Changing the name of the iOS Application during development - ios

I have two targets in my Project.
BINS LIVE and BINS DEMO
I've set "Bundle display name" and "Bundle name" inside Bins Demo-Info.plist to "Bins Demo"
Also I set "Product name" in Packaging section of the Build Settings to "Bins Demo"
In BINS LIVE target I made similar changed but instead "Bins Demo" I have set only "Bins".
What I tried so far:
Restart app from xCode. The name on the iOS device remain "BINS"
Restart xCode, clear the build directory. The name stays "BINS" on iOS device.
I created special entry with APP id with name (Bins Demo), separate bundle identifier and provisioning. Set new provisioning profile in xCode and rebuild. Still the same name "BINS".
The funny thing is that project is named Bins but not BINS.
How can I change name of the application under app icon in iOS device? I'm working on xCode 7 and iPhone 6 with iOS 9 onboard.

Try reseting the simulator, with the simulator open click on:
Simulator --> Reset Content and Settings..
Hope this helps.

It was problem with localization. I removed InfoPlist.strings file and now changes in targets seems to work. I spend 3 hours on that shit :)

Related

Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels

My recent App Store upload gave me this error:
iTunes Store operation failed.
Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 7.0.
I've added a 120 pixel icon file with the names "Icon-120.png" and "Icon-60#2x.png" and checked it's being added in the Build Phases > Copy Bundle Resources but I am still getting the same error.
Any suggestion what else I can try to solve this?
If it helps I've been working my way through this very lengthy SO answer: 'Missing recommended icon file - The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format'
but yet to get to the bottom of this.
Also, I've done a Build > Clean and restarted Xcode.
====
$ file Icon-120.png
Icon-120.png: PNG image data, 120 x 120, 8-bit/color RGBA, non-interlaced
$ file Icon-60\#2x.png
Icon-60#2x.png: PNG image data, 120 x 120, 8-bit/color RGBA, non-interlaced
For Xcode 9 on High Sierra try this:
Go to Menu Product > Archive, right click on your new build > Show in Finder.
Open Terminal and change to Archive: (type cd + space, drag your new build *.xcarchive
cd /Users/[user]/Library/Developer/Xcode/Archives/[XXX].xcarchive
Using #stubyte's code:
find Products/ -name Info.plist -print0 | xargs -0n1 plutil -replace BuildMachineOSBuild -string 16A323
Go back to Xcode > Windows > Organizer > Upload to App Store...
Fixed:
ERROR ITMS-90022: "Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0."
ERROR ITMS-90023: "Missing required icon file. The bundle does not contain an app icon for iPad of exactly '167x167' pixels, in .png format for iOS versions supporting iPad Pro."
ERROR ITMS-90023: "Missing required icon file. The bundle does not contain an app icon for iPad of exactly '152x152' pixels, in .png format for iOS versions >= 10.0."
Still warning
WARNING ITMS-90704: "Missing Marketing Icon. iOS Apps must include a 1024x1024px Marketing Icon in PNG format. Apps that do not include the Marketing Icon cannot be submitted for App Review or Beta App Review."
This temporary solution is working for me.
If you use xcode 9, maybe try this.
Find xcarchive file, execute this command.
find Products/ -name Info.plist -print0 | xargs -0n1 plutil -replace BuildMachineOSBuild -string 16A323
Visit developer site stubyte`s answer.
In the "General" view,
inside the "App Icons and Launch Images" section,
make sure that "Apps Icons Source" is linked with the "Images.xcassets" file.
Since you mentioned the icon filename is not in the Info.plist you'll want to add:
<key>CFBundleIconFiles</key>
<array>
<string>Icon-120.png</string>
</array>
It appears to be required now in order to associate the icon(s) with your app.
In my case, for some reason the AppIcon asset was not part of the app target. Checking this checkbox solved the problem:
Another Simple Fix once discovered:
I had a similar issue with XCode 9.0, a project that worked perfectly well under XCode 8 and iOS 10 suddenly loses it's icons (only on iPads) when I upgraded the solution.
Tore my hair out, did the sRGB thing, did the Transparency thing.
Turns out I still had the following empty entry in my targets info.plist file
CFBundleIcons~ipad
I'd long ago moved to specifying this in the target build settings.
The solution was to simply remove this entry from the info.plist file (clicked the helpful little "-" button. Rebuilt and tested and everything was perfect once more.
If you are using an images.xcassets file, be sure it is included in the Build Phases > Copy Bundle Resources list. I inherited a project that did not use this, migrated to use this file for App Icon, but did not add it to the Copy Bundle Resources list. Now, you would expect a better error message, but this fixed the problem. (So did editing the plist file as per Sahil above citing stubyte.)
I also faced the same problem, I created an app icon by this URL:
https://appicon.co/
for iPhone and iPad. It gives me a .zip file, I unzip it and move "AppIcon.appiconset" in my application's xcassets.
Now clean the project and create a new archive and upload it to the AppStore and it worked,
Thanks
Just had same problem. Using Xcode 8.3.3 and wanted to use AppIcon in Assests catalogue. Tried all sorts of Stack Overflow answers without success.
Finally learned about a deep clean step from Ken/Apple Forum:
