App Binary

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An app binary is a file that contains machine code for a computer to execute.

App Binary Documentation

Posts under App Binary tag

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After static analysis of IPA binary, We found below warnings • @rpath: It is recommended to reconfigure the application binary to ensure it has disabled the Runpath Search Path(@rpath) How can i fix this?
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by jk_r.
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I have a situation where I want to test two binaries, we'll call them Binary A (xx.x.0) and Binary B (xx.x.1). These binaries were submitted to TestFlight roughly 7 hours apart. Binary A (xx.x.0) never made it into the "Ready to Submit" status before Binary B (xx.x.1) was submitted. Binary A is still in the "Waiting for Review" status Binary B has changed from "Waiting for Review" to "Ready to Submit". I want to test Binary A first, but cannot distribute as it is still in the "Waiting for Review". **Will Binary A ever move past the "Waiting for Review" status because a newer binary was submitted? ** NOTE: It would not be in the best interest the plans to submit a new Binary A with a higher build number than Binary B (i.e. turn Binary A xx.x.0 to xx.x.2). This may be the only option to move past the situation above, but hoping that there is advice or previous experiences before resorting to that workaround.
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by jdess.
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Am I right to say that all binaries in a notarised bundle must have the minimum OS version set ? If yes, I understood that this can be either through "LC_VERSION_MIN_MACOSX" or "minos" as reported by "tool -l" With Intel's Fortran compiler (idem for gFortran): XE Composer fort has a "-mmacos-version-min" option which sets the "LC_VERSION_MIN_MACOSX" key OneApi Intel ifort has none but sets the "minos" and "sdk" keys My problem is that binaries coming from the build server of our IT exhibit none of these keys. I don't know why and how to change that. The binaries without the above keys can be launched through the Open contextual menu. However, once signed they NO LONGER work and give : Killed: 9 logout Those having the "LC_VERSION_MIN_MACOSX" key work as expected. Are these binaries compatible with notarisation nevertheless? Is there a way to add "minos" and "sdk" keys afterwards? All the best and happy new year !
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I have this warning when publishing the App, it does not prevent it from being uploaded to review, however, it had never come out, and on the other hand I do not understand what the error could be...
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by RobertoMG.
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I'm generating IPA file from Xcode in Protected mode. After install the app, shows the message: this device does not meet the minimum security requirements. The IPAD devices i'm using are not rooted or jailbroken, because others developers are using the same configuration in theirs MACOS to generate binaries, and they are able to install and use the generated IPAs file in the same IPAD devices.
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Well I'm unable to package an Unreal Engine game with productbuild: error: Can't write temporary package to, after doing this: changing rpath to every executable needed to change install_name_tool -rpath "path/tofile/incorrect" "path/tofile/correct" "path/tofile/correct/file.dylib" and adding the needed with install_name_tool -add_rpath "path/tofile/correct" "path/tofile/correct/file.dylib" then signing each dylib with find Myapp/Contents | grep .dylib | xargs codesign -f -v -s "Apple Distribution: Team (ID)" --entitlements "entitlements.plist" --options runtime --timestamp then sign the executable with codesign -f --deep -s "Apple Distribution: Team (ID)" Myapp.app then try the pkg file to send to store with productbuild --sign "3rd Party Mac Developer Installer: Team (ID)" --component Myapp.app /Applications app.pkg and finally I couldn't package with error: productbuild: error: Can't write temporary package to and I really wanted to publish the game in Apple Mac Store. Is there any fix for this? Any help will be appreciated. Thank you
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Hello, We are trying to push a new version of the app and we receive an email indicating that the status changes to "Invalid Binary", but not we received no additional information as to what the error is. It is impossible that we can blindly solve the problem, we would need something more information. We have tried to send several versions commenting some of the new code, reviewing things from the info.plist but it always gives us that error without no explanation. Can anyone help me how can we know what the problem is? I copy the email we received:  App Store Connect  Dear XXXXX|XXXXX, The status of your app has changed to Invalid Binary.  App Name: XXXX  App Version Number: 4.10.19  App SKU: XXXXX  App Apple ID: XXXXX  To make changes to this app, go to your apps's page in My Apps in App  Store Connect.  If you have any questions, contact us.  Best regards,  The App Store Team Thanks in advance
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Hello, we have a bunch of codesigned and notarized applications that are distributed as pkg and dmg but for the first time I faced situation when application downloads a zip archive from the server and unzipps a single binary file that is used like a module with command line interface. This binary of course has to be signed I'm trying to figure out if we have to notarize it too. Obviously I can't just upload binary without any container, I tried to zip it before sending but no luck. /Applications/Xcode.app/Contents/Developer/usr/bin/altool --notarize-app --primary-bundle-id "id" --username "email" --password "@keychain:AC_PASSWORD" --file ./archive.ZIP --output-format "xml" --asc-provider "company" resulted into [Step 1/1] <key>notarization-info</key> [Step 1/1] <dict> [Step 1/1] <key>Date</key> [Step 1/1] <date>2022-12-02T15:50:48Z</date> ... [Step 1/1] <key>Status</key> [Step 1/1] <string>invalid</string> So I wonder maybe with this weird way of distribution just signing is enough? I mean I can put it inside the pkg and notarize but I can't staple a ticket to the binary anyway...
