Refresh the Flutter snapshot: LAUNCH.md and the iPhone verification pass
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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rippr-flutter-src/docs/LAUNCH.md
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rippr-flutter-src/docs/LAUNCH.md
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# Launch
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How Rippr gets from "on my phone" to "on the App Store with money coming in" — in stages,
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because the jump is much bigger than it looks and most of it is not code.
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**Where things stand:** the app is feature-complete on both platforms and has never
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recorded a real ride. Nothing below should start before
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[port/REAL-RIDE-CHECKLIST.md](port/REAL-RIDE-CHECKLIST.md) is done.
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---
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## Stage 0 — you and your friends *(today, free)*
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What works right now, with no accounts and no stores.
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### Android — genuinely easy
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Send them the APK. That's it.
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```bash
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adb install -r rippr-flutter-1.0-debug.apk # or just message them the file
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```
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They tap it in Files and allow "install unknown apps". It works, it keeps working, and it
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costs nothing. **For riding buddies on Android, this is a complete answer** — you may
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never need the Play Store.
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Worth switching to a **release build** before handing it round: the debug APK is ~172 MB
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and slower. That needs a keystore, kept somewhere you will not lose it:
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```bash
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keytool -genkey -v -keystore ~/rippr-release.jks -keyalg RSA -keysize 2048 \
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-validity 10000 -alias rippr
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flutter build apk --release --split-per-abi # ~3 files, ~20 MB each
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```
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> **Back that keystore up.** Lose it and you can never update an app that shipped with it.
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### iOS — awkward, and the awkwardness is the point
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Free signing (see `INSTALL.md` in the samplez repo, alongside the APK) gives **7-day
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builds**, three apps at a time, and needs your Mac every time. Fine for you. Miserable for
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a friend who just wants to ride.
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There is no free way around it. Apple deliberately does not allow casual iPhone
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sideloading.
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**If any of your friends ride with an iPhone, Stage 1 is not optional.**
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---
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## Stage 1 — a real group of testers *(~$99/yr + $25 once)*
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This is the stage that actually fits "me and my friends", and it is a big quality-of-life
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jump over Stage 0.
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### TestFlight — the single best upgrade
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Requires the **Apple Developer Program, $99/yr**.
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- Builds last **90 days**, not 7
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- **100 internal testers** and up to **10,000 external** via a public link
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- Friends install the TestFlight app and tap once — no Mac, no cables, no trust dialogs
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- Updates push automatically
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- External testers need a light App Review pass (usually a day); internal testers do not
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For a riding group this is effectively "the app store, for people I choose". Many projects
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happily live here forever and never publish publicly.
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### Google Play internal testing — optional
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**$25, one time, forever.** Up to 100 testers, no review for the internal track. Worth it
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mainly if handing out APKs starts to annoy you, or you want automatic updates on Android
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too.
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### What you must add before either
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- **A privacy policy URL.** Both stores require one for anything touching location, even
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in testing. It can be a single static page: what is collected (GPS while recording),
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where it goes (nowhere — stays on the device), and how to delete it (delete the ride, or
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the app).
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- Switch the bundle id from `com.rippr.port` to something you own, e.g. `com.dylan.rippr`.
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- A release build, on both platforms.
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---
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## Stage 2 — public launch
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Everything in Stage 1, plus the parts that are genuinely work.
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### Apple
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- **Privacy nutrition labels** — Location → Precise, *not* linked to identity, App
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Functionality only. Details in [port/RELEASE-IOS.md](port/RELEASE-IOS.md).
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- **Expect to justify background location.** It is the most common rejection for apps like
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this. Head it off with a **demo video of a real ride** in the review notes, showing the
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user pressing Start.
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- App name, subtitle, keywords, screenshots at several device sizes, a support URL.
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- Review is typically 24–48 hours, and a rejection round is normal. Budget two weeks.
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### Google
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- **Data Safety form** — the Play equivalent of nutrition labels, and it must match
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reality.
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- Background location gets **extra scrutiny on Play**: a written justification and often a
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video. Rippr's case is strong (a ride recorder is the textbook example), but it is a real
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review step.
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- Store listing, feature graphic, screenshots.
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### Things that only matter once strangers use it
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- **Crash reporting.** Currently none — the v3 backlog notes a recorder that dies mid-ride
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leaves no trace beyond logcat. Sentry or Crashlytics before public launch.
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- **A support address** people can actually reach.
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- Whatever the real ride teaches you about battery. Strangers will not forgive what a
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friend would.
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---
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## A positioning note, since you ride bikes *and* motorcycles
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Everything user-facing currently says motorcycle, but the recording pipeline is entirely
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activity-agnostic — it records positions and speeds, and nothing in it cares what you are
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sitting on. `V3-BACKLOG.md` already carries **activity type per ride** as an idea.