removed all icon files, whether from resources (delete - trash) or appicon file (select - remove selected items); removed even assets folder
deep cleaned (Use the Product menu w/option key pressed, then choose to 'clean build folder')
added a new asset catalogue and called it "Assets" right clicked in Assets folder and added new app icon set - changed that one in inspector to be for iOS >=7
triple
checked all my icon files OUTSIDE of Xcode (all were already png files of right resolution, but some had still colour profile attached from photoshop elements or did have indexed colour instead of RGB profile. so I made sure I only save a png file without colour profile and from a background layer) - not sure that was necessary
archived the build from Product menu
validated and uploaded the build from Window - Organizer
If you have added all icons files to the "images.xcassets", it could be possible that you have forgotten check the "Target Membership" in the right panel of Xcode.
You will can to clean your project, archive it and send it to iTunesConnect.
I was able to resolve the issue by copying the below-given code in PodFile.
post_install do |installer|
copy_pods_resources_path = "Pods/Target Support Files/Pods-PROJECT_NAME/Pods-PROJECT_NAME-resources.sh"
string_to_replace = '--compile "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}"'
assets_compile_with_app_icon_arguments = '--compile "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}" --app-icon "${ASSETCATALOG_COMPILER_APPICON_NAME}" --output-partial-info-plist "${BUILD_DIR}/assetcatalog_generated_info.plist"'
text = File.read(copy_pods_resources_path)
new_contents = text.gsub(string_to_replace, assets_compile_with_app_icon_arguments)
File.open(copy_pods_resources_path, "w") {|file| file.puts new_contents }
end
Let me know, if this works for you.
If you're like me:
Uninterested in hacks
Brand new to XCODE, just trying to get your React Native or Wrapper app to build and upload
Running Xcode 9
Didn't declare icons locally properly
You may have made my mistake and you're not actually having the problems that others here are having. You just need to put the icons in the project!
My simple solution:
Create a 80x80 icon named Icon-40#2x.png
Create a 120x120 icon named Icon-60#2x.png
Create a 1024x1024 icon named Icon.png
Open XCODE
Navigate to Images.xcassets, which presents you with several places to drag icons to
Drag Icon-40#2x.png to Iphone Spotlight iOS 7, 40pt, x2 box
Drag Icon-60#2x.png to Iphone App iOS 7, 60pt, x2 box
Drag Icon.png to App Store 1024pt
Re-archive and retry upload... success!
In my case, I've created new icons for the application using this site.
This error happens because there is no icon of the size indicated in the error.
In my case it was icons of different sizes that did not exist.
https://appicon.co/#app-icon
We had an old legacy project from 2015 and Xcode 6. It was using an old cocoapods integration. None of the other proposed solutions worked so far. After banging my head for a couple of hours I found the solution.
We just needed to update cocoapods and rerun pod install. In fact I deintegrated cocoapods and integrated it from scretch, but maybe a pod install would've been sufficient.
after wasting my almost 1 day and trying every possible solution available on the internet, but nothing worked.
Finally, I got the actual problem and the way to solve. Here we go.
The actual problem is that your image assets (Images.xcassets) are not linked with your target project. Now solution,
Go to the Build Phases of your project.
Add Copy Bundle Resources from the add icon on top if not already added.
Then inside that add Images.xcassets.
That's it.. you are done. Now, it should work fine.
How I got the solution? Just compared the configurations of a newly created project with my current project. And voila.
Make sure plist MinimumOSVersion > 6.0
TLDR: beware of special characters in your app's display name a.k.a. "Product Name".
My project is new (created fresh in Xcode 9 a month ago) and we had correctly-sized assets for all the image groups (app icon, settings, etc.) dragged into the xcassets file. I was getting these errors about missing icons of exact sizes when uploading to App Store Connect API, both with fastlane as well as within Xcode. This was the first time uploading this particular app.
I wasted a few very frustrating hours on this issue, and tried various things to no avail, that are mentioned online:
cleaning all build folders
recreating the xcassets file, making sure it is in the correct build phase
naming the files the "old way" (e.g., Icon-60#2x.png etc.) before dragging into the AppIcon inside the xcassets
verifying the project points at the right xcassets file for App Icon
I could go on...
In the end, on a hunch, I tried to rename the app (that is, the "Product Name" in Xcode project's settings, which is shown on the user's home screen under the app icon) because ours contained a tilde ~ (our app is a retro themed game called SOMETH~1.app). Removing the tilde fixed my issue. I became suspicious because the output files from the build are literally called what you put into the "Product Name" field, and so I could imagine that on the server side the path with tilde is being handled incorrectly. It never gave trouble in iOS Simulator or my device, but there you go! FWIW I did submit a bug report, but have yet to hear back from Apple.
Thought I'd post my experience in case somebody else out there runs into the same problem.

