Invalid Segment Alignment IOS Xcode Distribution - c++

Whenever im trying to distribute my app on xcode using archive to testflight I keep on getting this error:
Invalid Segment Alignment. The app binary at 'XXXXXXXXXX.app/XXXXXXXXXX'
does not have proper segment alignment, Try rebuilding the app with the latest Xcode version.
even though my app builds correctly and I can run it on my phone without any problem or error,
I know there is alot of similar problems on stackoverflow, But I tried everything, all the solutions possible to this error and nothing is working for me, Im building my app for IPhone and IPad only.
My tries to fix the error:
I have tried to use the architecture script to validate my frameworks arch, all my frameworks are arm64 as it supposed to be, and also the main executable XXXXXXXXXX that is getting the error also arm64 validated.
Also about the framework script that were given in some solutions I have tried it aswell.
I have updated to latest XCODE version aswell didn't help.
some my app requirements is to have theos , and I validated that its using latest version aswell on theos and homebrew,
I cannot understand how to remove this error, Tried alot of other possible solutions online like:
Archive then remove the built app then upload and sign, also didn't work, I have been stuck at this error for about 3 days without progress therefore I've decided to ask it to see if there is more ideas to do.

Related

Xcode failed to load #rpath/libvulkan.1.dylib [duplicate]

