Xcode IOKit builds well but makes no Build folder or driver - xcode

I am familiar with windows driver developing (WinDDK) but recently changed to Xcode for mac and now I am absolutely newbie in this field.
I am trying to make a sample project from Apple tutorial from here:
https://developer.apple.com/library/mac/#documentation/Darwin/Conceptual/KEXTConcept/KEXTConceptIOKit/iokit_tutorial.html
I have added all settings and now it is turn to make kextlibs try but I can't find any Build folder or driver.
In fact when writing other programs in Xcode , I can run them successfully in simulator but never could make a .dmg file to use without the simulator. Am I missing something?

There should be a 'Products' group in your XCode project's file tree. It should contain your .kext bundle. If you right-click that after a successful build, you can select "Show in Finder". Unlike earlier versions, XCode 4 places build products in a folder somewhere under ~/Library/ - it's not exactly easy to find by hand.

Related

ResearchKit.framework error: Image not found

I have an Objective-C app I wrote roughly 12 months ago, with the iOS Deployment target set to 12.1 . I added the ResearchKit framework to it, and during the time of development the app was working fine. What I do remember is that it only worked on an actual device and not on the simulator.
A year later Im back to make changes, using Xcode 11, and am now getting a familiar error, solution to which I cannot figure out. This is both on real device and simulator.
I have done all that is required to add the library. See attached images below:
TARGETS -> General Tab
TARGETS -> Build Phases
ERROR
Attempting to run on an iOS 12 device fails too. Is there something I'm missing?
I ended up removing the pre-build Research.framework and adding the full Project instead:
Remove the Pre-built ResearchKit.framework file, select Move to Trash when prompted.
Make sure the ResearchKit project is closed (if it's open it wont be added as a project but as a file)
Drag and drop the ResearchKit.xcodeproj project file, into destination project. After this make sure the ResearchKit project has its files under it.
Go to Main project file of your project (not ResearchKit) and select your Target.
Make sure ResearchKit.framework is listed under Embed Frameworks. If not, then add it by selecting the + button and selecting it from the list. If it is not on that list then build the ResearchKit project to create the .framework file.
Under the same Target, go to Build Phases, and make sure ResearchKit.Framework is added under Link Binary with Libraries, and also under Embed Frameworks. If not then add it where absent.
Build and run.
There may be better ways to resolve the issue, but for now this works for me to run the App. App now runs on simulator. However, an initial build takes up-to a minute because the ResearchKit project it pretty big.
Update: I later figured out that the reason why I was encountering the 'Image not found' error is that I was trying to run on simulator while the ResearchKit framework had been build to target arm64 (real device). You will have the same issue the other way around (attempting to run on device-arm64 while app was build for simulator).
So how do the above steps fix this? That fixes the issue because by having the ResearchKit project files included you get to build everything for the currently selected architecture, whether device, or simulator. Happy coding.

How to modify Xcode project settings from command line? - so it produces a MacAppStore app and a non-MacAppStore app

I have a Xcode project that outputs a Mac app that is distributed outside the Mac App Store. It works fine. Now, the client wants it in the Mac App Store. To achieve this I've disabled several features of the original app. Now, I'm facing the question: how to integrate the build process of the Mac App Store app in a painful-less way? For the Non-Mac App Store app we use Jenkins.
I thought it could be possible to keep the non-Mac App Store project settings and then enable/disable/modify it with command line. Errrrr!. I'm wondering if anyone else have faced the same situation and how did you solve it?. Or maybe I'm opening Pandora's box wit my current approach.
To list the stuff I need to enable/disable:
Disable source code. Solution: ifdefs
Enable the app-sandbox. Solution: adding 'com.apple.security.app-sandbox' to entitlements.
Delete dependencies in the 'Target dependencies'. Solution: ????.
Delete libraries in the "link binary with libraries". Please, note that the libraries are already listed in Xcode project settings, I want to delete them.
Change the signing profile. Solution: Add a new scheme with the right values (Mac App Store).
FYI. I'm using Xcode 5.1.1.
To modify Xcode project settings from command line, you could try a python module pbxproj.
You can pip install pbxproj to have it.
And here's an example provided in the official repo:
from pbxproj import XcodeProject
# open the project
project = XcodeProject.load('myapp.xcodeproj/project.pbxproj')
# add a file to it, force=false to not add it if it's already in the project
project.add_file('MyClass.swift', force=False)
# set a Other Linker Flags
project.add_other_ldflags('-ObjC')
# save the project, otherwise your changes won't be picked up by Xcode
project.save()
I'm not sure about Xcode 5.1.1. But if you're already using a new scheme to change the signing profile, why can't you use it to delete the dependencies and linked libraries? These can be changed in the Build Phases for this specific target. Or you have some more context to explain why you can't do this?

