Posts

Post not yet marked as solved
1 Replies
1.6k Views
I'm trying to fix a minor alignment bug in iOS 11-only in a 2014 V1.0 app. I seem to be able to develop the code in Xcode 9 without errors, but when I tried to debug on my iPhone 6S device (which I did not have in 2014) I get these errors:"MyApp" requires a provisioning profile with the In-App Purchase feature. Select a provisioning profile for the "Debug" build configuration in the project editor.Code Signing Error: Code signing is required for product type 'Application' in SDK 'iOS 11.0'And in the General tab of the Target I have:Signing (Debug)There is Provisioning Profile: None, Team: None, Signing Certificate: Noneand"MyApp" requires a provisioning profile with the In-App Purchase feature.Select a provisioning profile for the "Debug" build configuration in the project editor.Signing (Release)Apparently I do have a MyApp IAP Distribution Provisioning Profile which is selectedbut Team: None, Signing Certificate: NoneSigning for "MyApp" requires a development team.Select a development team in the build settings editor that matches the selected profile "XXXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX".So, it's been a while (obviously) since I've had to deal with this and when I went to the Developer Certificate Utility website, it seems with the exception of 2 or 3, ALL my provisioning profiles have expired. Although I do have a valide AppID for this app.So, was all this simplified in the last several years? Under Signing, there is a checkbox to Automatically Manage Signing. Do I check that and all of this goes away? Or do I have to do this all manually (again)?
Posted
by DrMiller.
Last updated
.
Post marked as solved
2 Replies
817 Views
I have 2014 v1.0 universal app that has a slight view misalignment with iOS 11 (not with 10 and below). I don't know if this was before AutoLayout or not, but at the time the only issue was to take advantage of 568x320pt (landscape only app) vs. 480x320, so basically I hacked/hard coded the changes usingCGFloat mainScreenHeight = [[UIScreen mainScreen] bounds].size.height;CGFloat mainScreenWidth = [[UIScreen mainScreen] bounds].size.width;to make the fix (basically checking whether the width was 568), and it seemed to work with iOS 7-10 with ALL devices until 11.Anyway, I'm digging into the old code, found the hack, spent HOURS and hours thinking and trying to do it all with AutoLayout, and finally decided to back to the hack.The problem now is that no matter what device I use in the simulator, the code above ALWAYS returns 568x320 instead of 667x375, 414x736, etc.. And with the exception of the X (the embedded scrollview doesn't line up exactly at the start) my tweaked hard-code seems to fix the issue on all the newer devices (on the simulator). What am I missing here? Why does Xcode always return the point size for a 4" device?
Posted
by DrMiller.
Last updated
.