I'm trying to embed the following third party framework in my Xcode project: https://dicomhero.com/downloads/ but Xcode complains that Command CodeSign failed with a nonzero exit code. I've tried one of several things including:
codesign -d -v dicomhero6.xcframework
Creating a dummy Swift Package with the framework: https://developer.apple.com/documentation/xcode/distributing-binary-frameworks-as-swift-packages
But none of them seem to have worked, and Xcode crashes at start time and suggest moving the framework to the Trash. Is this an issue I can fix on my end, or would I have to contact the developer? Any help would be greatly appreciated!
I tried to download the framework using the link you provided, and then embed it into an empty project. Xcode showed the alert about using code from untrusted source.
When you download a file from internet it receives "quarantine" attributes:
$ xattr xcframework.zip
com.apple.macl
com.apple.quarantine
com.apple.metadata:kMDItemDownloadedDate
com.apple.metadata:kMDItemWhereFroms
com.apple.lastuseddate#PS
com.apple.macl and com.apple.quarantine are the most interesting here.
Not sure what exactly macl means, but I assume it to be some kind of Access Control Layer. The presence of this attribute makes the OS to show this "untrusted developer" alert.
These attributes could be removed with xattr -d. com.apple.quarantine attr gets removed just fine, however com.apple.macl reappears after deleting it.
When you unzip a zip archive by just double clicking on it, Finder re-applies these com.apple.quarantine and com.apple.macl attributes to the unarchived file or directory. But if you decompress the archive with unzip, com.apple.macl will not be applied to the decompressed data.
You could download the archive and then do:
$ cd ~/Downloads
$ unzip xcframework.zip
$ sudo xattr -dr com.apple.quarantine dicomhero6.xcframework
Then drag and drop .xcframework to your Xcode project.
Alternatively you get rid of the "developer cannot be verified" error by just opening the Security and Privacy pane in the System Preferences and "Allow Anyway".
I think there's an issue with my app's .entitlements file when a .ipa is created and so I want to check the Bundle ID of the entitlements file. There's a fairly complicated build script I am using to change some stuff in there before building so I want to see what the final product is. I know that there used to be an Entitlements.plist that I could get off of the ipa but it doesn't seem to be there any longer. Is there any way to access the .entitlements file now?
For those getting here via Google, the Information Apple provides at https://developer.apple.com/library/ios/qa/qa1798/_index.html is a lot more recent.
Specifially, after unzipping the IPA:
Display the entitlements in the app by running:
codesign -d --entitlements :- "Payload/YourApp.app"
and display the provisioning profile by running:
security -D -i "Payload/YourApp.app/embedded.mobileprovision"
Sure, unzip the .ipa file which will create a Payload directory. Inside of the Payload directory is the application package. Right-click the app package in Finder to "Show Package Contents".
Look for the embedded.mobileprovision file which you can open with a text editor or plist editor. Look for the <key>Entitlements</key>
I am uploading ios build on testflight till now. But I am getting the following error on uploading any build (I also tried uploading the previous build again which I already uploaded on it).
Invalid IPA: Couldn't find executable specified in Info.plist - check the value of your CFBundleExecutable key.
I need to upload the build. Can someone suggest me a site other than testflight where I may upload the ios build or ipa file?
The other site you can use is http://diawi.com, i use it on my project now, very helpfull.
We had a problem with CFBundleExecutable ${EXECUTABLE_NAME}. Our iOS app was for example called OurAppName.
Ran fine in Simulator but when archived and deployed via organizer said CFBundleExecutable was not an executable file.
We checked the plist and the value for CFBundleExecutable was 'ourappname'. we unzipped the ipa > app folder (see how below) and there was a fie called ourappname but it was smaller than expected and not a exe (USE:ls -l should have x at end of -rwxr-xr-x ).
Bug was caused by a text file called 'ourappname' and when archive was built it took that as the exe and not OurAppName. Answer was to rename and or delete the file with same name as our exe. Do full clean build. and recheck final ipa.
To see contents of OurAppName.ipa :
Rename to OurAppName_ipa.zip (ignore warnings):
DOUBLE CLICK on OurAppName_ipa.zip to open (creates Payload folder containing OurAppName.app):
rename OurAppName.app to OurAppName_app (ignore warnings will change app bundle to folder).
Open OurAppName_app folder look for ...info.plist for app.
Check CFBundleExecutable is pointing to OurAppName.
Find OurAppName in folder do ls -l make sure it executable (USE:ls -l should have x at end of -rwxr-xr-x).
TIP FOR TEST FLIGHT:
If testflight download fails after 80% with UNABLE TO DOWNLOAD then drag the archive you built to a iOS device using Organizer.
Click on Device > applications and + at the bottom (i think dragging the ipa to the device in the organizer installs it as well).
in your info.plist file open as source code form and check CFBundleExecutable key is there or not and make sure it is written as
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
The case is as follow , I have developed an iphone application and want to brand it without giving the source code for the client (whom by themselves refuses to give me the credentials for their developer accounts) , so I was thinking , is their any way to give them the .ipa file and enable them to change a couple of images and the Setting.bundle , re-codesign it and submit it on thier own ??
