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============== update ==================== I fixed this issue today. First, go to ~/Library/MobileDevice/Provisioning Profiles. Make sure Xcode isn't running. Then, delete all provisioning files (like xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx.mobileprovision). Start Xcode. You will see something like "Fix this issue" in your Target's General tab. Click it. Xcode will now load new provisioning profile. That's it.

I have same problem now. I've checked my provisioning profile using https://github.com/chockenberry/Provisioning/releases. In my case, my provisioning profile had the wrong UDIDs but right machine count. I've registered machines, and Apple Developer Center listed right UDIDs for those machines. However, whenever I downloaded new provisioning profile, it contained wrong UDIDs. I think Apple's system is outputting wrong provisioning profile. I called Apple support for this issue today, but Apple only emailed me with their knowledge base links(forums,documents,etc).

Thank you! Worked for even, even when I only saw this message in the Device console of the destination device.

After restart, go to your account and download everything - then it worked for me! Brilliant!

@take in distribution profile can we add device id ?

ios - XCode :7 App installation failed :A valid provisioning profile f...

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Possibly you are using App Store distribution provisioning profile. Use development or Ad-Hoc provisioning profile.

ios - XCode :7 App installation failed :A valid provisioning profile f...

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I was having this issue because the date/time on my iPhone was not the same as that on my Mac running Xcode ( i changed the date on my iPhone while testing some app). On my iPhone, i went to Settings > General > Date & Time > Set Automatically

I spent almost 3 hours for this..... the error message Xcode is sending is very misleading.

ios - XCode :7 App installation failed :A valid provisioning profile f...

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  • Close your Xcode completely from currently running on Dock
  • Clean,Build and Wait for indexing the device
  • Check your provision profile or certificates of your app that it's still available or not [Expire or not].
Preferences/Account/Detail/
  • Make sure Signing "Debug" and "Release" aren't empty
  • Close the Xcode(Completely quit from Dock) after you completed those steps
  • Open the Xcode again and do Clean,Build and Install
  • Remove the app on the device and re-install

Surprisingly, incrementing the build number worked for me. Weird Xcode behavior.

ios - Xcode 8 App installation failed, unknown error occured - Stack O...

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In my case it was that the running option in the building scheme was set to Release so it was trying to sign it using the appstore provisional profile not the development or the adhoc one. I had to set it to Debug to fix this!

This worked. In my case, I'm doing a unit testing and I have my own framework and it's building scheme was indeed set to Release instead of to Debug. Thanks!

ios - XCode :7 App installation failed :A valid provisioning profile f...

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The problem with Xcode 7 is that it wants to change your swift code to be able to run. There is way here. Download Xcode 7 and run it. After a few minutes with some installations, connect your iOS 9 device to computer so you can see it in Xcode 7. Then quit Xcode 7 and run Xcode 6 and surprisingly, Xcode 6 will detect your device and you can run your app on it.

This must be the trick I was doing... somehow was able to get mine working with XCode 6. I removed XCode 7 and now it's stopped working... guess I need to do this.

You may have to go to Product > Clean to get your build to work in XCode 6 if you receive the swiftc error.

I think this should be the right answer. Because even needing Xcode 7, you can still run your code in an iOS 9 device from Xcode 6. @ABC

Agreed - this is the correct answer, and a life-saver. Thank you Hassan

iphone - Xcode 6 with iOS 9? - Stack Overflow

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The problem with Xcode 7 is that it wants to change your swift code to be able to run. There is way here. Download Xcode 7 and run it. After a few minutes with some installations, connect your iOS 9 device to computer so you can see it in Xcode 7. Then quit Xcode 7 and run Xcode 6 and surprisingly, Xcode 6 will detect your device and you can run your app on it.

This must be the trick I was doing... somehow was able to get mine working with XCode 6. I removed XCode 7 and now it's stopped working... guess I need to do this.

You may have to go to Product > Clean to get your build to work in XCode 6 if you receive the swiftc error.

I think this should be the right answer. Because even needing Xcode 7, you can still run your code in an iOS 9 device from Xcode 6. @ABC

Agreed - this is the correct answer, and a life-saver. Thank you Hassan

iphone - Xcode 6 with iOS 9? - Stack Overflow

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I could run on Simulator just fine, but trying to install the App on device was throwing this exact error.

I had a test target in addition to the main target. The test target had signing set to a different team and profile. Setting the unit test target to match the main target settings for signing solved my issue.

Didn't notice it had been automatically changed over to a different team, was caused by being added to a new Enterprise team.

Don't know why this was downvoted, it's a perfectly valid answer. (And one that I'm very happy to have found, as I had the exact same problem, so thanks.)

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In my case, I went to the Apple Developer website and added the phone to the Provisioning Profile. Then I re-downloaded the Provisioning Profile and worked =)

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For me, it's because the project I was trying to build is someone else's. The bundle identifier does not match with my team's provisioning profile.

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In Xcode 6.1 you can add simulators manually. To do so go to Window -> Devices and press the + symbol left at the bottom.

Then you can choose a combination of device type and iOS version to create.

if the iOS version you wanted is not there you'll be ask to download more simulator and directed to Xcode->Preference->Downloads.

Note: you can directly go to Xcode->Preference->Downloads and download more simulators and it will automatically available in simulator list after download.

Thanks for this tip. I fixed after Xcode 6.1 installed but I will select this as an answer because is a great help to add any other iOS simulator.