Change title under app icon for iPhone 6

I need to change the name that appears below the app icon. I referred to this answer:https://stackoverflow.com/a/2189996/2376667.
While changing the bundle name does the trick for other iOS devices, it is not working for iPhone 6 and iPhone 6 Plus.
eg; if the previous bundle name was "MyApplication" and the new bundle name is "My Application", for rest of the devices the title gets shown as "My Application" but for iPhone 6 and iPhone 6 Plus, it still gets shown as "MyApplication". So I suppose it is not honouring the space that has been inserted. How do I get the changed name to display for iPhone 6?
Changing App Name is pretty straight forward. It has to be the product name.
Go to
Build Settings -> Packaging -> Product Name
After setting it, Xcode should be the one generating the necessary changes to the other properties.
If you followed the reference given.
Kindly put back the Bundle Name value to its default ${PRODUCT_NAME}
I've done this numerous time and it always work.
You don't have to but you could reset the simulator just to be sure you're working on a clean state.
Change Bundle name and Bundle display name in Custom iOS Target Properties in Info plist

Must I make icons for iPad if it's an iPhone only app?

Must I make icons for iPad if it's an iPhone only app? Apple says, that it's not required. When I try to send my game using Application Loader, I see this.
Can I just delete CFBundleIconFiles(iPad) from info.plist ?
You do not need iPad icon files if your app is an iPhone-only one. Those errors can occur sometimes if the project isn't cleaned or if the resource files aren't copied into the project properly.
Make sure you've marked the app for iPhone only, and remove the iPad icon files from your info.plist, and also make sure all the files are copied in your copy bundle sources. To check this, go to
Your project target > Build Phases > Copy Bundle Sources
and clean your project pressing cmd ⌘+alt ⌥+Shift ⇧+K.
If that didn't work, delete the images from your project, drag and drop them again, and repeat the steps above.

Wrong application name in push notification pop up - iOS SDK

What could be the reason that I am getting wrong application name in my push notification pop up?
The only reason behind this is to misplace certificate while creating .p12 file or .pem file. Make sure you are choosing correct certificate while selecting in keychain access and following the whole process very carefully.
There are a lot of places you need to make sure the app name is correct.
Within XCode:
project and target names
target properties (right pane)
bundle name in build settings/info
project name in build settings/info
In addition, you should:
delete the Build directory
clean the project with Cmd-Shift-k
quit xcode and restart it
restart your physical ios device if you're using it for testing
delete the project directory within ~/Library/Developer/Xcode/DerivedData
in simulator, do iOS Simulator > Reset Content and Settings
I've found doing all these things works!

Xcode suddenly stopped running project on hardware: "Could not launch xxx.app: .. No such file.." [closed]