I am trying to run a Swift app on my iPhone 4s. It works fine on the simulator, and my friend can successfully run it on his iPhone 4s. I have iOS 8 and the official release of Xcode 6.
I have tried
Restarting Xcode, iPhone, computer
Cleaning & rebuilding
Revoking and creating new certificate/provision profile
Runpath Search Paths is $(inherited) #executable_path/Frameworks
Embedded Content Contains Swift Code is 'Yes'
Code Signing Identity is developer
Below is the error in entirety
dyld: Library not loaded: #rpath/libswiftCore.dylib
Referenced from: /private/var/mobile/Containers/Bundle/Application/LONGSERIALNUMBER/AppName.app/AppName
Reason: no suitable image found. Did find:
/private/var/mobile/Containers/Bundle/Application/LONGSERIALNUMBER/AppName.app/Frameworks/libswiftCore.dylib: mmap() error 1 at
address=0x008A1000, size=0x001A4000 segment=__TEXT in Segment::map() mapping
/private/var/mobile/Containers/Bundle/Application/LONGSERIALNUMBER/APPLICATION_NAME/Frameworks/libswiftCore.dylib
For me none of the previous solutions worked. We discovered that there is an "Always Embed Swift Standard Libraries" flag in the Build Settings that needs to be set to YES. It was NO by default!
Build Settings > Always Embed Swift Standard Libraries
After setting this, clean the project before building again.
For keen readers some explanation
The most important part is:
set the Embedded Content Contains Swift Code (EMBEDDED_CONTENT_CONTAINS_SWIFT) build setting to YES in your app as shown in Figure 2. This build setting, which specifies whether a target's product has embedded content with Swift code, tells Xcode to embed Swift standard libraries in your app when set to YES.
The flag was formerly called Embedded Content Contains Swift Code
Surprisingly enough, all i did was "Clean" my project (shift+cmd+K) and it worked. Did seem to be related to the certificate though.
I started getting this error when I removed:
#executable_path/Frameworks
from Runpath Search Paths in my build settings. Replacing it fixed everything up again (thank goodness for source control!)
I don't know how it got there, but it appears to be needed for a binary to find its embedded Swift runtime.
For the device, you also need to add the dynamic framework to the Embedded binaries section in the General tab of the project.
In Xcode 8 the option for Embedded Content Contains Swift Code option is no longer available.
It has been renamed to "Always Embed Swift Standard Libraries = YES"
Xcode 13 here (13.1 with react-native).
Created a clean react-native project and saw /usr/lib/swift as an entry in Runpath Search Paths.
After adding that, my project finally ran without crashing!
Nothing helped from what was suggested before.
I think it's a bug when certificates are generated directly from Xcode. To resolve (at least in Xcode 6.1 / 6A1052d):
go to the Apple Developer website where certificates are managed: https://developer.apple.com/account/ios/certificate/certificateList.action
select your certificate(s) (which should show "Managed by Xcode" under "Status") and "Revoke" it
follow instructions here to manually generate a new certificate: https://developer.apple.com/library/ios/documentation/IDEs/Conceptual/AppDistributionGuide/MaintainingCertificates/MaintainingCertificates.html#//apple_ref/doc/uid/TP40012582-CH31-SW32
go to Xcode > Preferences > Accounts > [your Apple ID] > double-click your team name > hit refresh button to update certificates and provisioning profiles
I was having this issue with running my Swift tests (but not my app). It turns out that the test needed to have more than #executable_path/Frameworks in it's Runpath Search Paths build setting for the test target. Setting the Runpath Search Paths to the following worked a charm for me:
$(inherited)
#executable_path/Frameworks
#loader_path/Frameworks
OK, sharing here another cause of this error. It took me a few hours to sort this out.
In my case the trust policy of my certificate in Keychain Access was Always Trust, changing it back to defaults solved the problem.
In order to open the certificate settings window double click the certificate in the Keychain Access list of certificates.
This issue occurs again in Xcode 10.2. You must download and install the following package from Apple. It provides Swift 5 Runtime Support for Command Line Tools.
https://support.apple.com/kb/DL1998?locale=en_US
You have to set the Runpath Search Paths to #executable_path/Frameworks as showed in the following screenshot of Build Settings:
If you have any embedded frameworks made in Swift, than you can set to YES the Build Options Embedded Content Contains Swift Code.
I think Apple has already summarized it under Swift app crashes when trying to reference Swift library libswiftCore.dylib
Cited from Technical Q&A QA1886:
Swift app crashes when trying to reference Swift library
libswiftCore.dylib.
Q: What can I do about the libswiftCore.dylib loading error in my
device's console that happens when I try to run my Swift language app?
A: To correct this problem, you will need to sign your app using code
signing certificates with the Subject Organizational Unit (OU) set to
your Team ID. All Enterprise and standard iOS developer certificates
that are created after iOS 8 was released have the new Team ID field
in the proper place to allow Swift language apps to run.
Usually this error appears in the device's console log with a message
similar to one of the following:
[....] [deny-mmap] mapped file has no team identifier and is not a platform binary:
/private/var/mobile/Containers/Bundle/Application/5D8FB2F7-1083-4564-94B2-0CB7DC75C9D1/YourAppNameHere.app/Frameworks/libswiftCore.dylib
Dyld Error Message:
Library not loaded: #rpath/libswiftCore.dylib
Exception Type: EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000001, 0x0000000120021088
Triggered by Thread: 0
Referenced from: /private/var/mobile/Containers/Bundle/Application/C3DCD586-2A40-4C7C-AA2B-64EDAE8339E2/TestApp.app/TestApp
Reason: no suitable image found. Did find:
/private/var/mobile/Containers/Bundle/Application/C3DCD586-2A40-4C7C-AA2B-64EDAE8339E2/TestApp.app/Frameworks/libswiftCore.dylib: mmap() error 1 at address=0x1001D8000, size=0x00194000 segment=__TEXT in Segment::map() mapping /private/var/mobile/Containers/Bundle/Application/C3DCD586-2A40-4C7C-AA2B-64EDAE8339E2/TestApp.app/Frameworks/libswiftCore.dylib
Dyld Version: 353.5
The new certificates are needed when building an archive and packaging
your app. Even if you have one of the new certificates, just resigning
an existing swift app archive won’t work. If it was built with a
pre-iOS 8 certificate, you will need to build another archive.
Important: Please use caution if you need to revoke and setup up a new
Enterprise Distribution certificate. If you are an in-house Enterprise
