Xcode, Git, Jenkins, PhoneGap 1.5.0 Build Error - ios

I have developed an application with phonegap 1.5.0 previously and now we just pushed into git repository. The app was build successfully in xCode and I was able to install the app and run it on the iPad but when we tried to build it from Jenkins, we got this error
/Users/...../Classes/AppDelegate.m:28:
/Users/......./Classes/AppDelegate.h:31:13: fatal error: 'Cordova/CDVViewController.h' file not found
#import <Cordova/CDVViewController.h>
I really don't know why is this happening. Did I not include any file into gitt that causes this problem? or is there any extra steps that I need to take to put the codes into git? Any advice on this is deeply appreciated.

My PhoneGap project is able to build and generates .ipa.
Here's what I have done for my CI integration using Jenkins:
Install Xcode integration plugin for Jenkins (manage Jenkins --> Manage Plugins --> Available --> Xcode integration).
In your Job configuration, click the Add build Step button and choose Xcode.
In Xcode configuration:
3.1. Add Clean before build.
3.2. Add Target of your project (e.g.: SamplePhonegap).
3.3. Add SDK (e.g.: iphoneos6.1).
3.4. Add Configuration as Debug or Release.
3.5. Add Xcode Project Directory which contain .xcodeproj (e.g.: ${WORKSPACE}).
3.6. Build output directory (e.g.: ${WORKSPACE}/build) [Mandatory Step for PhoneGap App].
3.7. Add Build IPA.
3.8. Add Code Signing Identity (e.g.: iPhone Developer: S*** ** (6**)).
3.9. Add Unlock KeyChain.
3.10. Add keyChain Path (e.g.: ${HOME}/Library/Keychains/login.keychain).
3.11. Add Keychain password.
Finally build your app - it will build and generate the .ipa file.
Note:
3.6 step is mandatory because a PhoneGap project has two build paths: one is our project build path and another one is cordova build path. Jenkins tough to find the path default (In native not need to specify, because it has only one build path Jenkins can easily find). So it's mandatory to provide Build output directory path.

What you can do is to try to clone the git repo to your local machine and build from there. If it's ok, it means that you need to check Jenkins setting/configuration.

This by far the best solution i found.Original Answer
Xcode 6.x
add $(OBJROOT)/UninstalledProducts/include to BuildSettings->Header Search Paths
Xcode 7.x
add $(OBJROOT)/UninstalledProducts/$(PLATFORM_NAME)/include to BuildSettings->Header Search Paths
1.Double click the and you can add this in.
2.Change $(OBJROOT)/UninstalledProducts/include to $(OBJROOT)/UninstalledProducts/$(PLATFORM_NAME)/include

Related

Capacitor iOS App with Share Extension build fails with clean build folder

I'm creating a Capacitor App with the capacitor-share-extension plugin
As described in the documentation on Github, for iOS I first needed to create a "Share Extension" in Xcode.
When I build the app in Xcode everything works fine.
But when I clean the build folder in Xcode (Product -> Clean build folder), the build is failing. In consequence, I cannot build the app on a fresh machine or in my build pipeline, which blocks me from using the plugin. (For reference I'm using Bitrise Xcode Archive Plugin)
From the error, it looks like Xcode cannot find an appex file that is created in my local cache (but I also failed to include that file in my project folder). The error message is this:
Failed to set unique install ID on plugin <my-bundle>.<my-extension>
Failed to open /Users/<username>/Library/Developer/CoreSimulator/Devices/4A7360A3-D373-4A0A-BB08-AF354F97FFAF/data/Library/Caches/com.apple.mobile.installd.staging/temp.9hhnWo/extracted/Payload/<my-app>.app/PlugIns/<my-share-extension>.appex/<my-share-extension>
Failure Reason: No such file or directory
Is it possible to include all required files in my project folder so that I can build without the cache and without going through Xcode to manually create the Share Extension?
Or can I somehow create the Share Extension through a CLI command so that I can build in my build pipeline (already asked by this SO question Creating iOS share extension through the command line)?

