Can't add (Growl) Framework to Release version of my App - objective-c

I've created a new App and want to test it in a release version. So I copied the Growl Framework to my project folder and added into XCode.
Then I copied the new files in the target in my project and copied the Growl.framework to the new "Copy Files" Framework folder in "Targets". When I debug my project, it's all right, but if I change the version to "Release" and then Build, there is the Red "1" on my XCode icon in the Dock. I dont know why this error comes; I've searched in Google but I can't find anything.
Can anyone Help me please?! Here is the Picture of my Copied Files:
XCode http://b1.s3.quickshareit.com/bild15ead2.png

Try ordering the Copy Files phase above the link phase.
When i debug my Project, its all right, but if i change the Version to "Release" and than Build -> there is the Red "1" on my XCode icon in the Dock,
Well, what does the error say?

alt text http://b2.s3.quickshareit.com/bild23a027.png
"malformed object: Unknown load command 5"
This usually indicates that you have a binary that was built on a later version of Mac OS X (e.g. SnowLeopard) and you're trying to link it on an earlier version of Mac OS X (e.g. 10.5 Leopard).
Ensure you have a correct version of the Growl framework for your development environment and OS.

Related

Model is running iOS 10.2 (14C92), which may not be supported by this version of Xcode

I am facing this error, i am done with research on that.
I conclude the result, i need one file for device support 10.2(14C92)
Please share that file.
GoTo:
Right click on Xcode 8 or Newer version of your Xcode, select "Show
Package Contents", "Contents", "Developer", "Platforms",
"iPhoneOS.Platform", "Device Support"
Copy the 10.2(14C92) folder (or above for later version).
I need that folder.
Thanks.
If somebody facing similar issue with Xcode 9.1
Open directory:
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
Create new folder "11.2 (15C107)" (or "10.3 (14E269)" for older versions, depends on what exactly are you missing)
Paste files from provided google drive folder
11.2 (15C107)
(or 10.3 (14E269) if you need older files)
Restart Xcode
For other iOS versions you may check #Sour LeangChhean 's answer
Keep in mind, that some day you will need to upgrade your Xcode anyway :)
I had the exactly same problem.
Just upgraded to xcode version 8.2.1 ( 8C1002 ) and the problem was solved.
Here I have this file for 10.3 or 11.3 or 11.4 into Xcode 8+.
You can download file from this link.
10.3:-
https://www.dropbox.com/s/i1f7q8w3vgr2ozl/10.3%20%2814E269%29.zip?dl=0
11.3:-
https://www.dropbox.com/s/wya3eu2j5db7tpt/11.3%20%2815E217%29.zip?dl=0
11.4:-
https://www.dropbox.com/s/86i9zjunpsy9b0b/11.4%20%2815F79%29.zip?dl=0
9 -> 12 All Files:
https://github.com/mendaparadarshit/xcode-9-ios-12-support
Steps:-
Download above Zip file and extract them.
Click on "Finder" in MAC OS, You can see in Topbar all menus, Click on "Go"
Click on "Go to Folder" ()
Paste this path over their (make sure that you have installed xcode with named : "Xcode.app")
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
Paste your extracted "10.3 (14E269)" directory to that place.
quite Xcode and restart it. you can run your projects successfully in your real device.
Thank you,
Darshit
Here I have this file for 12.1 or 12.0 or 11.3 or 11.4 into Xcode 8+ or XCode 9+. You can download file from this link. 10.3:- https://www.dropbox.com/s/i1f7q8w3vgr2ozl/10.3%20%2814E269%29.zip?dl=0
11.3:- https://www.dropbox.com/s/wya3eu2j5db7tpt/11.3%20%2815E217%29.zip?dl=0
11.4:- https://www.dropbox.com/s/86i9zjunpsy9b0b/11.4%20%2815F79%29.zip?dl=0
12.0 & 12.1:- https://github.com/Yatko/iOS-device-support-files
Steps:-
Download above Zip file and extract them.
Click on "Finder" in MAC OS
Click on "Go to Folder"
Paste this path over their (make sure that you have installed xcode with named : "Xcode.app") /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
Paste your extracted "10.3 (14E269)" directory to that place.
quite Xcode and restart it. you can run your projects successfully in your real device.
If you download the latest version after 12.1 then please upload that file and update the answer.
I downloaded the appropriate zip file from https://github.com/iGhibli/iOS-DeviceSupport/tree/master/DeviceSupport for my devices version of iOS
Unzipped the contained folder to
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
And finally restarted Xcode. No need to update Xcode it's self
Here is steps to build on device with iOS 10.3 and Xcode 8.2.1:
Open next directory: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
Create new folder "10.3 (14E277)"
Copy files: DeveloperDiskImage.dmg, DeveloperDiskImage.dmg.signature FROM 10.2 (14C89) folder TO new 10.3 (14E277)
Restart Xcode
I solved the problem by updating Xcode.
However, for some strange reason the update was NOT shown in App Store under the Updates section. I had to manually search App Store for Xcode and select GET, then INSTALL. It installed a newer version, and problem was solved.
Not sure why Apple does this to developers ...
I have this problem, and I solved this by downloading the latest Xcode version.
you need update your xCode to the last current version.
Each version have the last iOS version included.
Try register your device in the provisioning profile using its UDID.

