So I am in the process of submitting my first application to iTunes, I went through the entire process, and when I clicked distribute on my archive so that i could submit my app for approval, I got this image saying that a certain amount of things have failed. I fixed all the app icons that were missing (I didn't know that you had to have all of them, but I have them all now).
If possible, could you guys explain what each one means and how to fix it (I'm having a very large problem here since my app is actually part of a school project due in two days).
Are you including large files with your application? In the Xcode Supporting Files folder, right-click on each file and select Show in Finder to see the size of each file. Are the biggest files absolutely necessary or a duplicate of another file?
Are there large arrays with several thousand or more elements within your code? Could the data be placed on a server external to your code and read in?
Related
So I have just shocked that I ran out of space in my Mac book, then I try to find out what really fills up my space. This machine is only used for iOS app development (react native 0.64), and one thing that I also tried to do is cleaning up the archives of my Xcode. To my shock, like every single archive is taking 1.5GB space, but the app itself only like 20MB in play store. So I guess every single archives also contains extra data that I'm not sure important or not.
another thing that I notice is that the app archiving can take around 30 minutes alone, while the android release build only take 3 minutes to build an the .apk size of android is only 30MB.
My question here is:
how to somehow reduce the space taken by archive?
if no. 1 doesn't work, how to auto delete archive after upload to TestFlight or play store?
is there a way to reduce the archiving time taken?
To delete unused XCode data in iOS, I am using DevCleaner (that is set to remove archives/build data every week automatically):
https://apps.apple.com/us/app/devcleaner-for-xcode/id1388020431?mt=12
you can delete this folder every now and again to get more space
/Users/user/Library/Developer/Xcode/DerivedData
use fastlane to make builds much faster and you can automate a whole bunch of processes
this tutorial is dated but I still use it as a reference
https://docs.fastlane.tools/getting-started/cross-platform/react-native/
I am delivering an iOS app for a client and they are asking for the compiled/build files for the app and not the source code or an exported .ipa. I am wondering what compiled/build files are.
Is it just the .app that is created in /products whenever I build my app or something else that I need to do? I believe they are after these files so they can sign the app with their own production provisioning profile and to create a .ipa themselves.
What is an iOS app's compiled/build files and if it is just the .app how it differs from an exported .ipa?
Although vague, it's also possible they're looking for an Xcode Archive. This includes the compiled .app file as well as symbol information. You can build an archive to seed an application for testing or to validate and submit an application to iTunes Connect. If they want to submit or distribute the app without the source code, this is how you would do it.
"Building" is a fairly general term, and it can refer to anything that is needed to go from editable source material (source code, scripts, raw data files, etc.) to a shippable software product. Building can (and usually does) involve several steps, such as pre-processing, compiling, linking, converting data files, running automated tests, packaging, etc.
"Compiling" is more specific, and almost invariably refers to a process that takes source code as its input, and outputs something runnable, typically machine code for either a physical or virtual machine, or source code in a different language.
I bet they are wanting the .app. Unfortunately, since they are being relatively vague with their request, I think you should confirm this with them. I wouldn't feel uncomfortable asking, because their terminology is not some universally accepted way of refering to some method of building iOS applications. Or, if you can find out what they plan to do with the compiled binary, that might help understand what they need.
FYI, here's a brief description of the difference between a .app or .ipa.
I am trying to build an iOS application which has a PDF file emdebbed in it, and I don’t want the user to access or find it by unpacking the IPA file. I found that if I UNCHECK the “Add to Target” check box (when I drag and drop the PDF file into my project), the PDF file will be hidden and no one can see it after showing the IPA contents.
My question is, should I be worry from this case, in another word, if I unchecked this option, will I face any issue in publishing my application or in deploying/supporting any of my targeted devices, or should I be worry from any issue may face the users in reading this PDF through my application?
I did some research regarding this point, but I couldn’t find any good or clear answer, I appreciate any help in this.