Build Libraries for Distribution” into ”Yes” Swift

In my project I have enabled the Build Libraries for Distribution” into ”Yes” into my SDK build setting, to prevent swift upgrades from causing a problem for third party libraries. In this case, When I Build with the project for SDK, I have set legacy mode but I am facing issue like below:


The legacy does not support Build Libraries for Distribution” into ”Yes”.
How to fix this? I can able to build the project new build system instead of legacy mode
The reason for setting legacy mode is When I set a new build system and prepare to build I am getting this below error. To fix this I am using legacy mode
Multiple commands produce '/Path/IntermediateBuildFilesPath/UninstalledProducts/iphoneos/GoogleUtilities.framework':
1) Target 'GoogleUtilities-00567490' has create directory command with output '/Path//IntermediateBuildFilesPath/UninstalledProducts/iphoneos/GoogleUtilities.framework'
2) Target 'GoogleUtilities-54e75ca4' has create directory command with output '/Path//IntermediateBuildFilesPath/UninstalledProducts/iphoneos/GoogleUtilities.framework'
The workaround for this build system issue is to explicitly add all the needed GoogleUtilities subspecs to the Podfile. See the Podfile.lock file to get the list. Full details at https://github.com/firebase/firebase-ios-sdk/issues/4087

Crashlytics in iOS won't proceed past "Build Your Project" in Fabric app

I'm installing Crashlytics for my iOS app. I downloaded it via their site link, and went through all the steps for integrating the frameworks, adding the run script, etc.
I was experiencing an issue, so I removed the frameworks and decided to start over and try a fresh install. But the Fabric app updated to a newer version, and now when I try to reinstall Crashlytics into my app, it doesn't give me the option to reinstall the frameworks. It goes straight from clicking "install" to the "Build your project" screen, which I cannot pass.
To help configure your project, please build it now by pressing ⌘B
I press ⌘B, it builds and nothing happens. I think the issue is because I removed the Crashlytics and Fabric frameworks from my project, but I can't see a way to add them back again. The Fabric app doesn't give me that option.
Go into Build settings of the your target.
Find "Debug Information Format".
Set this from "DWARF" in both debug and release to "DWARF with dSYM File"
Moving from Comment to Answer.
Mike from Fabric here. If you back up through the Mac app, then click on the arrow in the top-left, click on "+ New App", that will walk you through re-adding everything.
If you check the resource navigator you may see the following message:
"DEBUG_INFORMATION_FORMAT should be set to dwarf-with-dsym for all configurations. This could also be a timing issue, make sure the Fabric run script build phase is the last build phase and no other scripts have moved the dSYM from the location Xcode generated it. Unable to process eCreditWebWrapper.app.dSYM at path"
Go to Build Settings and search for "Debug Information Format". Ensure "Debug" is set to "DWARF with dSYM File".
Without the dSYM file Fabric won't work.
As for Xcode 10.2.1, the automated installation via Fabric Mac app won't work anymore. New apps cannot be added via the New App Step-by-step guide.
You have to follow the manual installation instructions. Download and add the 2 frameworks into your Xcode workspace, then add the Run Build Script phase (and related Fabric codes), then build the App. Last (very important), run the app in an actual device.
Once the App is successfully launched, the new App information will be available in the Fabric dashboard as well as the Fabric Mac App (needs to relaunch the App to see the new app).
Here are the steps:
Download the 2 frameworks
Drag to your project where your App Delegate is (make sure ticked "Copy items if needed")
Compile the project / workspace in Xcode
Add the "Run Script Phase" as instructed here; note that Xcode 10+ requires an extra configuration at Input Files
Add the required import and initialization codes in App Delegate
Add the Fabric API keys in Info.plist
Compile again
Run the App in a real device. You will see the line Crashlytics in the Xcode log. If no log appears, checks if your active scheme contains OS_ACTIVITY_MODE settings. Set it to default if the current setting is disabled.
If the Crashlytics line appears, that means the manual installation is working; you will see your App appearing at Fabric online dashboard.
I have solved this issue by the following way. Following the advise from above, I began adding a new app to crashlytics. When I reached to adding new "Run script" build phase, I just copied that text and pasted it over the previous one(created with Crashlytics).
I have also unchecked "Run script only when installing".
After this, I canceleed adding a new app and procedeed back to the UPGRADE. At this moment, building the app, can pass you to the next step and you don't get stuck on that screen anymore.
I was stucked on Build phases too.
