This seems to be a proble with permissions on how forge packages the IPA ( wild guess )
anyhow I also found that phonegap build users are having the same issue
I'm using Windows.
It looks like Apple might have changed their validation for IPA files, Trigger will have to look into this and update the way IPAs are created.
In the mean time IPAs are actually just zip files, you should be able to unzip it, make the Forge binary executable and zip it back up. I've not tried this so it might not work, but its worth a try until there is a better fix.
To do so using a command line on a mac you should be able to run the following commands (I assume you have access to a mac to use application loader). bad.ipa is the ipa file you tried to submit which didn't work, and good.ipa is the resulting ipa file which you should hopefully be able to submit.
unzip bad.ipa
chmod a+x Payload/device-ios.app/Forge
zip -r good.ipa Payload
You need to give executable permission mentioned file trigger.io
This is what i did when i have same issue with google Admob library
chmod +x libGoogleAnalytics_debug.a
and compile again and upload ipa back to itunes connect.
Related
I am having trouble building react native ios project.
Error message:
"launchPackage command" can't be opened because it is from an unidentified developer.
Any idea how to fix this?
Although this answer will most likely work, you would also allow all future apps from unidentified developers to be installed without being prompted.
To allow executing only the command in question (launchPackager.command), go to your react-native installation folder (most likely node_modules/react-native/scripts) in Finder and right-click launchPackager.command, choose Open and confirm by clicking Open again.
You will not be prompted again for this command as you have allowed execution specifically.
Another simple way is to delete node_modules folder from project directory and do npm install.
This happened because project was copied from old mac which had node_modules folder created by that old mac user, hence some problem occurs for project transferred to new mac.
Had the same problem on macOS Mojave.
This helped:
chmod 777 node_modules/react-native/scripts/launchPackager.command
on MacOS Catalina and above
Go to
System Preferences
Security & Privacy
Choose tab "Privacy"
Select "Developer Tools" on left pane
Check "Terminal" to allow terminal to run software locally which does not meet system's security policy . (please be aware of potential implications of this action and make sure that you know what you are doing )
Go to
System Preferences
Security & Privacy
Choose tab General
Choose Allow apps downloaded from anywhere or Allow apps downloaded from App Store and identified developers
I had the same error with you and this method worked for me.
chmod 777 node_modules/react-native/scripts/launchPackager.command
open terminal and Run the above command
after that Run the react-native run-android
Works for Me, It will Run :)
The reason is because you downloaded source code using virtual machine.
Solution:
Please download source code at your real machine.
And then copy it at VM, and build this project.
I'm working on a Cordova based mobile application, and wanted to make use of the Cordova CLI's ability to deploy and run my mobile app right from the command line, without having to go into XCode to do the build
When doing:
cordova run ios --device
Cordova graciously tells you that you should install the ios-deploy node module. I did so following the steps on their GIT site.
When I next tried to do a run, I started to get codesign errors, specifically:
/Users/blahblah/platforms/ios/build/device/myApp.app: Permission denied
Command /usr/bin/codesign failed with exit code 1
I couldn't get the code signing to work from Terminal, and worse, going back into XCode resulted in the same error!
Fortunately the error messages says it all: permission denied; I was able to correct this by popping back into Terminal and running a chmod on my entire app folder, i.e.:
chmod -R a+rwx myApp
I could then go back into XCode and get the project building and deploying again (whew!), however if I tried to do the deploy via the Cordova CLI, then same issue would occur.
It seems like the ios-deploy and / or cordova is messing around with the folder permissions, but I'm not sure how to correct this.
Any suggestions would be appreciated!
UPDATE:
To be clear, I am able to successfully sign the app within XCode if I first go into Terminal, and then into the platforms/ios folder and perform a chmod -R a+rwx on the "www" folder.
The problem I'm having is trying to get this to build / sign successfully from the command line.
I've done some further diagnosis, and it seems that the problem is with the Cordova CLI itself, and not with ios-deploy; when I execute:
cordova prepapre
It copies my "www" folder over to the "platforms/ios/www", however it changes the permissions when doing so from everyone having write access (i.e.: drwxrwxrwx) to only my user having write access i.e.: (drwxr-xr-x)
It seems that this is fouling up the codesign application, and is causing my permission denied errors above.
I'm just hoping someone knows how I can work around this, or what I might be doing wrong with my build - I'd prefer not to have to go into XCode to do these builds.
So it turns out that the Cordova CLI is working just fine, as is the ios-deploy npm package.
The problem turns out to be within the solution itself, and has nothing to do with the tools.
I am using the Ionic framework within this particular Cordova application, and their framework installs some "after_prepare" hooks (within the hooks folder) which attempt to help prepare / clean up some extraneous files prior to the build.
One of these hooks (named "020_remove_sass_from_platform.js") was trying to help out by cleaning up unneeded SASS files prior to the build in order to reduce the size of the compiled app.
