Is there any DSYM file for .framework (besides app)? - objective-c

I am a new guy in OC programming. Now I am involved in a framework development project.
I know the framework works as a library, which contains a group of methods. It's not an application that can run on devices.
Actually, our framework will work with customer's application. We want to investigate what happened inside our framework when customer's application crashed. So I want the 'DSYM' file of our framework, instead of an application.
As far as I know any iOS application does have corresponded 'DSYM', but I didn't find the 'DSYM' of our framework.
Does iOS framework project have 'DSYM'? If it does have, how can I obtain it?
By the way, I am using Xcode 8.1.
Thanks!

According to my observations, .dSYM files are generated for iOS dynamic framework built with Release configuration only.
After build succeeds, the debug symbols files can be found at these paths, for a device and simulator, respectively:
<Build_Root>/build/Release-iphoneos/<Product_Name>.framework.dSYM
<Build_Root>/build/Release-iphonesimulator/<Product_Name>.framework.dSYM
, where
<Build_Root> is usually a subdirectory within Derived Data directory;
<Product_Name>is the name of your framework.

Yes, you can generate dSYMs for dynamic frameworks. There are a few relevant build settings that control whether and where these files are generated:
DEBUG_INFORMATION_FORMAT = dwarf-with-dsym,
DWARF_DSYM_FOLDER_PATH = "$(CONFIGURATION_BUILD_DIR)",
DWARF_DSYM_FILE_NAME = "$(PRODUCT_NAME).dSYM"
Obviously, you can set these to whatever you want, either in your project's build settings in Xcode (the project.pbxproj file) or as arguments to xcodebuild (depending on how you generate your framework).

DSYM (Debugging SYMbols) files generally store the debugging symbols for your app. And if app crash any where symbols replaced with appropriate method name so that it could help developer in a readable form. And for that you can use the crash log and they can be find in the iPhone where the app is installed. Each app and device have their own crash log.
Also please check this link it might help you.
Read Crash Report
Upload Symbols for iOS Framework
Hopefully these might help you or guide in the right direction.