developer you will need to be careful that you do not revoke a
distribution certificate that was used to sign an app any one of your
Enterprise employees is still using as any apps that were signed with
that enterprise distribution certificate will stop working
immediately. The above only applies to Enterprise Distribution
certificates. Development certs are safe to revoke for
enterprise/standard iOS developers.
As the AirSign guys state the problem roots from the missing OU attribute in the subject field of the In-House certificate.
Subject: UID=269J2W3P2L, CN=iPhone Distribution: Company Name, OU=269J2W3P2L, O=Company Name, C=FR
I have an enterprise development certificate, creating a new one solved the issue.
Let's project P is importing custom library L, then you must add L into
P -> Build Phases -> Embed Frameworks -> +. That works for me.
This error message can also be caused when upgrading Xcode (and subsequently to a new version of Swift) and your project uses a framework built/compiled with an older/previous version of Swift.
In this case rebuilding the framework and re-adding it will fix the problem.
The most easy and easy to ignored way : clean and rebuild.
This solved the issue after tried the answers above and did not worked.
I was having the same problem after moving to a new mac, and after hours, trying all the suggested answers in the questions, none of this worked for me.
The solution for me was installing this missing certificate.
http://developer.apple.com/certificationauthority/AppleWWDRCA.cer
Found the answer here.
https://stackoverflow.com/a/14495100/976628
Change Copy Pods Resources for the target from:
"${SRCROOT}/Pods/Target Support Files/Pods-Wishlist/Pods-Wishlist-resources.sh"
to:
"${SRCROOT}/Pods/Target Support Files/Pods-Wishlist/Pods-Wishlist-frameworks.sh"
I solved by deleting the derived data and this time it worked correctly. Tried with Xcode 7.3.1GM
After having tried out everything, I finally found out, that the build seems not always include every detail again and again. Maybe for speeding up the process...
In order to ensure WHOLE packaging before running on a device, make a Clean first: Shift-Cmd-K.
Then build with: Cmd-B.
After that run it on your device.
Easy.
Kind regards to all you nice guys in that place!
In my case, it was just the name of my target :
I renamed it like this : MyApp.something and the same issue appeared.
But I saw in the build Settings window, my product module name has been changed like this MyApp-something.
So, I removed the dot in my target name (MyAppSomething) and the issue was gone.
For me, having tried everything with no success, what worked was to remove #executable_path/Frameworks from the Packaging section (don't know how it came to be in there in the first place)
We had a unity project that creates an xcode project that includes libraries that use swift.
We tried each and every reasonable suggestion on this thread.
Nothing worked. Code runs fine on new devices, and crashes on iOS<=12
It seems that swift is so smart, that even if you set it to "ALWAYS_EMBED_SWIFT_LIBRAIES"="YES" it does not include the swift libraries.
What actually solved the problem for us is to include a dummy swift file in the project.
The file must contain calls to dispatch, foundation libraries.
Apparently this hints mighty-xcode to force include the libraries, but this time for real.
Here is the dummy file we added that made it work:
import Dispatch
import Foundation
class ForceSwiftInclusion {
init() {
// Force dispatch library.
DispatchQueue.main.async {
print("something")
}
// Force foundation library.
let uuid = UUID().uuidString
print("\(uuid)")
}
}
For unity, also add project.AddBuildProperty(target, "SWIFT_VERSION", "Swift 5"); to your post processing for creating the xcode project.
What worked for me in Xcode 11 was going to General -> Frameworks, Libraries, and Embedded Content and changing the "Embed" option for the framework in question to "Embed & Sign"
None of the solutions worked for me. Restarting the phone fixed it. Strange but it worked.
none of these solutions seemed to work but when I changed the permission of the world Wide Developer cert to Use System defaults then it worked. I have included the steps and screenshots in the link below
I would encourage you to log the ticket in apple bug report as mentioned here as Apple really should solve this massive error:
https://stackoverflow.com/a/41401354/559760
I had the same issue for Xcode 13+ when I create a release build. Had to waste my time on troubleshooting this issue. Finally I was able to fix the issue with following step.
I added a new entry for Release in Runpath Search Paths in Build Settings -> Linking.
/usr/lib/swift
After adding that, I could run my app without crashing!
Xcode 7.2, iOS 9.2 on one device, 9.0 on other. Both had the error. No idea what changed that caused it, but the solutions above for the WWDR were correct for me. Install that cert and problem solved.
https://forums.developer.apple.com/message/43547
https://forums.developer.apple.com/message/84846
There are lot's of answers there but might be my answer will help some one.
I am having same issue, My app works fine on Simulator but on Device got crashed as I Lunches app and gives error as above. I have tried all answers and solutions . In My Case , My Project I am having multiple targets .I have created duplicate target B from target A. Target B works fine while target A got crashed. I am using different Image assets for each target. After searching and doing google I have found something which might help to someone.
App stop crashing when I change name of Launch images assets for both apps . e.g Target A Launch Image asset name LaunchImage A . Target B Lunch Image asset name LaunchImage B and assigned properly in General Tab of each target . My Apps works fine.
For me building a MacOS command line Swift app that depended on 3rd party Swift libs (e.g. SQLite) none of the above solutions seemed to work. What did work was directly adding the following path to my Runpath Search Paths in the Build Settings:
/Applications/Xcode.app/Contents//Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/macosx/
Doing that did give a warning at runtime saying that Xcode had found 2 versions of libswiftCore - which makes sense. Except that not including that line resulted in Xcode not finding any versions of libswiftCore.
Anyway, that'll do for me even if it doesn't seem right - my app is just a utility that I'm not intending to distribute and at least it runs now!
I have multiple version of Xcode installed at the same time. The framework was built with a newer version of Xcode. The app that I tried to compile was with an older version of Xcode. When I cleaned and compiled both the framework and the app with the same version of Xcode then things worked.

