App Binary

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

Posts under App Binary tag

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Invalid Binary
I have testd with TestFlight but after I changed some code and info.plist, suddenly it says "Invalid Binary". Here are my info.plist changed which I got from my github repo. Diff code-block --- a/ios/Runner/Info.plist +++ b/ios/Runner/Info.plist @@ -2,22 +2,14 @@ <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> - <key>LSApplicationQueriesSchemes</key> - <array> - <string>https</string> - </array> - <key>NSPhotoLibraryUsageDescription</key> - <string>Enlingo needs access to your photo library to save your profile picture.</string> - <key>NSCameraUsageDescription</key> - <string>Enlingo needs access to your camera to take a profile picture.</string> - <key>NSMicrophoneUsageDescription</key> - <string>Enlingo needs access to your microphone to record your voice.</string> + <key>ITSAppUsesNonExemptEncryption</key> + <false/> <key>CADisableMinimumFrameDurationOnPhone</key> <true/> <key>CFBundleDevelopmentRegion</key> <string>$(DEVELOPMENT_LANGUAGE)</string> <key>CFBundleDisplayName</key> - <string>Enlingo</string> + <string>EnLingo</string> <key>CFBundleExecutable</key> <string>$(EXECUTABLE_NAME)</string> <key>CFBundleIdentifier</key> @@ -27,7 +19,18 @@ <key>CFBundleLocalizations</key> <array> <string>en</string> + <string>ja</string> <string>ko</string> + <string>hi</string> + <string>es</string> + <string>fr</string> + <string>de</string> + <string>pt</string> + <string>en</string> + <string>vi</string> + <string>zh_CN</string> + <string>zh_TW</string> + <string>zh</string> </array> <key>CFBundleName</key> <string>enlingo</string> @@ -54,8 +57,18 @@ <string>$(FLUTTER_BUILD_NUMBER)</string> <key>FLTEnableImpeller</key> <false/> + <key>LSApplicationQueriesSchemes</key> + <array> + <string>https</string> + </array> <key>LSRequiresIPhoneOS</key> <true/> + <key>NSCameraUsageDescription</key> + <string>Enlingo needs access to your camera to take a profile picture.</string> + <key>NSMicrophoneUsageDescription</key> + <string>Enlingo needs access to your microphone to record your voice.</string> + <key>NSPhotoLibraryUsageDescription</key> + <string>Enlingo needs access to your photo library to save your profile picture.</string> <key>NSSpeechRecognitionUsageDescription</key> <string>Enlingo needs access to your microphone to record your voice.</string> <key>UIApplicationSupportsIndirectInputEvents</key> @@ -69,15 +82,10 @@ <key>UISupportedInterfaceOrientations</key> <array> <string>UIInterfaceOrientationPortrait</string> - <string>UIInterfaceOrientationLandscapeLeft</string> - <string>UIInterfaceOrientationLandscapeRight</string> </array> <key>UISupportedInterfaceOrientations~ipad</key> <array> <string>UIInterfaceOrientationPortrait</string> - <string>UIInterfaceOrientationPortraitUpsideDown</string> - <string>UIInterfaceOrientationLandscapeLeft</string> - <string>UIInterfaceOrientationLandscapeRight</string> </array> </dict> </plist> any suggestion or help would be appreciated... and one more question... I tested with storekit in XCode with copy-scheme. Is it relevant to "Invalid Binary" that I have storekit cert and configuration? I know it sounds ridiculous - catch a straw....
0
0
1.1k
Apr ’24
Extract and run binary out of .app
We have a huge project. Until today we didn't use an .app but now we must in order to use Endpoint security and other stuff. Until today our binary sat in /opt/XYZ/binary.bin Now because of the .app, looks like it will have to be /opt/XYZ/Cool.app/Content/MacOs/binary.bin This change really breaks our code and will cause a massive code change. If I extract the binary from the app and place it in /opt/XYZ/binary.bin and run it, the process is killed. Is there a way to extract it from the app and run it from /opt/XYZ ? any tool, command, resource, etc' will be great.
