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I am proceeding with my development of version 2 of an app and have an icon on the app store that looks like a 'default' in that it is a set of circles with lines through it.
This icon appears as the icon for the installed app on my iphone.
The xcode images.xcassets appicon has the correct icon.
Do I have to remove my app store entry in order to correct the icon there and if I do can I reuse the name I have when I recreate the entry?
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Having resolved the previous problems with code signing my evaluate now fails considerably later with code sign failed with non zero code.
Anyone give me a hint for this please?
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I am unable to complete the build of a unity iOS app as I am getting a code signing error.
Anyone got any hints for me please.
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I am having problems trying to get all the parts of my app registration, certification, etc so it can be submitted to the App Store. At the moment I have a message in Xcode about the provisioning profile not containing a specific certificate. I am not able to find that certificate and am stuck. I would like to follow a guide. Is there such a thing?
My first attempt at distrubution and my submission was rejected.I have done the rework and believe my app is now ready for another try.My question is. Do I need to change the version number of this app.I tried just submitting it from xcode but it stated it was redundant as there was already one there.I tried to see if I could delete the one previoulsy uploaded but could not find a way.Anyone help me?
I'm sorry to have to ask but can someone help me with this.I have been through the discussions of similar problem but cant seem to see what I'm doing wrong.Using xcode 6.4 on osx 10.10 target is iOS 5.1 iPadApp works ok but not the tap on.Messagereason: '-[UIImageView mousetap:]: unrecognized selectorCode snippet// mouse// Created by major on 19/10/2017.// Copyright (c) 2017 MST. All rights reserved.#import "RunViewController.h"@interface RunViewController ()@end@implementation RunViewControllerfloat animationStopDelay;UIImageView *animationMouseSouthImageView;-(void)mousetap:(id)sender { NSLog(@"mousetap"); [self playsound:3]; int direction = (int)arc4random()%7; NSLog(@"direction=%i",direction); if ([mouseDirection isEqualToString:@"S"]){ [animationMouseSouthImageView stopAnimating]; [self.view sendSubviewToBack:animationMouseSouthImageView]; }}- (void)initmouse{ NSArray *mouseSouthImageNames = @[@"mouse-S-1.jpeg",@"mouse-S-2.jpeg",@"mouse-S-3.jpeg"]; NSMutableArray *mouseSouthImages = [[NSMutableArray alloc] init]; for (int i=0; i<mouseSouthImageNames.count; i++) { [mouseSouthImages addObject:[UIImage imageNamed:[mouseSouthImageNames objectAtIndex:i]]]; } animationMouseSouthImageView = [[UIImageView alloc] initWithFrame:CGRectMake(0,0,128,128)]; animationMouseSouthImageView.animationImages = mouseSouthImages; animationMouseSouthImageView.animationDuration = 1; animationMouseSouthImageView.animationRepeatCount = 1; UITapGestureRecognizer *mousetapSouth = [[UITapGestureRecognizer alloc] initWithTarget:animationMouseSouthImageView action:@selector(mousetap:)]; mousetapSouth.numberOfTapsRequired = 1; [animationMouseSouthImageView setUserInteractionEnabled:YES]; [animationMouseSouthImageView addGestureRecognizer:mousetapSouth]; CGRect screenBound = [[UIScreen mainScreen] bounds]; CGRect frame = animationMouseSouthImageView.frame; frame.origin.x = mousex; frame.origin.y = mousey; frame.size.height = 128; frame.size.width = 128; animationMouseSouthImageView.frame = frame; [self.view addSubview:animationMouseSouthImageView];}- (void)viewDidLoad { NSLog(@"EnteredViewDidLoad"); [super viewDidLoad]; [self initmouse]; NSLog(@"InitDoneNowRunIt"); [animationMouseSouthImageView startAnimating]; // use performselector to test tap routine [animationMouseSouthImageView performSelectorOnMainThread:@selector(mousetap:) withObject:nil waitUntilDone:true]; // Fails here}@end
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I am attempting to use storyboard to switch scenes so my app doesnt just run when tapped/clicked.The first scene is a controller scene which just shows an app intro and has two buttons one for start and other for cancel.They both do the scene switch but neither activate the associated UIViewController.I had not coded any action for the buttons just simply linked them to the associated subclassed UIViewControllers (eg Run and EndRun);I added an NSLog entry in the viewDidLoad section in both of those and confirmed neither are activated.The scene switching works fine going from intro to run and if that scenes stop button is tapped to the ended scene which is where the cancel button ends up.I added an action in the initial UIViewController for the start button and an NSLog entry and linked the button to the action and that does show the button was tapped when it was.I added the following, hoping it would do the segue:[self performSegueWithIdentifier:@"RunSegue" sender:nil];and got the message:Attempt to present <UIViewController: 0x7be3f1e0> on <ViewController: 0xbfbfc50> whose view is not in the window hierarchy.I am not sure if the UIViewController is refering to a class or instance of UIViewController and if the latter how do I got baout finding its name.If its an instance I dont believe I have a permanent one with that name. (Not even sure you can as its a class name isnt it).The initial UIViewController is called ViewController as that was what was generated when I created the project.My app start UIViewController is called RunViewController and my app cancel or stop one is called EndRunViewController.So where did the message get the UIViewController bit from and is the ViewController bit referring to my initial UIViewController?Also if its the initial UIViewController how do I get it into the window hierarchy?Anyone help?