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That matters here rather than only in the backlog, because it decides the store category,
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the screenshots and who finds the app. Cyclists are a far larger audience than
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motorcyclists and are already used to paying for ride apps. Deciding whether Rippr is a
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motorcycle app or a ride recorder is a positioning question worth settling **before**
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writing a store listing, not after.
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It is also cheap: an activity column on `Trip` and a picker. It needs a real `Migration`,
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since the destructive fallback is gone.
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---
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## Stage 3 — monetization
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Only worth designing once people are actually riding with it. But the shape matters
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because it changes the architecture, and it is worth knowing which door you are opening.
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### The options, from least to most commitment
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**Paid up front — a few dollars, once.**
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Simplest possible. No servers, no accounts, no recurring obligation. Sells poorly in a
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category where Strava is free, but the cost to you is nearly zero and it fits an app that
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works entirely offline.
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**Free, with a one-time unlock.**
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Recording free forever; pay once for extras — export formats, unlimited history, themes.
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No servers needed if the extras are local. Good match for Rippr as it exists today.
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**Subscription for cloud features.**
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The v3 backlog already points here: accounts, cloud backup, group rides. This is the only
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model that justifies recurring money, because **you have recurring costs**. It is also the
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biggest jump: a server, authentication, a privacy stance, and an obligation to keep
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someone's ride history alive.
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> Note the coupling. Cloud backup needs accounts; accounts need a privacy policy with
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> teeth, GDPR-style deletion, and — on iOS — **in-app account deletion**, which Apple
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> requires of any app that lets you create an account. Group rides need all of that plus
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> live location sharing between people, which is a consent question, not a technical one.
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### The numbers
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- **Apple and Google both take 30%**, dropping to **15%** under their small-business
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programmes (under $1M/yr). Enrol; it is not automatic on Apple's side.
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- Apple: $99/yr. Google: $25 once.
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- Server costs are yours. A modest VPS runs a group-ride backend for single-digit dollars
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a month until it doesn't.
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- Payments are handled by the stores for digital goods — you may not route around them for
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in-app features.
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### What I would actually do
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Keep it free while it is you and your friends. If it grows, the honest first step is a
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**one-time unlock** for local extras — no servers, no obligations, no privacy surface.
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Only build the subscription once someone who is not your friend asks for cloud backup.
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Paid storage of other people's location history is a commitment that outlives your
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interest in maintaining it, and that is worth entering deliberately.
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---
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## The order of operations
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1. **Ride with it.** [port/REAL-RIDE-CHECKLIST.md](port/REAL-RIDE-CHECKLIST.md). Nothing
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else matters until the numbers are right — and iOS background suspension (item I3) may
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still force a change of GPS engine.
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2. Release builds, real bundle id, a keystore you have backed up.
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3. A one-page privacy policy.
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4. $99 Apple → TestFlight. Your friends stop needing your Mac.
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5. Live with it for a season. Let real use decide what is missing.
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6. Only then: public listings, crash reporting, and a monetization model chosen from
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evidence rather than from a table like this one.
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rippr-flutter-src/docs/port/IOS-VERIFICATION.md
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rippr-flutter-src/docs/port/IOS-VERIFICATION.md
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# iPhone verification — what a Mac can prove, and what needs a phone
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Scoped and then executed. Everything in the first table has been **run**; everything in
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the second cannot be done without hardware and a rider.
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Reproduce with:
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```bash
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xcrun simctl location booted start --speed=15 --interval=1 \
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51.0447,-114.0719 51.0530,-114.0719 51.0610,-114.0800 51.0700,-114.0900 &
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( for i in $(seq 1 90); do xcrun simctl privacy booted grant location-always com.rippr.port; sleep 1; done ) &
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flutter test integration_test/ride_simulation_test.dart -d <sim-id>
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```
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---
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## The finding that matters most
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**The iOS simulator moves, but still reports zero speed.**
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`simctl location start --speed=15` genuinely interpolates between waypoints over time —
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unlike Android's `adb emu geo fix`, which teleports. That looked like it might finally
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make speed testable locally. It does not:
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```
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RIPPR-PROBE fixes=8 speeds=[0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0]
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```
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Eight fixes, every one zero. Measured, not assumed — the assumption was worth attacking
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and it survived.
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The consequence is visible in a real recorded ride:
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```
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trip=1 points=18 distanceM=245.5 maxSpeedKmh=0.0 movingMs=0 segments=1
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```
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**245 metres travelled, zero moving time.** Distance comes from consecutive positions, so
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it works. Moving time comes from `speedKmh >= 1.5`, so with speed pinned at zero every
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sample falls under the noise floor. That is correct behaviour on bad input, and it is
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exactly why `REAL-RIDE-CHECKLIST.md` cannot be skipped.