XCode, frameworks, app submission and SwiftFolder

I have built a Swift app. I added all libraries in Project -> Target -> Link binary with Libraries. I added external frameworks such as Parse to the project too.
I then selected all frameworks under the project and created a group folder called Frameworks.
I have observed/recorded three issues:
When I run ls -l in shell, the Frameworks folder is not actually there
Only frameworks such as Parse & Bolts are actually listed under the project. Other frameworks (e.g. QuartsCore, CoreGraphics etc.) are not listed anywhere with the ls -l command
If I try to archive the project, because the Frameworks folder is not 'there' as far as xcode is concerned, the SwiftFolder is not created (which would result in the app being rejected)
Surely it should be a straight forward process. What am I missing?
Apologies in advance for the fact that my code works yet I cannot solve such a simple problem!
1: A group in Xcode is not a file system folder, it's an in-app Xcode-specific construct. You can add file system folders to Xcode, but they are different and distinct from groups.
2: iOS frameworks will not be visible in your project folder as their location is managed by Xcode. They are added/linked to your app bundle at compile time.
3: Is your app failing validation/being rejected? Sounds like it could be a separate issue, everything else you're seeing sounds normal.
Only one thing worked - Shenzhen (failed on first attempt due to space issue). Here is what you need to do:
Go to Shenzhen on github, download, run and send apple the bill ;)
In case you are wondering, before I tried Shenzhen again, I actually tried the following:
Created a "Hello World" Single View Swift application in xcode. Added all the libraries and used the xcode archive facility to see if it generates the Payload and SwiftFolder. It failed on both.
I downloaded xcode 7.1 (beta) and tried again. This time I got the Payload folder but still no luck with SwiftFolder. So don't waste time on xcode 7.1 for this.
Called apple dev support (and yes, you are likely to be billed for this) - was transferred between three call centres (English spelling - sorry) and finally submitted the issue.

Why I can't submit or validate project in Archives organizer (XCode)? [duplicate]

