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build disappears

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Reply to Code signing Issues - need help please.
Ok, I'll reset that as soon as these downloads finish. I have been able to get a successful archive to export. Still can sem to build to a device. The build succeeds, no error message, but xCode never reports that it is running on the device & the app never loads to the device.I suppose this could could be because I'm in the middle of installing all these simulators right now.
Jul ’15
Production OS X app won't run on some systems: "unidentified developer"
I was putting the final touches on my production build scripts when I discovered that the apps I'm producing won't run on some machines.My final build target builds that products for distribution (DEPLOYMENT_POSTPROCESSING=YES, Target=Deployment). These are then packaged in a disk image.I can open the disk image on my computer and run all of the apps. Note that some of the app bundles include privileged helper tools that must be correctly signed, and apparently they are because they get installed.I then copy the disk image to three other test systems (OS X 10.7, 10.9, and 10.10) and try to run them there. None of the apps will launch. I get a message that they are from an unidentified developer. (Note that all of these systems, including mine, only allow App Store and identified apps to be launched.)If I perform a codesign --verify or codesign --display -r- and dump the signing information for the apps, everything looks like it's been signed. (If I do the same to an Apple app like N
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Jul ’15
Reply to A good distributed build tool for xcode?
a.rochette, I would throw my hat in for Bamboo.We have a small cluster of 5 remote build agents all configured the same. They all natively use xcrun / xcodebuild to do the work. It will take some work to get your build flow moved over and broken down to run concurrent build phases across the cluster. However, we are quite pleased with all the extra dist features available in Bamboo. Namely posting of our Enterprise IPAs to Hockey for OTA installs.Our build does not take 1h, however, all the configs we build for all get run simulatenously.
Jul ’15
Reply to command line tool for xcode
Which version of the CL tools are you trying to install? If its the current one, ouch! Apple may have signed it incorrectly. If its an earlier version, the cert Apple used to sign the package with may have expired or been revoked.I assume that you need the ancient tools & build chain for legacy code?
Jul ’15
Reply to iOS 9 & Apple Music
Maybe it has something to do with the simple fact that the iPhone is an evolution of the iPod... a ... wait for it.... MUSIC product. LOLNot to mention all the interconnected UI components with the music player. The point isn't to have access to stuff to play with but to test against code that will be pushed to production. Apple is still doing quite a bit in a vacuum but it's getting past the point of necessity.They already announced Apple Music and what it would, could and should do back at WWDC. No sense in holding it back for release as part of the standard beta build process. Except for the fact that Apple's dev teams are strained (apparently) and they have completely different branches being developed concurrently (often duplicating functionality) only to merge it later in the release cycle.iOS 8.4 and iOS 9 concurrent beta releases is a perfect example of this. Frankly, the Mac OS dev team has been far, far more consistent with their development efforts and I wouldn't be surprised to see iOS an
Topic: App & System Services SubTopic: Core OS Tags:
Jul ’15
Ad hoc distribution broken on iOS 8.4?
When I try to install an ad hoc build of my app on iOS 8.4 by tapping an itms-services:// URL in Safari, nothing happens. This appears in the iOS device console:Jun 30 23:30:34 Jeff-Hunters-iPhone-5s itunesstored[586] <Warning>: ExternalDownloadManifest: Skipping download and install of: com.purplecover.anylistThat is the only information provided. This worked fine before. Anyone know what changed in iOS 8.4?
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Jul ’15
Can I use CLVisit to get pre-app visit history?
I think the answer is probably no, but I'd like confirmation and any other ideas people may have. I need the functionality offered by CLVisit, i.e. A list of visited addresses, but I need the list almost as soon as my app fires up for the first time. So I don't have the luxury of building up the history myself, and so I was hoping to be able to access the visit history that has been recorded by the OS. We know the OS does record it because the list is available to users in the privacy settings. Does anyone know if this is possible OR if there is another API that will give this info?