Microbit Platformio development - 'PlatformIOLibBuilder' object has no attribute 'get_inc_dirs'

I am currently trying to play around with developing on a BBC microbit on c++ through the Platformio IDE on Atom.
I have got the software working with other boards (various NUCLEO boards that I own), and the code itself for the mircobit is the simple "Hello World" scroller that compiles fine on the mbed online compiler.
When compiling on platformio I get:
Attribute Error: 'PlatformIOLibBuilder' object has no attribute 'get_inc_dirs'
I have tried installing the microbit University of Lancaster libraries, and platformio says they are installed but it doesn't appear in the lib folder of the project I am using.
When it comes to developing I am very much a newbie in terms of setting up environments and IDEs, and I keep searching everywhere for answers on this but its hard to filter out what I need to do to fix this issue. While the microbit is a supported board, there is no guide as to how to get started with it, and every other board just seems to work fine with all the default installations.
UPDATE: The solution below works also for Ubuntu and windows though LED displays come out a bit garbled when you try and scroll text. However, serial communication shows that the actual microbit is doing what it should.
The errors in the display may be down to the fact that the microbit libraries are v2.0.0-rc4 whereas the most up to date version of the University of Lancaster Libraries appear to be v2.0.0-rc10.
Edit:
I am using Linux Mint and the platformio plugin in Atom. I had the reported error. First of all I used the command line tool to update platoformio:
~/.platformio/penv/bin/pio update
To remove the get_dirs error and enable my code to compile:
In
~/.platformio/lib/nrf51-sdk/platformio_extra.py
change line:
pio_lib_builder.env.Prepend(CPPPATH=pio_lib_builder.get_inc_dirs())
to:
pio_lib_builder.env.Prepend(CPPPATH=pio_lib_builder.get_include_dirs())
I got this idea from:
https://github.com/palfrey/nrf51-sdk/pull/1/files
To get my compiled code to load I run atom as sudo:
sudo atom

OpenCV in Code::Blocks: The application was unable to start correctly (0xc00000be)

