Archive failed - no reason - Xcode 6 with Screen shot of archictures - xcode

Im trying to archive my iOS application but it fails during archiving, there is no hint to what it may be. Any way to find out?
Ive provided an image of the build settings incase the issue lies here:
Update
App builds perfectly on a device. (iPhone 5s and 6)

I managed to fix the issue. I originally thought it was an issue with the architecture, so I removed arm64 from valid architectures. This then allowed me to archive the app.
However I decided to do one last build on a device before submitting it to the app store and I noticed it would not build (would not build on an iPhone 5s running iOS8.3).
This flagged an error when trying to build, I had:
#ifndef DEBUG
SEC_IS_BEING_DEBUGGED_RETURN_NIL();
#endif
in my code, which i felt was needed in order to deter debugging by an unauthorised individual. I removed this line, added back 'arm64' into 'Valid architectures' and it archived without any issue (it also ran on the device again). So for some reason, 'arm64' allowed the above code when running on a device I believe, but would not archive.
Hope this saves someone too :)

Related

Is the AgoraRTMWrapper in XCode necessary?

I have been dealing with the same issue for a few days now. I'm unable to upload any app store connect files due to the libAgoraRTMWrapper file. To be clear, this entire app has been built through Unity using agora SDK. The reason for failure, according to XCode, is that the wrapper "doesn't have the correct file type for this location". Invalid Swift support.
This leads me to wonder if the libagoraRTMWrapper is even necessary. Yes, I would like to keep using RTM but not at the expense of several build failures.
As a sidenote, XCode does mention that the build is being made for iOS but the wrapper was built for iOS + iOS simulator. I don't remember ever specifying that but it could just be the way the SDK was initially imported.
this library is necessary for RTM to work. Do you have a custom build setting for the project? It is verified that the included SDK Demo works on iOS builds. Perhaps you can build that and compare the build setting to yours to find out what went wrong?

RN ios build with Xcode: Why I am getting so many warnings (buildtime)?

so I build up an app with React Native (v 0.64). And I made up ios build using Xcode (version 12.3). The app gets build and works without any crash or bug - on simulator and also on real iPhone (latest iOS versions 14.3).
Despite working everything fine, I get during buildtime a LOT of warnings (196). Mostly they are of a two kinds- Nullability issue or Deprecations.
I got all my node modules updated to latest versions and I think the podfile is okay too. But the warnings appear at almost every library I am using, so it makes me assume that I am missing some more general point (maybe wrong podfile or something like that). What I am missing?
I am about to publish on App store in next days (after working several weeks on this project) and this makes me worried so much. I attach screen from the Xcode of mentioned errors (part of those). Any help would be much appreciated in advance. Thank you.

Running unit tests in Xcode 8 causes error "could not load inserted library '.../IDEBundleInjection' because image not found"

I am suddenly running into the error when testing my iOS 10 app in Xcode 8.
dyld: could not load inserted library
'__PLATFORMS__/iPhoneOS.platform/Developer/Library/PrivateFrameworks/IDEBundleInjection.framework/IDEBundleInjection'
because image not found
The app's tests ran successfully before. I had then deleted the skeleton UI Test Case class that was created together with the project, so this may have caused the problem (somehow). I have since recreated that class, but the problem remains.
What exactly does the error message indicate and how can I overcome the problem, i.e. successfully run the app's unit tests again.
UPDATE There must be another root case, for if I create another (empty) Single View Application project in Xcode and run its unit tests, the same error occurs.
The error only occurs when running unit tests on a device, not on simulators.
UPDATE This response from Apple to a similar report suggests the error is related to code signing. The app itself runs fine on the same device, so how could there be a code signing issue in my case?
Try these one by one:
Try to create a new UnitTest target, copying everything over, and removing the old one.
In General Tab Panel, do not leave the Team to "None". Select your team. And select the correct Code Signing Identity from Settings. It was set to a non default - changed to 'IOS Developer' for the Debug setting entry.
Disable "Enable guard Malloc" from diagnostics to run app in device.
This may be because Xcode mount wrong DeveloperImage. If you open the Settings-> Developer you will see that the "Enable UIAutomation» and others are missing. To fix:
(A) move all folders from "/Applications/Xcode8.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport" except "10.0 (12A4297e)" to safe place
(B) reboot the phone
(C) connect your phone to xCode 8
(D) restore folders in DeviceSupport
This is the only thing that helped me. Even re-flashing on ios10 does not helps.
This is old, but it may help you: In the target's General tab, there is an Embedded Binaries field. When you add the framework there the crash is resolved.
Reference is https://devforums.apple.com/message/991384#991384 on Apple Developer Forums.
Best of luck!
There is a restart mechanism in Xcode testing infrastructure that detects crashes during tests and attempts to restart testing to complete any remaining tests. There may be an issue with how that mechanism is setting up DYLD_INSERT_LIBRARIES following a crash in your tests - please file a report at https://bugreport.apple.com and attach your project if possible.

