I duplicated existing iPhone app project and made it function the same with a different name. Then I upgraded copy of this project to iPad version - "two device-specific application" but I switched to iPad only app in settings. When I build in Simulator (unfortunately I do not have iPad right now to test the device), some images are either gone or if I replaced them with HD copies, they still point to low res version (though when revealed in Finder it points to HD). I am so confused.
Can someone explain how to make sure the right images are set for iPad device? I can see 2 resource folders: Resources, Resources-ipad. But all images stayed under Resources and that works fine sometimes. Images I replaced with HD are not loaded.
You need to include them as bundle resources for the new target under Build Phases > Copy Bundle Resources.
I'm trying to upload my first app to App Store. I'm following the instructions in the iOS Provision Portal. The problem is that all the instructions and screen shots are still relevant to XCode previous version...
I'm stuck in Distribution tab in the section called Building your Application with XCode for Distribution in instruction #4 (see screen shot attached).
It says "In the Target Info window, select the ‘Build’ tab and set the ‘Configuration’ to ‘Distribution’".
Where do I find this Configuration field in XCode 4?
In left view listing files etc in xcode, go to the top and click the project name. You'll see target etc show up on right.
Xcode 4 is different from Xcode 3 so you'll have to navigate and check it out.
Update: The configuration option has been converted into schemes. You can create schemes for debug, distribution etc and once the scheme is selected you can configure that target as well.
Info on schemes
I am creating a lite version of my app, and used Chris Fletcher's blog here as a guide to setting up an Xcode project for multiple apps. I have everything working great except for the icon file.
Here is an overview of what I have:
2 info.plist files (One for each version of the application)
In my paid info.plist, I reference the icon "IconPaid" for the Icon entry. In my Xcode project, I have added IconPaid.png and IconPaid#2x.png.
In my lite info.pist, I reference the icon "IconFree" for the Icon entry. In my Xcode project, I have added IconFree.png and IconFree#2x.png.
When I go to build both apps, my lite app shows up with the paid icon. I took a look at the package contents of my lite app, and sure enough the IconPaid files were included but not the IconFree files. I took it a step further, and printed out the value for the CFBundleIconFile in my app, and it correctly shows up as "IconFree".
So my question - Where else is the icon file referenced in a Xcode project besides the plist file? I thought that was the only place...
It sounds like your free target is copying the paid version of the icon instead of the free version. Look under Targets/Project-Name/Copy Bundle Resources and check that the free version is copying the correct icon file.
I'm not sure why the IconPaid.png is showing in the free app (assuming your build settings of your free target are referencing the proper info.plist). You may want to clean all targets and delete your intermediate build files too, and delete the old version from your simulator or device.
I have created a new version of iPhone app. I wanted to change the icon, so:
I added the icons in different sized to the Resources folder of my Project in XCode:
I specified the icon files in the info.plist file:
in iTunes Connect I added new version of my app and replace the old icon with the new one. The new icon is now visible when I log in to iTunes Connect.
The effects:
I can see the new icon when I run my app on simulator.
I can see the new icon when I visit AppStore with iTunes on my Mac.
I can see the OLD icon when I visit AppStore on my iPhone.
I can see the OLD icon on my iPhone after upgrading my app to the new version.
Any ideas why the old icon is still visible in some of the places?
kind regards,
Jakub
Use "Build > Clean all Targets" and then build and run. Xcode doesn't always see that images have been updated, and leaves them out of incremental builds. Cleaning before building makes Xcode build the app file from scratch, and will pick up any images it's failing to get.
Why it's inconsistent is that different build types (simulator vs device) are different build targets, and got built with different versions of your images. Not unusual.
The one thing that this WON'T address is the old icon on the iPhone's app store app. You might need to update your app store submission with fresh images.
Whenever I submit my app to itunesconnect, after about 10 minutes, the status changes to "Invalid Binary" with absolutely no explanation why.
I have searched all over for answers there is non. I even re-installed XCode and App loader.
Note that App Loader doesn't give any errors whatsoever.
I build with XCode 3.2.3 iPhone 4 GM Seed iPhone 4 based SDK iPhone/iPad as a target family
I had the same INVALID BINARY error from iTunes Connect even if Application Loader accepted my binary. The solution was very simple...
Open your info.plist, right-click and check Show Raw Key/Values:
CFBundleIconFile = Icon.png (my iPhone 57x57 PNG icon)
CFBundleIconFile~ipad = Icon-72.png (my ipad 72x72 PNG icon)
CFBundleIconFiles = array
Item 0 = Icon.png
Item 1 = Icon#2x.png (my iPhone 4 114x114 PNG icon)
Item 2 = Icon-72.png
Save, clean all targets, build and analyze, compress in Finder and resubmit!
The error was caused because I typed the key "Icon Files". In Raw view, this has mapped to "Icon Files" instead of CFBundleIconFiles. I have Xcode 3.2.3, I guess Xcode 3.2.4 better maps this key identifier.
Good Luck everybody!