I have also unchecked "Run script only when installing" and press again command+B and then I passed to the next step.
If the script is not running, you may have checked the "run script only when installing" in the run script section.
I hope it helps
TL;DR
Tap your scheme -> edit scheme -> set build configuration to "Release"
Explanation:
The most voted answer sounds about right, but there are situations where you just don't need crashlytics in debug builds (who wants crashes sent when you just develop and experiment with your code?). In this case you should disable crashlytics by checking debug compilation flags (out of scope of this answer) and for the first time during installation build app for release to let crashlytics know that you built app.
I had the same issue today. The problem was that i didn't have the run-script :
./Fabric.framework/run <api key>
in my project. Once i put this back in then it all worked perfectly. I also cleaned my project and deleted derived data just to be sure.
you must check that your deployment target version because of "Fabric's minimum iOS version is 6.0"
I was only able to get the Fabric app to continue the installation process after setting my build target to 'Generic iOS Device' and creating an archive from the Product > Archive menu.
Simply building the app or running it on an emulator doesn't seem to trigger the Fabric App to proceed.
If you use Xcode 10.
Project Navigator -> your project -> Targets -> Build Phases -> your Run Script for Fabric -> Input Files -> "+" (add input file) -> clear field and past this line:
$(BUILT_PRODUCTS_DIR)/$(INFOPLIST_PATH)
Be sure to remove this: $(SRCROOT)/
In the Run Script build phase there is a call:
./Crashlytics.framework/run <your_api_key_here>
Maybe you added some conditions to trigger it only on certain builds like:
releaseConfig="Release"
if [ "$releaseConfig" = "${CONFIGURATION}" ]; then
echo "Running Crashlytics"
./Crashlytics.framework/run <your_api_key_here>
fi
so that it will not just trigger on ⌘B
See https://dev.twitter.com/crashlytics/ios/advanced-setup
In my situation I was following all the steps correctly but got stuck on 'add build phase' step.
Then I just restarted fabric and all works just fine
Also there are some other possible actions:
1) Just restart Fabric, Xcode and your Mac.
2) Also if you use Cocoapods change build phase line from
./Crashlytics.framework/run [yourAPIKey]
to
"${PODS_ROOT}/Fabric/run" [yourAPIKey]
3) After building project if Fabric will stop responding just wait a while. It took about minute on my Mac.
Thanks, I solved the problem by removing folders:
~ / Library / Caches / com.crashlytics.data
~ / Library / Caches / com.crashlytics.mac
Kindly cross verify that run script you adding is to your actual target if u will add to tests target it will not proceed until you add it to actual target
None of the solutions here worked for me. The scenario for me was someone else added the Fabric framework to our project and committed it to the repo. The run script on their computer launched/triggered the Fabric Plugin, but would not launch/trigger on mine, although it did not report errors.
The solution was to create a separate project, using Cocoapods download the same version of Fabric, replace the run script in our project/repo (and the one referenced in the target's run script) with the downloaded version from Cocoapods. Rebuild and then the plugin would respond.
Comparing the two run script files, they are drastically different, but the run script from Cocoapods was not a flat text file and it was unreadable. So I'm not sure what was different between the scripts, but we somehow got different versions of the script while using the same version of Fabric.
What I did wrong was adding the script to the pods project build phase instead of the main project build phase, adding it to the main projects build phase solved the problem.
If you are duplicating the target, remove the run script from build phase and add it again to solve the issue.
If you have multiple TARGETS,
check your Schema selection is correct before you build project.
For Xcode 10. Add your app's built Info.plist location to the Build Phase's Input Files field:
$(BUILT_PRODUCTS_DIR)/$(INFOPLIST_PATH)
This solved my issue i hope this can solve others issue.
It turned out I had not enough permissions to create new project in Fabric.
Upgrading from Member to Admin resolved the issue.
In my case, removing an app from helped.
1) Remove the app from Fabric.
2) Follow all the steps again to add the app and install Crashlytics.
Nothing helped me. Now Fabric catches my archive creation. But I create the archives via fastlane's build_app.
Open Project in higher version of Xcode. This resolved my issue after waste many hours.
My Project build on Xcode 10.2 and I was running on Xcode 10.1 but when I run the same project on Xocode 11. The build was succeeded.
Try to wrap your run script variable with double quotes ""
"${PODS_ROOT}/Fabric/run"
Go to folder /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/<CURRENT_IOS_SDK>/usr/lib/ and delete all .dylib files.
It worked for me.