1
0
993
Mar ’24
Install .app file on simulator m1
I have a general question that confusing me. I am on M1 and I can build my app on Xcode (or create an archive) for device. Looking in to derived data I can see Debug-iphones (and simulators) folders, I can get the .app and drag/drop it to the simulator. When trying to run the app the app will crash with error: EXEC 14 Binary with wrong platform I understand that it wasn't build for simulators but rather it was build for devices and there fore the crash, but when thinking about it I dont understand why? (at least theoretically it shouldn't crash as it was build for arm64 ). Inspected the binary with lipo it was build for arm64. Comparing the binaries for simulator and device (with otool) I dont see a lot of difference except the rpath. So how does IOS knows it was build for device and not simulator (wrong platform)? is there a way to add some sort of relaxation (in the end both binaries were build for arm64).
2
0
1.8k
Mar ’24
App binary rejected - potential XCode back end bug?
Hi, our app - that has been successfully being updated every few weeks on Testflight for years now - suddently (although still compiling and running fine on a device connected to Xcode) fails validation & upload to Testflight. The error message does not give any info, other than "Asset validation failed - The app contains one or more corrupted binaries. Rebuild the app and resubmit (ID: 718a52a4-fed6-49ac-a025-8d62f6285cd2)". The follow up email, says : We identified one or more issues with a recent delivery for your app, "Name of app" 1.23 (1.23). Please correct the following issues, then upload again. ITMS-90338: Non-public API usage - The app contains one or more corrupted binaries. Rebuild the app and resubmit.. 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/ ITMS-90426: Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it. There are no method names "listed above" whatsoever in our case. Have tried restarting, deintegrating pods and reinstalling, restarting xcode and computer, cleaning derived data etc - nothing works. In other SO or web similar cases, it seemed to be an Xcode issue that got resolved by Apple on their back end. Is that the case, if so what's ETA for fix? Otherwise any idea on where to search for the solution or what could be the issue? Thanks
2
0
1.4k
Dec ’23
Permission errors within an app after updating from MacOS 14.0 to 14.1
After updating from MacOS 14.0 to 14.1 we got permission errors within an app we developed. We got an "operation not permitted" error if the app tries to access files on a samba network share which is mounted by another tool. Additionally, we got a "Permission denied" if the app tries to run programs outside the app, for example /usr/local/bin/ip. The app works fine on Catalina, Big Sur, Monterey, Ventura and Sonoma 14.0. The app and its components are codesigned and the app is notarized, no entitlements. In the Info.plist the NSNetworkVolumesUsageDescription key is set. Any ideas? Could it be that the app is sandboxed by default on MacOS 14.1? And we have to disable sandboxing via entitlement? Thanks for any input!
6
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2.3k
Nov ’23
Guideline 3.1.4 rejection
Hello all, I have an app that has been rejected due to Guideline 3.1.4 and I don't know how to get around it. The app is essentially a QR scanner for the construction industry that scans QR codes created by a plugin for design software. The app user can use the service completely free with no log in required. Once the QR code is scanned the app returns a result there are no features locked to the app user. The response form the review board is; Your app enables additional features or functionality when used with augmented reality markers or QR codes. However, those features are not available in the app to users without the necessary markers. Next Steps To resolve this issue, please provide a means to access these features from within the app, such as through achievements or in-app purchase. If they can be freely obtained, such as through a link to a website, please revise your app to include clear instructions for obtaining the necessary markers or codes. Which to me seems illogical because if the app user doesn't have a drawing with a QR code on it they don't need to use the app or know of its existence to find the result another way. The app user and the plugin user are two completely different entities and the app user would never be able to create or obtain the QR codes from the app without a drawing. The typical scenario would be the Architect would produce the drawings and add the QR code and give the drawings to the builder who would scan the QR code with the app to get a result. I am struggling to see how this differs to a generic QR scanner that is scanning a code on the side of a can of coke. Any assistance or advise would be appreciated.
