Xcode Build and Archive won't save ipa file - xcode

I have used Xcode's Build and Archive feature to create adhoc build many times. Usually when you click Share after Build and Archive, you will be presented a dialog box asking you where to save the ipa file. However, with one of our recent projects, we have not been able to get that dialog after clicking Share. Reinstalling xcode doesn't fix it.
This is in reference to Xcode 3.2.6.

We found the solution and posted it here

Related

How do I find why Xcode no longer notarizes my app?

I have a MacOS app that I last notarized about a year ago with no issues. This time, however, when I created the initial Archive, the Organizer put it into a section called 'Other Items' instead of in the 'macOS Apps' section with all of the previous Archives. In addition, and more distressingly, when the Archive is selected, the button says 'Distribute Content' instead of the expected 'Distribute App', and pressing it simple exports the Archive or its contents, without running through the automatic notarizing process.
I suspect I have done something in the last year that somehow invalidates my app such that Xcode no longer recognizes that it is an app. I have followed the suggestions at https://developer.apple.com/documentation/security/notarizing_macos_software_before_distribution/resolving_common_notarization_issues, but that did not provide any relevant clues.
I am using Xcode Version 13.4.1. How do I figure out what is preventing Xcode from offering to notarize the app?
To track this down, I created a new project, and then tried to notarize it. (I didn't actually notarize it, I just made sure that I could Archive it and it showed up in the correct section in the Organizer.) The new project archived as expected, so I knew that I could still notarize somethings; I was just having an issue with my app.
My plan was to copy items from my app into the new project in small chunks, and after each copy, attempt to Archive it. I figured that I would either find the item that was causing the failure (and fix it), or I would eventually copy the entire app without a failure. Either way, I would be able to notarize the app.
The first chunk I copied was all of the build settings. And right there, the new project would not notarize, so I removed and added build settings to binary search which setting was causing the failure. It came down to the RUN_DOCUMENTATION_COMPILER = YES build setting.
In the last year I have been more conscientious about documenting the code, and to actually see that documentation, I had added that build setting.
Comparing the archives created with and without running the documentation compiler, the MyApp.doccarchive file appears in the archive in the Application folder along side MyApp.app, so it appears that Xcode is confused by the "extra" file in the Application folder.

Getting "Failed to create IXPlaceholder for app bundle ID" after installing xcode on an external drive

After struggling with space issues I finally bought an external drive for my Mac. I deleted my existing copy of XCode that was installed on the internal drive, downloaded the latest version from the apple developer site, and installed that to the external drive. I can open & build my project just fine, but when it comes to running it in the simulator, I get the following error:
"Failed to create IXPlaceholder for app bundle ID"
I did search on that, and found some answers that boiled down to "run xcode-setup --install", which I did, but it did not fix the issue.
The simulator does come up & run, it just doesn't load my project.
I'm pretty new to Mac/Xcode development, so hoping this is something basic I'm missing.
Delete your derived data first if not work try;
Go to your project and once you are on the build phases tab you should see a section that says Embed App Extensions, click on to extend.
Now that you will see a opened Embed App Extensions you should see a checkbox that says Copy only when installing. You need to check that checkbox.