It was solved as follow,
Rename the ".ipa" file to a .zip and extract it
Go to Payload/{your app}.app , right click on it and show package content if you are running MacOSX , windows will see it as folder
change what you want from images and Settings.bundle ...etc.
Resign the code through the shell as indicated in the attached .sh file
#!/bin/sh
#Given that the application name is MyApplication.ipa
export ARCHIVE_NAME="MyApplication"
#As indicated in the keychain certifcate common name
export CERTFICATE_NAME="MyCertificate"
rm -rf ./Payload
echo "$ARCHIVE_NAME"".ipa" "$ARCHIVE_NAME"".backup"
unzip "$ARCHIVE_NAME"".ipa"
codesign -f -s "$CERTFICATE_NAME" ./Payload/"The package name in the Payload folder with the extension"
zip -r ./"$ARCHIVE_NAME"".zip" ./Payload
cp "$ARCHIVE_NAME"".ipa" "$ARCHIVE_NAME"".backup"
mv "$ARCHIVE_NAME"".zip" "$ARCHIVE_NAME"".ipa"
rm -rf ./Payload
echo "Finished Code Sign successfully"
The tricky part was , how to upload the archive once again to the store ?
A tool offered by apple through the itunes-connect account should be used to upload that archive independent from Xcode.
it could be found as follow itunes-connect -> login -> manage your application , the second left bottom tab is for the application loader "Hidden in a smart way , Apple is Apple :)"
I have an iphone simulator running on my Mac.
I have a .ipa file, can you please tell me how can I install it on the simulator?
You can't. If it was downloaded via the iTunes store it was built for a different processor and won't work in the simulator.
I found an .ipa file that I wanted using iTunes and copied it over to my desktop.
After that I changed the extension to .zip and extracted it.
Next I found the Payload folder and moved the application inside to my desktop.
Finally I moved that application to my iPhone simulators applications folder found at:
HD
> Applications
> Xcode.app (right click - Show Package Contents)
> Contents
> Developer
> Platforms
> iPhoneSimulator.platform
> SDKs
> iPhoneSimulator6.0.sdk
> Applications
(Note: Some apps crash more often than others.)
In Xcode 6+ and iOS8+ you can do the simple steps below
Paste .app file on desktop.
Open terminal and paste the commands below:
cd desktop
xcrun simctl install booted xyz.app
Open iPhone simulator and click on app and use
For versions below iOS 8, do the following simple steps.
Note: You'll want to make sure that your app is built for all architectures, the Simulator is x386 in the Build Settings and Build Active Architecture Only set to No.
Path: Library->Application Support->iPhone Simulator->7.1 (or another version if you need it)->Applications
Create a new folder with the name of the app
Go inside the folder and place the .app file here.
Update for Xcode 9.4.1+
Hope my answer is getting seen down here as this took me a while to figure out but I just got it working.
First of all you need to build and run the App on your simulator. Then you open the Activity Monitor. Double click the name of your App to find its content.
In the next screen open the Open Files and Ports tab and find the line with MyAppName.app/MyAppName.
Copy the link but make sure to stop at the MyAppName.app. Do not copy the path following it.
Control click onto the finder icon and select Go to folder.
]
Paste the path and click enter. You will see your MyAppName.app file.
Copy it to the Desktop and zip it. Move it to your desired 2nd computer and unzip the file. Build a random project to have a simulator open.
Lastly: Literally drag and drop the App from your Desktop into your Simulator. You will see the install and the App opens and does not crash.
You cannot run an ipa file in the simulator because the ipa file is compiled for a phone's ARM architecture, not the simulator's x86 architecture.
However, you can extract an app installed in a local simulator, send it to someone else, and have them copy it to the simulator on their machine.
In terminal, type:
open ~/Library/Application\ Support/iPhone\ Simulator/*/Applications
This will open all the applications folders of all the simulators you have installed. Each of the applications will be in a folder with a random hexadecimal name. You can work out which is your application by looking inside each of them. Once you have found out which one you want, right click it and choose "Compress ..." and it will make a zip file that you can easily copy to another computer and unzip to a similar location.
UPDATE: For Xcode 8.0+ you need to follow below Steps:
Download application from iTunes
Select downloaded app, right click show in finder
Copy .ipa file to Desktop, rename it to .zip file
Extract that .zip file and you will get directory with application name
Check that directory you will find app file in Payload folder, copy this app file
Go to ~/Library/Developer/CoreSimulator/Devices
FYI: Library folder is hidden by default in mac, you can see hidden file using below command.
defaults write com.apple.finder AppleShowAllFiles YES;
killall Finder /System/Library/CoreServices/Finder.app
Now here you'll see many directories with long hexadecimal names, these all are simulators.
To find your desired simulator, sort these directories using "Arranged By > Date Modified".
Select that simulator file and go to below location.
