I'm trying to create a dock tile plugin.
I've added a new Target to my project with Wrapper Extension as docktileplugin
I've added a Class that implements NSDockTilePlugIn with method:
-(void)setDockTile:(NSDockTile *)dockTile
{
NSLog(#"DOCK TILE PLUG-IN LOADED!");
}
I've set this class as Principal Class in its info.plist
I've set this new DockTile Target as a Target Dependency for my main application and I've added it to "Copy Files / Destinantion: Plugins" Build Phase
I've set the NSDockTilePlugin keyword in my Main Application's Info.plist as the name of the Dock Tile Target without extension.
I've followed the documentation, and even downloaded the example program that apple provides located:
http://developer.apple.com/library/mac/#samplecode/DockTile/Listings/DockTilePlugIn_DockTilePlugIn_m.html
The example program doesn't work, but I at least get a console error:
12/20/12 8:29:49.217 PM com.apple.dock.extra: Could not load Dock Extra class from the bundle /Users/[MYNAME]/Downloads/DockTile/build/Release/DockTileApp.app//Contents/PlugIns/DockTile.docktileplugin
Please help.
After much trial and error, I discovered that you must have the following build configurations for your dock tile plugin to run properly.
Other Linker Flags: -ObjC
OS X Deployment Target: 10.6 or above, depending on your current OSX version
Architecture: Standard (32/64-bit Intel)
#gravityab After much searching I found an unmaintained version and I've now updated it, added another feature to the sample and put it on github here - https://github.com/CartBlanche/MacDockTileSample. Feel free to fork or submit PRs if anyone notices I've done something wrong.
Related
I've developed a simple MacOS application (i.e. a product consisting of main application and launch helper application) with Xcode 9.4. Application runs fine in Xcode. I've archived and exported the app (either "Export without re-signing" or "Development" using "Automatic signing"). The export process runs without errors.
However, it is not possible to the application. Upon starting outside of Xcode, nothing happens; no error message etc.
How can this be further diagnosed?
Finally found it thanks to #clemens. Embedded libraries have their place inside the generated package in /Contents/Frameworks. Since I had previously embedded a login item I had set a /Contents/Library/LoginItems target path that was used below Frameworks which is clearly not the expected place. Removing the library, cleaning the path and re-adding fixed it for me.
When I try to build and run the app on the device I get following error App installation failed: This application's bundle identifier does not match its code signing identifier.
I checked the signing certificates, bundle ids, provision profile, entitlements and everything is correct.
Any Ideas ?
Go into Building Phases
Click the + sing and add script in New Run Script Phase
Add /usr/local/bin/carthage copy-frameworks to the script box.
In Input Files add a line for each Carthage framework you're using in your app: $(SRCROOT)/Carthage/Build/iOS/FrameworkName.framework
If you're still having problems, also add this under Output Files for each framework: $(BUILT_PRODUCTS_DIR)/$(FRAMEWORKS_FOLDER_PATH)/FrameworkName.framework
This process fixed it for me. It can be found under Carthage documentation. You can see this process here in items 4, 5, 6.
https://github.com/Carthage/Carthage#adding-frameworks-to-an-application
In the end the error was caused by Carthage.
After removing and rebuilding all frameworks it fixed the problem.
To fix this, I had to set framework's Product Bundle Identifier to anything with a dot.
In my case it was because of framework, not Carthage's, but the one as target dependency in Workspace.
Before the fix Product Bundle Identifier was something like "FrameworkName", andXcode would automatically append some autogenerated ID, and Signing Identifier would become "FrameworkName-5555494493d11a8e5f473d1cb2a5d781973d171e".
When I set Product Bundle Identifier to something with dot, like "com.organization.frameworkName", Xcode stopped to auto-append anything, and everything works because ids match.
It seems that it wasn't an issue before Xcode 11 and Catalina. This debug was crazy.
Are you using custom .xcconfig files?
Sometimes custom .xccofigs can override the default code-sign settings.
1) See if the project has a custom config by:
--- 1) Click on project whatever the project name is called in Xcode (usually at the top)
2) On the right you'll see your project settings. In here, you can set the identifier.. If not, then you're on the wrong view. This is what you should see:
3) Change the "bundle Identifier" to something to the effect of "com.yourcompany.yourAppName".
--- The com.yourcompany is your website domain name reversed.. Apple Recommend this.
--- After the com.yourcompany is the app name or "nickname' your give it so. com.yourcompany.myCoolApp would be the full identifier.