Phonegap/Cordova to ipa file without Phonegap build

I use Phonegap Build to create my Android and iOS app files. However I want to compile the files locally on my computer, and not use Phonegap Build. I have done this successfully for Android (see here: https://cordova.apache.org/docs/en/latest/guide/platforms/android/) but iOS is more complicated. I have little Apple-knowledge.
Does anybody know of any good tutorials on how to import a Phonegap plugin in to the xcode environment...ideally one for someone who's background is NOT an Apple developer.
I have managed to do this myself but I've answered my own post to help others who may be in a similar situation - Please note this is correct as of end of 2019, and I had already successfully uploaded an IPA file to the app store via Phonegap Build before. All I'm doing here is compiling my Phonegap/Cordova project IPA file directly on a Mac, rather than using Phonegap Build:
1) You will need a mac and a developer license (as expected). You will be using both a terminal window where possible and Xcode.
2) Certificates and provisioning are a messy nightmare right out of satans bumhole. But just make sure you set up an "App store distribution" profile on your developer.apple.com account. If you don't know how to handle certificates and provisions please read here https://medium.com/ios-os-x-development/ios-code-signing-provisioning-in-a-nutshell-d5b247760bef.
But remember you only need to download the certificate to your Mac, and add it to your "My Certificates" area. The provisions can be automatically downloaded/linked to via Xcode.
3) Install Xcode 11 on your Mac. Forget all the other versions.
4) Install Cordova CLI on your Mac using the terminal - open up the terminal window and type:
sudo npm install -g cordova
5) Create a FRESH cordova project - dont try to be smart by shoe-horning the one you've already used on your PC:
cordova create hello com.example.hello HelloWorld
...you might need to to add "sudo" to the front of that. Don't copy and paste any html files or plugins in to it yet!
6) If your Mac might give you read/write access problems. So locate the entire folder, ctrl+click on the project folder, choose "get info" ...in the bottom right of the popup window click the lock icon and enter your password. Now change all settings to "read and write", then click the cog icon and select "Apply to enclosed items".
7) Create the platform : sudo cordova platform add ios#5.1.0....note, DO NOT use ios5.1.1 if you are using firebase or push notifications, as it seems to break with 5.1.1.
8) Apple will (again) probably give only read access to your new platforms/ios folder, because it hates you and wants you to suffer. So repeat step 6 if necessary.
9) Open Xcode the following way... In your projectname/platforms/ios/ folder locate the .xcworkspace file. This is the file you use to open your project. DO NOT use the .xcodeproj file because this is for older Xcode versions (and it will just break your whole damn project). Also go to File->Workspace Settings and ensure Build System is set to "Legacy Build System".
10) Now piece together your config.xml file by extracting the bits you need from your previous config file to your fresh new one. Don't bother moving over any android-specific bits.
11 a) Apple bring you a fresh slice of hell with cocoapods - a dependency manager for Swift and Objective-C. You'll need to install this if your app uses certain things like push notifications (firebase for example). You can install this via the terminal window. FIRST....close down Xcode. NEXT go to projectname/ and type: sudo gem install cocoapods. FINALLY go to projectname/platforms/ios/ and type pod install.
11 b) There's a bug...a pretty major one. Your cocoapods will fail when building at this point. So you need to do some hacking here. Navigate to the directory projectname/platform/ios/Pods/TargetSupport Files/Pods-yourproject and look for
Pods-yourproject.debug.xconfig and Pods-yourproject.release.xconfig
You need to copy the content of these files into platform/ios
pods-debug-xconfig and pods-release.xconfig respectively----THANK YOU kyale-mwendwa for this tip....https://github.com/phonegap/phonegap-plugin-push/issues/1825#issuecomment-359155007
12) Now copy and paste your www folder over in to your fresh project. You are ready to build your project...
13) Re-open xcode using the .xcworkspace file. Now you need to ensure your provisioning is set up correctly for your release. Click the project name at the top of the left-hand column (right above where it says config.xml). Now in the main window click your app name under the "Targets" section. Now select "Signing and Capabilities". If you managed to set up certificates and provisions correctly you should be able to select your "team" (no I don't know either, just select whatever option you can here), and enter the correct bundle identified (com.whatever.whatever).
14) Ok, you are ready to create your IPA file. Still have hair?? Bonus points for you!
Just before this next bit, go to Xcode and towards the top of the screen you will see the project name followed by "> iPad (7th generation)" or something similar. Click this and make sure you choose "Generic iOS device".
Now back in the terminal enter sudo cordova build ios. You don't have to transport your plugin files over from your windows-built cordova folder. Cordova will detect the plugins you need from your config.xml and install them appropriately.
15) If you have no errors you can now create your IPA file and even submit it directly to the App store (this bit of Xcode is actually really good). In Xcode, from the menu at the top click "Product" and then "Archive". Follow the onscreen instructions. At this point your IPA file is created.
You can choose to automatically distribute your file to the Appstore, but I suggest clicking the "Validate App" option first, which will re-request the correct certificates/provisions and give you a summary of any issues. If no issues you can click "Distribute App" and it will upload the IPA file to your Appstore Connect (formerly iTunes Connect) area.