<HEXADECIMAL-SIMULATOR-STRING>/data/Containers/Bundle/Application/
Create new folder name with <download-app-name> and paste app file in that folder
Open Terminal and run below command to install this application
xcrun simctl install booted <APP_FILE_PATH>
Example <APP_FILE_PATH> will be looks like below:
~/Library/Developer/CoreSimulator/Devices/<HEXADECIMAL-SIMULATOR-STRING>/data/Containers/Bundle/Application/<APP_NAME>
First of all, IPAs usually only have ARM slices because the App Store does not currently accept Simulator slices in uploads.
Secondly, as of Xcode 8.3 you can drag & drop a .app bundle into the Simulator window and it will be installed. You can find the app in your build products directory ~/Library/Developer/Xcode/DerivedData/projectname-xyzzyabcdefg/Build/Products/Debug-iphonesimulator if you want to save it or distribute it to other people.
To install from the command line use xcrun simctl install <device> <path>.
device can be the device UUID, its name, or booted which means the currently booted device.
For Xcode 10, here's an easy way that worked for me for a debug IPA (development profiles)
Unzip the IPA to get the Payload folder.
Within the Payload folder is the app executable.
Drag and drop the app to an open simulator. (You might see a green add button when you drag it over the simulator)
It should install that app on that simulator.
You can run the application file of project in simulator - not .ipa file.
You can get it from:
Libraries-->Applicationsupport-->iphone simulator-->4.3(its ur simulator version)-->applications-->then u can see many files like 0CD04F.... find out your application file through open it.
You can copy the file to your system(which system simulator u need run ) location Libraries-->Applicationsupport-->iphone simulator-->4.3(its your simulator version)-->applications-->
Then open the simulator 4.3 (its your simulator version where you pasted). You can see the application installed there.
Getting from other people:
Please tell them to find out Libraries-->Applicationsupport-->iphone simulator-->4.3(its ur simulator version)-->applications-->then you can see many files like 0CD04F.... from their system and receive that file from them.
After they have got the file, please copy and paste the file in to your system `Libraries-->Applicationsupport-->iphone simulator-->4.3(its your simulator version)-->applications-->(paste the file here).
Then you can see the app is installed in your system simulator and you can run it after clicking the file.
Copy From Here:
- Run the application in the Xcode.
- Select Finder go to Go and click on select Library Library/Application Support/iPhone Simulator/7.0.3-64/Applications
- Select 32 bit folder Copy your application.
Paste To Here:
- /Applications/Xcode-Beta.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhone Simulator. SDK/Applications
- Paste here and run the simulator.
With Xcode 6:
It's very possible to build and install on a simulator.
I did it by copying the debug build configuration (I called it SimRelease for my example below) in the project settings. I changed the architectures to i386 and x86_64 (not sure how necessary this was), but key difference to change between the copied build configuration is build for active architecture set to NO. After that a couple simple command line tools will do the rest!
xcodebuild -scheme YOUR_SCHEME -configuration SimRelease -sdk iphonesimulator8.1
Depending on where you have your DerivedData set you need to go find the outputted .app folder. Once you've found it you can simply install it on any simulator device. To find the device UUID's open Xcode and go to Window->Devices you'll see the list of the device instances and you can grab the UUID's. For a trivial script you could grab all of them from: ~/Library/Developer/CoreSimulator/Devices/ and install on every device.
From there the simple command to install on a device is:
xcrun simctl install DEVICE_ID APP_FOLDER_LOCATION
Here's a simple shell script to take the app and install it on every device:
app_dir=$1
current_dir=$(pwd)
cd ~/Library/Developer/CoreSimulator/Devices/
devices=$(ls -d */)
cd "$current_dir"
for device in $devices
do
device_id=${device%/}
xcrun simctl install "$device_id" "$app_dir"
done
Hope this helps! Took me a while to figure out the best way to do it.
Step to run in different simulator without any code repo :-
First create a .app by building your project(under project folder in Xcode) and paste it in a appropriate location (See pic for more clarity)
Download Xcode
Create a demo project and Start simulator in which you want to run the app.
Copy the .app file in particular location(ex :- Desktop).
cd Desktop and Run the command (xcrun simctl install booted appName.app),
App will be installed in the particular booted simulator.
Tested on iPod touch (7th generation) Simulator 13 (iOS 15.0)
Xcode and Xcode Command Line tools are already installed
Since we have an .ipa file, we can get the .app file from it
Rename .ipa file as .zip and extract the contents
Once the zip file is extracted, we can find the Payload folder which contains App_Name.app file
Open Terminal or iTerm2 app
Navigate to the folder which contains .app file
To list all iOS connected devices & iPhone simulators -> Also shows the UDID of all devices
xcrun xctrace list devices
Boot the simulator
xcrun simctl boot <UDID>
Launch the simulator
open -a simulator
Install the .app file
xcrun simctl install booted <App_Name>.app
Just drag and drop .app file to simulator it will install app automatically.
I have checked in iPhone simulator 13(iOS 15.4)