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Hi everyone. Today I updated xcode to version 14, when trying to compile my application in a different environment it shows me the following message. It's very ambiguous and it's the first time I see it. Does anyone know why this happens? I appreciate your help.
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Since version 14, Instruments cannot find the binary to show disassembly of executable or library. It says: Error - Binary file for selected symbol is expected to be here: /Users/<user>/Library/Developer/Xcode/DerivedData/<project>/Build/Products/Release/<project>. The thing is that the path shown by Instruments is actually the right one, and of course the binary exists in this directory. Am I missing something somewhere ?
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by chubert.
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Hi, I am trying to upload a mobile game I created for iOS app store for beta testing with friends and family through testflight. I have especially purchased a MacBook Pro running XCode 13.3.1 and Monterey 12.3.1 and an iPhone running Software version 15.4.1 to this end. My XCode deployment target is set to iOS 15.4 and my Unreal Engine 5.01 minimum iOS version in packaging is set to 15. As far as I can tell everything is set to be as up to date version wise as possible, yet every time I try uploading the packaged game through transporter app the build won't show up in App Store Connect and I get an error email from the development team saying : ITMS-90725: SDK Version Issue - This app was built with the iOS 14.4 SDK. All iOS apps submitted to the App Store must be built with the iOS 15 SDK or later, included in Xcode 13 or later. Now I've emailed the team and their response was to version up and try again and look for the error in the email. So I did that and got the exact same error and no build available on App Store Connect. I don't get it as I'm running the latest versions of everything already? Help please...!
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I have made sure to move the modified mac app binary instead of copying it, checked both version's inode numbers (Not the same), and restart my computer as mentioned in https://developer.apple.com/documentation/security/updating_mac_softwar, but the binary still exited with signal 9 and in the crash logs it was a code sign issue: EXC_BAD_ACCESS (SIGKILL (Code Signature Invalid)) So I signed the binary again with my certificate but now this is the error that I get when running the binary: codesign --force --sign "signature..." binary   *** Terminating app due to uncaught exception 'CKException', reason: 'containerIdentifier can not be nil' I looked around but I couldn't find any information related to my specific case, any pointers would be appreciated.
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by Ryan_Ba.
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I read this answer here which says that apple will encrypt your apps binary when you upload it to the app store. First of all, How exactly does encrypting binary data work when you can download the entire application directly on your device? Once you download the app on your device can you not just disassemble the exact binary from the app? Or is this disassembled binary code encrypted? Second, If this disassembled binary code is encrypted, then doesn't this mean apple is slowing down all apps on the app store because it has to decrypt every single instruction from the binary before running it on the device? Also what's the problem with hard coding sensitive information into source code if it will be encrypted?
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When building the external library project, I selected "Mach-O Type" as "Dynamic Library" and built it to create a framework file (folder). And this framework file was imported and used in our app and distributed to the App Store. Is this situation required to release the entire source code of our app under the LGPL 2.1 (or LGPL 3.0) license? Enter file in the Mac command line and press Enter, “dynamically linked shared library” is displayed.
