App Binary

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

App Binary Documentation

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My iOS Application is an enterprise application. which is hosted on my internal server(Not on App store). my app security team suggest binary file encryption for avoid reverse engineering. is it possible binary file encryption in iOS ?
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I'm working on a MacOS application built in Unity3D. I'm using a native file browser plugin to open native MacOS file dialogs for selecting files. In order to generate PDFs, my app relies on using Chromium's Headless/command line functionality. On Windows, I can easily get the path to the included Microsoft Edge as that's standard, but on Mac, unless I guess and check (which I already do), there isn't a way to guarantee a Mac user has a Chromium-based browser installed. So I intend on allowing the user to set the path manually by selecting the .app file with a file dialog. But even when I specify .app to be a valid extension, they still don't appear selectable. I assume this is some sort of MacOS-specific limitation or default permissions, though I can't find much info on this online. Using C#/DotNet s there any way of allowing this behavior as needed? For some more info: I'm just running the application using System.Diagnostics.Process.Start() with command line arguments. Based on my experiments searching for Google Chrome (though Edge or Opera are just as usable), the path I'm looking for is: /Applications/ {{APP NAME}}.app/Contents/MacOS/{{APP NAME}} Because Contents isn't accessible by most users, I figured I would just automatically go in and grab the binary with the correct name once I have the path to the .app file. I know I could include some lightweight version of ChromeDriver with my app, but I'd rather keep everything as self-contained as possible, especially as so many people already have Chrome (or Opera, Edge, etc) installed. The challenge is that not everyone has it installed in the same place, hence my need to make it customizable. Any ideas or help would be appreciated! Thanks!
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Hi all, I am encountering a problem where I am attempting to upload an IPA to TestFlight using fastlane. In my first attempt, I received no errors. However, even after hours of waiting, there is still no binary on TestFlight for that version and build number. In my second and following attempts, I get this error: ERROR ITMS-90189: "Redundant Binary Upload. You've already uploaded a build with build number '18445' for version number '3.66.0'. Make sure you increment the build string before you upload your app to App Store Connect. Learn more in Xcode Help (http://help.apple.com/xcode/mac/current/#/devba7f53ad4)." To clarify again, if I go into TestFlight, there is no version 3.66.0. The build number is supposed to automatically increment, as it does previously. So there are multiple problems here for me. Binary not showing up in TestFlight TestFlight thinks the binary is there, so I'm not able to automatically increment build number.
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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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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 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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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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