If you uncheck the "Add to target" button it means that the .pdf file will not be packed to the .ipa file and it will not be accessible at all when someone downloads your app. So this is definitely not an option for what you want to achieve. It is better to encrypt the pdf file and decrypt it on runtime if you dont want it to be accessed when someone unpacks the .ipa file.
How important is your security? You could just zip it, then name the file something other than "*.zip".
However that would not stop someone who was determined. You would be advised then to use real encryption.
But even that would not stop a truly-determined attacker, who might use a jailbroken device to capture your PDF while it was loaded in your program's memory.
You can make it difficult to get at your PDF, but if you can get at it from your App, then I myself could get at it if I downloaded your app to my device.
I'm developing an app for iOs using flash air, version 3.8, this version allow me to load a externals swf with assets, flash professional cs6 and flash builder 4.7
I have some kind of lobby where the user select a differents games. If I deploy the app just with 1 game (1 swf), I would loaded a game without problem
But, If I deploy the app with other games, I would just loaded 1 of them swf, but the other games give me this error:
error #2007: parameter possible symbol clash in multiple swfs, abc env must be non-null
The parameter abcenv doesn't exist in my code.
Thanks in advance
I have found exactly the same issue it also happens with AIR 3.9 You can only do this by embedding the game logic into your main menu and constructing classes as you need to. I know this makes the initial part of say your menu heavier.
You can however load in swfs as library assets, if you need this. I think the bug has to do with swfs and a restriction of overlapping classes and the fact that you can only use one Application Domain. But this is my best guess on the underlying restriction with this. If you do find a work around let us know.
I encountered this error and solved it today. After Google I found nothing can help. Now maybe I'm the only person that solved the problem easily. This is my story:
Working on a AIR actionscript mobile project.
In ad-hoc package for iOS, loading multiple SWF files successfully, except two. Those two cause the "Error #2007: parameter possible symbol clash ......" error.
Found there is a very small difference between the normal SWF and the error one: in the error SWF, one MovieClip is 3D transformed, I saw there are three 3D axis above the MovieClip. Then I deleted the MovieClip from stage and Library and replaced with a new one. Problem solved.
Note that I didn't re-name anything, or delete any duplicated things. In fact there are many duplicated things (image file with same name, and MovieClip copied between the SWFs) in the SWF files.
I ran into this same issue. The issue is that AIR for iOS has to compile ALL of the external .swfs together, so if there are naming conflicts, that can cause trouble. This especially seems to be a problem if two or more of the .swfs were made from the same cloned .fla, even if one of the files had changes made to it.
In my case, it turned out that there were several unused earlier versions of .swfs in the folder of .swfs to be loaded (such as external_movie-prev.swf). I was able to solve the problem quite easily just by deleting these extra files.
This is a common technique in development, just to rename a previous version of a file and add in a new version to the folder for testing. In normal software development these extraneous versions do no harm. But in the case of AIR for iOS, this situation can cause your app to inexplicably freeze when you try to go a movie that also has an unused previous version in your assets folder. This took me several hours to chase down, so I hope it helps someone else.
I ran into a strange problem today, after renaming a couple of images in my app and making sure they work on a device as well as the simulator, I used Build and Archive as I always do to build my app to distribute to the testers.
However, this time I got strange reports from the testers saying the images were gone, so I installed the build on my phone and to my surprise they were gone as they said. Tried to do a clean and build again but no change.
When I open the .app archive I can clearly see that many, but not all, of the images have turned blank, they appear to be the same physical size on the disk and they also seem to have the correct height and with when I press space to preview them, I can't however open them with photoshop for example (the file-format module cannot parse the file).
This is very confusing and as I have to get the build ready for testing very soon I would very much appreciate some help in this matter.
Your source PNGs seem to be slightly off-standard or at least incompatible with Apple's pngcrush. Make sure you use a commonly well functioning tool for creating the PNGs - when in doubt reconvert/resave them.