4) Once you've done this, make sure that under the "Build Settings" as below:
--- That your "Code Signing Identity" is set to whatever Identity you want. For Debugging on iOS or OSX you use "iPhone Developer: Your Name xxx" or "Mac Developer: Your Name xxx".
Code signing resources path: reserved for advanced / command line tools
Other Code Signing Flags: Not sure, never had to use this
Provisioning Profile: IDEALLY set this to "Automatic" so Xcode handles the setting. Otherwise, when you've set a provisioning profile on the Member Centre, then specify it here (make sure you've installed it first though).
in iTunes they changed it to have a flag for each role if he will have
Access to Certificates, Identifiers & Profiles.
and by default its false.
All i had to do is to:
go to iTunesConnect -> Users and Access -> edit my role by checking the box of "Access to Certificates, Identifiers & Profiles"
This issue is only related to CODE SIGNING
But, the key point to note here is, if you are using XCode 11.x version.
Not only the code signing in your project, but we should check the code signing in Thirdparty SDKs or dependencies that we add to our project.
Steps to verify the Code Signing of 3rd party SDks:
Download the source code of framework you need
Open the .xcproj file from the source code using XCode 11.x
Go to Targets -> Signing & Capabilities -> Select all tab -> Bundle Identifier
If you see any unevenness in the identifier like, identifier with 4 seperators (Eg: com.company.mac.app)
Change it to com.* and enter.
Make sure your XCODE COMMAND LINE TOOLS is set with XCode 11.x
Now, use below command to rebuild the SDK, with the changes done in above step-3
carthage build --no-skip-current --cache-builds --platform iOS
Now copy the framework generated from, carthage folder of source code, and replace the existing SDK in your project.
Repeat the same for process for all the 3rd party SDKs, in your project.
NOTE: Make sure you marked all the 3rd party SDKs as Embed & Sign in
Targets => General => Frameworks, Libraries, and Embedded Content
Your app is signed by a Provisioning Profile, which in turn is linked to a Certificate (which can be either for development or distribution).
Now certificates have a Bundle ID, which can be:
A wildcard, such as "com.mydomain.*"
OR
An explicit ID, such as "com.mydomain.myapp"
Either way, the bundle identifier of your app has to match the Bundle ID of the certificate tied to your provisioning profile.
A mismatch would trigger the error you're encountering.
I would like to add RealmSwift to an experimental Xcode project (for Mac OS X Yosemite) and have tried to follow the installation instructions on the Realm website.
I have downloaded the Swift version of Realm and dragged the framework to Xcode correctly.
I have set the Framework search paths to point to the new framework.
On trying to run, Xcode trips up with a code sign error, exit code 1.
I have not added anything else to a standard Xcode template / Cocoa (non-document) application using Swift and storyboards - its just a bog-standard appDelegate Xcode template at the moment without any added code other than the Realm framework. I have searched endlessly around SO and across the internet in general but most help out there concentrates on iOS.
I am using Xcode 6.3.2 build 6D2105 and OS X 10.10.4.
The error log looks like this:
Warning: usage of --preserve-metadata with option "resource-rules"
(deprecated in Mac OS X >= 10.10)!
/Users/bobavery/Library/Developer/Xcode/DerivedData/RealmTest-hffxikloaikapxcsotbcfqpezrba/Build/Products/Debug/RealmTest.app/Contents/Frameworks/RealmSwift.framework/Versions/A:
code object is not signed at all In subcomponent:
/Users/bobavery/Library/Developer/Xcode/DerivedData/RealmTest-hffxikloaikapxcsotbcfqpezrba/Build/Products/Debug/RealmTest.app/Contents/Frameworks/RealmSwift.framework/Versions/A/Frameworks/Realm.framework
Command /usr/bin/codesign failed with exit code 1
Any pointers would be very welcome!
i have this problem before.. and the documentation is working allright.. i think there something wrong on the way your adding the framework.. on a new xcode project.. Go to General.. Drag and Drop the framework on Embedded Binaries.. then add Run Script on Build Phases.. add also the path on Build Settings> Framework search paths like this>> $(PROJECT_DIR)/RealmSwift.framework/Frameworks add also other library needed for RealmSwift.... On the project make sure your import is RealmSwift.
I am running calabash-cucumber in xcode 5.0.1 on OSX 10.9.1, but getting this error while executing the test script. I have installed calabash framework successfully, but don't know why this error occurs.
Error... Unable to find APP_BUNDLE_PATH.