Problems after upgrading to Xcode 10: Build input file cannot be found

I upgraded my Xcode SDK to version 10 last night and then find I cannot build.
I'm getting this error:
Build input file cannot be found:
'/Users/call01/Library/Developer/Xcode/DerivedData/Comp-Lite-Apps-gytvmossqptokeafrddvvmnlzadk/Build/Products/Debug-iphoneos/SG11.app/SG11
which did not exist before my upgrade and I'm tempted to revert back but would like to stick with version 10 if I can resolve this issue.
Try to switch back to the Legacy Build System (File > Project Settings > Workspace Settings > Legacy Build System)
For Swift files or files that belong to the project such as:
Build input file cannot be found: PATH/TO/FILE/FILE.swift
This issue can happen when files or folders have been removed or moved in the project.
To fix it:
Go in the project-navigator, select your project
Select Build Phasestab
In Compile Sources section, check for the file(s) that Xcode is complaining of
Notice that the file(s) have the wrong path, and delete them by clicking on the minus icon
Re-add the file(s) by clicking the plus icon and search in the project.
Product > Clean Build Folder
Build
You generally find these missing files in the Recovered References folder of Xcode in the project tree (look for the search bar at the bottom-left of Xcode and search for your complaining file):
Deleting them from this folder can also solve the error.
For me In Xcode 10, this solution worked like a charm. Just go to the Recovered References folder and remove all files in red color and add it again with proper reference.
If Recovered References folder was not found: Check for all missing files in the project (files in red colour) and try to add files references again.
Just check the path to .plist file in Build Settings of your target
Funnily, closing Xcode and reopening it might also be enough.
This worked for me in Xcode 10:
Click Project icon/name in your Xcode project
Go to General tab
Click [Choose info.plist File] under Identity section
Select the info.Plist file
Check Info tab to see if info.plist was loaded successfully
Build and run
This is an architecture problem. Do not change to legacy build system!
I got the same error, but what solved it for me was this:
The top says architectures in VALID_ARCHS are also excluded in EXCLUDED ARCHS. I was messing around with them to get a Swift Package to compile in Xcode 12, and have spent hours on this.
It would compile on the simulator and not on a device.
The Solution:
Go to Build Settings
Ensure "Architectures" contains 1 entry : $(ARCHS_STANDARD)
Ensure there is nothing in "Excluded Architectures"
Now scroll right to the bottom of Build Settings.
Make sure the VALID_ARCHS is exactly the same as this screenshot.
The arm stuff is $(ARCHS_STANDARD) again.
If VALID_ARCHS doesn't exist, add it with the + button.
Clean (cmd-shift-K)
Your project should now build perfect on both the simulator and device!
If it doesn't work, you need to make sure all these settings are the same both in your target build settings and the project build settings.
Note, if you have a Mac with Apple silicon, you may not need to do any of this.
The above solution eventually works for me; however, I need to do some more extra steps to finally make it to compile successfully. (These extra steps were required even on Xcode 9.)
Xcode: File -> Workspace Settings -> Build System: Legacy Build System
Xcode: Product -> Clean
Rotate to compile thru different emulator types, such as "iPhone 8", "iPhone 8 Plus", etc. (They might fail or might not.)
Eventually compile on "Generic iOS Device"
I fixed this issue this way: go to your project's Build Phases (click on project icon at the top, and then click on Build Phases). Search for your file there. If it's there (it'll be grayed out), delete it. Then clean (shift + alt + command + k), and run! Hope it helps.
If the error says it can't find Info.plist and it's looking in the wrong path, do the following:
Select your project from the navigator, then select your target
Select "Build Settings" and search "plist"
There should be an option called Info.plist File. Change the location to the correct one.
None of the above worked for me, but this did:
Open project in Finder, right click on your .xcodeproj file and show package contents
Open project.pbxproj in a text editor
Find the reference to your missing file
Edit path = "path/to/file.swift" to the actual location on disk and save the file.
Rebuild the project
In my case I had a build script that generated the .app binary (Buck).
The Buck build script ran in parallel with Swift Embed build step. Because the .app binary was not generated yet the Swift step would fail.
In my build script I added "$BUILD_PRODUCTS_DIR/$EXECUTABLE_PATH" under "Output Files".
This tells Xcode's New Build System that this script will output the app Binary and in turn Xcode will make sure to synchronize any build steps that depend on this artifact.
I ran into this error after renaming a file. Somehow Xcode didn't correctly rename the actual file on disk.
So it wasn't able to find the file. Sometimes the files gets highlights with a red text color. At other times the Swift icon in front of the file was getting a gray overlay.
The fix was simple.
Look into the error and see exactly which file it's unable to find.
Select the file that can't be found.
Go to the 'File Inspector'. It's on Xcode's right navigation pane.
Click on the folder icon.
Select the correct file.
Clean build and run it again.
Open the right navigation pane where your project files exist
OR JUST click on cmd + 1. Then search for "Recovered References" folder. Open it and delete all red files, then everything will work so fine.
I had this happen for building my unit tests. This may have happened because I deleted the example tests.
I removed the Unit test bundle then re-added it as shown in the pictures below and all was well again.
I had a similar issue after upgrading to a new swift version recently.
Moving files around caused my xcode project to reference items that were no longer in the project directory giving me the Error Code Build Input File Not Found.
In my situation I somehow had multiple files/images that were being referenced as described below:
In the image above.
Navigate to your Targets page.
Then Click on the Build Phases tab on the top.
Scroll Down to Copy Bundle Resources
Find the affected files and remove them. (hit delete on them or select them and hit the minus button )