Related

Invalid Binary Or Invalid Swift Support

After I send my app for approval to the app store I get the message 'Invalid Binary' in the iTunes Connect. Then I get the following message in an email from Apple:
Invalid Swift Support - The bundle contains an invalid implementation of Swift. The app may have been built or signed with non-compliant or pre-release tools. Visit developer.apple.com for more information.
My app is just a simple game application. No external programs are called. I have researched this message and went through and checked the following:
xcode is up to date - checked in app store
EMBEDDED_CONTENT_CONTAINS_SWIFT to YES or NO
send with the xcode app, not the application loader
did NOT build with the command line
(Xcode menu -> Preferences -> Locations tab - verified that the Command Line Tools matches Xcode version.
"Clean"ed the app, rebuilt and rearchived and then resent, same message
The app validates through the organizer fine
viewing the contents of the archive shows a SwiftSupport folder
I am only using one developer account and have never logged into any other developer account
I cannot find anything online that would help solve this problem.
I am running OS X Yosemite 10.10.1.
xcode version is 6.1.1 version 6A2008a - built, cleaned and sent with this version
I have also pressed the Option key and "Cleaned Build Folder" and resent, same message
I cannot find any other reason for this online or in any forums. Any help is greatly appreciated. Thank you for your time.
SOLUTION I FIND
Edit:
(1)
One you contact Apple and you wait long time … for reset iTunes connect because this problem coming in Apple . (Apple ask to send log of this problem)
(2)
An other solution, your create an other project application on iTunes connect and upload your work, this solution work fine, is the solution for me .
(3)
An other solution, you create a new project on Xcode, copy and paste your project in this other project.... (create new provisioning profile etc..) And upload your work in the same project application on Itunes Connect.
(4)
Step (2) + step (3), create a new project in Xcode and Itunes Connect.
(5)
Create a new project with the same name bundle identifier, it works perfectly !
See: Technical Q&A QA1881 Embedding Content with Swift in Objective-C.
It seems that you only need to set EMBEDDED_CONTENT_CONTAINS_SWIFT to YES "If you are building an app that does not use Swift but embeds content such as a framework that does".
What language is your app written in? If Swift yo do not need EMBEDDED_CONTENT_CONTAINS_SWIFT.
I ran into this problem the other day. Took some doing, but I finally figured out the problem ( for me at least). Everything I read online said the problem had to do with this setting:
EMBEDDED_CONTENT_CONTAINS_SWIFT
When this started failing, I had this set to NO. So I tried setting it to YES, and it still failed for the same reason. The GUI wouldn't let me remove this setting, I could only change it between YES and NO.
For what it's worth, my code has no EMBEDDED code, it's all just straight up SWIFT.
Anyway, so I decided to uninstall XCode and redownload it, hoping that would help.
While XCode was downloading, I fired up Beyond Compare, and compared my current project, with a backup from last week, to see what could have changed.
Beyond Compare found that a file deep inside the Projectname.xcodeproj file, changed ... a file called project.pbxproj file.
Inside this, was that line:
EMBEDDED_CONTENT_CONTAINS_SWIFT = NO;
This appeared in the current version of my project (that was failing). Interestingly enough, this line didn't exist at ALL in the old backup version from a week ago. I know that I didn't set this flag. There must have been something in Xcode that did it under the covers.
Anyway with that knowledge, Xcode finished downloading, and I reinstalled. Started it up, opened my project, and magically, Xcode REMOVED that line from the .pbxproj file, and now my project uploaded to itunesConnect sucessfully.
BottomLine: There's a bug in xcode that it may decide to add this line to your project for no reason, making your project invalid.
Solution: Editing the pbxproj file yourself and removing that line might work ... but reinstalling XCode seemed to clear up any confusion it had, and it removed it for me.
If you are submitting an app that has an AppleWatch extension, you can get this error if you try and submit the app using the Application Loader utility and a zip file. I got the error:
The bundle contains an invalid implementation of Swift. and
The bundle contains an invalid implementation of WatchKit.
I went through pretty much every solution for the first of the errors - but it was submitting via Xcode that fixed it.
well xcode 6.1 is a bit old and contains old swift. xcode 6.4 is the newest public one IIRC
"Check your code signing. I had this error when in automatic signing. I Put my dev profile for dev and production profile for release version and error is gone."
Link for the Quote
Sometimes this happens inadvertently.
To be safe, all components of your app should be built with the same version of Xcode and the Swift compiler to ensure that they work together.
I think you need to do a pod clean and install. I reckon one of your swift pods was created on a old version of Xcode, you updated Xcode and then tried to do a submission to the app store.
Read the apple swift blog about binary compatibility and frameworks
You will also want to specify that your embedded content contains swift in the build settings:
EMBEDDED_CONTENT_CONTAINS_SWIFT
Enable this setting to indicate that content embedded in a target's product contains Swift code, so that the standard Swift libraries can be included in the product.

Preserve an external legacy apps file resource fork when including in an Xcode archive

I have created a cocoa application primarily to run on OS 10.6.8. to convert certain types of proprietary legacy files. The app looks at the legacy files creator code and processes it accordingly if it is a known type. Once the file is identified, I call an external legacy app (which I have added to the project) using [NSWorkspace openFile: withApplication: ]to open the droplet and process the file conversion.
The application works just like it is supposed to until I archive it and try to run it from the application bundle. Actually, it will continue to work but it is using the converter app from the project. If I delete the converter in the project area, then the app in the app bundle can not open the external app in that location. One work around is to delete the external app from the bundle after its archived and replace it with a copy of the one in the project area.
I would appreciate any suggestions on resolving this. I'm not sure if the problem is in some Xcode build setting I can change to include an external apps resource fork when archiving, or if this is a launch services issue with apps hidden in packages, or , something I'm not even considering.
Thanks
Mike
Try setting the "Preserves HFS Data" (COPYING_PRESERVES_HFS_DATA) build setting.

What will happen if a framework get deleted from an app?

