Invalid Binary when upload to app store - xcode

When I upload my ipa to the AppStore using Application Loader, the ipa status change to Invalid Binary and I get this email from Apple...
The problem is in my info.plist there is a key of NSPhotoLibraryUsageDescription which could be the possible problem !

Here is your answer,
<key>NSPhotoLibraryUsageDescription</key>
<string>$(PRODUCT_NAME) uses photos</string>
you need to specify product name in description like above.

Add new row in info plist then paste this Privacy - Photo Library Usage Description.
Hope it helps.

I finally figured it out, my problem was there is more than one plist file in the project, and the xCode is using a plist file that does not contain the required key.
So I removed all versions of duplicated files, and keep just single one.
Thanks for your help

Related

Xamarin Forms.iOS Failed to parse PList data type

Friens please help me when I publish my app to the App store I have face below error.
I have changed only version and code from info.plist and it's working for me

How to add my APP for Apple notes extension

I want to add a plist config for nativescript project. But I can't find the way to add the notes extension.
Are you looking for your plist file? If so, check App_Resources/ios. You can edit it there.

Xcode 6.4 CFBundleIconFiles

When I try to submit my app to the app store i get this error: "error itms-90032 invalid image path no image found at the path referenced under key CFBundleIconFiles"
The problem is that I ma not even using CFBundleIconFiles. A search of the entire app shows that it is not present. I just can't figure this out. Any help would be appreciated.
They are in AppIcon in Images.xcassets
Okay, but it sounds like you forgot to tell the app target about that. Edit the app target, go to the General tab, and make sure that the target knows where to find the icons:
You won't necessarily see CFBundleIconFiles in the plist that Xcode created for your project, but CFBundleIconFiles does get added to the Info.plist that is submitted to the App Store.
Your bundle icon files are automatically generated from your Asset Catalog icons and added to the bundle.
The details for the icons are contained in Images.xcassets.
Check to make sure that the Asset Catalog was not relocated, or the validation will fail, since the icons could not be generated.
I double checked everything you guys posted and everything is good, but still getting the error. I finally just decided to add iconfiles (ios5) to the plist and it worked when I tried to upload. I don't know why that did the trick.

App Inventor sharing files No Activity found to handle Intent { act=android.intent.action.SEND flg=0x1 (has clip) (has extras) }

I'm a beginner at App Inventor and I don't know what I'm doing wrong with the sharing component. I'm trying to share a sound file but it gives me the following error:
No Activity found to handle Intent { act=android.intent.action.SEND flg=0x1 (has clip) (has extras) }
The code is the following:
I also tried the following things:
This doesn't work.
This reproduces the sound perfectly. That means that the picker works and the file exists.
I put a file in my root folder and it works but I want to send the file which was picked from the list which is in the following folder "/storage/sdcard0/MyDocuments/Downloads/app_inventor_1431867799168.mpeg".
I don't know where is the problem and I look in a lot of forums and none of the solutions solved my problem.
Thanks for your help.
PD: I just found that the downloaded files are stored in .MPEG format which it is a compressed format. It is possible that sharing function don't find any app that accept this type of format. If this is the problem please tell me what I have to do to make App Inventor to not change the original .mp3 file.
ok, problem solved as I said in the PD part the problem was that by default App Inventor stores the audio files in to MPEG format. This format is not recognized by whatsapp, gmail, etc...
Solution was to set a name to each file when I download them that ends with .mp3
With this extention the programs of my device recognize them and now I can share my audio files.
Thanks to everyone that was trying to solve this problem.

Problems adding help bundle to Mac app in Xcode 5

I'm trying to add a help bundle into my Mac app and the help viewer just can't seem to find it. I must be missing something.
Here is what I've done.
1: Created a help document in iWeb and exported it into a local desktop directory /Helpbook
2: Got a 16x16 png for an image and put it into /Helpbook (icon_16x16.png)
3: Copied the help director into the lprog directories for base and for en (base language)
4: Added those directories into the project
I know this worked because I'm seeing the (Base) and (English)
indicators within Xcode
5: Added plist entry CFBundleHelpBookFolder and set it to 'Helpbook'
6: Added plist entry CFBundleHelpBookName and set it to 'TestHelpBuild Help'
7: Went into the index.html file for both the base and English lprog versions and added:
meta name="AppleTitle" content=“TestHelpBuild Help">
meta name="AppleIcon" content=“Helpbook/icon_16x16.png">
dropped initial less than sign so you could see the tag in the post
added them within the tag along with another meta name
generated by iWeb
8: Ran Help Indexer over both Helpdesk directories
Got some errors but got a .helpindex file
Not sure what to think about that
Help Indexer didn't like the meta names added above
Worked ok without them
Clicking on the app menu entry to bring up 'app-name Help' shows me a box with no topics.
Anybody have any idea as to what might be wrong or areas that I might review more closely?
Here is the directory structure of the skeleton app I'm writing...
And here's the actual file structure via Finder...
Thanks in advance.
Well, I got it to work and I'm not sure how.
First thing is that I made the folder name 'TestHelpBuild Help' and made sure the index file meta name was also 'TestHelpBuild Help'. Then I put those two names into the plist and, lo, my help text appeared.
This meant deleting the help folder out of the app, copying the new folder into the .lprog folders, and then re-adding it back into the app via Xcode.
If you're having trouble with this, try taking the help out an app bundle with working help and knitting it as is into your app. This will help you get the procedure straight and give you some confidence that it can work.

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