Packaging error when switching to arm64 (arm5 was OK)

I just plugged in a new iPhone 6, created a provisioning profile and then I launched the app I'm developing on the device. It compiled fine, but at linking stage it errored out with:
ProcessProductPackaging
...
error: class '(null)' of input object does not respond to either selector writeToFile:options:error: or writeToFile:atomically
I cannot find any information of what that is. I do not get any specific code reference to relate it to. Did anyone experience this?
Personally I was able to solve this issue by rebuilding the project a second time. I think I was only experiencing it after revoking and requesting a certificate.
Odd for it to jump at me and disappear though.
I just restarted Xcode then the error was disappeared
I've tried turning the "Automatically managed signing" off and on again, then the issue disappeared. Note: rebuilding didn't help for me, cleaning either.
I removed an external library and related code I had and it's now working.
I just changed some provisioning setting and then restarted the xcode afterwards the error was disappeared and archived and then uploaded successfully
Rebuilding the project does the job for me. Actually I was making changes in capabilities while Xcode was building that makes build failed.
The error occurred after I made manual changes to the Xcode .entitlements and Info.plist files: I removed some entries. None of the above mentioned solution attempts worked for me. Every try to create an archive failed.
The solution was to go to Xcode's Capabilities section and switched everything on and off again.
I had the same problem specifically on an App Extension we used for Push Notifications, and I was using Automatically manage signing but it seems the App Groups in capabilities were failing, so I just had to make sure the App Groups were retrieved correctly and this fix it.
Also if you have .entitlements files, and you have App Groups there, make sure they are the same you are using in the capabilities configuration.
Restarted XCode and enabled and disabled to Automatically manage signing

Xcode 4 - Error Starting Executable

I've been working on a project in Xcode 3.2.5 and today I tried migrating it up to Xcode 4.0. It compiles just fine; I can navigate to and execute the .app without a hitch (as expected). The only thing that is screwy is the fact that Xcode cannot launch the application, and displays the following error when it tries:
"Error starting executable. No executable file specified. Use the "file" or "exec-file" command" (image not available)
I've scoured the Project and Xcode settings and have been googling for half the day, but all I can find are dead ends and people bashing other people about breaking Apple NDA. FYI Xcode 4 has been released, and is no longer under NDA.
Should I just start a new project and copy in my source? Sounds wrong to me, but brute force works when brute force works.
Thanks in advance
At a guess, the schemes it set up for you based on your v3 targets and build settings might not be quite right. From the schemes menu, choose to edit the current scheme, then select the Run action from the list and make sure the appropriate exectuable is selected.
I ran into the same issue this question came up so I spent my time identifying the issue, reproducing the issue, narrowing it down and explaining as best I could how to not make it happen - as well as the general frustration that comes with an issue like this (it hit me on 2 different versions of Xcode in 2 weeks).
If you're going to delete my post then at least take the time to try and answer the question as I had tried to do.
Now, on to the reply that actually tells how this issue may be created and how to avoid that.
I JUST had this happen creating an app for iOS. Why? I renamed my target executable.
Just tested this by checking out a new copy of the source and rebuilding.
The app ran fine on my device.
Went in to Xcode 4.2, renamed the target. Ran the app. "Error starting Executable..."
I changed the filename back. Same error.
Cleaned and ran the app again and it launched.
Renamed the app, cleaned and ran it again. Not so much luck.
Don't rename your app by renaming the target.
This is such a stupid limitation. Apple lets you rename your target app, but by doing so, this prevents your app from launching on the device.
EDIT: I haven't checked in any code, but now I can't check out and build and run any app without this happening. How do you get the device/xCode out of this state once you've gotten it in to it?
Even the app now crashes on launch at int retVal = UIApplicationMain(argc, argv, nil, nil);
This is in Xcode 4.2 on Snow Leopard, but I got into the same state with Xcode 3 on another Machine last week.
Edit 2: Rebooted the device, rebooted my Mac. Built and ran in the simulator first, then on the Gen4 iPod touch. It works.
I had this issue when migrating a project from Xcode 4 to 4.1, and it ended up being due to the Target's "Product Name" being different in the debug and release configurations. A holdover from when I changed the name of the product many versions ago. So check that...
I've downgraded Xcode from 4.2 to 4.1 only to encounter an error at build and run on device: "Error starting executable. Don't know how to run ...". I've cleaned the project (Xcode > Project > Clean) and cleaned the build folder (Xcode > Project > (hold option key) Clean Build Folder). After that I had to build again and it built okay on iPod touch 4g running iOS 5.
Well, it sure sounds like a whole family of bugs behind that error message!
I got the error after loading up an Xcode 3 project under 4.2.x for the first time.
None of the above tips worked for me, however what I eventually did was switching from GDB to LLDB.
That fixed it.
It looked like the new path to the executable wasn't properly recognized by GDB (i.e. once locally at PROJECT/build/Debug/... in Xcode3 but now in the usual temp. folder location with Xcode 4 it was still looking for the executable in the build folder relative to the project sources)
I duplicated the target and rename the copied on to different name, I got this error message. What I did is to clean the project, exit Xcode, restart the Xcode, then it can run on my device.

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