I set up OpenCV with Code::Blocks as per this tutorial: http://kevinhughes.ca/tutorials/opencv-install-on-windows-with-codeblocks-and-mingw/.
I've got as far as building the test program at the end successfully, but when I try to run it I get the following error: "The application was unable to start correctly (0xc00000be). Click OK to close the application."
The one thing that is certainly different from the tutorial for me is that I'm working with OpenCV 3.0.0, Code::Blocks 13.12 and the latest version of mingw (number not obvious from their website or the installer).
I found that other people had had this problem in the past, e.g. The application was unable to start correctly (0xc00000be)
However, it has been a long time since that thread was active, I'm working with newer versions of the software and, most importantly, the answer given there didn't help (I compiled openCV with the same mingw that I'm using with Code::Blocks), so I thought this question would be worth asking (sorry if it's not, I'm rather new to this).
Could anybody suggest a fix that might get rid of this error?
A few other things to note:
I didn't download the Code::Blocks that came with mingw as I was advised against it, I got them separately as per the tutorial
I have installed OpenCV and Code::Blocks on my E: drive, though mingw is still on my C:.
I have added both mingw and OpenCV to my PATH variable, and mingw to my Path variable
I have linked the libraries in both the main compiler settings for Code::Blocks and the Build Options of my project.
I'm working from a 64-bit Windows 7 Laptop, but I have done everything 32-bit style as advised in the tutorial.
Thanks in advance!
So, one solution I've found to this problem is to copy all the .dll files from "...\opencv\build\x86\mingw\bin" to the project file (build directory).
Having done that, the project will run fine. This still doesn't (directly) explain why it wont run without those files (at least, several sources including the tutorial imply it should), and so isn't really optimal. I will continue to look for a solution for this so I don't have to clutter every opencv project I make with the .dlls.
However, for anyone simply wanting to get stuck into coding who is having this problem, I recommend that solution.

What can happen if I update code signature for SDL2?

I am a new user of macintosh and uses OS X 10.9.4 Mavericks. I have recently installed Xcode and I have downloaded SDL2. This is where the problems started.
When I tried to compile some code that uses SDL2, I got a Xcode crash. The crash was expected behaviors since the reason was an invalid code signature in SDL2.
So I googled this and 2 solutions came up in this link. The first solution recommended that I downloaded the source code for SDL2 and recompiled it. The second solution was to update the code signature as
codesign -f -s - ~/Library/Frameworks/SDL2.framework/SDL2
The second solution seems to be the preferred one since the first solution probably does this in the end anyway. However, I am not completely familiar with code signatures since I come from a windows environment (where these things are hidden for the most) and also since all programming I have done have been for internal use only. So this is the long introduction and my questions are then:
Where is the code signature located (inside the frameworks or somewhere else in the computer)?
What can happen if I update the code signature? Especially can this cause any trouble in the future and even if SDL2.framework is uninstalled?
BR Patrik
You are not required to code sign a framework you build and install yourself (this is what I do for SDL 2). When Frameworks are codesigned the signature can be found in the "Versions" subdirectory of the Framework bundle. there will be the usual _CodeSignature directory for each signed "version", just as there is for an "app" bundle.
resigning the framework wont affect anything in your system. when you update the SDL2 framework to a version that doesnt have this problem your changes will be "undone".

Cocos2D - Start up errors with CLScoreServer

Im getting 2 errors/warnings when im trying to build/run my app in the simulator, the error is in the SDK i guess.
File: CLScoreServerPost.m
'uniqueIdentifier' is deprecated (declared at /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIDevice.h:64)
and this one in CLScoreServerRequest.m
'uniqueIdentifier' is deprecated (declared at /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIDevice.h:64)
I've been trying to reinstall the templates ect ect ect and nothing works.
Some one know the problem ?
Thanks
It says it right there:
uniqueIdentifier is deprecated
And so you should search for it on Google to come up with the related Stackoverflow question.
Deprecated means it should no longer be used, and it may be flagged as an error if you do use it depending on certain circumstances. My guess is that if your deployment target is set to iOS 5.0 and since iOS 5.0 deprecated that method, it's going to be an error when building an app that targets iOS 5. It's probably just a warning if you target iOS 4.x or earlier.
If you are calling that method, then don't. If that call is in a third party library, then contact the author of that library.
Try rebooting your iPhone and computer. Then, after you run your app from Xcode and as it was running on your phone, stop the task. Then, re-open the app through the phone without Xcode running any task.
I did this and did not receive any further errors, and was able to open/close from the active app area (double-tap home button), and I was able to re-launch it without any issues.
Hopefully this helps.
(I think this is in response to the proper problem)