1
0
1.4k
Oct ’23
How can I change app name?
I've tried the various methods listed in the forums, but it doesn't work so I ask a question Here's how I tried:Build Settings Change "Product Name" TARGETS Select app Change "Display Name" Project Navigator Select project name Double-click Change "project name" Rename Mange Scheme Change "Scheme name" info.plist Change "Bundle Display Name" After doing the above 4 methods, Clean Build and install the app on the device. Is there any other way? The app is released on the App store.
5
1
61k
Aug ’23
ITMS-90338: Non-public API usage - _CMTimebaseCopyMasterTimebase
Getting the following incorrect error when uploading to App Store Connect. I've tried with Xcode and Transporter. The APIs are not being referenced anywhere in my project. There was a similar issue to this on the forum a couple weeks ago and it sounded like Apple resolved it but I am just now seeing this happen. Message: ITMS-90338: Non-public API usage - The app references non-public symbols in APP_NAME: _CMTimebaseCopyMasterTimebase, _CMTimebaseCreateWithMasterClock, _CMTimebaseCreateWithMasterTimebase. 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.
1
1
1k
Jul ’23
Security issues applications not encrypted.
Hello all, I apologize if it's not in the right section. I'm working on a little app, mostly a CRUD and three HTTP requests. We will use MDM software to deploy the application (not the App Store). There is no pods, package, or specific framework, it's only basic Swift code. Unfortunately, I must do a pentest to push my app into production. The security engineer said he would use the mobile security framework tools. So I tried myself before to be sure that we would succeed. After using the static analyzer, I discovered several issues. The first issue is : The binary may use _malloc function instead of calloc. And I don't know how to prevent that since it is low level, and I don't have access to that. My second issue is a warning : This binary is not encrypted. Honestly, I don't know how to fix that since it seems impossible to encrypt the codebase. Or maybe I'm wrong? Thanks to everyone who will take the time to read and try to help. Regards
1
0
1.8k
Jul ’23
Universal app launching as Intel on Apple Silicon
We've created and distributed a Universal app for Intel/Apple Silicon devices, which then gets launched by an Intel-only launcher. I'm finding that if I launch the app from the launcher, Activity Manager is reporting that it is an Intel application, whereas if I launch it directly, it reports as an Apple (Silicon) application. (Worth noting: this app is completely codesigned/notarized.) This is definitely odd, because we have other Universal projects that get distributed on different Intel-only launchers (e.g. Steam) and they are properly launched as a native Apple Silicon app. I apologize that I'm low on information here; happy to do more work to provide additional info.
1
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1.6k
Apr ’23
Will previous binary in "waiting for review" status be approved if newer binary is submitted?
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.
0
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1.3k
Feb ’23
Binaries missing the "LC_VERSION_MIN_MACOSX" or "minos" keys
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 !
8
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2.4k
Jan ’23
Generated IPA shows message: this device does not meet the minimum security requirements
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.
