Codesign .app game for Mac Apple Store, after the creation of the PKG and the verification of the installation, the game does not start - codesign

I would like to ask for advice.
I created a game in the .app format
For the Mac App Store I have to convert it to PKG in order to use the Application Loader and send it for verification.
I performed all signing procedures successfully with codesign -f -s "3rd Party Mac application installer".
Then I created the PKG file.
Everything seems to have gone the right way, even the PKG installation check is correct.
The problem occurs when once installed in / Application I want to test the opening.
The game does not start, it closes immediately.
How can I do?
The strange thing that I noticed that the terminal had returned me "support macOS system: 10.9"
How can I change the macOS support at least to 10.12?

Related

how to start code server terminal with chroot?

I have a code server that runs on Android with termux, for university reasons, there are times when I must share my vscode environment and I would not like to expose my entire system and personal files through the terminal.
So I was wondering if it was possible to expose a terminal from an alpine distro with chroot (prrot in the case of termux) by default every time code server opens a terminal
After some time reading the vscode config, I realized that you can use the shell option to force it to start inside with alpine and not expose my files, nor my android system with termux
"terminal.integrated.shell.linux":"/data/data/com.termux/files/usr/bin/startalpine"

Getting "Message from debugger: Error 1" - for simple project (in Xcode 11.0 11A420a) [duplicate]

This question already has answers here:
Mac OS X app crash with Code Signature Invalid error
(2 answers)
Closed 1 year ago.
my code is simple like this:
#include <stdio.h>
int main(int argc, const char * argv[]) {
// insert code here...
printf("Hello, World!\n");
printf(" sizeof int = %lu\n", sizeof(int));
return 0;
}
run on xcode and got error:
Message from debugger: Error 1
Program ended with exit code: -1
run Terminal :
Tap PROJECT settings Signing & Capabilities, in Signing - Signing Certificate, if your selected is "Development", you can change it to "Sign to Run Locally" to have a try.
If you don't have a development certification, you can not be coding with that certificate mode.
The code that you've posted runs fine for me in an Xcode 12 project configured as a command line tool. Here's the output:
Hello, World!
sizeof int = 4
Program ended with exit code: 0
Try pasting the same code into a new project, and again, set it up as a command line tool. You shouldn't need to make any changes to the project default settings. If it works, compare that to your original project; the reason for the failure is somewhere in the original project's configuration.
From: https://developer.apple.com/library/archive/qa/qa1884/_index.html
Q: When I run my Mac app, it crashes immediately, and the crash log says Exception Type: EXC_CRASH (Code Signature Invalid). What is going on here?
A: The crash log indicates that your app is signed with your Mac App Store distribution identity, with the certificate’s Subject Common Name starting with “3rd Party Mac Developer Application.” Mac apps signed this way can no longer be run directly. Here’s the background on this.
Over time, more Mac App Store technologies have been added that require entitlements that come from a provisioning profile. This started with push notifications and iCloud. Later, Game Center and Maps were added to the list.
Recently, the com.apple.developer.team-identifier entitlement was added to all new Mac provisioning profiles. This means that, going forward, distribution builds of Mac apps cannot be run directly; they are for submitting to iTunes Connect for app review only
Instead, developers should adopt the Archive Build Workflow in QA1778: How to reproduce bugs reported against Mac App Store submissions for testing the builds that they plan to submit for the Mac App Store. On Xcode 6, select Export as a Mac Application. You won't see any chance to select your development signing identity, but Xcode will export the app from the archive as it was signed at build time. So the result will be the same.
You can create an installer package containing your development-signed app by hand with the productbuild tool, like this:
$ productbuild --component Sample.app /Applications --sign “3rd Party Mac Developer Installer:" Sample.pkg
Then install the package as documented in Testing the Mac Installer Package:
$ sudo installer -store -pkg Sample.pkg -target /
This workflow means that you will need to add your beta testers’ test systems to your Mac Developer Program account so they will be able to run your app.
Another possibility is to use Xcode Organizer > Export > Export a Developer ID-signed Application. Developer ID-signed apps can be run by anyone. However, code that uses technologies only available to Mac App Store apps, such as receipt validation, iCloud, and push notifications, will not work if your app is Developer ID-signed. You might need to temporarily disable those parts of your app if you opt for the Developer ID testing approach.
I have the same problem, which is very disturbing.
screenshot-img
These settings solve my problem. You can have a try.

