How do you get an Xcode bot into Xcode.app if it was created in a browser? - xcode

I created an Xcode bot via the browser, but it doesn't show up in my Xcode.app. I found instructions to create the bot via Xcode.app, which seems to work. But why doesn't my existing browser-created bot show up in Xcode.app?
Server 13S4138, OS X 10.9.2 (Build 13C64), Xcode 5.1 (5B130a)

I had a similar issue but I fixed it by going into preferences on my development machine.
If you look in Xcode > Preferences > Accounts and add a new server on the left panel. Then restart Xcode just to be safe and after a small delay all the related bots on your server should appear in the log navigator.

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Installing MagicDraw “libjvm.dylib” cannot be opened because the developer cannot be verified on mac M2 pro

I installed MagicDraw 190_sp3 on my mac but it couldn't be opened. When I try to open it shows the error that the developer couldn't be verified. Can anyone help me in this regard, please?
Is your macOS showing an error alert like below?
If so, your app is not signed and notarized.
If you’re certain that an app you want to install is from a trustworthy source and hasn’t been tampered with, you can temporarily override your Mac security settings to open it.
If you still want to open an app for which the developer cannot be verified, open System Preferences. Go to Security & Privacy. Make sure Allowed apps downloaded from is set to App Store and identified developers. Click the Open Anyway button in the General pane to confirm your intent to open or install the app.
The warning prompt reappears, and if you're absolutely sure you want to open the app anyway, you can click Open.
The app is now saved as an exception to your security settings, and you can open it in the future by double-clicking it, just as you can any authorized app.
See this KB from apple for details
Thanks for your answer kakaiikaka.
I did all of those steps but it was still showing the problem, then I found out the problem was with my JDK version on my JVM. So, I installed JDK version 8 and again tried to open this and it worked as a charm!

How to upload to Apple's My Apps from a Xamarin project

I specifically need help getting the app build into my apps. I am so new to the MAC ecosystem. I need to get my app build from my windows 10 box (parallels) running VS2017/Xamarin Forms project uploaded to My Apps. What i have found is helpful if you are using xcode on the mac.
I have read tons of pages and help files and with all of that what I have includes:
created an app in VS2017/Xamarin that runs happily on the emulator from the MAC (MacBook Pro)
purchased the app dev subcription from apple
created a Production certificate (I don't need this yet but I was in there so...)
created a Development certificate
created a key pair from the Dev cert (that show up in the keychain)
created an App Group
created my app's placeholder under My Apps on App Store Connect
added my iPhone to devices via connecting to the Mac getting the UDID from iTunes
created a development provisioning profile for my iPhone (Not sure how this helps my testflight plight)
Assumptions
You must submit for review the same way for both TestFlight and Prod release to the actual store.
You don't need to open the app in xcode outside Xamarin
There is a tool or concept I am missing out on.
For development outside of Xcode, you will want to use Apple's Application Loader App to upload your app to App Store Connect.
As I said in comment to Matt below his correct answer to my actual question above, I needed to get the project right to get to that point.
Here are the more intimate details for the lurkers. I hope this helps some of you.
I was getting, or trying, to get all of this in place manually instead of letting VS do it's work getting this stuff together while I got to coding. FastLane FTW
Open the account management window, go to Tools > Options > Xamarin > Apple Accounts
Add your AppleID
Click on your appleID
Click the add button
Select your id in the lower text area
then add your distro cert. As is proper you deploy to TestFlight as a prod release.
Then get over to to your iOS project properties:
Make sure that your project is outputting an IPA. (Not Beer ;) )
These are my settings that worked. There could be other configurations that work as well.
I never get the automatic provisioning to work. And while this bundle signing settings look like it will not work, it does. I have received my apple approval for beta and users are in testflight.
Also, make sure you update the version of the app in the plist for subsequent releases. This change is not carried through from the AssemblyInfo.cs as one might expect. viola.
If you see this during debug make sure your debug version has Developer (Automatic) set for your debug settings.
FWIW - My VS2017:
While this does not perfectly match the info # https://learn.microsoft.com/en-us/xamarin/cross-platform/macios/apple-account-management?tabs=windows it worked for me. That page was key to the solution and deserves citing. Your mileage may vary.
If I missed something please reach out and I will update this.