1
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1.9k
Dec ’22
I'm unable to package an Unreal Engine game with productbuild: error: Can't write temporary package to
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
16
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4.3k
Dec ’22
Invalid Binary without description
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
0
0
1.4k
Dec ’22
Invalid Binary
I have testd with TestFlight but after I changed some code and info.plist, suddenly it says "Invalid Binary". Here are my info.plist changed which I got from my github repo. Diff code-block --- a/ios/Runner/Info.plist +++ b/ios/Runner/Info.plist @@ -2,22 +2,14 @@ <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> - <key>LSApplicationQueriesSchemes</key> - <array> - <string>https</string> - </array> - <key>NSPhotoLibraryUsageDescription</key> - <string>Enlingo needs access to your photo library to save your profile picture.</string> - <key>NSCameraUsageDescription</key> - <string>Enlingo needs access to your camera to take a profile picture.</string> - <key>NSMicrophoneUsageDescription</key> - <string>Enlingo needs access to your microphone to record your voice.</string> + <key>ITSAppUsesNonExemptEncryption</key> + <false/> <key>CADisableMinimumFrameDurationOnPhone</key> <true/> <key>CFBundleDevelopmentRegion</key> <string>$(DEVELOPMENT_LANGUAGE)</string> <key>CFBundleDisplayName</key> - <string>Enlingo</string> + <string>EnLingo</string> <key>CFBundleExecutable</key> <string>$(EXECUTABLE_NAME)</string> <key>CFBundleIdentifier</key> @@ -27,7 +19,18 @@ <key>CFBundleLocalizations</key> <array> <string>en</string> + <string>ja</string> <string>ko</string> + <string>hi</string> + <string>es</string> + <string>fr</string> + <string>de</string> + <string>pt</string> + <string>en</string> + <string>vi</string> + <string>zh_CN</string> + <string>zh_TW</string> + <string>zh</string> </array> <key>CFBundleName</key> <string>enlingo</string> @@ -54,8 +57,18 @@ <string>$(FLUTTER_BUILD_NUMBER)</string> <key>FLTEnableImpeller</key> <false/> + <key>LSApplicationQueriesSchemes</key> + <array> + <string>https</string> + </array> <key>LSRequiresIPhoneOS</key> <true/> + <key>NSCameraUsageDescription</key> + <string>Enlingo needs access to your camera to take a profile picture.</string> + <key>NSMicrophoneUsageDescription</key> + <string>Enlingo needs access to your microphone to record your voice.</string> + <key>NSPhotoLibraryUsageDescription</key> + <string>Enlingo needs access to your photo library to save your profile picture.</string> <key>NSSpeechRecognitionUsageDescription</key> <string>Enlingo needs access to your microphone to record your voice.</string> <key>UIApplicationSupportsIndirectInputEvents</key> @@ -69,15 +82,10 @@ <key>UISupportedInterfaceOrientations</key> <array> <string>UIInterfaceOrientationPortrait</string> - <string>UIInterfaceOrientationLandscapeLeft</string> - <string>UIInterfaceOrientationLandscapeRight</string> </array> <key>UISupportedInterfaceOrientations~ipad</key> <array> <string>UIInterfaceOrientationPortrait</string> - <string>UIInterfaceOrientationPortraitUpsideDown</string> - <string>UIInterfaceOrientationLandscapeLeft</string> - <string>UIInterfaceOrientationLandscapeRight</string> </array> </dict> </plist> any suggestion or help would be appreciated... and one more question... I tested with storekit in XCode with copy-scheme. Is it relevant to "Invalid Binary" that I have storekit cert and configuration? I know it sounds ridiculous - catch a straw....
Replies
0
Boosts
0
Views
1.1k
Activity
Apr ’24
Differences Between Xcode-Built IPA and User-Downloaded IPA
What are the file differences between the IPA I created with Xcode, uploaded to the App Store, and the one downloaded to the end user's phone? Does any process other than encryption, re-signing, and app thinning cause changes in these files?
Replies
3
Boosts
0
Views
1.4k
Activity
Apr ’24
Extract and run binary out of .app
We have a huge project. Until today we didn't use an .app but now we must in order to use Endpoint security and other stuff. Until today our binary sat in /opt/XYZ/binary.bin Now because of the .app, looks like it will have to be /opt/XYZ/Cool.app/Content/MacOs/binary.bin This change really breaks our code and will cause a massive code change. If I extract the binary from the app and place it in /opt/XYZ/binary.bin and run it, the process is killed. Is there a way to extract it from the app and run it from /opt/XYZ ? any tool, command, resource, etc' will be great.
