Xcode fails to build the project due to Bus error: 10 - swift

I'm trying to "archive" an existing project after Xcode upgrade to 10.2 (10E125) and it continuously fails.
But it works perfect when I'm building and running the project on simulator / device and even when target device is "Generic iOS Device".
Looks like the issue is related only to "Archive" function.
Complete error text is the following:
Command failed due to signal: Bus error: 10
and no extra details unfortunately..
I've already tried Cleaning the project, removing "Derived Data", restarting my Mac but nothing helps.
Could you please suggest if that's can be fixed or any workaround exist?

Still not able to find a 100% valid solution to that but notice that continuously trying to Archive sometimes succeeds without any code / configuration changes (randomly)
I would say each ~10th Archive attempt succeeds.
That's my temporary workaround for now - Archive until Archived...

Related

Swift with iPhoneSimulator9.3.sdk in iPhoneSimulator directory doesn't compile

Upgraded to Swift 3.0 with Xcode 8.3.3 but got this error with first simple app build:
Command
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/swiftc
failed with exit code 1 error: Swift does not support the SDK
'iPhoneSimulator9.3.sdk'
So I followed the steps here: Swift does not support the SDK 'iPhoneSimulator9.3.sdk'?
including renaming and removing the file, then cleaning and building the project.
But then I started getting a different error, saying: Can not load underlying CoreGraphics. (see attachments).first image.
So first the compiler complained about the presence of the 9.3 simulator and then it complained that it couldn't be found.
I also tried renaming the 9.3 Simulator but still does not resolve problem.
What can I do to get my environment to be correct?
Thanks
Ok the important part was that I had to actually delete the file, which probably freed up a file handle for it.
I had tried to rename it and leave it in the same directory, and move it to another directory.
But when I actually moved it to the Trash, then I was able to clean, build and run the project.

Installing IPA results in error "A signed resource has been added, modified, or deleted"

I've recently stumbled upon a rather odd problem with Xcode which occurs when I build an IPA and attempt to install it, I've tried installing using Xcode, iTunes and iPhone Config Utility, all of which give the same error
A signed resource has been added, modified, or deleted.
I can successfully debug the app on my phone using XCode, it's only when I try to install an IPA I see the error.
I've tried unzipping the IPA and running the codesign validation tool which throws up the following response:
a sealed resource is missing or invalid In architecture: armv7
resource missing:
/Users/dev1/Documents/PoleTester.app/Settings.bundle/._Root.plist
This led me to look at the Settings.bundle file and ensure that it's being included in the build, which it is. Interestingly though, if I remove the Settings.bundle file, build an IPA and attempt to install it on my iPhone the install succeeds, however this of no use as I need the Settings.bundle file installing with the app.
Further investigations on some of my previous XCode projects has shown that I can build an IPA, with the Settings.bundle file included, and successfully install it. However, if I make a simple change to the Settings.bundle file, such as adding or removing a row, build an IPA and then attempt to install it I get the
"A signed resource has been added, modified, or deleted" error.
I'm at a bit of a loss as to what's causing this error and why the Settings.bundle file is causing the install to fail.
Has anyone seen this error before or potentially shed some light on what's causing it?
I'm using Xcode 4.6.3 and an iPhone 4 running iOS 6.1.3.
Clean Build Folder (⌘⌥⇧-K) has resolved this for me 3 out of 3 times.
I just ran into this issue using Xcode 6 beta 6 installing to my iPhone 5 running iOS 8 beta 5. The app I'm building uses a Today extension (aka widget).
It appears the issue stemmed from my having not set up dependencies properly. I have a third party framework (Alamofire) set up as part of the project as a dependency of the overall project, but not as a dependency of the today widget. I could build fine but when installing to device I would get this "signed resource has been..." error.
By adding Alamofire as a dependency of the Today widget this resolved the issue.
It's a bit late but I ran into the exact same issue today with Xcode 5.0.1.
According to https://developer.apple.com/library/ios/technotes/tn2318/index.html, "the resource missing: my.app/..*" error could be caused by:
The file prefixed with "._" is considered an AppleDouble file and it can result from copying the uncompressed Xcode project folder onto a non-HFS+ formatted disk. The AppleDouble files must be removed using the 'dot_clean' command. The Xcode project folder is the argument to dot_clean as illustrated below.
Steps I did to resolve this:
Close Xcode
Run "dot_clean /path/to/My_Xcode_Project" in Terminal
Open Xcode again and make a new build
Oddly enough most of these _* files don't seem to cause any issues except those inside Settings.bundle (Nearly every file in my directory had one, but only after I added Settings.bundle, the IPA failed to install).
I also faced the same issue and this post solved my problem:
http://code-ninja.org/blog/2012/04/17/signed-resource-has-been-added-modified-or-deleted/
It turns out that the problem was caused by having special character in the product name – in my case, a ?. Removing the ? from the product name fixed the problem.
In my case, what helped was adding a bash script into build phases (just before "compile sources"):
find ~/Library/Developer/Xcode/DerivedData -name "YouAppName.appex" | xargs -I % find % -type f -maxdepth 1 | xargs rm
What this script does, is to clean files in project's appex dir (e.g. assets), but leaving sub-directories (e.g. compiled storyboard). In effect, using this script while building is much faster to execute than full project clean.