Unfortunately this hook was adjusting the folder permissions (I guess in order to ensure the delete could succeed), and this was the cause of the "www" folder's permissions changing during a "cordova prepare".
I deleted the hooks, and now the Cordova CLI builds and signs the APK as expected, and the ios-deploy package pushes it to the device, all without using XCode.
Hope this can be of some help to someone else.
Check the CODE_SIGN_IDENTITY property in your build settings. Is your provisioning profile selected there?
You also need to enter a valid bundle identifier in your apps .plist.
The identifier has to match the one you provided when generating the profile.
Try this
sudo npm install -g ios-deploy --unsafe-perm
So I already was able to build the .bar file, but now I want to build the .bar file to be sent to the store with the package and signing.
So far I've tried this.
bbwp C:\xampp\htdocs\maddash\packaged\maddash.zip -g (password) -b 1.0.0 -o C:\xampp\htdocs\maddash\packaged\
and my error is..
failed to find signing key file
Did you register your keys from RIM and put them in the default location (%HOMEPATH%\Local Settings\Application Data\Research In Motion for Windows)
Did you update your SDK? Then check your keys in bbwp\bin and rename sigtool to author and move your file to the default location.
If not sufficient, try installing the native IDE and use the UI for managing the keys in the preferences
My personal opinion about this problem.
First. If you have your signing key, great for you, because BB changed the system of signing apps. (Now they use BBtokenID, related with your BBID and, in this moment, the webworks framework is the only one that doesn't support this tokens) (Come on, Hip, Hip, Hurrah! :P).
According to your command, one comment
bbwp C:\xampp\htdocs\maddash\packaged\maddash.zip -g (password) -b 1.0.0 -o C:\xampp\htdocs\maddash\packaged\
In the first paramenter yoy must add the FOLDER of your source code, not your zipped code.
If you have your keys where it corresponds, it will generate a bar file signed.
NOW, you must package it in a zip file. If you need more help with that, tell me :)
I tried strings over application binary..but it is showing following error:
strings: object: malformed object (unknown load command 19)
Any other way to read hardcoded information from an iOS application's binary file
The IPA file is not the binary. It's a ZIP archive which you have to extract in order to obtain the app bundle directory, in which resides the actual executable.
Even that executable isn't well-formed. It's encrypted with the AppleID of the user who has downloaded it. You need to decrypt it before being able to run strings on it (you can use some popular iOS application cracking tools for this purpose).
To get hard coded Strings from ipa follow below steps :
Get Clutch from here.
Decrypt the app using Clutch (Clutch <ipaToDecrypt>)
Unzip the decrypted ipa, and get the app bundle directory.
Locate the executable within it, and run strings command against the binary.
(strings <app-binary>)
This is pretty old but I had a particular issue where I was trying to find the hard-coded strings in an app for which Bitcode was enabled and I'd built an archive for exporting to the AppStore.
The final .ipa file unzips as usual, containing the binary at Payload/appname.app/appname, but strings and similar tools are not able to process this.
Instead I used the following commands:
segedit Payload/appname.app/appname -extract __LLVM __bundle llvm.xar
xar -xf llvm.xar
llvm-dis 1
You'll need to install the llvm tools (e.g. brew install llvm) to get llvm-dis.
This produces a file called 1.ll which clearly contains the hard-coded strings I was looking for (along with quite readable pseudo-source). If there's nothing in 1.ll, see if there's files named 2, 3, 4 etc. and run llvm-dis on them.
However for an ipa that has actually been downloaded from the AppStore, you will unfortunately need to use a jailbroken device where you can run clutch etc.
I'm working with PhoneGap/Cordova and the only options I see is to build to the emulator or to build for debuging to the device.
I want to package the app for further distribution and publishing. Any thoughts?
Thanks!!
First build with
ant blackberry build
Then, you need to get and install signing keys:
https://developer.blackberry.com/html5/documentation/signing_setup_smartphone_apps_1920010_11.html
Then finally, once you are able to code sign you need to use bbwp to sign and package the zip file generated by the build (the zip is in the build directory of the PhoneGap folder). So navigate to your sdk/bin directory and run:
bbwp C:\myapp\HelloWorld.zip -g mypassword -o C:\myapp\signed
This generates two folders in C:\myapp\signed which contain the signed files. You will need different files depending on the distribution method and a summary is here:
https://developer.blackberry.com/html5/documentation/distributing_your_app_1866990_11.html
https://developer.blackberry.com/html5/documentation/signing_landing_page.html
https://developer.blackberry.com/html5/documentation/distributing_your_app_1866990_11.html
You need to get a signing key from RIM in order to publish your apps to the Blackberry App World. My previous experiences was packaging the app with signing key and allow others to install the app with BlackBerry Desktop Manager using the .alx file generated.
cd into the top level directory of your project (the one that contains the www/ folder). Then call this command:
ant TARGET build
Where TARGET can be blackberry, playbook, or qnx (beta right now). This will create a build/ folder which should contain the needed files for further packaging.