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---
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## ✅ Verified locally, on a Mac
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| What | How | Evidence |
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|---|---|---|
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| App builds and launches on iOS | `flutter build ios --simulator`, `simctl launch` | Runs |
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| The real UI renders | Screenshot of the record screen | Wordmark, SPEED headline, Ready state, 72dp button all correct |
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| **The permission dialog and its usage string** | Screenshot | *"Rippr records the GPS track of your ride… Nothing is recorded until you press Start."* — the Guideline 5.1.1 item, confirmed rendering |
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| Drift opens against real iOS storage | Integration test | `rippr_db.sqlite` + WAL created in the app container |
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| Plugin registration resolves | Integration test | geolocator, path_provider, shared_preferences all load |
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| CoreLocation delivers fixes | Integration test | 18 fixes in ~15 s |
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| **Distance accumulates from real movement** | Integration test | 245.5 m, latSpan 0.00197° — consistent |
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| A trip persists and is listed | Integration test | `completedTrips=1`, Card present |
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| Segments are created | Integration test | `segments=1` |
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| Trip detail renders, including the map | Integration test | `DISTANCE` found on screen |
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| Navigation record → rides → detail | Integration test | All transitions land |
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| Cold start with no ride | Integration test | Lands idle, no crash |
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| App icon under the iOS mask | Rendered preview | Ring and orange accent survive the superellipse |
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## ⛔ Needs a real iPhone
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| What | Why a simulator cannot |
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|---|---|
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| **Max speed, average moving speed** | CoreLocation reports 0.0 — measured above |
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| **Moving time** | Derived from speed; reads 00:00:00 locally even after 245 m |
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| **Speed colouring on the map** | Every path renders in one colour |
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| **Elevation gain** | Simulated altitude has no correlated GPS error; the ~30 m drift question is unanswerable here |
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| **Background suspension when stationary (I3)** | The simulator does not model iOS's power-management suspension. **This decides whether `geolocator` is sufficient or the paid engine is needed.** |
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| **Screen-lock continuation** | Real background lifecycle only |
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| **Phone call / interruption handling** | No telephony |
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| **Battery drain** | No meaningful power model |
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| **The blue background-location indicator** | Real background mode only |
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| **Real GPS accuracy and dropouts** | Simulated fixes are perfect; the accuracy gate never rejects anything |
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| **App Store review** | Requires submission |
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## 🟡 Gap in local coverage, worth naming
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**No screenshot of the iOS trips list or detail screen.** They are verified
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*functionally* — the integration test asserts the Card and the `DISTANCE` readout are
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present — but not *visually*, because tapping the iOS simulator is not scriptable the way
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`adb shell input tap` is, and every fresh install re-prompts for location, which sits over
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the UI during the capture window.
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Android's equivalents were checked visually. On iOS this is worth a manual look next time
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the app is built for a device: launch it, record a short ride by hand, and eyeball the
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list, the detail stats and the map.
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@@ -797,3 +797,36 @@ tests the project has ever had.
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**What remains is not code.** It is a rider, two phones, and
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[REAL-RIDE-CHECKLIST.md](REAL-RIDE-CHECKLIST.md).
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---
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## iPhone verification pass
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Scoped and executed: [IOS-VERIFICATION.md](IOS-VERIFICATION.md).
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**An assumption was attacked and survived.** `simctl location start --speed=15`
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interpolates between waypoints over time — unlike Android's teleporting `geo fix` — which
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looked like it might make speed testable locally at last. A probe captured 8 fixes, every
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one reporting **0.0 m/s**. So "no simulator produces velocity" holds on iOS too, and the
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real-ride checklist remains mandatory.
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A full ride was recorded on the simulator through the real UI:
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```
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trip=1 points=18 distanceM=245.5 maxSpeedKmh=0.0 movingMs=0 segments=1
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```
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245 metres of travel with **zero moving time** — correct behaviour given speed is pinned
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at zero, and a compact illustration of exactly what local testing cannot reach.
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Also confirmed visually on iOS: the record screen renders correctly, and the location
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permission dialog displays the specific usage string written for Guideline 5.1.1.
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`integration_test/ride_simulation_test.dart` is kept — it is a reusable local
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verification, not a throwaway.
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**Named gap:** no screenshot of the iOS trips list or detail screen. Both are verified
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functionally, but tapping the iOS simulator is not scriptable the way `adb shell input
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tap` is, and a fresh install re-prompts for location over the UI. Android's equivalents
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were checked visually.
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