This does not list the simulators for 7.0 and 8.0 on my box. Just updated to Yosemite, XCode deleted and freshly installed from MAS.

xcode6 - where are my iOS simulators in xcode 6 after yosemite install...

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In Xcode 6.1 you can add simulators manually. To do so go to Window -> Devices and press the + symbol left at the bottom.

Then you can choose a combination of device type and iOS version to create.

if the iOS version you wanted is not there you'll be ask to download more simulator and directed to Xcode->Preference->Downloads.

Note: you can directly go to Xcode->Preference->Downloads and download more simulators and it will automatically available in simulator list after download.

Thanks for this tip. I fixed after Xcode 6.1 installed but I will select this as an answer because is a great help to add any other iOS simulator.

This does not list the simulators for 7.0 and 8.0 on my box. Just updated to Yosemite, XCode deleted and freshly installed from MAS.

xcode6 - where are my iOS simulators in xcode 6 after yosemite install...

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In my case this issue was caused by using App Store distribution certificate while iPad was connected wirelessly. Switching to development certificate fixed the issue.

The same story. Looks like mistakenly choosing Distribution profile instead of Dev one is the key here. In my case I was connected with wire when this happened.

ios - XCode 9 App installation failed, Could not write to the device -...

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it is not possible to select which devices you want to support through Xcode, iTunes Connect, or any other means.The only thing that can be configured via Xcode is the minimum OS that you will support ( like iOS7 or iOS8), and since 4s still supports iOS8, You will have to bear it.

What you can do is give recommendation in description that what devices are recommended for their app but there's little chance that users will see this 'warning'.

With all of the advancements of Auto Layout, it might be best to find a creative way to support your UI using the screen size of the 4S.

Is it okay to add texts like that in the description, let's say I don't want my app to install in iPhone4s, can add the same in the text " saying that Please use phones iPhone 5 and above"

ios - Can I prevent installation of my iOS8 app onto an iPhone 4s? - S...

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This does happen. I generally just use the latest SDK as base SDK. You support the latest version and forget abt the older versions[apple style]. This way your app can take advantage of all the latest functionality.

One thing you must remember is that the Base SDK is different from the deployment target. base SDK is the latest SDK your project will use and support. deployment target is found in target->getInfo; this is the minimum version that your app will support. 4.2 is a free upgrade and most of them would upgrade, so i'd set the deployment target as 4.0 or at the least 3.0. who uses 2.x anymore?

if you really want 4.0 and 4.1 as well, you have to install the old 4.1 GM as a parallel Xcode IDE or follow this link and get support for all the versions in a single XCode IDE.

I'd suggest building using 4.2 but follow the link and install all the simulator SDKs for old versions so that you can test the app on those versions of the simulator.

thanks lot ,now am clear about the versions as well as clear about base SDK and target version.

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This line in the device logs stood out to me, and hopefully you saw it too:

This is saying that (although Xcode thought everything was OK at build time), your device rejected the code signature of your app extension.

There are a few solutions here, but in my personal experience, this issue can only be fixed by tinkering with the code signing settings for your app and app extension. Make sure that the app and app extension are being signed with the same certificate (although likely different provisioning profiles).

As others have recommended, I've also been able to fix this by running the Clean action in Xcode for the project, and also by deleting the derived data directories. But I have not always been successful with this.

ios - App installation failed: Unknown Error Xcode 7 - Stack Overflow

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This line in the device logs stood out to me, and hopefully you saw it too:

This is saying that (although Xcode thought everything was OK at build time), your device rejected the code signature of your app extension.

There are a few solutions here, but in my personal experience, this issue can only be fixed by tinkering with the code signing settings for your app and app extension. Make sure that the app and app extension are being signed with the same certificate (although likely different provisioning profiles).

As others have recommended, I've also been able to fix this by running the Clean action in Xcode for the project, and also by deleting the derived data directories. But I have not always been successful with this.

ios - App installation failed: Unknown Error Xcode 7 - Stack Overflow

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You don't get Xcode from iTunes. You get it from the Mac App Store. Look in your /Applications folder for an app named "Install Xcode". If it's there, run it. If it's not, open the App Store from the Apple menu. Type "Xcode" in the search box to find the app, and click the install button. That will give you the "Install Xcode" app in your /Applications folder, which you can then run to really install Xcode.

sorry for the terminology. That worked, didn't know it added the installer in Application. Thanks.

macos - xcode installation on mac - Stack Overflow

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Had this problem as well. Something was wrong with my CocoaPods installation. No pods other than KIF were installing properly. I followed the comments on this thread to be of help.

Basically, I needed to ensure that Build Active Architectures Only settings for both my project and the Pods project were equal.

I had to make sure it was also equal between the targets of my project and the the targets of the pod...

This worked and must be the accepted answer:)

ios - Xcode - ld: library not found for -lPods - Stack Overflow

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Had this problem as well. Something was wrong with my CocoaPods installation. No pods other than KIF were installing properly. I followed the comments on this thread to be of help.

Basically, I needed to ensure that Build Active Architectures Only settings for both my project and the Pods project were equal.

I had to make sure it was also equal between the targets of my project and the the targets of the pod...

This worked and must be the accepted answer:)

ios - Xcode - ld: library not found for -lPods - Stack Overflow

ios objective-c xcode clang cocoapods