It was in here that I somehow had multiple files and images that were being referenced from other folders and the build would fail as they could no longer find them. And I could not find them either! or how Xcode was still referencing them
I hope this helps someone else !
This worked for me
try deleting the red colored files
delete the files in derived data
clean the build folder
then try building by using "new build system" from file->workspace settings
I had the same issue. The problem was that I didn't have any file under the Target > Build Phases > Compile Sources. The problem was solved after I added at leas one file to Compile Sources.
Not that I did anything wrong, but I ran into this issue for a completely different reason and kinda know what caused this.
I previously used finder and dragged a file into my project's directory/folder. I didn't drag into Xcode. To make Xcode include that file into the project, I had to drag it into Xcode myself later again.
But when I switched to a new branch which didn't have that file (nor it needed to), Xcode was giving me this error:
Build input file cannot be found:
'/Users/honey/Documents/xp/xpios/powerup/Models
Extensions/CGSize+Extension.swift'
I did clean build folder and delete my derived data, but it didn't work until I restarted my Xcode.
In my case, the file (and the directory) that XCode was mentioning was incorrect, and the issue started occurring after a Git merge with a relatively huge branch. To fix the same, I did the following steps:
Searched for the file in the directory system of XCode.
Found the errored file highlighted in red (i.e, it was missing).
Right clicked on the file and removed the file.
I tried building my code again, and voila, it was successful.
I hope these steps help someone out.
What Xcode was complaining about was a XIB file I got it working by going to Project -> Build Phases -> Copy Bundle Resources, removing the "problematic" XIB, cleaning (CMD+Shift+K), building and adding it back again.
There is also one possibility that sometimes when you move your files to different folder and especially when you move your info.plist to other folder, you need to define the location of that file. To solve this problem, simply click on your project blue icon on the top, and you will see a button in place of project name and bundle id, click on it and locate the info.plist file there, clean and compile happily.
I ran into this problem soon after upgrading to Xcode 10, but that was not the issue.
I tried changing the build system, but that gave me a separate error that meant the same thing. Generally saying "File X can not be found".
There are multiple things to check when a file can not be found.
Recovered references Folder
Apple does this nice thing where if it detects a reference to a file that doesn't exists it will add this reference into a group called "Recovered References"
That is nice of Apple but it doesn't always work.
Build Phases Compile Sources
In this list, there could be meta data for a file that the project is suppose to compile, but the file does not actually exists and it's attempting to find the file at the given path. In this list it will be dimmed out, delete them and re-add them by toggling the file's target dependencies or manually removing it and dragging it in.
File's Path
Double check the file path that the error is printing out and the file path for the file in finder. You can easily see this by clicking on the file in Xcode and checking the "Show the file inspector" tab (the left most tab). If these paths are correct then you are good!
Dimmed out files in your project that are not in recovered references or red
This one pissed me off because it's not obvious about what happened, but basically if you go into finder and move a file to a different location with out updating the reference in the project it will throw the error as the file no longer exists there. The only indication I have found for that is that the file in the "Project Navigator" tab (left most tab) is very slightly dimmed, but when you go to delete this file Xcode doesn't prompt you to delete the reference or send to trash. You can fix this by deleting the file and re-adding it to the project or going to the "File Inspector" tab and click the folder icon next to the path and change it to the proper location.
Either way, the error indicates that it can't find a file, switching to the old build system is a bandaid for a more concrete issue. We as developers understand that a compiler just wants an artifact to be listed at the end of a file path. Somewhere the path is not correct! We have to find where that is!
My issue was resolved with item 4 listed above. Hope this helps somebody.
In my case I accidentally deleted one third-party xcodeproj folder I used in my app.
If you tried profiling, and then it didn't work, and now you cannot build, go into your Target pane (via the Project Icon), Switch to the Build Settings tab, search for PROFILE - and set CLANG_USE_OPTIMIZATION_PROFILE to "No".
In my case, I had created a new test target and deleted the default swift file so it was left with just the info.plist. Adding a new file fixed this.
The "Legacy Build System" solution didn't work for me. What worked it was:
Clean project and remove "DerivedData".
Remove input files not found from project (only references, don't delete files).
Build (=> will generate errors related to missing files).
Add files again to project.
Build (=> should SUCCEED).
I know that this is an old subject, but I found the issue with xcode 12.3 and was related to an error while doing the CopyPlist of the main.Storyboard during compilation.
Actually, changing the build settings to "Legacy Build Setting" worked, but it is deprecated, so I discarded it because is a short term solution.
Check this:
With that setting, worked for me. Before I had "Copy plist".
After struggling with this issue for about 45mins, here is a super easy solution that worked for me.
On the project explorer, click on the file/folder that is in red colour (means project is not able to locate the file)
Look at the details tab in the file inspector (generally to the right of the screen - see the attached screenshot)
Click on the folder icon and locate the real file/folder in your local machine.
That is it. This should do the trick. Basically help your xcode locate the directories and update the reference cache.
Random, for Cocoapods: I hadn't added my test target to my Podfile.

