XCode multiple errors (No such command "-no_deduplicate") - swift

I've build an app which is using firebase auth, database, storage and core.
But when I build my app, there are coming multiple errors, one of them is
"No such command: '-no_deduplicate'".
And file-not-found errors that are searching any simulator architecture file containing the path /i386/, but I haven't memorized them.
Thank you for your help,
MarvMan

IIRC it's a warning and if you run your app in build mode instead of dev mode this specific warning goes away

Related

Flutter Windows Desktop app gets stuck on white screen after msix installation

Background
I just developed my first flutter desktop app for a windows machine. The app is working fine while developing/debugging it, but I am trying to test it as an application in release mode.
What’s done
I created an msix using pub msix.
For signing, I have tried both my
own certificate and the test certificate that comes with msix
packages by default.
I have tried both stable and beta channels.
Actual Problem
When I install the app on the other system (or even on the actual system where I debugged the app). I can install the msix setup successfully I can see my app listed in the apps, but when I try to open it, it is stuck on a blank/white screen. There is no UI rendered. And if I try to maximize the window, it goes to App not responding state.
Any help will be really appreciated.
Thanks in advance.
Update / New Finding
After going through the links provided by Yehuda Kremer and pulling my hair for a few days, I found the answer in this tweet
https://twitter.com/FilledStacks/status/1436280577439715338?s=20
So the main issue is that app is using some absolute paths that don't work on other machines (after release)
1- My app was using a database, so I have made sure that that database path is relative to the application document directory.
2- Now the build is also referring to some dependencies and their paths are also absolute. I have noticed a flag CMAKE_INSTALL_LOCAL_ONLY in the cmake_install.cmake but that flag is not being set anywhere.
Here is the log of flutter build windows -v
https://pastebin.com/LAeshUMY
-- Now I am looking for a proper way to convert all the paths to relative so that the build is ready for installation on different machines, instead of local installation only.
I have found the solution.
The main problem was that the app was looking for some dependencies and it was unable to find them. As mentioned here.
The reason for not finding that in release mode can be one of the following,
You are using some dll (package that depends on a dll) that is available on a specific path in your system, but when you are release the app that (absolute) path is not valid anymore.
You are adding some asset with absolute path (that is only applicable to your system).
Solution:
If it is a dll, you should be adding that to the release folder. In my case it was sqlite3.dll
If it is some other asset then you should always use the relative path.
You mentioned msix package, let see if the problem is in the app or in the packaging process
run flutter build windows without the flutter pub run msix:create, then run the created .exe file to see if its work.
btw this issue mention here: https://github.com/flutter/flutter/issues/74507
and here (the 'maximizing' problem): Black screen appears on maximizing and minimizing flutter desktop app

How do I determine why the temp files are not being created?

Update: While a root cause has not been determined for these errors. I have been able to fix my issues via reimporting and reinstalling the Google AdMob Manual SDK all together.
New to this whole Stackoverflow, not sure if I should make that as the answer?
I'm attempting to install the Google AdMob module into my SwiftUI iOS application using the Manual SDK method located on their documentation page. The project throws no errors until I build the project, at that time it tells me "Build Succeeded" then tells me the below error. When I navigate to the path, I can get to the following directory however, there is no further file there...
/Users/PROFILE/Library/Developer/CoreSimulator/Devices/DEVICE_UUID/data/Library/Caches/com.apple.mobile.installd.staging
I have ensure that the Info.plist is in the directory. I have also verified that the path is proper via the Build Settings.
Please try again later.
Failed to load Info.plist from bundle at path /Users/PROFILE/Library/Developer/CoreSimulator/Devices/DEVICE_UUID/data/Library/Caches/com.apple.mobile.installd.staging/temp.z14Qmt/extracted/HealthCalc.app/Frameworks/GoogleMobileAds.framework;
Extra info about "/Users/PROFILE/Library/Developer/CoreSimulator/Devices/DEVICE_UUID/data/Library/Caches/com.apple.mobile.installd.staging/temp.z14Qmt/extracted/HealthCalc.app/Frameworks/GoogleMobileAds.framework/Info.plist":
Couldn't stat /Users/PROFILE/Library/Developer/CoreSimulator/Devices/DEVICE_UUID/data/Library/Caches/com.apple.mobile.installd.staging/temp.z14Qmt/extracted/HealthCalc.app/Frameworks/GoogleMobileAds.framework/Info.plist: No such file or directory
While a root cause has not been determined for these errors. I have been able to fix my issues via reimporting and reinstalling the Google AdMob Manual SDK all together.
In doing so I followed the Manual SDK Instructions, particularly I believe the root issue was some funky indentation or mishap in the Info.plist. That being said, if you run into a similar issue, I urge you to take a step back. Start a fresh blank project and attempt to implement the Google AdMob procedures in the blank project. This will eliminate the concern that your current code is causing any conflicts. Once completed and you have it working, mimic the steps within your core project.

