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grahamsmith10151448
Inspiring
September 10, 2014
Question

iPhone 6 simulator - ipa install error - Xcode 6

  • September 10, 2014
  • 8 replies
  • 22445 views

Been getting the error below when installing an ipa  on the Xcode 6 GM seed simulator, released yesterday.

I used -target ipa-test-interpreter-simulator on the command line to build  with AIR 15.0 release (iPhoneSimulator8.0.sdk).

It seems related to localized descriptions, tried removing descriptions from the descriptor.xml  to no avail.

Any ideas chaps ?

not getting errors with the build process just the install.....

2014-09-10 13:33:42.947 isb[383:507] -[__NSCFString localizedDescription]: unrecognized selector sent to instance 0x1002027b0

2014-09-10 13:33:42.948 isb[383:507] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[__NSCFString localizedDescription]: unrecognized selector sent to instance 0x1002027b0'

*** First throw call stack:

(

    0   CoreFoundation                      0x00007fff8532225c __exceptionPreprocess + 172

    1   libobjc.A.dylib                     0x00007fff8e460e75 objc_exception_throw + 43

    2   CoreFoundation                      0x00007fff8532512d -[NSObject(NSObject) doesNotRecognizeSelector:] + 205

    3   CoreFoundation                      0x00007fff85280272 ___forwarding___ + 1010

    4   CoreFoundation                      0x00007fff8527fdf8 _CF_forwarding_prep_0 + 120

    5   isb                                 0x00000001000010a5 -[iPhoneSimulator LoadSimulatorFramework:] + 245

    6   isb                                 0x0000000100002fe4 -[iPhoneSimulator runWithArgc:argv:] + 99

    7   isb                                 0x000000010000332b main + 101

    8   isb                                 0x0000000100000f60 start + 52

)

libc++abi.dylib: terminating with uncaught exception of type NSException

/var/folders/5g/hygcyqw956n3zd2nf916b8680000gn/T/cmd1342093461585519839.tmp: line 1:   383 Abort trap: 6           "/AIR15.0/lib/aot/bin/isb/isb" "-install" "-apppath" "/var/folders/5g/hygcyqw956n3zd2nf916b8680000gn/T/fecbcbca-a2bb-475e-9691-5e44908823d5/Payload/my.app" "-sdkpath" "/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator8.0.sdk"

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8 replies

Participating Frequently
September 19, 2014

For those are having problems with iPhone6 plus making a scale of the content, you have to put new launch image sizes 750 x 1334 and 1242 x 2208 for portrait.

I always used just putting default launch images on the main src folder as: Defaul-Portrait.png etc .. but for some reason for these new iPhone6 images it's not working. I put as Defaul-Portrait@3x.png and Default-736@3x.png and not worked. So I had to specify in the descriptor in iPhone tag and it worked:

<key>UILaunchImages</key>

  <array>

      <dict>

          <key>UILaunchImageMinimumOSVersion</key>

          <string>8.0</string>

          <key>UILaunchImageName</key>

          <string>Default-667h</string>

          <key>UILaunchImageOrientation</key>

          <string>Portrait</string>

          <key>UILaunchImageSize</key>

          <string>{375, 667}</string>

      </dict>

      <dict>

          <key>UILaunchImageMinimumOSVersion</key>

          <string>8.0</string>

          <key>UILaunchImageName</key>

          <string>Default-736h</string>

          <key>UILaunchImageOrientation</key>

          <string>Portrait</string>

          <key>UILaunchImageSize</key>

          <string>{414, 736}</string>

      </dict>

  </array>

The problem is that iphone5 images stopped to work, probably because now I have to specify all the images in the descriptor. Anyone knows why is not working just pasting the images in the main src folder? I'm using wrong name?

Adobe + updates = hard time

Inspiring
September 19, 2014

I have the new launch image sizes and default names to use.

iPhone 4/4S: Default@2x.png  -  640x960

iPhone 5: Default-568h@2x.png  -  640x1136

iPhone 6: Default-375w-667h@2x.png  -  750x1334

iPhone 6 Plus: Default-414w-736h@3x.png  -  1242x2208

I've tested those in the simulator and they seem to work

Participating Frequently
September 19, 2014

Did you just copy the files ?

