Xcode 5.01 and Cordova 2.9 archive issues - ios

I have been developing my app on top of the Cordova 2.9 framework and it builds fine on the iPhone simulator and also builds fine on my devices. When I try to "archive" it to submit to the app store it throws these errors:
I don't understand why it builds and runs fine but won't archive for the store. I also tried to archive Cordova 2.9 right out of the box so to speak without any of my files in it and it still fails with these errors. Does anyone know how to fix these errors?
I have tried things like
Change "Build Active Architecture Only" to "YES"
Go to project settings and Build Tab.
Search for "Other Linker Flags"
Double click on the linker flags for Release and Change ${TARGET_BUILD_DIR}/libCordova.a to ${BUILT_PRODUCTS_DIR}/libCordova.a
Do the same for Debug Clean and build archive again
Those haven't worked.
Thanks.

Related

Error building for iOS simulator in hybrid app

I've been struggling with an error building my app with ionic and cordova.
Everything started when I tried a "ionic cordova build ios --prod --release". It retrieved an error regarding FirebaseAnalytics for architecture arm64
"clang: error: linker command failed with exit code 1"
Reinstalling the pods and removing and adding the ios platform again I got this error even without the --release flag.
error: Building for iOS Simulator, but the embedded framework 'WebRTC.framework' was built for iOS. (in target 'Qvadis' from project 'Qvadis')
and I'm stuck here and I don't know if something changed with the latest XCode version (12.0) or the latest iOS version (14) or I have a dependencies problem.
Before that, it compiled just fine.
Thank you in advance,
Borja.
I found a solution:
In Build Settings, selecting your app as Target, you have to type "arm64" in "Excluded architectures".
However, this doesn't allow you to archive and publish it so you have to remove the "arm64" excluded architecture to perform those actions.
I don't know if this is a good approach, but this is the one that works for me.

"To enable automatic signing, pass -allowProvisioningUpdates to xcodebuild. (in target 'Runner' from project 'Runner')" What to do?

I received this error when trying to build iOS app on a real iPhone and not on the Simulator. This was part of the error message:
To enable automatic signing, pass -allowProvisioningUpdates to xcodebuild. (in target 'Runner' from project 'Runner')
All the places I looked for help didn't have any tips.
For me the problem was that I was using a VPN on my PC when trying to build and deploy to my test device.
Solution was to just disable my VPN.
Apple might be blocking requests over a VPN when signing an App.
Navigate in your flutter folder to directory /ios/ and open Runner.xcworkspace (the white one not the blue one) in xCode.
Then in project navigator (cmd+1) select Runner and go to build settings tab called 'signing and capabilities' and manage your signing there to get the account and automatic signing set up, build from xcode (cmd+r).
Once this signing is set up and working once you're good to go, you may now start building from VSCode or Android Studio or wherever. Quit xCode and open original flutter project files.
Enjoy!

bitcode bundle could not be generated because

Basically I have built a compiled released framework and distributed it with cocoaPods. The problem is that then archiving this framework application gets the following error:
ld: bitcode bundle could not be generated because
'/Users/cagrialtay/Desktop/mucbirsebepler/ios/Flutter/Flutter.framework/Flutter'
was built without full bitcode. All frameworks and dylibs for bitcode
must be generated from Xcode Archive or Install build file
'/Users/cagrialtay/Desktop/mucbirsebepler/ios/Flutter/Flutter.framework/Flutter'
for architecture armv7 clang: error: linker command failed with exit
code 1 (use -v to see invocation) Search for Enable Bitcode setting
and set it to YES for Debug and Release modes.
Things I tried but had no luck
Enable Bitcode' set to 'YES' Adding '-fembed-bitcode' to 'Other C
Flags' Adding 'BITCODE_GENERATION_MODE' with the value 'bitcode' set
skip install to yes
I only need release version, so I did not built an universal framework, just release version... I would genuinely like to solve this issue, because it has been a nightmare for me..
I finally solved this.This error happened because of me . I develop my iOS application with flutter, so if you develop your iOS app in Flutter firstly you must build with flutter not Xcode
flutter clean
flutter build ios
then go
Xcode -> Product -> Destination -> Any iOS Device
Xcode-> Product -> Scheme -> choose scheme -> Runner
Xcode-> Product -> Archive
or
flutter clean
flutter build ipa
then
Xcode-> Product -> Archive
That happened to me too. Xcode 11, Flutter. I tried deleting the App on Simulator still did not work.
Open project folder
Go to ios file
Go to Runner Folder
Right click on "Launch Screen.storyboard"
Open with Xcode.

Check dependencies error in Cordova iOS build

After updating to High Sierra and Xcode 9.1, I'm unable to build Cordova apps. The first failure was about the team being missing, so I turned that on. I'm now hung up on:
Check dependencies
Code Signing Error: xxx has conflicting provisioning settings. xxx is automatically signed for development, but a conflicting code signing identity iPhone Distribution has been manually specified. Set the code signing identity value to "iPhone Developer" in the build settings editor, or switch to manual signing in the project editor.
Code Signing Error: Code signing is required for product type 'Application' in SDK 'iOS 11.1'
It seems pretty obvious, but when I do what it says, I don't get anywhere. I've fiddled with all various settings of automatic and manual settings (dev and production) that seemed reasonable. I've even built a whole new certificate and distribution profile, but no change. I've followed instructions from After upgrading to xcode 9, cordova app won't build, error 70, requires provisioning profile with no luck. I've googled up a lot of issues with the Xcode upgrade, but there doesn't seem to be a comprehensive list of exactly what needs to change for support. I'm just finding various snippets that don't work for me...
Currently working with cordova-ios version 4.5.3.
After a disgusting amount of time spent on this, I was finally able to get mine published... I'll outline what I remember of the workflow below:
run ionic cordova platform rm ios then ionic cordova platform add ios
open Xcode and select your development team, keep the signing set to automatic
run ionic cordova build ios --prod – don't add the --release flag
if you now have a .xcarchive file in platforms/ios, open it in Xcode and skip to the very bottom, otherwise continue to the next point
open the .xcodeproj file and click Product > Archive – this will create the release build
If you get the "check dependencies" error at this point:
uncheck / disable automatic signing
re-check / enable automatic signing
run Product > Archive again
This should successfully build your app release, at which point you'll have the option to "Submit to App Store"... Good luck!

Ionic Xcode build, Apple Mach-O Linker Error

I know this has been posted about a million times but I still can't figure out what's going on.
This is an Ionic 3 project that already works and builds fine on Android. I am now trying to build it for iOS and I'm getting this error when building in Xcode. I already checked my Link Binary With Libraries build phase and there are no pod files in there. Also I am in the .xcworkspace file, not the .xcodeproj.
Apple Mach-O Linker Error
Linker command failed with exit code 1
When I build using ionic cordova build ios I get an error code 65 for build command xcodebuild.
Edit: After some more digging I think I found a more specific error, Framework not found FileProvider for architecture x86_64.
I would like to give an alternative here. That is you can use Ionic Package service.
Ionic Packages makes it easy to build a native binary of your app in
the cloud. Perfect for developers using Windows that want to build iOS
apps.
This lets you:
Send your packaged app to others
Build your app for platforms not supported by your computer (e.g. iOS
builds on Windows)
Build .ipa and .apk files that you can submit to app stores

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