Posts Tagged Objective-C

codesign IPA and the code object is not signed at all problem

You know this journey starts with, “…I was so excited to get Mountain Lion and download the new Xcode.”  I’m now absolutely shocked as for the first time, I’m faced with a strange and unique predicament.  I cannot archive one of my commonly archived for Ad Hoc developer release iOS applications.  What happened?  Where did it start breaking?  I’ll share the facts here and maybe, just maybe, this might help out some poor soul out there.

Let’s start by saying this, how do you even know you’re having this issue?  The first sign of trouble is you build an archive file in Xcode for an “Ad Hoc” release.  The last step finishes up with a code signing or “codesign” process and a final saving of the IPA file.   Everything seems to work properly.   You then do one of the following, install via iTunes or upload the IPA to Test Flight.  All seems fine and grand.  The trouble has just begun.  Your users will begin reporting to you that they cannot download or worse they are seeing the “Failed to install” error.  You’re already in this hole now… what is going on?

My first gut reaction was to start building another archive and then another and each one had the same issue.  I finally realized that the Xcode Organizer tool was going to help me out.  I did the install using iTunes on my iPad 3 and monitored the iPad 3 console in Organizer.

Aug 28 21:07:55 unknown installd[7066] <Error>: unrecognized status -67068 from codesigning library
Aug 28 21:07:55 unknown installd[7066] <Error>: 00403000 verify_signer_identity: Could not copy validate signature: -402620415
Aug 28 21:07:55 unknown installd[7066] <Error>: 00403000 preflight_application_install: Could not verify executable at /var/tmp/install_staging.6ua8Zg/foo_extracted/Payload/
Aug 28 21:07:55 unknown[7074] <Notice>: MobileInstallationInstall: failed with -1
Aug 28 21:07:55 unknown installd[7066] <Error>: 00403000 install_application: Could not preflight application install
Aug 28 21:07:56 unknown installd[7066] <Error>: 00403000 handle_install: API failed
Aug 28 21:07:56 unknown installd[7066] <Error>: 00403000 send_message: failed to send mach message of 71 bytes: 10000003
Aug 28 21:07:56 unknown installd[7066] <Error>: 00403000 send_error: Could not send error response to client

I can’t tell you how upsetting it was to see this error and to know that Xcode when archiving did not even make a peep about a code signing error.  I quickly opened up my friendly terminal and located my IPA file that I had just attempted to install.  I ran the famous command “codesign” and here is what it looks like.

Chris-Danielsons-MacBook-Pro-2:Desktop myUserAcct$ codesign -dvvv code object is not signed at all

So it’s clear to me that Apple has a fairly major issue on their hands that has seemingly let the user wander mindlessly into a trap thinking they were on a great journey of sorts.

So here is the question, how does one correct this issue?  Continuing to fail miserably… here is what I have done thus far to attempt to correct the issue.

  1. I have verified that all my certificates are in order.  Deleted my mobile provisioning profiles manually, re-added them from the Apple developer portal.
  2. Open Disk Utility and do a full verify and repair disk permissions.
  3. Do a full shutdown and startup of my computer.

None of these processes have fixed this issue.

I finally figured out the solution by trial and error.  In my case I had a folder name that matched the “Product Name” variable under build settings.   This also matched the entire project name!  So I simply changed one field.  I changed the “Build Settings” -> “Product Name” .  The value of MySpecialApp was changed to My-SpecialApp.  That was simply it!  I then logged back into the Apple developer portal and created a new App ID and mobile provisioning profiles for development and distribution and the rest is history.  My releases now work when deployed via the Ad Hoc distribution.

A final note on this.  This is definitely a bug that Apple should either alert the user that they have done something wrong and enable some sort of automated corrective action.  After archiving I still receive:

codesign -dvvv My-SpecialApp.ipa
My-SpecialApp.ipa: code object is not signed at all

So what gives? Something is very wrong here, but this solution works for now.


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Could not send unregistration request to daemon

During a debug process have you seen any of the following lines in your debugger/console logs?

void CLClientInvalidate(__CLClient*)",could not send unregistration request to daemon


CLClientRegister: could not send registration request to daemon

If so, you’ve probably already seen this Apple support link:

Well, I’m just going to validate a few things here for you.  (Before continuing this… check your code after briefly reading this blog.

  1. You will have to restore your iPhone.  (This is the solution that worked for me).  Please post a comment if you find a better solution.
  2. If you are coding using CLLocationManager you will more than likely notice that you only get 1 set of GPS values before the message starts appearing.  Also, the CLLocationManager startUpdatingLocation method will only call your delegate once.  (That is what was happening on my iPhone).
  3. If you dig through your iPhones “crash logs” via the Organizer application, you’ll more than likely witness that many applications are crashing.

I tried a multitude of workarounds and the only thing that sadly worked was a “restore” which took over 1 hour to complete.  I will say this, my iPhone runs a lot faster now!

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iPhone Network Connectivity Test Example

Every iPhone developer that has integrated a network connection based application has had to follow the Apple HID (Human Interface Design) rules. This means, that in order to get the Apple reviewers to sign-off on your application, you have to pass the network connectivity test. Basically, in the case of a catastrophic network disconnect issue with 3G and WiFi does your application properly alert the user that it will not perform properly without the usage of the network? I’ve seen a lot of workaround techniques where users attempt to do an HTTP GET on say Google or some other website. Clearly, this kind of technique will work sporadically in an unknown environment common to the mobile device. I mean, imagine causing your application users to sit through a 5-30 second web request timeout. The end-user will probably believe that the application is hung. The ideal solution happens to be handed to us in the API Framework SCNetworkReachability. (Make sure your codebase is linked properly with the “SystemConfiguration” Framework).
It’s worked for me and I recommend it for doing a simple network connectivity test.

#import <sys/socket.h>
#import <netinet/in.h>
#import <arpa/inet.h>
#import <netdb.h>
#import <SystemConfiguration/SCNetworkReachability.h>
//Snip, you know we're in the implementation...
- (BOOL) connectedToNetwork
	// Create zero addy
	struct sockaddr_in zeroAddress;
	bzero(&zeroAddress, sizeof(zeroAddress));
	zeroAddress.sin_len = sizeof(zeroAddress);
	zeroAddress.sin_family = AF_INET;
	// Recover reachability flags
	SCNetworkReachabilityRef defaultRouteReachability = SCNetworkReachabilityCreateWithAddress(NULL, (struct sockaddr *)&zeroAddress);
	SCNetworkReachabilityFlags flags;
	BOOL didRetrieveFlags = SCNetworkReachabilityGetFlags(defaultRouteReachability, &flags);
	if (!didRetrieveFlags)
		return NO;
	BOOL isReachable = flags & kSCNetworkFlagsReachable;
	BOOL needsConnection = flags & kSCNetworkFlagsConnectionRequired;
	return (isReachable && !needsConnection) ? YES : NO;
//call like:
-(void) start {
	if (![self connectedToNetwork]) {
                UIAlertView *alert = [[UIAlertView alloc] 
                         initWithTitle:@"Network Connection Error" 
                         message:@"You need to be connected to the internet to use this feature." 
                         delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil];
		[alert show];
		[alert release];
        } else {
             //do something 

This code can also be found on this forum post.

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