I am learning to code in this language so please bare with me and my niave question.I had lots of problems with using storyboard getting stuck with code signing errors (you may have seen my questions in the forum) so I decided that as I was not doing anything complex I would simplify the code so removed the reference to the storyboard and its entry in the plist.I am now trying to get the flow of the app to work without storyboard or xib.The build goes fine but the run stops with the debug error summary containing the error about NIB not in bundle.Ive tried googling but ended up getting lost in all the instances of this error where storyboard and or XIB was involved.I dont have an xib or storyboard.Anyone give me a pointer as to where I am going wrong?Reference information below here. If more is needed please let me know.The app in the navigator looks like this:mouse4catmstAppDelegate.hmstAppDelegate.m (code in reference below)mstViewController.hmstViewController.m ( functionality in here is mainly to establish and move a mouse image arround in the view)Images.xcassets (contains the icons and default images)Supporting Files (contains the images for the mouse animations)AppDelegate contains://// mstAppDelegate.m// mouse4cat//// Created by major on 13/10/2017.// Copyright (c) 2017 major. All rights reserved.//#import "mstAppDelegate.h"#import "MSTViewController.h"@implementation mstAppDelegate@synthesize mstViewController = _mstViewController;- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions{ // Override point for customization after application launch. self.window = [[[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]] autorelease]; UIViewController *mstViewController = [[UIViewController alloc] initWithNibName:@"mstViewController" bundle:[NSBundle mainBundle]]; UINavigationController *nav = [[UINavigationController alloc] initWithRootViewController:mstViewController]; self.window.rootViewController = nav; self.window.backgroundColor = [UIColor whiteColor]; [self.window makeKeyAndVisible]; return YES;} - (void)applicationWillResignActive:(UIApplication *)application{ // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state. // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.}- (void)applicationDidEnterBackground:(UIApplication *)application{ // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later. // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.}- (void)applicationWillEnterForeground:(UIApplication *)application{ // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.}- (void)applicationDidBecomeActive:(UIApplication *)application{ // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.}- (void)applicationWillTerminate:(UIApplication *)application{ // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.}@end
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I get the Dependancy Analysis Error:CodeSign error code signing is required by SDK but the settings in the project file state Don't Code Sign.What gives?I have checked the project setting text via jEdit and cannot see any reason.Anyone help me?
I'm getting build failed for codesign error and its quoting a version of the SDK that is not referenced anywhere in the build settings.Anyone any idea why?
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I need to do some work on a legacy app that needs to be tested on old versions of the iOSSimulator.The item is in the components list for teh version of xcode I am doing teh work in but I cannot download and install the old simulator I need.I am used to having to Ctrl, Click and Open legacy apps and happy to continue that but how do I get round this problem of untrusted components?
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I am getting a build signing error for an app I have developed using xcode 5.I am targetting ios 5.1.1 so it can run on old ipads.I have a developer registered ipad and it is being accepted by xcode as an ios device but when I try to build it complains about code siging in SDK 5.1 which I am using and the code signing is specified in the project build settings.The code signing in the build settings is set as follows:Code Signing Identity iOS DeveloperDebug iOS DeveloperiOS 5.1 SDK iOS DeveloperRelease iOS DeveloperiOS 5.1 SDK iOS DeveloperCode Signing Resource Rules PathDebug iOS 5.1 SDKRelease iOS 5.1 SDKOther Code Signing FlagsDebug iOS 5.1 SDKRelease iOS 5.1 SDKProvisioning Profile iOS Team Provisioning Profile: xxxxThe message I get is build failedcheck dependenciesCodeSign error: code signing is required for product type 'Application' in 'iOS 5.1'Anyone any hints?
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I am trying to add an ipda to my developer id but when I try to sign in via xcode I get the messagexcode add apple id could not sign in error description not availableI can sign in via safari ok so anyone have any idea why it wont via xcode?
I have a need to develop to target ios 5.What is the highest version of osx and xcode I can go to to develop with target of ios5?