Xcode: No copy of xxx.app/xxxDev found locally, reading from memory

I decided to make a separate target for my development app using Xcode 4.1. I duplicated the target, changed the bundle ID, made a new scheme. The original target was called "xxx" and the new one is "xxxDev".
The app builds, runs and debugs (sort of) correctly on the iPhone/iPad. Both versions; Dev and non-dev are on the iPhone. Only two problems:
1) when debugging, every so often xCode is not able to attach to the process it just launched.
2) I always get the warning
warning: Unable to read symbols for /Users/jon/Library/Developer/Xcode/DerivedData/xxx-eesunloavphkaraezppecayjklqw/Build/Products/Debug-iphoneos/xxx.app/xxxDev (file not found).
The file is correctly built under
/Users/jon/Library/Developer/Xcode/DerivedData/xxx-eesunloavphkaraezppecayjklqw/Build/Products/Debug-iphoneos/xxxDev.app/xxxDev
For some reason when running the debugger it is somehow holding on to the old build directory "xxx.app" and I can't find how I can change this. The scheme I am using points to the xxxDev.app executable.
I've grepped every possible file in the various directories and found nothing.
Does anyone have any ideas?
Got the same thing with XCode 4.2b5 last week-end. Reinstalling XCode did the trick for me.

Error when trying to Deploy MonoTouch App to iPhone

I am trying to deploy my MonoTouch Application to my iPhone. I have set up the profile on the phone and purchased the MonoTouch license. However when I try to deploy to the iPhone I am getting the following error:
mtouch failed with no output(1)
The compiler is giving this error:
Error: You should provide one root assembly only.
This only appears when I try to deploy the application to the iPhone. If I use the simulator it compiles and runs fine.
Anyone have any ideas how to fix this?
UPDATE:
Actually this error only occurs if I try to Debug on the iPhone. If I use the Release build option it actually deploys fine.
This error occurs when more than one argument to 'mtouch' is not preceded by an option.
If you're using MonoDevelop then this could occur if you added some "Additional mtouch arguments" (in Options | iPhone Build). Since they could be different in Build and Debug it could explain why you have no issue in Release mode. Try matching the Debug arguments to the Release arguments.
If you're using mtouch on the command line then check every one of your arguments. Only one should not be prefixed, and this should be the name of your main assembly.

iPhone Application crashes in "AdHoc" mode

i got a little application which is working very well with my "debug" configuration on my phone and in simulator.
i created a adhoc provisioning profile, and added a "beta" configuration to it.
trying to launch the application with the ad-hoc configuration crashes my application immediatelly.
the console output is:
Running…
Error launching remote program: failed to get the task for process 2434.
Error launching remote program: failed to get the task for process 2434.
The program being debugged is not being run.
The program being debugged is not being run.
i also created a dist.plsit, unchecked the get-tast-allow and setted this file in my built settings under code signing.
does anyone have an idea?
thanks!
Sometimes when you change lots of things, especially build configs, xcodebuild doesn't seem to figure out which files are stale and links in old stuff that needs to be rebuilt. Try doing a Clean All or just delete your build directory from the project dir. That seems to solve most of these bizarre-ass unexplainable problems for me.
simple thing. i clicked "built and run" instead of "built".
an ad-hoc version cannot be debugged :D