I have a problem generating a iOS App archive from an application. The application compiles just fine and even works in the simulator. Now I wanted to make som ad hoc testing and cannot generate the iOS App Archive. When I click on the Product -> Archive it generates a generic xcode archive. Can anyone help me. I should mention, that I have already generated an iOS App Archive of this application. It has just stopped to generate iOS Archive for some reason. Thanks a lot.
Check Build Settings:
Skip install is NO for the main project target
Skip install is YES for framework (sub-projects) targets
In Build Phases for sub-projects, Copy Headers needs to be in Project, not Public (does not apply if building static library)
Installation Directory under Deployment is valid (/Applications for example)
This can happen if you've added a framework/library ... you need to edit the Target->Build Settings of that library and set the 'Skip Install' setting to 'Yes'. When you re-archive, XCode should start producing a 'iOS App Archive' again rather than a 'generic xcode archive'.
In addition of Skip Install to Yes and in case you opened another lib/framwork project within your app project you have to move headers (if any) from public to project in the Build Phase / Copy Headers.
I did the following to make it work for me:
I had a three20 static library, I used cocoapods to include the files within the main project
followed the skip install for all other sub projects/static libraries and switched the copy headers from public to project as stated above
most importantly: in each library your project uses go to build phases -> Copy Files and ensured that destination is changed from Absolute path to products directory. Note: see the hint below to narrow your search to find the library causing this error.
and that was it!
hint: to get an idea of the offending files that's causing your archive to create an archive file rather than an ipa do this:
Select the archive and click the Distribute button.
Select the 'Save Built Products' option.
Hit Next and Save.
Browse the created directory in Finder.
The 'libraries' subdirectory will identify the libraries that you need to set the Skip Install to Yes.
in some cases usr/local/include will identify the culprit header files you need to move from Public to Project or the files that you have to change from absolute path to products directory (or even the files you forgot to set the skip install to yes flag). but that directory (ie usr/local/include) varies depending on your sublibrary directory structure. In many cases.. you will see all the files listed under Copy Files in step 3 above listed here. If you find them here, then you have a definite answer for the cause of your problem.
update to hint: to make life even more simpler.. whatever files appears under step 4 in hint above.. simply search for it in the global search of xcode.. and you should get immediate results for what you want.. for example, this was the content of my folder (following the steps in hint above):
So I could tell it has something to do with the crypto and ssl libraries.. searching for them:
made me realize that i forgot to set skip install to yes.
If you export the archive, open it and see /urs/local/include in Products try this suggestion:
In each pod, under Packaging, Private Headers Folder Path and Public Headers Folder Path is set to /usr/local/include. If I clear them then I get a valid archive.
Worked for me after upgrading my React Native app to 0.11.0, Xcode 7 and CocoaPods 0.39.0.beta.4.
If you're using CocoaPods as well as WatchKit or a Today Extension, there is an open issue on the CocoaPods repo explaining what your problem might be.
The solution for me was to remove the Copy Pod Resources phase from the WatchKit Extension and Today Extension targets under Build Phases. The project compiled and archived as expected once I did this.
Hope this helps someone, this had me stumped for an entire day!
If any of the above answers don't work, your issue is probably with cocoaPods. The latest update 0.38.1 messed things up for me, but then i downgraded to 0.37.1 and things returned to normal. Using Xcode 6.3.1
Later edit: updating to 0.38.2 will also fix this. More info about what caused this issue here: Cocoapods 0.38.1 failed to create valid Archive
Although I'm using Xcode5 and what sorted it for me was editing the Build Scheme - trying all of the above suggestions that were applicable didn't help in my case.
I had two targets, say, "App" and "App FREE". My problems with the generic archive happened when I was trying to Archive the FREE version, which I added after the 'normal' version of the app. In my case, when I selected its Scheme in the toolbar and chose Edit Scheme ... I saw that Build section had two targets, namely App and App FREE.
I unchecked all columns for App, leaving only App FREE's columns checked, and clicked OK. Next time I chose Product > Archive I got my App FREE instead of a Generic Archive. :)
If you have only single project, maybe this solution would be useful.
This problem had occurred, when I duplicated the target. As a result I had two targets parallel built. This was causing the issue. Generic IOS archive was built.
To turn the parallel built off go to
Manage schemes,
Edit scheme,
Build,
Remove the other target.
I had this problem after updating to iOS 9 and Xcode 7. Josh H's solution worked for me:
In each pod, under Packaging, Private Headers Folder Path and Public
Headers Folder Path is set to /usr/local/include. If I clear them then
I get a valid archive.
I also made a post install script for my Podfile to do this automatically!
post_install do |installer_representation|
installer_representation.pods_project.targets.each do |target|
target.build_configurations.each do |config|
config.build_settings['PUBLIC_HEADERS_FOLDER_PATH'] = [""];
config.build_settings['PRIVATE_HEADERS_FOLDER_PATH'] = [""];
end
end
end
Just add it to the bottom of your Podfile and run pod install
I had this issue. In my case, it was caused by keeping a Mac app target as a dependency of the iOS app.
The reason it was setup like this was that the Mac app was a tool used to generate some data for the iOS app, which was then included in the bundle.
I had to remove that dependency and build the tool separately before making a build of the iOS app itself.
In my scenario I was getting the erroneous "Generic Archive" only after I began including Swift code in my predominantly Objective-C project. After lots of troubleshooting and examination of the archive file that Xcode was spitting out, I noticed that the SwiftSupport folder (with the required dylibs for the Swift runtime) was in a different place in my archive than from a vanilla brand-new Swift project app archive.
I found the Installation Directory build setting and noticed it was set to a custom path in my project. I simply deleted it (setting it to its generic value of /Applications) and the next Build -> Archive I did worked as expected and gave me a proper iOS App Archive.
TL; DR: Make sure your Installation Directory build setting is set to its default value of /Applications when including Swift code in your app, especially if you are starting with an older project file that may have some unexpected legacy build settings.
