I'm running into problems archiving an app using Xcode 4.2 iOS5 b6 under an EnterpiseDistributionProfile.
The Error is:
The bundle “ITunesSoftwareService” couldn’t be loaded because it is damaged or missing necessary resources
Could not find out anything about this, didn't use it on purpose. What is is? Is this a problem with the beta?
I can publish the app via iTunes by the way and it seems to work, just a little trouble with a pickerView after coming back from camera use. But I don't think it is related to this missing framework.
Related
I tried updating a stand alone WatchOS app to the App Store and got this message from iTunes after uploading it:
ITMS-90492: Invalid WatchKit Support - The file WK doesn’t have the correct code signature. Make sure you’re using the correct signature, rebuild your app using the current public (GM) version of Xcode, and resubmit it. Don’t just modify the code signature of WK.
I have uploaded previous version without a problem, so I think it might have something to do with using WKInterfaceDevice().play(.click) in my code which is new to the version uploaded, but I am not entirely sure, has anyone ran into a similar problem and how did you fix it?
This appears if you have XCode beta installed on your Mac. It doesn't have to run just its simple presence results in this artefact.
So, my problem is that I'm creating a framework to be used with iOS. It works great when in the simulator and when I'm debugging it on my iPad but as soon as I send it to anyone via Testflight (including my iPad) it crashes. The application will load the splash screen, then crash.
I tried symbolicating the report but I'm not getting anything out of it.
One time happened to me... xcode compiles the app for debug on the simulator, but for release on the iOS device. Then, the debug version doesn't do many enhancements.
Go to "Product" -> "Manage Schemes". There, if I were you, I would set everything to "Build Configuration": Release.
This way, you may be able to have the simulator crash... and it may be easier for you to figure out what's going on.
In my case, I was using a block but not copying it... then, on the release version, the compiler cleared the memory while on the debug version it didn't.
Hope it helps
So, the solution to my problem was that I was linking the framework but not copying it to the device, so when I debugged it with my iPad connected to it, it would find the references to the framework, but once it was deployed, the app crashed when it tried to find the framework.
The answer was:
Go to your project's build phases.
Add build phase > Add copy files.
Choose Frameworks in the Destination field.
Copy the framework.
Your app should now have the framework copied and installed wherever it needs.
I'm really newbie in iOS and I have to handle a complicated situation. I was given an iPhone app developed by someone and I have to make it work. The guy who developed it has told me that it worked, but sometimes crashed in an iPhone. I've never developed using iOS and I don't really know how this app works.
Well, when I open the app with Xcode, the first problem that I detect is some errors with the references. The app uses the project CorePlot-CocoaTouch.xcodeproj. I've added again this project and solved the references (I've followed some other posts like this one: http://www.jaysonjc.com/programming/pie-chart-drawing-in-iphone-using-core-plot-library.html).
I want to test it with the simulator (I don't have an iPhone yet). I have a doubt here...should I use iOS Device, or iOS Simulator as Base SDK? Firstly I chose iOS Simulator, but it appeared a problem with Cocoa.framework (it turned into red).
Anyway, using iOS Device as Base SDK, I build the project and it says "Build failed (59 errors, 3 warnings)". I check out the errors, and most of them are "Expected specifier-qualifier-list before ..."
Can anyone help me? This is more or less the situation, but I can provide more specific details if they're needed.
I'm sorry if I'm talking about something really basic, but I've been trying to solve it for 2 weeks and I give up. I've tried to talk to the guy, but he's not really helpful..
Thanks for the replies!
By the way, I didn't say it and I don't know if it's relevant or what it means. The guy has a directory called "Libraries" where it's stored the CorePlot. The files there are the same than if you download the CorePlot project from other source. The only exception is a folder called "SDKBuild", which contains files like "build.sh", "iphoneos-SDKSettings.plist" or "iphonesimulator-SDKSettings.plist". I'm really newbie, so it's probably obvious, but I have no idea...
just try to add CocoaTouch framework to your project.
and for base SDK use "latest iOS".
Right click on the project name in 'group & files' set on the left of xcode. Choose add -> Existing Frameworks.
Find Cocoa.framwork and click add. Do this to all red colored framework.
Choose IOS Simulator as base SDK.
Try run it..
If you want to run the app on simulator, you have to build with iOS simulator. The base SDK basically sets the OS version (this will be the same regardless of whether you are running the app on simulator or device). You should be chaining the build settings to device only if the device is connected and if you have installed the appropriate provisioning profiles.
XCode 3.2.5 is giving me grief. Nothing is wrong either in the app in App Store or in the App. "Validate..." succeeds, "Submit..." has no complaints. But after 10 seconds or so I get "an error occurred uploading to the itunes store".
I've uploaded two apps previously, this is the first one since XCode 3.2.5.
I've downloaded the .dmg of Application Loader 1.3 from the similar thread, but without a link to Apple saying this is the solution, I won't downgrade.
The alternative, I guess, is to somehow just get the file up there. Is it allowed / possible and how do I do it if so?
Edit: At first I thought App Loader was a component of XCode, but apparently it's a standalone application. So it should be downgradable if you have problems with getting the answer to work, but 1.4 worked fine for me.
Right click the archive and "Reveal in Finder". You will find a .app bundle inside it. Compress it and upload the Zip using Application Loader.
Oflate, the XCode's built in app submission is showing some strange errors.
I am trying to port an application written for Mac to iPhone device. However, I get compilation error for
import CoreAudio/CoreAudio.h // No such file
Could you please let me know how can fix it?
Thanks.
The error is pretty specific, there is no such file as CoreAudio.h for iPhone apps, and that's why the compiler can't find it. You can't make Xcode find it because it's not there.
Therefore, commenting out the line removes the problem.
Assuming you're actually using CoreAudio, the reason the app compiles is because you did include the right headers.