Error launching remote program: No such file or directory

Anyone have an idea about this
Error launching remote program: No such file or directory (/Users/muself/Library/Developer/Xcode/DerivedData/myproject-hlelojuljidnnagbdqzliazpdgmn/Build/Products/Debug-iphoneos/myproject.app/myproject).
The project was working fine with the previous Xcode versions. I have just updated the Xcode to Version 4.3.2 (4E2002), & the error start coming.
I have search on the web, and tried a lot of the options like
Quit Xcode, clear the Derived Data folder, restart the Xcode.
Rename the project,
Reset the device,etc
I also tried this on another machine but did not work, the same problem occurs.
But one thing i have some other projects as well and they are working fine.
Thanks for at least reading this.
First try restarting Xcode. If it doesn't work, then try hard reset of your device. This happens to me when I change the bundle identifier of my app.
This solution,I found of the above problem its working fine for me.:)
have you tried to "validate settings" (button on the bottom of project settings)? Do you use some static libs in your app? – Vov4yk
Check your deployment target. I am running Xcode 4.5, and it gave me that cryptic message, while the reason was that my iPad is running version 5.1.1, and my app was set with deployment target of 6.0.
I also get same problem. This below solution works for me.
Thats really annoying. This error happens in a number of different situations. Sometime restarting the Xcode, fixes the problem. If not, follow these steps:
Disconnect your device.
Delete the app from your device.
Quit xcode (Don't just simply close the window, quit it)
Delete derived data folder (~/Library/Developer/Xcode/DerivedData/APPNAME -gbrvhlvwmpiobxdujegtghggrffp - or something like that)
Now start Xcode, connect device and run the project. It should work fine.
Source: http://dhilipsiva.com/2012/07/24/xcode-could-not-launch-app-no-such-file-or-directory-error.html
Hard reset of the device fixed it for me. i.e. power off and back on.
Quitting Xcode, disconnecting, reconnecting the device etc didn't.
The error occurred just after I had created a new project with the a duplicate Bundle Identifier to another. Both apps coexist OK on the device/ in Xcode, but this does seem to cause the above issue.
I saw this when I let the build configuration set up as ad-hoc. After I put it back to Debug it worked fine.

Xcode 4.2 hangs on "Attaching to (AppName)" until second run

I'm having this issue when I hit Run on the simulator/device, the project compiles successfully but all I see is "Attaching to (AppName)". If I run the project again, it's working fine.
Same is happening when running on the device, but I get alert message, "Could not read from device".
Any ideas?
We had the same issue for weeks on our project. We finally resolved it by removing some of the build warnings we had, specifically ones like:
Warning: Multiple build commands for output file /Users/yosit/Library/Developer/Xcode/DerivedData/Gogobot-dnimbqlmegonbvcyvulfebiqqeor/Build/Products/DebugProduction-iphonesimulator/Gogobot.app/UAPushLocalization.bundle
This happens when you have the same resource filename in different folders on the same project. In our case we removed the UI folder for Urban Airship since we didn't need it. It brought down the number of warnings and removed the problem completely.

Error in Xcode getting debugging info from 5.0.1 iphone

I´ve found a strange issue with latest XCode 4.2 when trying to deploy my app to an iphone that just upgraded to 5.0.1.
It starts copying the debug info and the progress moves until the end, although it does not move beyond 'copying file 2 of 9'.
After it's done I get the message:
Xcode has encountered an unexpected error (0xC002)
No such file or directory, at ‘/SourceCache/DTDeviceKit/DTDeviceKit-867/DTDeviceKit/DTDeviceKit_Utilities.m:864’
in the organizer window. Any similar experience and clue on how to get over it?
Needless to say every party involved has been restarted dutifully, including myself.
Thanks for all your help
I found the following post helpful, although it is kind of dated:
https://stackoverflow.com/a/9944892/1031623
The only thing that I had to change is the following:
Close Xcode
Go to: "~/Library/Developer/Xcode/iOS DeviceSupport/5.0.1(9A405)/Symbols/System/Library/Caches/com.apple.dyld/"
Note: if you
don't have this folder, run Xcode, connect your device, and wait
until the error 0xC002 appears in Organizer - the folder should be
created by that time.
Create 3 empty files there called:
.copied_dyld_shared_cache_armv7 <== not 6
.processed_dyld_shared_cache_armv7 <== not 6
dyld_shared_cache_armv7 <== not 6
Run Xcode and enjoy the light next to your device eventually go
green:)
I have found a potential fix. I tracked the issue down to some files not copying into the ~/Library/Developer/XCode/iOS DeviceSupport/5.0.1(9A405)/ folder. I borrowed a friend's iPad with the 5.0.1 update, and attempted to use his device for development. It worked fine, and I noticed my iOS DeviceSupport/5.0.1(9A405) folder suddenly had many, many more files. I then connected my problematic iPad and bam, it just worked.
I attempted restoring, recovering, etc. and I could not fix the issue with these methods. I did the OTA update, and so did my friend, so our iPads were updated in exactly the same way. I do not have any explanation of the issue, but at least I have found a workaround.
If you don't have access to another device with the files, here's a zip file of them:
http://www.enemyhideout.com/ios/5.0.1%20(9A405).zip
Delete the ~/Library/Developer/XCode/iOS DeviceSupport/5.0.1(9A405)/ folder.
Then connect your device and go to the Organizer.
Xcode should recreate that folder and fill it up with informations from your device.
Thank you #Chris Hill, I was running into this on Xcode 4.3.1, but instead of
.../DTDeviceKit-867/... I was getting .../DTDeviceKit-1197/...
At first I replaced all the files mv -f ~/library/... and started up Xcode again, I deleted all the files I placed there from your pkg, So I tried with Xcode open, iPhone plugged in; and it worked perfect!
Thanks again