For some reason now stopped to do scale but seems to be getting wrong file in initialization. I've put another file to test with another color and it don't get it.

What about the resolution, what are you getting in iPhone6 plus simulator?

Thanks

grahamsmith10151448
Inspiring
September 19, 2014

Something still not quite right here , been using Air 15.0.0.274 and Xcode 6.0.1 .

The usual method of installing via ADT on the command line would be  :-

./AIR15.0/bin/adt -installApp -platform ios -platformsdk /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator8.0.sdk -device ios-simulator -package MyApp.ipa  


The above method appears to install without error, however nothing appears within any of the simulators..

The only way i've found to test, is to manual install the .app files and view that way..

Does anyone know of a newer syntax for installing with iPhoneSimulator8.0.sdk via  ADT command line ?

Also, when testing for iPhone 6 plus , I'm getting reduced resolution and blurry images, this sim should be displaying

at 1080 * 1920 (1242 * 2208) but only gives 828 * 1472 - exactly two thirds resolution even with Default-414w-736h@3x.png as the launch image.


Participating Frequently
September 19, 2014

I also have the problem that the iPhone 6 plus simulator is reported as 1472x828 (value of stage.fullScreenWidth x stage.fullScreenHeight).

But I think that on the actual device it may be reported correctly as 1920x1080. AIR runs on OpenGL, which should report the resolution of the framebuffer, not the virtual resolution of 2208x1242. See ios - iPhone 6 Plus resolution confusion: Xcode or Apple's website? for development - Stack Overflow

Whereas the simulator really is 2208x1242, which might be too big for AIR to handle?

I hope someone with the actual device will soon be able to confirm this

Known Participant
September 21, 2014

Has anyone tried testing on an actual Iphone 6 the following png files.

iPhone 4/4S: Default@2x.png  -  640x960

iPhone 5: Default-568h@2x.png  -  640x1136

iPhone 6: Default-375w-667h@2x.png  -  750x1334

iPhone 6 Plus: Default-414w-736h@3x.png  -  1242x2208

I have access to an iphone 6 in a few days from now and would like to to know the size of the Default.png files that need to be included in Flash Pro CS6.

Justin

Inspiring
September 19, 2014

Latest AIR 15 beta SDK got rid of this error and allowed me to test in the simulator. To test on iOS 8, I had to move all of my old SDKs out of /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs. If I had any older SDKs in there, Flash Builder would re-launch the simulator using them.

Additionally, I can't test using any device other than the iPhone 5, whose simulator doesn't fit on my screen. Flash Builder will always launch to that device regardless of what settings I choose in the Debug Config window. Switching devices in the simulator itself doesn't work since the app installs seem to be device specific and Flash Builder ignores what is currently open and launches to the iPhone 5, rebooting the simulator.

Any ideas on how to fix that?

Colin Holgate
Inspiring
September 19, 2014

You should be able to change hardware in the simulator, but then don't relaunch the app from Flash Builder, just use the simulator and find your app icon (probably on the second page), and open the app from there.

Inspiring
September 19, 2014

There are no icons whatsoever when I switch devices. It just goes back to the default iOS apps. My installed apps disappear. That part isn't an AIR issue since it happens with my native apps as well.   

Participating Frequently
September 19, 2014

For me it worked using Flash Builder 4.7 with last AIR 15 beta 15.0.0.258 and Xcode 6.0.1. It works perfectly even debugging!

But if you use last Xcode 6.1 GM beta won't works. You should set the environment variable to use the device version that you want, just run this command in your terminal:

launchctl setenv AIR_IOS_SIMULATOR_DEVICE "iPhone 6 Plus"

I hope it helps

Known Participant
September 15, 2014

Thanks jochends for the in-depth explanation! You made a couple of points that allowed me to find an easier way to do a manual install. I used the ios-sim tool at https://github.com/phonegap/ios-sim that can be installed via homebrew (thanks to this discussion).

Here is what I did for anyone else that wants to test on the iPhone 6.

1. Build the ipa file for the simulator with Flash (it crashes but the ipa will be intact)

2. Rename it to .zip and unzip the content to find the .app file

3. Use the ios-sim launch command with the command line option "--devicetypeid com.apple.CoreSimulator.SimDeviceType.iPhone-6".