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Xcode has stopped being able to run my app, it started directly after I deleted it from the device and attempted to re-install by rerunning it in Xcode (something I've done hundreds of times before).
It says
"Could not launch XXX.app"
"No such file or directory (/Users/Mylaptop/Library/Developer/Xcode/DerivedData/MyApp-ekxcbebfpzkahtfkujyqkcwprzia/Build/Products/Debug-iphoneos/MyApps.app/MyApp)."
I've rebooted the phone, relaunched Xcode, cleaned everything, rebuilt everything. This error message won't go away.
This is with Xcode 4.5 which I've been using since it became available, if I revert to 4.3.2 then Xcode says "Finished running app" but it doesn't actually do anything - the app is neither installed nor run.
I'm completely stuck - unable to run anything on the device anymore.
Any suggestions?
That is really annoying. This error happens in a number of different situations. Sometimes restarting the Xcode, fixes the problem. If not, follow these steps:
Disconnect your device.
Delete the app from your device.
Quit Xcode (Do not just simply close the window, quit it)
Delete derived data folder (~/Library/Developer/Xcode/DerivedData/-gbrvhlvwmpiobxdujegtghggrffp - or something like that)
Now start Xcode once again, connect device and run the project. It should work fine.
from DhilipSiva blog
Try deleting "Required device capabilities" in the -Info.plist file.
You can't require armv7 on a 3G, and you can't require armv6 on any newer device, so just delete this attribute entirely.
I found the answer. The iOS deployment target's version was not the same as my device's OS version.
First tried some of the above with info.plists and deleting derived data, clean, etc.
My solution: quit XCode, reopen project. Go to derived data in Finder. Deleted data for all projects (was all trashable, but I would try deleting your troubled projectdata first). And then it worked again. Deleting derived data from XCode didn't work.
The following resolved my problem... my app worked for me in debug/release, then I built a few ad-hoc archives and debug/release builds stopped working.
Symptoms:
invalid entitlements errors when launching from Xcode to device (play with entitlements...)
immediate abort with no error (finished running ) when running simulator
could not launch ... directory blabla.../build/product/debug-iphoneos/... not found when launching from Xcode to device.
Eventually after trying to benefit from everyone else's pain I found in Targets [AppName]:
Build Settings
Build Locations
Build Products Path build
should be
Build Products Path build/Products
No idea how this got set incorrectly.
This must be hard-coded somewhere in Xcode/Springboard because 'Products' appears in both Xcode and in the Device console.
This is Xcode 4.5.1.
I solved this problem by
renaming a directory above my XCode project
Changing the name of the project in XCode fixed it for me.
In XCode, under the Project Navigator, click the project name, and it should let you rename it just like a file in Finder. Deleting derived data did not help.
I built my XCode Project with CMake and somehow it (or my stupid self) deleted or emptied the property "Executable file" in the info.plist. I set it back to ${EXECUTABLE_NAME} and it worked again.
Took me really alot of time working through all the suggestions and fixes until I finally found that problem.
Hope this will help some one struggling with the same problem
Edit:
It was in some way CMake messing up my plist file. I created my own Info.plist and used it the following way:
SET_TARGET_PROPERTIES( MyApp PROPERTIES MACOSX_BUNDLE_INFO_PLIST ${CMAKE_CURRENT_LIST_DIR}/MyApp.plist )
Inside my plist I had this entry:
<key>CFBundleExecutable</key> <string>${EXECUTABLE_NAME}</string>
Unfortunately CMake still seems to parse that file and replaced ${EXECUTABLE_NAME} with an empty string since its the CMake variable syntax. My quick work around is the following:
SET( EXECUTABLE_NAME "\${EXECUTABLE_NAME}" )
Now it works like a charm.
I am probably alone with exactly this problem, but who knows.
I had the same problem, but in my case I had a wrong requirement in my info.plist (require gyroscope for an iPhone 3Gs)
I tried to run my project on a different system other than that on which it was developed. I was getting “Could not launch xxx.app: .. No such file..”.
Removed the app from the device and then deleted the derived data from organizer in xcode for the app.
Organizer-->Projects-->Derived DAta-->Delete
My problem was resolved.
You need to set the deployment target LOWER than your device's version
For me, the solution was just to use the correct (non-distribution) provisioning profile.
I was defaulting to always using my ad hoc provisioning profile, but then I changed to using my developer profile (team profile) and that solved things. I went ahead and cleaned out the Derived Data directory to be safe but I don't know for certain if it is required.
XCode used to have a warning that told you to use the correct provisioning profile but that error message seems to have gone away in XCode 4.5.
I've had this problem by a very strange solution.
My problem was slightly different as I have 2 Developer certificates in Keychain. We have two developer accounts (lets say AD and BD).
1) I did change Bundle identifier from com.BD.game to com.AD.game
2) Device on which I had problems was only signed in AD provisioning profiles.
3) I was unable to debug the game on iPad - although the device had valid provisioning profiles, I had valid certificates, I restarted Mac, device, reinstalled Xcode ... nothing helped.
Do what i did today was examining the project.pbxproj file for any strange entries.
