Can't compress my App for distribution - iphone

Compression process for one of my Applications build gets stuck and never finishes the
compression process (eternally stating "2.6 MB of 2.7 MB about 5 sec").
I couldn't find the solution by googling - even though I am not the first one to have this
issue.
Does any body know a fix to this issue?

I've never seen that before. What you could do is try another zip-tool. Maybe on another machine. Or delete some files from the problematic application directory, just to see which one is causing the trouble.

I have found the cause of the trouble-
I dragged the same file twice into the project -
now I have deleted one of the aliases and it zipped with the usual right click + compress.

Related

Can’t submit file for Facebook App Approval

I’ll set my outrage with the way this process works (to whom can I speak?) aside for the moment: we are attempting to provide FB with a link to our ~200 mb app for approval. We have been rejected 3 times because they are incapable of extracting our zip file (they request a zip for some unknown reason — it has minimal size impact).
Some detail: we are linking to the zip on our Dropbox. We have removed all punctuation from our app title (Pandamonium!.app becomes Pandamonium.app). We have eliminated spaces from our source folder. I thought all these could be causing a problem with iOS-sim.
I’m not sure what is left to do, but I am hoping someone can present a clear set of instructions (NOT THEIR INSTRUCTIONS, WHICH I HAVE READ) they have followed particularly if you have met similar snags or ANY ideas for resolution. All they send me is useless screenshots of their simulator unable to open the app which I have simulated and opened successfully daily with iOS-sim for the last week.
After a great deal of trial and error I found that using Facebook's command-line instructions was what was causing the issue. You should just compress your .app file in an ordinary fashion (right click and compress -- I used a Windows computer just to make sure everything was copasetic after reading about bizarre Mac .cbgz compression issues).
Regardless, in summary, I can now see why no one else has had an issue with this: it's because no one reads their instructions and rather just creates their .zip files in the ordinary way; unsurprisingly, you're better off using your common sense rather than listening to others.
Aside: ironically, after being told my use case was fine and the only issue was not being able to unzip, Facebook (India) has now told me they couldn't find my login button (which is gigantic, in multiple places, and clearly described in my instructions). This process is an absolute joke. I wish anyone going through this hell good luck.

Xcode won't build to device

This problem has been KILLING me. I've been working on this app for 8 Months, and I am so close to finishing, I just can't seem to build for device. Building for the simulator works fine, but device always gives me the SAME 2 errors.
The 1st Error:
"Instruction requires a CPU feature not currently enabled"
From googling, I've found this probably means I'm not linking a binary I should be, but I'm not sure.
The 2nd Error:
If you can't read it, it says: Generating JWFNS.app.dSYM ... error: unable to open executable '/Users/ajr1188/Library/Developer/Xcode/DerivedData/JWFNS-azshgysfabycfagnebotitpcyaww/Build/Products/Debug-iphoneos/JWFNS.app/JWFNS'
This is the big one. I cannot seem to build the .app.dSYM file properly. I went in and deleted the build folder, I looked at EVERY stackoverflow question I could find and tried changing any random thing mentioned in another question, but all of it is to no avail. I'm so suck right now. AHH. PLEASE. Any help would be so appreciated!
Maybe your project has become hopelessly corrupted. One thing to try is to start a brand new project and copy/import all your sources/assets into the new project to see if that fixes the problem.
Another less nuclear (but perhaps more time consuming) approach is to binary search the build. Exclude absolutely everything except main.m and see if that fixes the problem. If it does, include half your sources, and buid again....repeat, trying to narrow in on the problem spot. Maybe a file or group of files has received special build settings that don't belong there.
I've had very similar problems, I cant remember the exact error message but it was very similar. Are you able to make a new project that will run on your device?
if so (and I know this sounds bad but it's worth a try) Create a new project and simply copy all the code and resources across and see if it still works. If it doesn't then there is something wrong with you code and you can continue trying to isolate the problem from there.
Hope this is helpful.
check the frameworks you link to. there's a chance that you linked a framework (say quartz) of osx, instead of ios.
Answering in detail is probably going to take looking at your target settings. But it looks like you may be building for the wrong architecture. (It doesn't link, so there is no .dSYM symbol file.) For example, if you have only recently built for device, you probably created your project under an older Xcode, and it may not have the arm6/arm7 settings right.
To check, show the Build Settings for your target (not the project), and filter on Architecture.
Make sure that in build settings the architectures are armv6 and armv7. Also make sure that in .plist file, the "Application requires iPhone environment" is TRUE. Delete "Required device capabilities" in the .plist if present.

iPhone Application build copies <Prefix_filename>.pch.gch

I large (12 mb) Prefix.pch.gch file is being copied to my final iPhone application. It does not exist in the project and only shows up in the build log. It adds quite a bit to my otherwise small application size. Any suggestions for stopping xcode from copying it? Does anyone know what it is? I did a little research, and it looks like a cache file for a precompiled header, but I couldn't find anything as to why its 12 mb.
See my answer here for a possible cause. If that's it, it should be easy to fix.

iphone binary failing to compress

When I try to compress my binary (to upload for app submission), I get a ridiculously small zip file (a 10 meg file turns into 300k). I've done this a dozen times and never had a problem and am uncertain what could be causing this. I tried restarting xcode and doing a clean build. Has anyone seen this happen before?
I just made a minor change to one source file, rebuilt, and it compressed fine. Reverted the change and built, and that compressed fine too. For some reason the 3 times where I built it from scratch resulted in a failed compression.

Xcode iPad or iPhone Build Size Question

Had a question and if anyone has found similar issues. It seems my file size keeps growing. I have had to import existing files and then delete them from the project. It seems that it keeps those files somewhere. From being 40mb and importing a few .WAV files at 30mb each it goes up to 100mb. After I deleted them it seems it doesn't change the file size.
This was a similar issue in Flash IDE - Saving as a new project name would solve this. I'm unsure if it does in Xcode.
Has anyone had any similar issues?
Thanks,
-Andrew
Are you sure you've done a fully clean build since removing the resources? Do a Build->Clean for the target(s) you care about, delete the app binary off the simulator and device for full certainty, and rebuild. If there really isn't a reference to the resource in the project any more, this should ensure it goes away from the resulting bundle.
Which files specifically are causing the problem? Try using the du command to work out where the space is going.