I have multiple project in my workspace, (GTL, Pods and my main project) and this is what worked for me:
Select the Project, there will be 2 types there, there's the Project and there's the Targets.
For projects that is not your main like GTL or PODS:
Projects:
Skip Install = NO
Installation Directory = /Applications
// For pods
Private Headers Folder Path = ""
Public Headers Folder Path = ""
Targets:
Skip Install = YES
Installation Directory = /Applications
// For pods
Private Headers Folder Path = ""
Public Headers Folder Path = ""
For the main project (which is usually named the same as your product name):
Projects:
Skip Install = NO
Installation Directory = /Applications
Targets:
Skip Install = NO
Installation Directory = /Applications
Check the ios deployment target on each projects and targets to make sure they are all the same.
Leaving this here to save others from the same journey.
I found I needed to remove the same Copy Pod Resources build phase from a static library target in my workspace too.
Addition to Alex L 's answer.
Point 3. Change 'Build Settings' -> 'Public Header Folder Path' to 'include/xxx' also works.
If none of the above helped you...after a lot of time.......
I deleted the value in the Info.plist for Bundle Version because I was happy enough with just Bundle Version Short 1.0. Bad. Don't do this.
*Note I actually did this by editing it in the UI on the right not realizing it would put an empty key in the Info.plist file. I think that makes it invalid. My bundle showed up as other items while archiving and had no icon, and I couldn't upload to anywhere.
This boils down to invalid values in the Info.plist. If it's not a valid archive, try unzipping an old archive and dropping in / overwriting your current one and see if it fixes it when rebuilding the archive.
Go to Build Settings and add
yourAppName/Resources/dist.plist to the Code Signing Entitlements
Press cmd + B with iOS Device or a Real Device selected as Build Target
When done -> scroll to "Products" folder and right-click on yourAppName.app
Choose "Show in Finder"
Create a folder with Name Payload (capital "P")
Copy yourAppName into your Payload Folder
Create a zip from your Payload Folder
Rename the zip to yourAppName.ipa
DONE
After trying just about everything:
Clean, Archive
delete DerivedData, Archive
restart Xcode (I was using XCode7), Archive
combinations of above...
I then noticed my boot partition was 'low on free disk space'... about 1GB or so.
I rebooted, then got about 18GB free.
Then opened Xcode and project, performed Archive... and surprisingly (after an hour of trying to build an Archive) I finally got a non Generic Archive.
No idea if its a free disk issue which fixed it or a reboot of the macOS that fixed it, but it worked for me.
If you have any .xcodeproj files in Project>Targets>Build Phases>target dependencies remove it from there and then build your ipa. It works for me. Cheers
You can get answer here : xcode is creating generic xcode archive instead of iOS App Archive
In my case, i had to move both FMDB and BlocksKit to static libraries. Previously they were built as subprojects. Remember you can use lipo to create universal libraries. When building the final products, the simulator code will be stripped automagically.
Another possible reason for this is to have references in "Target Dependencies" to projects for a different platform. In my particular case, I was working on a project that shares code for OSX and iOS. In one of the iOS targets, I had accidentally added an OSX target as dependency.
In order to be thorough, I am posting my solution.
I experienced the exact same problem trying to build an Archive of an iOS project in Xcode 5.1.1 (5B1008). None of the above suggestions fixed the problem, and most of them were irrelevant (I had not added any Frameworks, and did not have any Public entries in the Copy Headers section of my Build Phases).
In my case, fixing the problem consisted of simply closing my project, deleting any archives that I had previously made, going to Preferences > Accounts, removing my developer account, quitting Xcode, relaunching, re-adding my developer account, starting the Archive process again. This fixed my problem immediately.
One more solution, since all the above didn't work for me...
Changed the User Header Search Paths (I suppose Header Search Paths would work just as elegantly) to "$(BUILT_PRODUCTS_DIR)/BlocksKit".
Background:
In BlockKit, the developers have structured the headers in the main project differently than the structure on deployment. So, you can't reference the headers in the project, and must reference the headers copied into the build directory.
The way this worked for me in (Xcode 5) I had 2 targets and when I edited the scheme, on the left pane of the scheme editor, you will see the [BUILD, RUN, TEST, PROFILE XXX.APP, ANALYZE, ARCHIVE] from the BUILD pane, you will see your project targets listed in a list. At the far right end you will see the ARCHIVE selections, make sure only one target is selected for archiving.
I had 2 of my targets selected in my project, I checked only the target I wanted in the product, and it worked!
I solved this error by opening solely the app project in XCode, ie. not opening a workspace comprising the application and other projects/libraries/frameworks.
Having 2 separate project, a framework or shared library and an iOS application, I had to open 2 different XCode windows, each by directly opening the .xcodeproj file instead of the common .xcworkspace, in order to preperly build each.
As a nice side effect, XCode no longer rebuilds every target of every project after I do a Clean, resulting in shorted build times.
Background: I am creating an open source SDK, and a demo iOS application. I had both opened in a single workspace.
Setting Skip install to YES on the SDK targets would prevent anyone from creating an archive, as it would be empty, so this was not an option. Using Project instead of Public headers would lead to an archive missing the header files that should be distributed, so this was not an option either.
For it was because i was working in a workspace.
The project did archived but would ne be displayed in the organizer window.
I closed the workspace and open the project on its own.
The archived has been opened in the organizer ... hope it's help.
In my case, I had a custom script that was copying some temporary files into:
${TARGET_BUILD_DIR}/myTempDir
That meant that, after investigating the archive to inspect its contents, I found right next to the .app file a myTempDir folder. Once I modified the script to save elsewhere things were sorted.
Try setting $(PROJECT_NAME)Headers in Framework projet's Public Headers Folder Path. You have to go to build settings of the Library Target then edit the Public Headers Folder path as $(PROJECT_NAME)Headers.
If using Xcode 7 with cocoapods v.0.38.2. Try removing copy pod resources from your today extension target.
I encountered this problem after adding a OS X command line tool to my iOS app's project, and Skip Install was set to NO by default for the command line tool's target. Since you obviously can't install an OS X binary to an iOS device, archiving defaulted to a generic Xcode archive. Setting Skip Install to YES for this target fixed the problem.