Cannot find a built app that is linked with calabash.framework
Please build your app from Xcode
You should build your calabash target.
Alternatively, specify APP_BUNDLE_PATH in features/support/01_launch.rb
This should point to the location of your built app linked with calabash.
(RuntimeError)
/Library/Ruby/Gems/2.0.0/gems/calabash-cucumber-0.9.168/lib/calabash-cucumber/launch/simulator_helper.rb:178:in `app_bundle_or_raise'
/Library/Ruby/Gems/2.0.0/gems/calabash-cucumber-0.9.168/lib/calabash-cucumber/launcher.rb:307:in `relaunch'
/Users/mymac/Desktop/myproject/myproj/features/support/01_launch.rb:29:in `Before'
Does your simulator or device contain the YourApp-cal target installed? Check weather you run the YourApp-cal target once from the xcode to install the app with calabash server on simulator or device.
Then Check you have followed setup Process
You need to have xcode tools installed too.
Check these things too.
Build the yourApp-cal target and run using xcode once.
While App is running open a Terminal(console) and type calabash-ios console. If your ruby environment is correct it will open you a ruby console.
In that console type
server_version['version']
and
Calabash::Cucumber::FRAMEWORK_VERSION
you should get something like "0.9.164"
calabash.framework is installed correctly in your app.
If so You should go to the file /YourProject/features/support/01_launch.rb open it check weather app bundle path is specified or not (if it is commented out calabash automatically detect the default app bundle path) if you are building your app to somewhere else than the default place you need to specify the appbundle path here in this file.
Tell us more details after check this list so we can help you more..
I hit the same issue, the way I got around to it is, on Xcode's top-right corner there is "Identity and Type" window. There you will find the full path of anything that you select on left (Project Explorer window).
Now usually on the ProjectExplorer window you should have "Classes", "Common", "Frameworks", "Other Sources", "Product", "Resources", "Scripts" etc. (It might be slightly different project by project). Inside "Product" is where your .app lives.
Select your app and you'll see the whole path on "Identity and Type" window.
Copy and paste it to "support/launch.rb" where it says APP_BUNDLE_PATH.
Should work now.
Edit 29/07/14: Do you see
HTTPServer: Started HTTP server on port 37265 on 'All output' window of Xcode (my version of Xcode is 5.1) when you build ?
There is a better way to set up calabash so you won't have this problem.
It involves creating a configuration, rather than a -calabash target. Basically you
1. create a configuration
2. add calabash framework to that configuration in build settings
3. add framework search path to find that framework
4. create a scheme to run calabash
The longer version can be found
http://fangmobile.com/2014/05/08/do-you-love-calabash-ios-but-hate-that-cal-second-target/
Deleting the contents of /Library/Developer/Xcode/DerivedData and compiling again solved this problem for me.
My error message was Unable to auto detect APP_BUNDLE_PATH.
In Xcode 4.6, I created a new application based on the "Command Line Tool" project template.
How can I programmatically start another application (.app application bundle) from that "Command Line Tool" app?
There are numerous ways to accomplish this, using Launch Services and or NSWorkspace.
One of the more flexible ways to identity a bundled application is via its bundle identifier (CFBundleIdentifier), which is a string like com.apple.TextEdit. This allows you to identify an application without having to hard-code an assumed path where the application will be found, or by hard-coding the name of the application bundle, both of which a user could easily change. You can use NSWorkspace's launchAppWithBundleIdentifier:options:additionalEventParamDescriptor:launchIdentifier: to launch the app. If you don't already know it, you can obtain the bundle identifier of an application bundle by checking its AppName.app/Contents/Info.plist file. Then use the following code:
if (![[NSWorkspace sharedWorkspace]
launchAppWithBundleIdentifier:#"com.apple.TextEdit"
options:NSWorkspaceLaunchDefault
additionalEventParamDescriptor:NULL
launchIdentifier:NULL]) {
NSLog(#"launching app failed!);
}
Important: NSWorkspace is part of the AppKit.framework framework, which is not initially included in the "Command Line Tool" project template. To add it to your project, select the target in the list of targets like shown in the image below, and click the + button to add additional frameworks.
Add both AppKit.framework and Cocoa.framework.
That will result in all 3 being listed in the Link Binary With Libraries step. At that point, you can remove both the Foundation.framework and AppKit.framework from the linking stage, and leave just the Cocoa.framework, like below:
Have you tried "open"? At least in terminal "open" runs files and/or apps.