Replies
1
Boosts
0
Views
993
Activity
Mar ’24
Install .app file on simulator m1
I have a general question that confusing me. I am on M1 and I can build my app on Xcode (or create an archive) for device. Looking in to derived data I can see Debug-iphones (and simulators) folders, I can get the .app and drag/drop it to the simulator. When trying to run the app the app will crash with error: EXEC 14 Binary with wrong platform I understand that it wasn't build for simulators but rather it was build for devices and there fore the crash, but when thinking about it I dont understand why? (at least theoretically it shouldn't crash as it was build for arm64 ). Inspected the binary with lipo it was build for arm64. Comparing the binaries for simulator and device (with otool) I dont see a lot of difference except the rpath. So how does IOS knows it was build for device and not simulator (wrong platform)? is there a way to add some sort of relaxation (in the end both binaries were build for arm64).
Replies
2
Boosts
0
Views
1.8k
Activity
Mar ’24
App binary rejected - potential XCode back end bug?
Hi, our app - that has been successfully being updated every few weeks on Testflight for years now - suddently (although still compiling and running fine on a device connected to Xcode) fails validation & upload to Testflight. The error message does not give any info, other than "Asset validation failed - The app contains one or more corrupted binaries. Rebuild the app and resubmit (ID: 718a52a4-fed6-49ac-a025-8d62f6285cd2)". The follow up email, says : We identified one or more issues with a recent delivery for your app, "Name of app" 1.23 (1.23). Please correct the following issues, then upload again. ITMS-90338: Non-public API usage - The app contains one or more corrupted binaries. Rebuild the app and resubmit.. 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/ ITMS-90426: Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it. There are no method names "listed above" whatsoever in our case. Have tried restarting, deintegrating pods and reinstalling, restarting xcode and computer, cleaning derived data etc - nothing works. In other SO or web similar cases, it seemed to be an Xcode issue that got resolved by Apple on their back end. Is that the case, if so what's ETA for fix? Otherwise any idea on where to search for the solution or what could be the issue? Thanks
Replies
2
Boosts
0
Views
1.4k
Activity
Dec ’23
Permission errors within an app after updating from MacOS 14.0 to 14.1
After updating from MacOS 14.0 to 14.1 we got permission errors within an app we developed. We got an "operation not permitted" error if the app tries to access files on a samba network share which is mounted by another tool. Additionally, we got a "Permission denied" if the app tries to run programs outside the app, for example /usr/local/bin/ip. The app works fine on Catalina, Big Sur, Monterey, Ventura and Sonoma 14.0. The app and its components are codesigned and the app is notarized, no entitlements. In the Info.plist the NSNetworkVolumesUsageDescription key is set. Any ideas? Could it be that the app is sandboxed by default on MacOS 14.1? And we have to disable sandboxing via entitlement? Thanks for any input!
Replies
6
Boosts
0
Views
2.3k
Activity
Nov ’23
I Need to change the processor used for my App in ARM64
I would like to change the processor of my app which today is armv7 and arm64 to only arm64 how can I do it if my app is already published on the store
Replies
1
Boosts
0
Views
926
Activity
Nov ’23
Guideline 3.1.4 rejection
Hello all, I have an app that has been rejected due to Guideline 3.1.4 and I don't know how to get around it. The app is essentially a QR scanner for the construction industry that scans QR codes created by a plugin for design software. The app user can use the service completely free with no log in required. Once the QR code is scanned the app returns a result there are no features locked to the app user. The response form the review board is; Your app enables additional features or functionality when used with augmented reality markers or QR codes. However, those features are not available in the app to users without the necessary markers. Next Steps To resolve this issue, please provide a means to access these features from within the app, such as through achievements or in-app purchase. If they can be freely obtained, such as through a link to a website, please revise your app to include clear instructions for obtaining the necessary markers or codes. Which to me seems illogical because if the app user doesn't have a drawing with a QR code on it they don't need to use the app or know of its existence to find the result another way. The app user and the plugin user are two completely different entities and the app user would never be able to create or obtain the QR codes from the app without a drawing. The typical scenario would be the Architect would produce the drawings and add the QR code and give the drawings to the builder who would scan the QR code with the app to get a result. I am struggling to see how this differs to a generic QR scanner that is scanning a code on the side of a can of coke. Any assistance or advise would be appreciated.