VOLTTRON install on rasbian buster

Can I get a tip for installing on rasp buster? Im hung up on the install directions to check the status of the rabbitMQ server. Traceback of bash console:
(volttron) pi#raspberry:~/Desktop/volttron $ echo 'export RABBITMQ_HOME=$HOME/rabbitmq_server/rabbitmq_server-3.7.7'|sudo tee --append ~/.bashrc
export RABBITMQ_HOME=$HOME/rabbitmq_server/rabbitmq_server-3.7.7
(volttron) pi#raspberry:~/Desktop/volttron $ source ~/.bashrc
pi#raspberry:~/Desktop/volttron $ RABBITMQ_HOME/sbin/rabbitmqctl status
bash: RABBITMQ_HOME/sbin/rabbitmqctl: No such file or directory
There are a few tracebacks earlier on the installation...
If it makes a difference or not here is the entire bash console process. The git gist link I just created the name install.py even though its just bash commands copied pasted per install directions...
`pi#raspberry:~/Desktop $ git clone https://github.com/VOLTTRON/volttron --branch releases/7.x`
It looks like there are a couple of different issues going on here:
The issue you quote above (RABBITMQ_HOME/sbin/rabbitmqctl: No such file or directory) is that your shell isn't finding the rabbitmqctl command. It looks like you added the RABBITMQ_HOME environment variable to your .bashrc, but used the string RABBITMQ_HOME instead of the variable expansion $RABBITMQ_HOME when you tried to run the command. Try running it as $RABBITMQ_HOME/sbin/rabbitmqctl status instead.
The rabbitmqctl status command will check the status of the rabbitmq application, but I don't think you've done anything to start it yet (that happens when you bootstrap the platform and/or start the platform configured to use the RMQ broker)
I think that the traces earlier in the installation process are problematic (appears to be the same error hit two different ways), but you just haven't run into them yet. I haven't seen any issues building gevent on the RPi 4 with buster (though it is pretty slow), but the ctypes error makes me wonder if there's an issue with the underlying c library it is trying to build on top of. I did notice that you're getting amd64 erlang packages, are you running Raspbian on an x86 processor? (if so this isn't a permutation we've tried and you may be hitting some package compatibility edge case we haven't seen)
One thing to try is to manually install cython into your virtualenvironment and then try running the bootstrap script again with the virtualenvironment activated. You could also try and pip install gevent==20.6.1 directly in that virtualenvironment (this is what the bootstrap script was doing at the failure point). VOLTTRON depends on gevent, so if that isn't installing the platform won't be able to run.

Daydream View Controller Emulator won't work with Google VR SDK 1.1 and Unity 5.6 beta for Linux

