I have an app that uses RestKit 0.10.2 and I can build and run the app just fine in the Xcode 4.4.1 simulator using iOS 5.1.1. I can also run Analyze without any issues. However, when I go to try and Profile the app, the build fails with Lexical or Preprocessor Issue RestKit/Reskit.h file not found.
Here's what I have in Header Search Paths > Debug on the target:
$(BUILT_PRODUCTS_DIR)/../three20
$(BUILT_PRODUCTS_DIR)/../../three20
"$(BUILT_PRODUCTS_DIR)/../../Headers"
What could I be missing? When I upgraded from 0.94 to 0.10.2 I completely removed Restkit from my project and re-imported it because I was having a lot of issues trying to get this exact same problem resolved for a normal run. Any ideas?
Profile uses a Release build by default, not Debug (since it makes no sense to profile a debug build). Make sure Header Search Path -> Release is also filled in.
Related
I'm trying to build the latest version of GPGMail for MacOS Mojave, and within xCode when building the GPGMail module, I get an error in one of the last "Build Phases"
All I simply did was downloaded the source code, and opened it with xcode.
But of what I understand, this has to do with the fact it's being executed under Apple Sandbox.
I've tried disabling the entitlements list, but that had no effect;
Any suggestion?
The build process doesn't run in a sandbox. That script is trying to install GPGMail under /Users/jamesbednell/Library/Mail/Bundles but failing.
Try creating that folder manually and then rebuild on Xcode.
Please do help me on this scenario. I saw several post related to this, but could not able to resolve the issue with my mac App without pods.
Project is several years old, developed in macOS(Objective C). Now I am trying with XCTest for unit testing. Using Xcode 7.3.1, I am not able to run tests classes.
This project is to create frame work. Project is working fine, only issue is with the testing. We are not supposed to do Pods or some other alternatives.
Console window shows below points:
xctest[35530:345970] The bundle “BaseLibTests” couldn’t be loaded because it is damaged or missing necessary resources. Try reinstalling the bundle. xctest[35530:345970]dlopen_preflight(/Users/12345678/Documents/Modify/Cocoa/Projects/BaseLib/build/Debug/BaseLibTests.xctest/Contents/MacOS/BaseLibTests): Library not loaded: #executable_path/../Frameworks/FreeTDS.framework/Versions/A/FreeTDS
Referenced from: /Users/12345678/Documents/Modify/Cocoa/Projects/BaseLib/build/Debug/BaseLib.framework/Versions/Current/BaseLib
Reason: no suitable image found. Did find:
/Library/Frameworks/FreeTDS.framework/Versions/A/FreeTDS: no matching architecture in universal wrapper)
Program ended with exit code: 82
#Anand For the 3rd Point: Please check the build settings.
Please make sure its either set to Standard Architectures (64-bit Intel) (x86_64) - $(ARCHS_STANDARD) or set to represent proper architectures.
To debug this more, could you please copy paste the exact error you are facing and share the build env variables?
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.
Finding hard to know why am I unable to get this thing :
... I can run my application from command prompt, But when I do idea and Import the existing project using IntelliJ unable to trace out what Libraries or Jar files I need to get going.
In one Play1.2.3 I used to just Import Play and Play1.2.3 jar files and everything works..
Update
Have tried Creating a new project and Open Project(Instead of Import) from IntelliJ,But no luck.It has attached all the Libraries but still the error doesnt go screenshot attached:
IDE :IntelliJ 11.0.2 &
Play : 2.0.2
Since Play 2.0.2 you don't need to create Idea's project from the scratch and import modules into it.
Just choose Open project from the menu, and find the folder where you performed play idea action, whole project will be ready to use in the IDE without any additional steps.
Edit:
Most important: to reflect changes in managed sources your application need to compile it first, so it needs to work in the background while developing or you need to compile it manually if app is stopped. Otherwise Idea will not be able to compile (and find) managed sources. That's exactly job of the Play's DEV mode which differs from others Java frameworks, which requires to compile app manually and/or configuring your IDE to do that from time to time. Play's dev mode allows to do it in background.
Idea will start recognizing your managed sources after first run the app in the browser (as it will compile it, and idea will catch it just few seconds later). Of course the app must be running in dev mode, to compile views, assets etc.
play run
Of course if you're in production mode, you also need to restart the app.
alternatively after idealizing the project, or if your app is not working you can manually compile managed sources with:
play compile
Also if you'll start in tilde-dev mode, it will be compiling changed resources right after the changes' saving
play ~run
I can't seem to get my app to compile when using JSON-framework http://code.google.com/p/json-framework/ with iPhone SDK 3.0.
My app compiles fine for the simulator, but when I go to compile for my device I get a 'codesign error' code 1. I've followed all of the installation instructions correctly, and when I remove the 'Additional SDK' reference and 'Other Linker Flags: -Obj-C -ljson' it compiles just fine...but obviously I then can't use JSON in my app.
Any ideas?
You may want to just switch to the code version and not link in the static lib.
It should compile and work fine on 3.0.
On my own project, I too ran into this problem. I was not able to build my app for iPhone OS 2.x using the iPhone 3.0 SDK.
The fix was to set the following at the project level (Get Info):
BaseSDK to iPhone Device 3.0
iPhone Deployment Target to iPhone OS 2.x
Code Signing Resource Rules Path to the same 2.x plist (e.g. /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS2.0.sdk/ResourceRules.plist)
The last bit allows a distribution (app store) build to code sign correctly... Otherwise you'll encounter an error "object file format invalid or unsuitable" since the code signer by default will use the same resource rules as the BaseSDK (i.e. 3.0), which is unsuitable for a 2.x app.
Also, be sure to clear any of the above settings at the target level (again, via Get Info).
Phew.
Codesign error means you do not have a valid provisioning profile for the device you are trying to compile to, using the current built settings.
Can you build and deploy sample apps to your phone?
I started using the lovely json-framework for the iPhone but then suddenly found that if I compiled for anything greater than 2.1 for a device, that it would pop up with:
Codesign error: “object file format invalid or unsuitable”
It took me a long time to figure out what was going on, but thanks to a blog post, the fix is this:
On the project settings, on the build tab, search for “Code Signing Resource Rules Path” and set “$(SDKROOT)/ResourceRules.plist” as its value.
I’m not sure how it works as it looks like that is the path it already has, but hey, it seems to work!
that solves the codesign error i was getting, but now I cant compile on 3.0 for some other reason. i'm going to try to link to the code rather than the library.
Sounds like an issue you would want to discuss with the developers, see the support group.
It seems like the code signing isn't extending to the framework. Have you tried linking the framework differently?
And for French persons, here is a tutorial too here too (en Français)
But for your problem I think it's not about JSON but more with your key developer.