Replies
1
Boosts
0
Views
1.4k
Activity
Oct ’23
How can I change app name?
I've tried the various methods listed in the forums, but it doesn't work so I ask a question Here's how I tried:Build Settings Change "Product Name" TARGETS Select app Change "Display Name" Project Navigator Select project name Double-click Change "project name" Rename Mange Scheme Change "Scheme name" info.plist Change "Bundle Display Name" After doing the above 4 methods, Clean Build and install the app on the device. Is there any other way? The app is released on the App store.
Replies
5
Boosts
1
Views
61k
Activity
Aug ’23
ITMS-90338: Non-public API usage - _CMTimebaseCopyMasterTimebase
Getting the following incorrect error when uploading to App Store Connect. I've tried with Xcode and Transporter. The APIs are not being referenced anywhere in my project. There was a similar issue to this on the forum a couple weeks ago and it sounded like Apple resolved it but I am just now seeing this happen. Message: ITMS-90338: Non-public API usage - The app references non-public symbols in APP_NAME: _CMTimebaseCopyMasterTimebase, _CMTimebaseCreateWithMasterClock, _CMTimebaseCreateWithMasterTimebase. 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.
Replies
1
Boosts
1
Views
1k
Activity
Jul ’23
Security issues applications not encrypted.
Hello all, I apologize if it's not in the right section. I'm working on a little app, mostly a CRUD and three HTTP requests. We will use MDM software to deploy the application (not the App Store). There is no pods, package, or specific framework, it's only basic Swift code. Unfortunately, I must do a pentest to push my app into production. The security engineer said he would use the mobile security framework tools. So I tried myself before to be sure that we would succeed. After using the static analyzer, I discovered several issues. The first issue is : The binary may use _malloc function instead of calloc. And I don't know how to prevent that since it is low level, and I don't have access to that. My second issue is a warning : This binary is not encrypted. Honestly, I don't know how to fix that since it seems impossible to encrypt the codebase. Or maybe I'm wrong? Thanks to everyone who will take the time to read and try to help. Regards
Replies
1
Boosts
0
Views
1.8k
Activity
Jul ’23
IPA Binary Misconfiguration - @rpath
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?
Replies
3
Boosts
0
Views
3.1k
Activity
Jun ’23
Unable to Submit for Review
Unable to Submit for Review The items below are required to start the review process: An error has occurred. Try again later.
Replies
77
Boosts
0
Views
37k
Activity
Apr ’23
The app references non-public selectors in payload/runner.app/runner: fontweight, relativesize, spanarray, spanarray_count, strikethrough, underline
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...
Replies
30
Boosts
7
Views
17k
Activity
Apr ’23
Universal app launching as Intel on Apple Silicon
We've created and distributed a Universal app for Intel/Apple Silicon devices, which then gets launched by an Intel-only launcher. I'm finding that if I launch the app from the launcher, Activity Manager is reporting that it is an Intel application, whereas if I launch it directly, it reports as an Apple (Silicon) application. (Worth noting: this app is completely codesigned/notarized.) This is definitely odd, because we have other Universal projects that get distributed on different Intel-only launchers (e.g. Steam) and they are properly launched as a native Apple Silicon app. I apologize that I'm low on information here; happy to do more work to provide additional info.
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1.6k
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Apr ’23
Will previous binary in "waiting for review" status be approved if newer binary is submitted?
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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1.3k
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Feb ’23
Binaries missing the "LC_VERSION_MIN_MACOSX" or "minos" keys
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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8
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2.4k
Activity
Jan ’23
Generated IPA shows message: this device does not meet the minimum security requirements
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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1.9k
Activity
Dec ’22
I'm unable to package an Unreal Engine game with productbuild: error: Can't write temporary package to
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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16
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4.3k
Activity
Dec ’22
Invalid Binary without description
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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1.4k
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Dec ’22