What I found was that Xcode was using proper provisioning profile, but signed the ipa/app with wrong certificate.
"CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer: **BD** (XX******)";
After I manualy corrected the name and id; everything works like charm.
I got the same error. In my case I was set deployment target as 6.1 and trying to run an iOS 5.1 iPad. When I changed my deployment target to 4.3, issue solved.
Still having the problem . Try this
Disconnect your device.
Delete the app from your device.
Quit xcode.
Now start Xcode, connect device and run the project. It should work fine.
For me (using IOS 7 and Xcode 5), the error went away right after I did "Add to Member Center" with my device in the Organizer.
I would like to mention that the easiest way to open the DerivedData folder in Finder is the following:
Open the Organizer.
Click on "Projects".
Select your problematic project.
Next to the path of the DerivedData, click on the little right-arrow button.
Deleting the contents of the DerivedData folder worked for me. Instead of using the "Delete..." button, you should have more success deleting the files manually through Finder.
Go to: your project Target - > Info and from CustoM iOS Target Properties remove the Required Device Capabilities.
In my case that were armv7 and armv7s.
After that the app was built successfully on my iPhone 4.
This is how it looks after i removed both of requirements
For me, I forgot that I had "telephony" in the "Required device capabilities" in the info.plist. Removed that, and it finally worked on my iPad.
For me restarting of Xcode, cleaning DerivedData and restaring device wasn't enough in most cases, until I had figured out that iTunes was also running, and after quitting iTunes everything worked fine!
So my steps now are simple:
1. Quit Xcode.
2. If iTunes is running, quit iTunes.
3. Reopen project.
No need to remove app from the device, clean project or restart/disconnect device.
I think that's because Xcode and iTunes use some common libraries (as you know, Xcode Installer always asks to quit iTunes on installing iOS SDK).
I had this problem and tried a number of the suggestions which didn't work for me - then I found the one about removing the "Required device capabilities" in the -Info.plist file (which for me included location-services & gps)
That worked!
I then re-added them and it still worked.. go figure.
This was xCode 4.6.1 & my app is developer with Phonegap/Cordova
I tried all the above and yet it still wouldn't run. I fixed the problem by changing the derived build location. File>Project settings>"derived data location" change to project-relative. Or you could just make sure the default path has permission to read/write.
My issue seemed to be picking picking Portrait (top home button) as Item 0 in Supported Interface orientations in my plist. Removing that or moving it down seemed to fix my problem. Go figure.
I had this problem too for a Universal app with Xcode 4.5 on my iPhone ONLY, where I had two debug devices:
iPhone 4 iOS 5.1.1
iPad 1 iOS 5.1.1
The Info.plist had an empty entry under "Required device capabilities"
I know that I did not enter this empty 'Item 0'. The app loads on the iPhone
since I removed the empty item. I did not encounter
this problem on any of several earlier versions of Xcode,
This means that Xcode 4.5 handles this 'inserted' item differently
for the two devices I use. I have been wrong before, but this does seem
like a bug in Xcode 4.5.
This may seem obvious but you must also set your deployment target to the operating system that your device is running.
So if you upgrade to iOS 6, it will set your deployment target to iOS 6. You'll need to deploy to 5.1 if the device you are testing on still runs 5.1.
My issue finally got resolved by checking to make sure that the productName attribute in the /* Begin PBXNativeTarget section */ section of my project.pbxproj file matched the name attribute.
Once editing it so that they were the same, Xcode finally runs the app on my device correctly!
Thanks to Max Weisel for helping me! :D
Deleting the derived data folder did not help for me.
Using Xcode 4.4.2 the only solution was to open Organizer and delete old expired and extraneous provisioning profiles on the iDevice. Then everything worked perfectly again.
This may be a red herring, but I experienced these problems when I added custom launch images before deleting the default ones. Deleting the default launch and custom images and then adding back in the custom ones fixed it for me. I'm working with iOS 6 and Xcode 4.5.2
There seems to be a few different things that can cause this very helpful error message.
For me, it was down to an incorrect "Required device capabilities" in the Info.plist. I had added a blank array item by mistake (on top of the the architecture, armv7).
Deleted the blank array item and now everything is fine!
I had this problem and nothing really helped except:
My problem started after changing the contents of my info.plist and no reverting had helped.
What solved it for me was:
Create a vanilla info.plist in a brand new project
replace the old info.plist with the new
renaming it (like app_info.plist)
Set Build Settings/Packaging/INFOPLIST_FILE to be the new one.
Make all the changes you need for your project
Hope that helps. I tried everything else suggested here and this was the only solution for me.
Facing same problem but now problem is solved, i deleted Executable file info.plist. I set it back to ${EXECUTABLE_NAME} and it worked again.. :)
In my case i just set 777 permission directly to xxx.app folder to all files and work!

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