Message from debugger: unable to attach error for osx app

I have been building mac app on my mac mini and it always worked well but today i faced this error, searched a lot but no luck.
Message from debugger: unable to attach
What i tried:
Clear derived data
Quit Xcode
Restart machine
installation directory set to blank and also to /Applications
Tried Skip Install No / Yes
Using developer Signing certs
M using only Developer certificates and not provisioning profile to sign my cocoa app
Xcode 8.2
OSX 10.12.1
Please help :)
This is what fixed it for me, perhaps it will help others but I do realize the question was for 8.2. I had it set to Xcode 9 "New Build System" disabling this and switching to "Standard Build System" in the Project Settings under the File Menu. I had tried all the other things like killing DerivedData, clean build, restarting Xcode. I also verified that my dependent libraries were set correctly. The only thing that worked was disabling new "New Build System"
I just had this problem today. I have little demo code in a mac project(created with Xcode 9.4). This error just started to occur after I upgraded system to macOS Mojave 10.14. However, in Xcode 10 this project runs no problem(without changing anything). If you can use Xcode 10 it will probably be fixed.
Unfortunately, the above solutions didn't work for me (although I am sure they work for some people).
Here is what worked for me, in case this helps anyone else:
Close Xcode
Open Xcode and Create a new Xcode project
In the iOS template, select Single View App then click Next
yes, I know you are trying to get a macOS app attaching to the debugger :).
Give the iOS app any product name and organization identifier you would like and click Next
Create the new project anywhere you would like (I saved it to my desktop)
Build and run (cmd + r) the iOS app on a simulator like the iPhone 8 (starting a simulator and running the iOS app will take a little time, so have patients)
After the iOS app runs in the simulator, click to stop it from running (the stop button is next to the run button)
Open your macOS app that you are having trouble connecting a debugger to, and build and run it (cmd + r)
This, for some reason, allowed me to connect to the debugger with my macOS app...
Xcode version: 10.1, macOS Mojave version: 10.14.2

WatchKit Error with "no symbols for paired Apple watch" watchOS 3.1

im trying do develop my app on my watchos3.1 and i getting every time this error.
no symbols for paired Apple watch
Xcode doesn't download the latest symbols for my watchOS 3.1. In my folde
Library->Developer->Xcode->watchOS DeviceSupport->
i only find a file with "watch1,2 3.0"
how can i download the file with 3.1 ?
Just ran into this issue with Xcode 9 and watchOS 4. It turned out that I was not logged in anymore to my Apple ID in Xcode. Go to Xcode > Preferences > Accounts and log into your account. Then disconnect and reconnect the iPhone with the paired watch and Xcode should now be able to download the symbol files.
In my case this happened because there was a new license agreement pending in my account. After I had accepted the new agreement, Xcode was able to download necessary symbols
I had a similar problem and ended up deleting the app from my phone and watch, closing Xcode, and trying to install it again. After a few attempts this ended up working. I would also double check that you're running the latest version of XCode. Hope you get it resolved!
I managed to get my watch app working by installing the app to my phone first (without the watch component), and then installing the watchOS app directly from my phone's Watch app.
This is a bit of a work-around, but I too could not find the 3.1 file anywhere.

Xcode no longer shows Xcode Bots / OS X Server from Local Network

I have a Mac Mini on my local network that runs Xcode Bots for continuous integration.
Recently, these Bots stopped appearing in the Xcode Reports Navigator where they normally are located. I can no longer see the Bots' integration logs or tell them to "Integrate Now".
How can I fix this issue?
In my case, this issue seems related to the discoveryd clusterf*** in Mac OS X Yosemite.
Go to Xcode > Preferences > Accounts > Servers
When the Xcode Bots were not visible, Servers listed only "Mac mini (2)". This was apparently different than the current name/address of the Mac Mini on the local network.
Use Add Server... to re-add the Mac Mini Xcode Server with its new name/address.
You'll now have 2 Mac Minis listed under Servers. One of them will allow you to view the Xcode Bots on your local network.

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