Missing fonts when building/running Appcelerator app from XCode

I've recently updated from Titanium w/3.5.0.GA SDK to Appcelerator Studio w/5.2.0SDK and can no longer build and run the appc (5.1.0 CLI) generated projects in XCode (7.2.1) without losing the ability to display my custom font resources (app/assets/fonts).
When building a project for iOS in studio (latest 4.4.0) and deploying to connected iPhone 6 (running 9.2) all fonts appear correctly in app. However when building and running the <projectname>.xcodeproject that is generated by appc during this process the same fonts do not show?
Is this related to https://jira.appcelerator.org/browse/TIMOB-19818 ? Is there any fix on the horizon if so?
I have always relied on modifying the generated projects to include other asset catalogs and manually alter the build and version numbers prior to appstore submission so am very curious to find a solution to this issue - all help much appreciated!
FYI - for reference, I've tried to build the same project generated in Titanium studio w/3.5.0.GA within the Latest XCode (7.2.1) as above and the fonts still work correctly so this issue seems to be with Appcelerator Studio with CLI 5.1.0 and SDK 5.2.0 combination.
You can follow this below two steps. This is a workaround, might work for you.
Step 1: Grab resource files from debug ipa:
a. Build a debug version for your iPhone device.
b. After the app has successfully launched on your iPhone, navigate to the ipa file in the debug build folder. Click right on the file (or cmd-click) and choose to uncompress the file
c. In the extracted archive find the payload file. Also right click on the file (or cmd-click) and choose to show its contents.
d. You should now see your resource files and folders. Select all the required files and folders and copy them in some new folder.
Step 2: Add files to XCode project
a. Open the build XCode project with XCode
b. In the left column right click (or cmd-click) on your project
c. Choose "Add Files to [project name]"
d. In the file dialog multiselect your files and folders you copied from the debug ipa in step 1
e. That's it. Now archive your product and submit it.

Downloaded project .xib file cannot open in XCode 4.6.3

I downloaded FlickrKit and open its sample project file. But cannot run coz of following error. Changing the 'Deployment Target' didn't work. Please, help !
According to the error, the project was probably made in a newer version of Xcode than the one currently on your machine. Update your software and if it still doesn't work, I'd assume it was made with the newest developer only version, Xcode 5.
If this is the case you must purchase a developer account at the: iPhone Developer Center and download Xcode 5. If you do not want to do that, you cannot use the project.
Its easier than that to recover your existing project. Open the project file on Xcode 5. Then:
Open file inspector for each xib
On "Interface Builder Documents" section change "Open with" to Xcode
4.6 (if it's 5.0). Adjust any other obviously incompatible parameters
Save, Close the project and open with the old Xcode.

Adding a framework to XCode 4

of course i did research before posting my question.
I looked at
How to "add existing frameworks" in Xcode 4?
Adding Framework in Xcode 4
Adding an OpenGL framework in Xcode 4
XCode 4 adding dylib
but whole thing is becoming wrong.
My goal: Add (CorePlot) framework to XCode Mac project (not an iPhone one)
My environment: OSX Lion 10.7, SDK Lion, XCode 4.1 (4B110)
My steps:
Opened XCode, created new project
Downloaded CorePlot into my libraries directory (like ~/Applications/LIBS)
Opened project preferences, via (+) opened dialog to add framework
Add existing framework (+ copy files to dest. group if needed)
Selected directory was ~/Applications/LIBS/CorePlot/Binaries/MacOS/CorePlot.framework/
DnD CorePlot to Frameworks Group
Added CorePlot to Build Phases > Link Binary with Libraries
and ran my project
what I got is this error message:
dyld: Library not loaded: #loader_path/../Frameworks/CorePlot.framework/Versions/A/CorePlot
Referenced from: /Users/username/Library/Developer/Xcode/DerivedData/metralight-hjuvuwlhgohrtdeepvcymnsaxomc/Build/Products/Debug/metralight.app/Contents/MacOS/metralight
Reason: image not found
And in fact, when I looked into given directory (app bundle) there was no directory Frameworks and so the linking cannot be successful
I have searched one more, and found, that I can create Build Rule and copy files into final binary bundle via some script, but is this only way how to do this?
Isn't there some option to just turn on/off copying linked frameworks to final bundle?
Note that CorePlot target '.framework' has Dynamic Library Install Name set to #loader_path/../Frameworks/CorePlot.framework/Versions/A/CorePlot, so it is looking in right place in final binary bundle
After adding framework via "Add existing framework"
Go to Project Settings > Build Phases
In right bottom corner click Add buid phase > Copy Files
Select Destination > Frameworks
Drag&Drop framework to files list
And that's it.
Another important detail here - you must have the "Runtime search path" to be defined in the projects, it's empty by default.
Something like this:
LD_RUNPATH_SEARCH_PATHS = #loader_path/../Frameworks