I was asked a question, what will happen when a framework is accidentally deleted from your device may be iphone or mac?
Whether your application crash or it will work without any error?
Please provide me answer with explainations.
You may get linking error. If framework folder is inside the application means its runtime linking.
OS X embeds an "install name" inside each dynamic library. This
install name is the path to where the library can be found when dyld
needs to load it. When you build an application that links against a
dynamic library, this install name is copied into the application
binary. When the application runs, the copied install name is then
used to locate the library or framework.
$ otool -D /Applications/Google\ Drive.app/Contents/Frameworks/Python.framework/Versions/2.6/Python
/Applications/Google Drive.app/Contents/Frameworks/Python.framework/Versions/2.6/Python:
#executable_path/../Frameworks/Python.framework/Versions/2.6/Python
so if you will delete Frameworks folder you will get Dyld Error.
Dyld Error Message:
Library not loaded: #loader_path/../Frameworks/Sparkle.framework/Versions/A/Sparkle
Referenced from: /Applications/Transmission.app/Contents/MacOS/Transmission
Reason: image not found
If a framework is deleted, only software linking to that framework would be affected.
If it is a system framework, expect your system to start failing.
If it is a 3rd party framework, it should be limited in scope of impact.
If it is in your app bundle, and your app is code-signed, the removal of the bundled framework should prevent your app from launching.
It depends on if the application needs access to the framework you have removed.
If you application requires the framework then it will not compile.
If you dont need it, it will just compile like normal.

How to unlink a framework on program start

I am developing for iPhone OS 3.1.3 and I need to use Dropbox API.
The problem is the Dropbox API requires at least iOS 4.2. Ok.
I decided to save the possibility of using the program under 3.1.3, but if it is 4.2 and higher, there will be Dropbox functionality.
To use Dropbox framework I needed to link another frameworks:
Security.framework
QuartzCore.framework
I have done this.
When I link Dropbox.framework to my project, the program works great on iPhone Simulator, but it cannot be started on my iPhone 3.1.3. There is an error in Output:
dyld: Symbol not found: _kSecAttrAccessible
Referenced from: /var/mobile/Applications/C1FC10E5-0A36-4DEB-BD27-5028C205C89D/Bus Time.app/Bus Time
Expected in: /System/Library/Frameworks/Security.framework/Security
in /var/mobile/Applications/C1FC10E5-0A36-4DEB-BD27-5028C205C89D/Bus Time.app/Bus Time
So the question is:
Can I detect the iOS version on the program start and unlink the framework?
Or could you offer an another way to use dropbox for 3.1.3?
Thank you for your answers. I appreciate it.
You cannot programmatically unlink a framework at runtime.
You can programmatically link a framework at runtime, e.g. by using the NSBundle APIs, or dlopen, or various other ways. If you do so, you have to then manually load the ObjC objects and/or C symbols you want.
Alternatively, you can weak-link the framework, which makes the runtime do most of the work for you. If it's there, it will be loaded in at startup, and all of its ObjC objects and C symbols will be available to you. Otherwise, all of its ObjC objects and C symbols will be null. So, all you have to do is check for null to decide whether to run the code that needs that framework.
Select the Security framework in your file list.
Expand the right sidebar (View > Utilities > Show Utilities).
Under 'Target Membership' change 'Required' to 'Optional.'

Creating a Cocoa Framework & using it from another Cocoa project

OK, I know this question seems pretty easy to answer, or maybe documented, but I'm honestly 100% confused around the subject, with effects as... silly as submitting an application for review by Apple and then realizing (by the logs they sent me back), that the Framework wasn't there (actually, it was... but my Cocoa app was looking for it elsewhere).
Ok, so... let's say I have a framework with like 100 different classes I mostly use (which I do have), what settings should I use if I want to "bundle" my Framework with my apps (and copy it in the framework folder of the app bundle)?
Build Settings -> Installation Directory? (of the Framework)
Build Settings -> Header Search Paths? (of the App)
Build Settings -> Library Search Paths? (of the App)
Build Settings -> Framework Search Paths? (of the App)
use #rpath? and how?
anything else?
Given that I mostly have issues "linking" my frameworks to my apps (the framework compiles great, but there may be a runtime error occasionally when the app using it tries to run (which I... occasionally manage to solve - but without actually knowing how... lol)), what would you suggest?
Third party frameworks should be included with the app in a Frameworks directory of the app bundle.
Add a new copy files build phase and specify the Frameworks directory, then add your frameworks to this directory:
You may also need to tell Xcode where the frameworks are by adding a Framework Search Path like "$(SRCROOT)/MyFrameworks".