server or use Apple Configurator via a Mac to drag and drop an IPA.

You can use Testflight to distribute you App in-house creating a group of internal or even external testers.
Sadly HockeyApp or similar 3rd party distribution systems do not support tvOS yet.

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Is there a platform to develop HTML5 apps for iOS in a high school classroom environment, without Mac's?

I am building a program at the high school where I teach that will allow us to teach some Web Development courses. One of those courses is an HTML5 App Development course. I would like the students to be able to develop apps using HTML5, CSS, and JavaScript and then load that app on their personal device and maybe share that app with friends. The apps would not be distributed through the respective app stores, this is only so they can see the fruits of their labors on their own devices and share them with friends. This would also work well for marketing this course to get more enrollment in future semesters.
Ideally I would like to use a single platform for developing these apps, regardless of the device type. For example I thought I could use PhoneGap, but recently found that Apple pulled the mobile app from their store so you have to fork and pull from github and then build the app and side load it through the QR code. However, even with this method Apple still requires any app made for iOS to be made with a signing certificate, which can only be created by using a Mac.
I don't have a Mac, I don't have a Mac lab in my classroom, is there any way to develop apps that can be installed on an iOS device without having to have a Mac to get certificates? Is there no education option that allows iOS apps to be created without going through these hoops that either require a Mac or require you use Apple software like XCode?
Am I out of luck for my students with iPhones?
Thanks
You can compile and generate your .ipa file using ReactNative and Ionic framework, that allows you to built on there server.
But main problem arises while creating .p12 signing certification file and Uploading the .ipa file on app store or only on testflight from education purpose.
For that you need mac operating system which contain Application loader to submit your app to Apple App Store Connect.
So you have you can buy second hand mac-mini for that. Or there are some site which help you to upload your .ipa file http://www.connectuploader.com or virtually provide you mac http://www.macincloud.com.

AIR for Apple Watch?

I was wondering if adobe air would come out for the apple watch or is there any way to develop with adobe air for iWatch? Thanks!
WatchOS 2 apps require submission to Apple using LLVM BitCode. Apple can than compile to native code (currently S1/arm7v) as they update the watch framework and/or hardware and the developer does not have to resubmit their apps to handle those changes.
Adobe has not publicly mentioned adding any additional platforms to Air and it would require a major investment to place a AS3/Air front-end on the LLVM compiler. I, personally, highly doubt this feature will ever be seen.
Learning X-code (or license and learn Xamarin/C#) is the only way to go right now (unless someone knows of other third-party development env. that support WatchOS2/WatchKit).
Add your Vote of support to additional Air platforms:
Open Adobe bug/tracker for Windows Phone 8/10 (open since 10/2013): https://bugbase.adobe.com/index.cfm?event=selectBug&CFGRIDKEY=3648920
Open Adobe bug/tracker for WatchKit & Android Wear:
https://bugbase.adobe.com/index.cfm?event=bug&id=4069595

Best way to distribute Cloud HTML5 App

I thought PhoneGap was a simple wrapper for HTML5, but it looks like it does in fact compile into native in some way.
I have a Cloud based, HTML5 Single Page Web application that I just want to run full screen, and distribute via an app store.
Should I just create a PhoneGap App with an InAppBrowser?
If you intend to publish an HTML5-based app in a "native" app store sucha s Google Play or Apple Store, you have 2 options:
1- Implement your own native application using a webview to show your web-based app.
2- Use some existing framework like Phonegap/Cordova even you do not use the native API. The framework will already setup everything for you to just deploy your HTML5 code.
However, if your web app is meant to be hosted remotely (i.e. not run from local files), you may encounter problems when trying to publish in the Apple Store. They have some strict rules about remote content, and about publishing apps that may not provide much more value and/or functionality than a simple web-app can.
Best.

My iphone app pilot available to download outside of apps store

I have a server at work that I want to host an iphone application on.
I want it so that the user goes to the web browser on their ihpone and clicks a download link on a html page and iphone application is installed on their phone.
Is there any way that this is possible using xocde? Perhaps some way I can build a .plist file that does this?
Thanks
Unfortunately, you cannot install a native iPhone application without going through the App Store (unless you wish to publish your app solely to jailbroken devices). If you really don't want to use the app store, you can build a web app that runs on the server, but you cannot install and run arbitrary binaries on a users device that have not been approved by Apple.
EDIT: As people have pointed out, there are options for testing purposes that will allow you to install your app on other devices via the internet (TestFlightApp, iOS Enterprise program), but for a wide-scale deployment technique this will not work.
Jumhyn is right in his answer but there is a little more to it.
If you want your App to be available to iPhone users (non-jailbroken) you have to have an Apple developer account ($99/yr)
If you want to develop only for jailbroken devices you can, but i'm not sure about the license agreements you accept when using Xcode and Cocoa(touch) framework. It might be a violation of your agreement.
The last solution is the Apple Enterprise developer program ($299/yr). Here you can control who has access to your app and I think it is possible to distribute around the App Store. There is definitely some limitation.
One thing is sure. You cannot do installation from websites as you want without going around Apple's App Store. I strongly recommend sticking to the rules and agreements you accepted when activating OS X, Xcode, iPhone and the Cocoa Framework.
If you are trying to permanently deploy to a website, this will not work for legitimate App Store applications. You can however, once published to the app store, place a link to to it that will take them to the AppStore for downloading it.
If you need this for testing/beta purposes I reccommend www.testflightapp.com

Unity 3d in touch sensitive webstore interface

I need to create a touch version of the webstore with 3D elements. At the beginning I chose a WebGL technology because of the straightforward integration with databases (such interface will need to download thumbnails of products and basic information about it using MySQL).
Problem is the lack of simple tools to create such a project. Recently I became interested in Unity. I just don't know whether its capabilities allow me to do this. What do you think about Unity 3d? Is a good choice for such a task?
Unity3D web player needs a plugin installed at the user's browser. This plugin is not available for iPhone and AFAIK for Android neither. Thus it is not possible to create a pure browser based online store solution.
What you can do with Unity3D as a workaround: Do the project in Unity3D and export it once as web version for desktop clients and then export it as app (i.e. a fat client that needs to be installed) for iPhone and again for Android. But even then you will have a lot of work providing different layouts for all target devices.
Although I like Unity3D very much, I would not recommend it for development of an online store.