I can't get the controller emulator to work with Google VR SDK 1.1 & Unity 5.6b3 under Arch Linux 64-bit. If I load the GVRDemo scene in Unit and click the play button to enter Play Mode, the console shows the following:
"Android Debug Bridge (adb) command not found.
Verify that the Android SDK is installed and that the directory containing adb is included in your PATH environment variable."
In Windows, you have to add the directory containing the Android Debug Bridge (adb) program to the PATH environment variable in Windows itself (not in the Unity program). Once you do that, the Controller Emulator works fine in Windows. You have to do the same in Linux, evidently, to get Unity to locate adb, and therefore get the Controller Emulator phone working for testing the game.
I've added the following line in my .bashrc and .profile files in my home directory:
"PATH=/home/jesse/Android/Sdk/platform-tools/:$PATH"
This, however, doesn't fix the issue.
I've also added the root directory of the Android SDK to my Unity Preferences > External Tools section.
I don't know how to get Unity and Google VR SDK to recognize the directory containing adb to the PATH environment variable that Unity needs to make the Controller Emulator work.
Is anyone else having this issue? Is there a fix or work-around?
I was able to locate the culprit and modify Google VR SDK scripts to make it work! Turns out there was an issue in the code of the script file titled "EmulatorClientSocket.cs" regarding non-Windows machines. Here's what I changed, and why:
Originally, in line 111 and 112 of this script, it read:
stringprocessFilename="bash";
stringprocessArguments = string.Format(" -l -c \"{0}\"", adbCommand);
The context is that when Windows is not present (forgive my layman's terms -- I've only started learning coding a month ago) the command to process is this: bash -l -c "adb forward tcp:7003 tcp:7003". The problem is when the -l option is used in the command, the command is interpreted as if coming from a login shell, which - I believe - means that bash isn't looking at the custom environment variables set in the user's .bashrc and .profile files in their home directory. Without looking at those files, bash can't locate the adb command (try running the bold command above in a terminal, and the result will be a prompt saying adb command not found).
To fix it, I simply removed the -l option from line 112, and, voila! Everything works like a charm! Lines 111 and 112 now look like this:
stringprocessFilename="bash";
stringprocessArguments = string.Format(" -c \"{0}\"", adbCommand);
The fix will work when running "unity-editor" or "unity-editor-beta" from the Terminal or Xterm, but running it from the application menu will still produce the adb error and Controller Emulator will not work.

can't find where BlackBerry 10 simulator was installed on MacOS, and re-install got "multiple launches of installer not allowed" error

Mac OS X Lion 10.7.5(11G63)
installer-bbndk-bb10_1_x-macosx-338-201302012246-201302032157.dmg
BlackBerry10Simulator-Installer-BB10_1_X-338-Mac-201302031817.dmg
After install the upper two dmg files, I can find qde in the launchpad, but I can not find the "BlackBerry10Simulator-BB10_n_nn.vmwarevm" file".
I want to re-install ,so I run the app "BlackBerry10Simulator-Installer.app" in Finder->devices->BlackBerry10Simulator-BB10-1-x, just get the pop-up-box saying
The Installer cannot be run.
Multiple launches of this installer is not allowed. It will now quit
, and then the installer quit.
How can I find the simulator install path, or
How can I re-Install it successfully.
P.S.
At the first time installing, I did not change anything while installing, just clicked those "next","accept..." buttons.
I think the simulator should be installed in default file path, but I don't know where is it, and can't find it even searching "BlackBerry10Simulator" in Finder.
Maybe there is something wrong while first time installing simulator?
The BB10 simulators are VMware virtual machines. On a Mac, you need to have VMWare Fusion installed in order to run the simulator VM. This is mentioned in the system requirements. All the dmg installer does is uncompress the VMware image and place it on your hard drive. I just installed this myself, and the default location seems to be:
/Users/<your username>/Documents/Virtual Machines
Inside there should be a folder Blackberry10Simulator-BB10_1_X-338 and inside that there should be BlackBerry10Simulator-BB10_1_X.vmwarevm which contains the actual virtual machine .vmx and .vmdk files.
There should also be an alias (shortcut) created on your desktop to point to this location, called Blackberry 10 Simulator.
To uninstall, there is a script in Blackberry10Simulator-BB10_1_X-338/install called uninstaller which should remove everything and allow you to install again.
Unfortunately, VMWare Fusion is not free but you can sign up for a 30-day trial in order to be able to run the simulator and test out your app.
I recently encountered this error with a different installer (but also installanywhere based). There seems to be a problem with the mirroring feature in VM Ware Fusion and the multiple install detection in Install anywhere. If you disable mirroring, I suspect the "Multiple launches of this installer is not allowed." error will no longer occur.

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