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Jul ’15
xcode 7 beta 2 unable to launch iOS 9 simulators
It happens both in beta 1 and beta 2.After installing xcode 7 beta, I see no simulators at all.When navigation to Xcode -> open developer tool -> SimluatorI get the following error Simulator cannot be opened because of a problem.:(reinstalling xcode beta didn't work. xcode 6.4 works fine)Process: Simulator [1541] Path: /Applications/Xcode-beta.app/Contents/Developer/Applications/Simulator.app/Contents/MacOS/Simulator Identifier: com.apple.iphonesimulator Version: ??? Build Info: Indigo-605000000000000~23 Code Type: X86-64 (Native) Parent Process: ??? [1] Responsible: Simulator [1541] User ID: 502 Date/Time: 2015-07-01 12:16:11.842 +0300 OS Version: Mac OS X 10.10.4 (14E46) Report Version: 11 Anonymous UUID: F963D212-569A-07E6-358A-853EBB0129B1 Time Awake Since Boot: 3400 seconds Crashed Thread: 0 Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000002, 0x0000000000000000 Application Specific Information: dyld: launch, loading dependent libraries Dyld Error Message: Library
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Jul ’15
Cancel build on ITC
Hi, I recently had an app accepted for iOS (called Agar Summer) and I am trying to create an update for it. I submitted a new build and it's in the Waiting for Review stage. However, I wanted to add one more part to the code so that I could better connect to the server from my app, but I cannot find how to reject the build I already submitted. I remember from previous apps that there was a way to do it, but I cannot see it. Where exactly do I need to click to replace the builds? Thank you, Dean
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Jul ’15
cannot load module 'contacts' as 'Contacts'
I cannot even import the Contacts framework...Has anybody had luck with this?CompileSwift normal x86_64 /Users/vandadnp/Desktop/dev/sandbox/contacts/contacts/AppDelegate.swift cd /Users/vandadnp/Desktop/dev/sandbox/contacts /Applications/Xcode-beta.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/swift -frontend -c /Users/vandadnp/Desktop/dev/sandbox/contacts/contacts/ViewController.swift -primary-file /Users/vandadnp/Desktop/dev/sandbox/contacts/contacts/AppDelegate.swift -target x86_64-apple-ios9.0 -enable-objc-interop -sdk /Applications/Xcode-beta.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator9.0.sdk -I /Users/vandadnp/Library/Developer/Xcode/DerivedData/contacts-drpkznparrqtqjdpunybyvocqnan/Build/Products/Debug-iphonesimulator -F /Users/vandadnp/Library/Developer/Xcode/DerivedData/contacts-drpkznparrqtqjdpunybyvocqnan/Build/Products/Debug-iphonesimulator -enable-testing -g -module-cache-path /Users/vandadnp/Library/Developer/Xco
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Jul ’15
Help with building a platformer game
I'm building a game in which there is a sprite that the player can cause to move left and right and jump. With what I have so far, the sprite is moved left and right using SKAction.moveByX and it jumps using physicsBody.applyImpulse. I want to make it so that the sprite accelerates to a certain speed when the player gives it the input and remains at that speed, rather than just instantly moving at that speed, so that it will look smoother. I also need to make it so that the sprite is only allowed to jump when it has landed and I want it not to bounce at all upon landing. Can anyone please give me some suggestions as to how to go about doing this? I am fairly new to xcode and swift (I am coding this project in swift). Also, I'm using xcode 6. Thanks very much if you help.
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Jul ’15
Watchkit App slow install during debugging
Is anyone else experiencing glacially slow install times when running their WK2 apps on actual hardware?I'm talking like 4 minutes from Build/Run to it being available on the watch itself.I found this:http://www.sneakycrab.com/blog/2015/5/28/speeding-up-slow-install-times-when-debugging-on-a-real-apple-watch...but the process they outline looks to be more trouble than just waiting. Essentially you disable BlueTooth on the phone, which I guess tricks it into installing over WiFi? Also, XCode crashed when I tried it.I was hoping that someone knows what's going on, or if it's just something we should all be filing radars about.It can't possibly be about app size; it's just a WKInterfaceTimer that starts counting up from the current date. There are no assets or anything like that. Just a few lines of Swift code.I'm running the latest build of the Xcode 7 beta (as of July 1)
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Jul ’15
How can one avoid 'Assuming ‘variable’ is equal to nil' warning with custom assertion macros?
My custom assertion preprocessor macros trigger ‘Assuming ‘variable’ is equal to nil’ and ‘Null pointer passed as an argument to a 'nonnull' parameter’ compiler warnings during an Analyze Build with Xcode 6.4 if the value being checked is later in the test code passed to a function whose parameter cannot be NULL. These assertion preprocessor macros expand to an if statement which checks the condition and fail if the condition is not met.e.g. - The macros are defined something along the lines of this.#include <xpc/xpc.h> #define ShouldBeTrue(condition_MacroParam, format_string_MacroParam, ...) do { if (!(condition_MacroParam)) { } } while(0)An example call which triggers the warning:const char *machServiceIdentifier = com.test.XPCLA; xpc_connection_t connection = xpc_connection_create_mach_service(machServiceIdentifier, NULL, 0); ShouldBeTrue(connection != NULL, @Connection to %s should not be NULL, machServiceIdentifier); // <-- 'Assuming 'connection' is equal to null' xpc_connection_set
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Jul ’15
How are devs going to handle watchOS 1+2 and backward compatibility?
It seems reasonable to assume that it will not be possible to install watchOS 2 without also installing iOS 9. Based on that assumption I'm thinking about how I'm going to update my iOS and Watch apps. This dicsussion rambles a bit, sorry! It's difficult to concisely express my thoughts.Xcode 7 offers to convert your watchOS 1 app into a watchOS 2 app. But if we do that, we're going to prevent our Watch apps working on watch OS 1 devices in our new version of the app.There are lots of different combinations and I'm not sure what will happen in all cases. For example,An existing user of your app running iOS 8.x downloads a new build of your app that only has watchOS 2. Would their watchOS 1 app be deleted?An iOS 9 user still running watchOS 1 downloads your app.An iOS 8.x user without a Watch wants to download your app.The easy case - an iOS 9 and watchOS 2 user.Perhaps it would not be possible for a user with iOS 8.x to download the latest version of an app that only contained a watch OS 2 app. But t
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Jul ’15