Cocos2D - Start up errors with CLScoreServer - cocos2d-iphone

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)

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.

Invalid Segment Alignment IOS Xcode Distribution

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.

Installer crashes installing qt and qt creator on ubuntu

I'm attempting to install Qt 5.11.2 and Qt creator through the .run installer found on their website.
I can get through the installer just fine, but when the installer finishes downloading and starts installing to my filesystem it always hangs at the exact same point.
Specifically, when its writing /Qt5.11.2/Src/qtwebengine portions. However I don't believe this is the issue because even if I uncheck the box for web engine before installing it still crashes at a specific point somewhere else. Ubuntu gives me the option to force close every time, I have waited to make sure it doesn't come back but it never does.
Can anyone offer any help? I'm not sure if maybe i'm missing some dependencies the installer needs or there's just something wrong with Qt's installer?
Thanks.
I just needed to let it sit for 20 minutes.

Windows 10: The application was unable to start correctly (0xc000a200)

I am developing my QT application on windows 10 . The development is complete (as for now).
After run the application in debug mode from QT-creator, I am trying to run the executable from the build directory. But it shows me an "Application Error" dialog with the following message:
The application was unable to start correctly (0xc000a200). Click OK
to close the application.
What is the problem and How to fix it ?!
The error codes are given to you in the error message for a reason. They don't mean anything to regular users, but we're programmers and we are the intended audience. Now that Google has been invented, you have absolutely no excuse for not taking the 5 seconds to Google the error code and see what it means.
In this case, 0xc000a200 is an error code that corresponds to STATUS_NOT_APPCONTAINER. The master list of COM error codes is in the Windows SDK headers, specifically ntstatus.h. If one looks this one up, one sees the following description:
This operation is only valid in the context of an app container.
Now, admittedly, once you get to this point, you may discover that you are in well over your head. You may not have any idea what an app container is, and certainly no clue about how to fix it. But at least then you would be able to ask a good question, which will go a long way to getting you a good answer.
But let's see if you can get lucky this time anyway. This error is most commonly encountered when an application that is not inside of an app container tries to load a DLL that is marked as being part of an app container. It is the linker that is responsible for marking a DLL as being or not being part of an app container, controlled by a series of options for whatever linker you're using. On Microsoft's linker, it is /APPCONTAINER:YES and /APPCONTAINER:NO that control this. I'm not sure what toolchain Qt Creator uses, but if it is not Microsoft's, this should at least get you started looking in the right place in that linker's documentation. Make sure that all DLLs used by your application are not being marked as part of an app container.
The option should be off by default for a regular C++ desktop application project, but it's possible that one of the DLLs started out life as part of a Windows Store app. Or it's possible that the switch just got thrown accidentally.
I had the same error, but the approved solution wasn't the cure. What I found is that I had installed the wrong Qt compiler support packages. For me it was Qt 5.9.1 on Windows 10 64 bit to use with Visual Studio 2017. When installing Qt I selected the "msvc2017 64-bit" option. Sound good, right? Wrong: what I wanted was the "UWP x64 (MSVC2017)".

Netbeans always compiling from the beginning

I'm having a quite big C++ project in Netbeans. It takes about 3 minutes for it to compile (with -j5 mode enabled).
I'm using my VM server (FreeBSD) hosted on Windows 8 and using SFTP option to compile.
Everything is working like a charm except that it looks like Netbeans is always making clean while compiling (no clean messages appearing in the output console though!). It's really annoying for me to wait 3 minutes for each change I have to make in my source code.
My friend had a similar issue some time ago - it was related to the Netbeans timestamps files (different time setting on the local & remote VM machine). In my case the VM machine time setting is the same as on my PC.
I am currently running Netbeans version 7.3.1 (because later & latest version are having some odd SFTP issue not working correctly). I've also tried the latest beta build including earlier versions and it doesn't seem to solve my problem.
Whats the problem? I will appreciate every solution.
There is excellent article "Make Dependency Checking" on this topic by NetBeans team which is worth reading to understand this behaviour.
NetBeans internally uses make utility for dependency checking defined in Makefile. When we create a new project in NetBeans, it enables "Full rebuild" feature. This leads to this particular behaviour.
However if want to avoid this, we can change this particular feature to "Incremental rebuild".
For complete information and to understand its consequences, please refer the above article from NetBeans team.