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Dear Support, I'm unable to push a build to TestFlight. This is using Xamarin.Forms as the build creator. I'm getting the error I have pasted below. Please advise how to resolve. Thank you, Joshua Lowenthal Dear Developer, We identified one or more issues with a recent delivery for your app, "WoundMatrix Patient" 1.57 (13). Please correct the following issues, then upload again.  ITMS-90338: Non-public API usage - The app references non-public selectors in WoundMatrixHC.iOS: accumulatorPrecisionOption, alignCorners, assetForIdentifier:, attackTime, batchStart, bytesPerImage, calibrationMode, checkFocusGroupTreeForEnvironment:, classesLossDescriptor, clipRect, colorTransform, columns, commissioningComplete:, computeStatistics, confidenceLossDescriptor, curveType, deactivate, determineAppInstallationAttributionWithCompletionHandler:, encodeToCommandBuffer:sourceTexture:destinationTexture:, envelope, first, forward, frontFacingWinding, gradientForWeights, initWithBuffer:offset:, initWithCoder:device:, initWithCommandBuffer:, initWithDevice:descriptor:, initWithEngine:, initWithFlags:, initWithGroup:, initWithHandle:, initWithLearningRate:gradientRescale:applyGradientClipping:gradientClipMax:gradientClipMin:regularizationType:regularizationScale:, initWithResources:, initWithUpdateMode:, inputFeatureChannels, instanceBuffer, isBackwards, isTemporary, kernelSize, lookupAdConversionDetails:, maskBuffer, maskBufferOffset, mixer, neuronType, normalize, numberOfAnchorBoxes, numberOfClasses, numberOfDimensions, numberOfImages, numberOfLayers, numberOfRegions, outputFeatureChannels, p0, padding, playbackMode, pm, prepareState, readCount, rebuild, regions, releaseTime, resizeHeight, resizeWidth, resourceCount, resourceList, resourceSize, resultState, rowBytes, scaleFactorX, scaleFactorY, scaleTransform, setBatchStart:, setBeta:, setBytesPerImage:, setBytesPerRow:, setClipRect:, setColumns:, setCurveType:, setDelta:, setFirst:, setGradientClipMax:, setGradientClipMin:, setInputFeatureChannels:, setInputWeights:, setLossType:, setMaskBuffer:, setMaskBufferOffset:, setNormalize:, setNumberOfClasses:, setNumberOfDimensions:, setNumberOfImages:, setOutputFeatureChannels:, setP0:, setPadding:, setPattern:, setPlaybackMode:, setPm:, setReadCount:, setRescore:, setRowBytes:, setScaleTransform:, setSourceSize:, setStopGradient:, shapes, sigma, sleep:, soundEvents, sourceSize, startWithCompletion:, stopGradient, test:, thresholdValue, toggle:, transform:, transpose, unmute, vectors. If method names in your source code match the private Apple APIs listed above, altering your method names will help prevent this app from being flagged in future submissions. In addition, note that one or more of the above APIs may be located in a static library that was included with your app. If so, they must be removed. For further information, visit the Technical Support Information at http://developer.apple.com/support/technical/ Best regards, The App Store Team
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I'm writing a macOS app that bundles an executable. This executable (and some of its resources) happen to be quite large. Ideally, I could compress this executable and its resources (in a .zip or similar) and extract them at runtime to keep my app's file size down. This doesn't seem possible because: Copying files (using every method that I know of) while in a sandboxed app to any location will result in those files being given the "quarantined" attribute, which causes macOS to refuse to launch copied executables The only way to avoid #1 is to keep executables packaged in the app's bundle, where they won't be quarantined. Downside here is that I can't compress or decompress because the app bundle is read-only. Is there an approach I'm not aware of here that would let me have a compressed executable + resources bundled with my sandboxed app that I could successfully decompress and execute at runtime?
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I got this from App Store review: We noticed that your app did not meet all the terms and conditions for auto-renewing subscriptions, as specified in Schedule 2, section 3.8(b) of the Paid Applications agreement. We were unable to find the following required information in your app's binary: – Length of subscription (time period and content or services provided during each subscription period) I use Flutter to build my iOS app. Could that be why Apple can't find the information in my binary?
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by bensea.
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I have an app version 1.1.4 which is ready for sale. Now I want to change the description. So I created a new version 1.1.5. Since the app itself has not changed I want to reuse the 1.1.4 binary. But I can not select the binary for the new version. Its okay for me that I have to do another app check even I just changed one word in the discription, but i do not want to upload a new binary since that takes very long. So how can I reuse the binary? I really hope it is possible.
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