Hopefully that helps! Unfortunately I was able to crash the simulator and kept getting a push notification request dialog, which I did not experience on an actual device running iOS 8. Lets hope it is just a problem with the simulator!

Participating Frequently
September 15, 2014

Awesome, I will try that!

I'm also getting a notification request dialog (but for local notifications, not push). I thought this was something new in iOS 8, but I don't have a device running it so I can't check...

Known Participant
September 15, 2014

After doing more research, the push dialog request is due to a change in iOS 8. Now local notifications, including the app icon badges, request permission from the user just like a regular server-based push used to.

It appears that users who upgrade to iOS 8 will not see the permission dialog for apps already installed, but new apps will get dialog the first time you schedule a local notification or try to change the icon badge.

Participating Frequently
September 14, 2014

Same problem here, Flash crashes with any simulator, also those fom Xcode 5, even without spaces in the path name.

I was able to install my apps manually in the iPhone 6+ simulator though. They ran as expected, a scaled-up version of the iPhone 5 resolution. Unfortunately it doesn't seem possible to use the native resolution of those devices, as Flash doesn't add the required launch images correctly (iOS 8 seems to handle this differently). So we'll have to wait for Adobe to properly support the new devices anyway...

Known Participant
September 14, 2014

How were you able to install the app manually in the simulator?

Participating Frequently
September 14, 2014

Well, I'll describe what I did, but I don't know why exactly it works like this, nor can I guarantee it will work for you

1. Install a native app on the simulator of choice (e.g. iPhone 6+) with Xcode 6.

2. Build the an ipa file for the simulator with Flash (this crashes Flash for me, but it builds the ipa before crashing), and unzip it so you can access the .app file in it.

3. Locate the directory of the simulator you want to use. In ~/Library/Developer/CoreSimulator/Devices you will find several folders (with names that look like hexadecimal), each with a simulator. Check the device.plist file in each to find the simulator you want. The one for iPhone 6+ contains the string "com.apple.CoreSimulator.SimDeviceType.iPhone-6-Plus".

4. In that folder, go to data/Containers/Bundle/Application, where you should see another folder with a hexadecimal name, containing the .app file of the native app installed in step 1.

5. Next to that folder, create a new folder for your app. I named that folder after the app bundle ID. Copy your .app file from step 2 into that new folder.

6. In the folder of the native app (step 4), open the hidden file named .com.apple.mobile_container_manager.metadata.plist and change the string under MCMMetadataIdentifier into your app's bundle ID. I didn't change the other stuff in there as I don't know what it means. Save this changed file into the newly created folder next to your .app file.

7. Open the simulator (located at /Applications/Xcode.app/Contents/Applications) and in it the chosen device in the hardware menu. On the 2nd page you should hopefully see your app icon. If not, then it means that one of the many other things I tinkered with had an effect as well...

Known Participant
September 14, 2014

We are also experiencing this issue. Any updates on a fix?

grahamsmith10151448
Inspiring
September 14, 2014

no updates as yet .

hope this gets sorted soon tho... its  very disappointing not being able to test for iPhone 6...and could be costly for us..

Colin Holgate
Inspiring
September 10, 2014

Xcode 6 only comes with the iOS 8 simulator. You can go into Preferences, Downloads, and get the iOS 7.0 and 7.1 simulators, but I don't see any option for iOS 6. If you want to do iOS 6 simulator testing keep Xcode 5.1.1 installed.

Still, there seems to be a problem with testing to the Xcode 6 simulators, even if you download the 7.1 version. It crashes Flash if there's a space in the filename (like, I had my Xcode 6 named as "Xcode 6GM"), and fails to install apps if there isn't a space in the name. Also, since installing Xcode 6 I can't test to the 7.1 simulator in Xcode 5.1.1.

I'll report that.

grahamsmith10151448
Inspiring
September 10, 2014

Hi Colin,

Thanks for the quick response..

i just need to test apps on the simulator for the new iPhone 6 and  iPhone 6 plus on iOS 8 and make screen shots etc..

it seems that it's not possible to do this at the moment..

and like you, i now have no ability to test on older simulators either ...

oh fum !

Colin Holgate
Inspiring
September 10, 2014

You could set the stage size to match the new devices, and do a test using the AIR Debug player.