PayLoad Directory not getting created - ios

I'm having a project with Non-ARC,now I migrated the application Xcode 6 with SDK 8.1 after succesful migration, when I tried to archive it the *.ipa file got created but if I tried to upload the app via diawi or hokey app the it shows a issue
Say In Diawi it shows
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I tried changing it to .zip & extracted the zip there I found out instead of creating PayLoad directory it shows me Applications directory ,From that I came to know there is no Payload directory created that is the issue .
Kindly help me in this , Why Payload directory not been created ?
I just to add a script for creating Payload directory but that not worked for me.

To correct it, I need to edit the Info.plist file to set:
Application requires iPhone environment = YES

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Firebase TestLab on IOS - upload invalid

Following the instructions here: https://firebase.google.com/docs/test-lab/ios/firebase-console#compress-the-test-files-for-upload, I try to test my app with Firebase TestLab
However, I get the issue: "Upload invalid: Uploaded zip files must contain a single .xctestrun file and the contents of the DerivedData/Build/Products directory."
I do .zip with exactly these file (Runner_iphoneos12.1-arm64e.xctestrun) and directory (Debug-iphoneos) since there are no other files or directories in my customized DerivedData/Build/Products
I have made many attempts to find a solution, including Product/Clean, Xcode restart, cleaning of my customized DerivedData/Build/Products - but with no success
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By the way, I work in Xcode 10.1 and my project is on Flutter, if this make any difference

ipa app could not added to our itunes library, it is not a valid app

I have made an unsigned .IPA app using xcode 6 and swift language.
I have compressed the .app file and change its extention to .ipa.
When I want to install this .ipa file on my jailbreaked iPhone, this error is appeard:
"the app 'youtapp.ipa' could not be added to your iTunes library because it is not a valid app".
Would you please let me know what the problem is.
In my case I was using the "Save for Ad Hoc Deployment" option from Organizer to create an ipa file. It appears however that this is broken in XCode 6. Your answer from Jan 1 got me thinking so I did a little digging.
I renamed the exported ipa file to .zip and opened her up. XCode is now putting the .app file inside a folder named "Applications". So I went ahead and renamed this folder to "Payload", zipped it back up, and renamed the zip back to .ipa. Sure enough when I dragged this new ipa file to iTunes it works fine and can be installed on my phone.
Seems to me a bug in XCode, I think I should report it to Apple.
I had this exact same problem using Xcode 6.3 when building my iOS app. It seems that the packager does not complain when the following setting is enabled even though the target is an iOS device:
Application requires iPhone environment:NO
You need to set the this to YES and it will name the folder correctly to Payload.
I had a similar issue while trying to create an .ipa for adHoc distribution for one of the Old project (built a year ago by ex-developer). After a lot of research in google and following this link - here. By replacing the .plist file with the existing working projects (obviously - the relevant icons/bundle display name/identifier) and renaming with the current .plist name. It worked for me.
I literally spent about 3-4 hours to fix this issue. Hope it helps some one.
environment was native - iOS app.
My problem was that I forgot to put the .app file in the Payload folder. After putting the .app file in to the Payload Folder, I zip the folder and change its extension to .ipa.
It works correctly.

Xcode creates wrong IPA folder structure

We normally have 'Payload' folder as root once we unarchive IPA files. However, suddenly Xcode has started creating IPAs with 'Applications' folder as root. Hence MDM is failing to locate files.
Has anyone has faced a similar issue? We are running Xcode version 6.1.
Make sure the key "LSRequiresIPhoneOS" in the info.plist has the value "YES", and make sure the key has the correct case, i.e., IPhone versus Iphone. Earlier versions of Xcode were not as picky about that.
I assume your Deployment Target is 8.0
Validate your Settings from the Editor Menu
Double check info.plist for the following entries.
CFBundleInfoDictionaryVersion | String | 6.0
LSRequiresIPhoneOS | Boolean | YES
Without it, the archive export will build an iOS IPA file with the OSX Applications folder.
I followed the steps in this post and other posts (adding CFBundleInfoDictionaryVersion and LSRequiresIPhoneOS to .plist file) but nothing worked. Here is what happened on my end:
I renamed my project and for some reason, the rename seem to "unlink" my .plist file from my project. I had to go to the project - Info tab and edit the list of parameters there. Add
CFBundleInfoDictionaryVersion | String | 6.0
LSRequiresIPhoneOS | Boolean | YES
Under
Custom iOS Target Properties
I have created .xarchive file using xcode 6.1 and then created .ipa file as per my answer here How to convert .xcarchive to .ipa for client to submit app to app store using Application Loader.
Now i have unarchieved my ipa file and it is having same folder structure as normal one, i.e. folder named "Payload" is available(no any Applications file). Also MDM is also working fine with that. Please check the way you have used, or else try this way.
Here's what I did - instead of "zipping up" the project file, go into XCode (I'n on version 7.x), and go to PROJECT >> ARCHIVE - and archive that sucker.
It auto archives as an IPA in the proper structure.
The way I did it before was by ZIPPING it up from the FINDER app, and then changing the extension to IPA -- DONT DO THAT.
Once it's archived (from within XCode), it shows up under ORGANIZER, so go there to submit it to apple as a new build.
This was my fix after half of night of trying to submit with Application Loader and it worked fine - had a dozen other issues prior to this but each issue was knocked off the list one by one, so maybe it wouldn't have submitted had I not fixed those, but the above process submitted the first time I tried it - and that was after using Application Loader probably 15 times with no dice.
I just Clean (Command + Shift + K) the project and the error has not appeared

Blackberry Application and Signing key

i am Android developer, i just started to learn about Blackberry Application Development. i want to ask you something about Application and Signing keys.
I have downloaded 3 signed keys (*.csi) files. and i have installed it and added in first demo application to run app on real device. it is working and running fine in real device.
now i have created second demo application, it is also working well in simulator. but when i am trying to launch it in real device. it is loaded/installed successfully but when i am tapping on icon or trying to open application. it is not opening/running on device.
in second project, i tried by right click on project > Blackberry > Sign With Signature Tool. but it is signing only two files while in my first demo application it is signing 3 files.
also it is not generating .csl file in second application.
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for more detail regarding the BlackBerry app signing process you can follow these steps.
http://supportforums.blackberry.com/t5/Testing-and-Deployment/BlackBerry-Applications-and-code-signing-Start-to-Finish/ta-p/445848
There are cod files which require signing and some others are optional. Once all the signatures are correctly added, then the *.cod and *.jad can be copied.
Now *.cod can be extracted by renaming the same to *.zip. By extracting the zip file along with the *.jad the same can be used to download to blackberry devices. If this is directly uploaded to blackberry device through USB, then *.cod, *.jad and *.alx can be copied and used , no need to extract the *.cod

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Just created an .apk with the Publish Android Application option, created a keystore with key and uploaded to the Google Play app store. Everything worked, but when I tried to download the app from the app store i got an error message resembling "The application has an incorrect signature". I thought the "Publish Android Application" part of Xamarin.Studio was supposed to fix everything?
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