Xcode can't find paths that are there

I have an xcode project that was created on another mac. That make was PROBABLY osx 10.5 using Xcode 3. (When I went to install xcode I could only get Xcode 4 AND was required to upgrade my mac to 10.6) anyway, I am experiencing problems compiling this project that compiles fine on the other computer.
I don't know why. The build always fails and I see it is looking for a path incorrectly.
The physical directory layout is like this
/path/devfolder/devfolderMainProject/mainproject.xcodeproj
/path/devfolder/helpinglibrary/helpinglibrary.xcodeproj
/path/devfolder/anotherlibrary/anotherlibrariesFiles/...
But when Xcode starts doing the stuff for the helping library, it returns linker errors and I can see it is looking for files in the wrong places
linker error /path/devfolder/helpinglibrary/../../anotherlibrary/anotherlibrariesFiles/src/correctfile.cpp does not exist
so I browse and see that the file definitely does exist, and that Xcode is looking too many directory up
../../
should just be
../
so that it only goes 1 directory up, how do I make it look in the right place?
Moving the folders around in finder breaks plenty of OTHER things, so I am not sure what to do here.
I suggest you to open the target properties. In the "Build" tab, look for the settings OTHER_LDFLAGS and LIBRARY_SEARCH_PATH. I have a project with a structure just identical to your one and I have edited these properties to inform the Xcode where to look for my libraries. Maybe you can have some wrong value in some of these settings.

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