How to make an IPA on XCode 4.3?

I have a Mac OS X Lion setup with XCode 4.3. I am not a registered Apple developer.
I told, via the plist files: /Applications/Xcode.App/Contents/Developer/Platforms/iPhoneOS.platform/Info.plist and
/Applications/Xcode.App/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.0.sdk/SDKSettings.plist, XCode not to require codesigning.
I then compiled my project, just a basic iPhone app project, it ran well in simulator. I could build and archive it, then sign it using a self-created certificate and the archive appeared in the Organizer.
Nothing strange for the moment, but there comes the problem: I have no "Share" button in the organizer. I absolutely need to make an IPA file out of my project if I want it to work under an iPhone as it won't accept xcarchive files. I only get the "Validate" and "Distribute" buttons which both require to be a registered Apple developer. But, no "Share" button which enables building an IPA... for free.
I have gone through XCode settings but nothing seemed to help me there. Even the documentation says a Share button is available in XCode 4.3, so my question is: Why don't I get the possibility to make an IPA? IS there any workaround to get this Share button or make an IPA out of the xcarchive via any command line or whatever?
Here's how you can make an IPA in XCode 4.3:
To Disable Code Signing:
Go to /Applications.
Right click on XCode and select 'Show Package Contents'.
Copy Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.1.sdk/SDKSettings.plist to your desktop. (Make sure to actually copy and paste. No drag and drop)
Open it and under DefaultProperties set CODE_SIGNING_REQUIRED to NO.
Copy it back and replace the original file.
Restart XCode.
Open your project.
In Project Navigator select your project and open Build Settings section of your porject (and not any particular target)
Under Code Signing find Code Signing Identity and for both Debug and Release modes set Any iOS SKD to Don't Code Sign.
Now you should be able to build your project without any errors.
To make an IPA:
In 'Project Navigator' select Products
Right click on [NameOfYourProject].app and select 'Show in Finder'.
Create a folder and name it Payload
Move [NameOfYourProject].app to Payload.
Compress Payload and rename it to [NameOfYourProject].ipa
You should be able to get an IPA by clicking 'Distribute...' in Organizer->Archives, and choosing to 'Save for Enterprise or Ad-Hoc Deployment'.
Beginning iOs 5.1 Apple moved their files from /Developer/... to XCode->Show Package Content
In order to export codesign_allocate correctly run this line on your Mac terminal :
export CODESIGN_ALLOCATE=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/codesign_allocate

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