Source: Technical Q&A QA1686: App Icons on iPad and iPhone
The "invalid Binary" did cost me 4 days to figure out. and because I stumbled over this helpful page, I want to help saving you the valuable time. In my case, in the provisioning portal, a colleague revoked the distribution cetrificate, built a new one and did not let me know. You can use the new certificate for making new prov files, and in the build process, xcode "thinks" everything is all right. which of course is not. Only after uploading to the itunes connect you see the "Invalid Binary" note without further explanantions. The solution was to revoke the certifikate (again) with the whole certificate request procedure and make a new one. Use this as the certificate, and you will be fine - no more uncommented "Invalid Binary" - and if you share tzh eteam agent access to the portal with others, make sure, you let them know and hand over your new .p12 key file.
The topic is old but i had the same problem today and maybe my explanation will help somebody in future.
While submitting app by Xcode 4 organizer you have to choose distribution profile. Make sure this is exactly the same profile which you set in build settings (project and target). For almost all my projects i didn't have to change build settings from development to distribution and it was fairly enough to choose distribution only in organizer while submitting. But in one case this resulted "Invalid Binary" error in iTunes Connect.
Apple has improved the error reporting on this recently and now you will get an email that highlights the problem accordingly. Just be patient it may take a few minutes to come in. I received the following email which highlighted the problem:
Dear Developer,
We have discovered one or more issues with your recent binary submission for "XXX.APP". Before your app can be reviewed, the following issues must be corrected:
Invalid Icon Path - No icon found at the path referenced under key "CFBundleIcons": xxxIcon.png
Once these issues have been corrected, go to the Version Details page and click Ready to Upload Binary. Continue through the submission process until the app status is Waiting for Upload and then use Application Loader to upload the corrected binary.
Regards,
The iTunes Store Team
I had this same problem and here is how I resolved it:
The CFBundleIconFile is not listed instead Icon File and Icon Files. Change the Icon File to the Icon Files selection. Now click the left arrow next to the Icon Files label to expand the list. You will see Item 0, select Item 0 and then click the plus button to the right to add another item. You should then see Item 1. Enter your 56x56 icon file name in Item 0 and your 72x72 icon file name in Item 1. Save the info list
Since I want this app to be both Iphone/Ipad I choose:
Architecture as Standard (you will get a warning but if you change to only armv7 for a no warning build, the binary will be rejected by itunesconnect)
Base sdk as 3.2
Target Device family as Iphone/iPad
iOS Deployment Target as 3.2
Now build for app store distribution, compress and upload to itunes connect.
I had the same problem. App stucks in "Upload Received" status for more than 5 days. After contacting the Itunes Connect Support with the topics "Manage Your Applications" and "Upload received" and answering unnecessary questions, the App Status changed back to "Invalid Binary". After searching for solutions which recommended to check the icons files I found another tip to check the certificate.
That was my solution: I recreated a distribution certificate with Mac's KeyChaining tool and now used a RSA private key instead of DSA. That helped. I re-uploaded the App and the status changed to "Waiting for Review" few minutes later.
I came here for the same issue, tried the App Launcher update, et cetera. I tried rebooting and resubmitting a dozen times, manually editing the info.plist again and again. For me the solution was noticing that there is now an "Icon files" AND and "Icon files (iOS5)" entry. Check both of these for a bad reference to moved icons.
Did you zip the binary? Might want to try that.
From the iTunesConnect Developer Guide:
Application Binary and Small App Icons
Keep the file size as small as
possible, both for ease of upload
through iTunes Connect, and for the
end-user’s purchase experience. The
binary must be a zipped file, and pass
a code sign check upon upload in
iTunes Connect.
iPhone and iPod touch:
If you are uploading an app to run on
iPhone and iPod touch, the binary must
include an icon that is 57x57 pixels,
which will be displayed on the home
screen and the App Store when viewed
from the iPod touch and iPhone. You
can also optionally include a hi-res
icon that is 114x1144 pixels to take
advantage of the Retina display on
iPhone 4.
iPad: If you are uploading
an app to run on iPad, the binary must
include two icons: one that is 50x50
pixels and one that is 72x72 pixels,
which will be displayed on the iPad
home screen and the App Store when
viewed on the iPad.
If all else fails, reboot, reboot, reboot. I ended up rebooting and resubmitting five times (making no other changes, honestly) before my app was accepted.
A couple of other things to try.
if you have an old xcode 3.2 Entitlements.plist file hanging around.
Delete it and recreate > New File > Code Signing > Entitlements.
Check the configuration for Archiving
Product > Edit Scheme > Archive > Build Configuration
Make sure the correct one is selected. (for me Release was selected but I needed Distribution profile - yours may vary)
your Binary final rejected because of some basic reasons.
like,
1)Check For 'icon files' option in info tab of project.
if your app is Universal icon files should be 4 or <4 *must not more then.
if your app is for one device only the icon file should be 2 or <2. *must not more then.
Icon files should be as per itunes Guide. itune guide Link
2)Must check that for splash screen if your app does not have any splash then also give blank splash screen.in universal set for both device.
3) if you are updating app then check for binary version of previous uploaded app and your app.your app must have grater version then uploaded.
4) check for Bundle name and version also.