Create IPA from a Cordova project with xcodebuild command

I'm trying to build a system which can compile a project given the source code (the Cordova SDK app project) and the optional provision settings, similiar to PhoneGap's Build. Behind the scenes I try to use the xcodebuild command to create the final IPA and return it to the user. All the projects developed using Cordova and prepared to be compiled with XCode with the following commands:
cordova platform add ios
cordova prepare ios
The problem is that the xcodebuild requires the project's schemes, which according to my search on the subject are generated only when you open the project with the XCode GUI.
Is there any way to generate the schemes for the project using command line tools only? Are the schemes are the same for every project so I can copy a static one to each project I want to compile?
I'm not really a XCode guy or Mac guy for that matter, so I'd be happy for a clear explanation for how and why the solution works, if there is one...
Edit:
Just to clarify my final intestions:
When I open the project using the XCode GUI (double click the .xcodeproj) it generates the schemes and then I can use the xcodebuild command successfully without any problem. But I need this system to be completely automated, so that the user can upload he's project built with the Cordova framework and have this system generate the IPA for him if he choose so. (He can also choose other platforms which are supported by the Cordova framework). Much like PhoneGap's build eventually.
You can generate the schemes programmatically using a build hook script that the Cordova CLI will run before building for iOS. I wrote a blog post on this here but here's a summary:
I chose to use the xcodeproj Ruby gem, you can get this with:
sudo gem install xcodeproj
Then create a hook script "fix_xcode_schemes.rb" in the hooks folder of your Cordova project, set it to 755 file permissions so that it is executable and put this in the script:
#!/usr/bin/env ruby
require 'xcodeproj'
xcproj = Xcodeproj::Project.open("platforms/ios/schemedemo.xcodeproj")
xcproj.recreate_user_schemes
xcproj.save
Adjust the platforms/ios/schemedemo.xcodeproj to match your project name.
Then to run the script edit your project's config.xml and add:
<platform name="ios">
<hook type="after_platform_add" src="hooks/fix_xcode_schemes.rb" />
...
</platform>
Full code and Github on the blog post I linked to. Here I use after_platform_add so the Cordova CLI will add the schemes after the iOS platform is added. For an existing project you may want to swap this for before_prepare or before_build to add the schemes if you don't want to remove and re-add the ios platform to use my original example. Cordova Hook documentation is here.

how add manually a cordova plugin to ios existing project

i've a cordova project created via cordova cli command.
i build the project for Android and iOS platform but... i copied the build project into respective workspace (eclipse/xcode) and i updated that single project.
Now i need to add a plugin.
The project into cordova project folder is now so outdate so i would add the plugin via cli and copy the plugin to the respective project.
I copied successfully the generated plugin into the android project, but i'm not able to do the same thing with iOS.
For example i added the console plugin for iOS
cordova plugin add org.apache.cordova.console
if i open and run the build project it work and i see my message in console, but if i try to copy the generated plugin into my existing project it doesn't work.
nobody could help me to understand how add manually a plugin into my existing project?
update
yes i know, i'll try to explain better
i have my cordova project under folder /Document/cordova
when i made an ios build via command line cordova put the built project under /Document/cordova/platforms/ios
well i copied the folder ios under /workspace/my-project-name
after some work under workspace i see that i need to add a cordova plugin.
i added the plugin via command line and it was added to /Document/cordova/platforms/ios
at this poin i have a project under /Document with plugin but asset outdated and one project updated without plugin under /workspace
i'm trying to copy from built project to /workspace project.
i copied
/workspace/my-project-name/my-project-name/Plugins
/workspace/my-project-name/my-project-name/config.xml
/workspace/my-project-name/www/plugins
/workspace/my-project-name/www/cordova.js
/workspace/my-project-name/www/cordova_plugins.js
but it doesn't work... i missed somethings?
After reading it several times I think I get more less the idea...
Well, I am not sure why do you want to copy the ios project outside the current location. I suppose you have a good reason to do it, however you can always tweak that project instead of going back and forward, cordova will not impact non cordova related files each time you run "cordova build".
Are you familiar with control versioning? Git, SVN, mercurial? If so it is simple just we which files were impacted once you add the plugin and copy those... If no, I suggest using control versioning anyways to help keep track of your code changes.
NOTE: Be aware if you build the cordova projet and then you just want to update the files noted above it is highly likely that it won't work, that is why you run "build" is not a simple file sync. I recommend taking the new cordova project with the plugin added and then just add you personal tweaks on the ios in the other folder. Or just tweak the ios folder inside platforms folder...
I hope you are doing for good reason. Anyway you are missing to copy below file to work
/workspace/my-project-name/my-project-name/platforms/ios/my-project-name/config.xml
Copying the cordova iOS platform folder is not a good idea. The reason is, cordova builds an Xcode project in the platform folder, and there is some sort of caching/built in references to absolute location of the original Xcode project. Therefore it would be unclear to you and to Xcode which file is being referenced from within Xcode. This may have caused some other unnoticed errors in the project as well. So therefore, instead of keeping original project path available along with the new path, I would recommend renaming the original project folder in order to remove the ambiguity. This way, you will assure that the right file versions are referenced.

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