MinimumOSVersion problem in iphone sdk 3.0

i have installed the latest iphone sdk 3.0 beta 5, and trying to submit the first application build from this sdk,but when i upload to itunes connect, it give me the message "The binary you uploaded was invalid. The value provided for the key MinimumOSVersion is not acceptable." and cannot be uploaded. therefore i edit my info.plist file in the project and set this key to 2.2.1,like
<key>MinimumOSVersion</key>
<string>2.2.1</string>
and upload again but it still return the same message,have anybody met the same issues and how to get rid of this?
You SHOULD NOT specify MinimumOSVersion in your Info.plist. From the Information Property List Key reference:
MinimumOSVersion (String - iPhone OS, Mac OS X). When you build an iPhone application, Xcode notes the target OS (as determined by the Base SDK selection) as the MinimumOSVersion property. Do not specify this property yourself in the Info.plist file; it is a system-written property. When you publish your application to the App Store, the store indicates the iPhone OS release on which your application can run based on this property. It is equivalent to the LSMinimumSystemVersion property on Mac OS X.
What you need to do is change the Deployment Target setting in your project. The Deployment Target specifies the minimum OS you would like your application to run on. This is regardless of the SDK you build against, which should always be the most recent SDK so you can ensure your application runs correctly on the most recent OS version available. So, in short:
Set the Base SDK to be the latest OS available
Set the Deployment Target to be the earliest OS you'd like your app to run on.
Manually editing the Info.plist file is really just fooling the App Store into thinking your app can run on an OS it isn't built to run on, which could yield unpredictable results.
Please read the notice in the iPhone developer centre. You CANNOT use the iPhone 3.0 SDK to build apps for the App Store at the moment, not even if you compile them for the 2.x OS. You have to compile an app using the 2.x SDK to submit it to the App Store.
You can install both sets of developer tools side by side. When you get to the screen where you select which parts of the package you want to install, you can select an alternative destination for the install.
I had the same problem. Heres how to fix it!
My project was called SuperTennis, so I clicked the project in xcode, and clicked Get Info. Under the General tab, change "Base SDK for all iPhone configurations" to iPhone OS 2.0, then go into the build tab, and change "Base SDK" to "iPhone OS 2.0", then build it for your device. Reveal the app in finder, and then continue on, to upload it. Email me at ryan2925 at gmail.com if you want some more help. I hope this works for you, and anyone else reading.
I got this error when I finally upgraded things from 2.2.1 to the 4.0 SDK, and tried to use an existing project.
I had to:
Click on the project in XCode, then click on Info.
Click 'Build'
Pay attention to what 'Configuration' you are setting. Are you accidentally setting distribution when you are trying to debug?
Set 'Base SDK' to the highest possible.
Change 'Target Device Family' to whatever it is you are doing.
Set 'iPhone OS Deployment Target' to your device's OS (you can check by going to Window > Organizer).
My main time sink was setting my distribution settings when trying to debug and not realizing it.
Try this:
ARMV6: before iPhone 3GS
ARMV7: including and after iPhone 3GS
"Proj." and "Target(s)" right-click, Get Info. Select:-
Base SDK: iPhone 4.0 (latest s greatest)
Standard: ARMV6, ARMV7
Uncheck build for Active Architecture
Deployment Target: 4.0 (not older ones 3.1.3; you don't have the SDK if you upgrade to 4.0)
Compiler section: Ensure that both ARMV6 and ARMV7 checkboxes are ticked under Generate Code, Thumb section.
The binary output is slightly bigger as it is generic code that supports both architectures.
If you want to support ARMV7 only, don't check ARMV6 in compiler section, selection code optimised for ARMV7, check active architecture only. In info.plist, add armv7 in UIRequiredDeviceCapabilities items. This field already exists in info.plist and probably has other system requirements auto-specified.
Right click on your project and go to your build tab. Near the top of the list you can specify your Base SDK. This is the minimum you will compile against. After this your build settings drop down will have the older versions. When you go to make your distribution make sure you aren't using 3.0 cause that will cause your binary to get rejected (as you found out).