iOS - Error on publishing iOS application from Xcode - c#

I want to publish our iOS application to iTunes using Xcode but I get the following errors.
Your application contains non-public API usage. Please review the errors, correct them, and resubmit your application.
The app references non-public symbols in Payload/XXXXXX.app/XXXXXX: NSZombieEnabled if you think this message was sent in error and that you have only used Apple-published APIs in accordance with the guidelines, send the app's nine-digit Apple ID, along with detailed information about why you believe the above APIs were incorrectly flagged, to appreview#apple.cpm. For further information, visit the Technical Support Information page at http://developer.apple.com/support/technical.
We use Xamarin studio to code the application, before this we published our application many times without any error, but we cant update it to new version, and in this new version we only changed some fonts and colors and I think this errors are not correct.
I know that there is some same problems for others and I read all this questions and asnwers but I cant fix the issue.
I enabled NSZombie in the settings but nothing changed.
Please let me know if you need more informations to help me solve this issue.
Regards.

You're trying to publish a debug build.
Uncheck "Enable debugging" in the project's iOS Build options.

Turn off zombies, and search for underscores in your code (its going to be a pain) to find uses of private API. If it doesn't work, contact apple.

Related

HoloLens Networking Issues on Windows Holographic Version(21H1)?

Since a while I am working with HoloLens2. My last OS-Versions were 10.0.18362.1005 and 10.0.19041.1109. I am developing with Unity 2019.4.7. My whole code was and still is running great on those old OS-Versions. Now I updated to OS-Version 21H1 and I have huge problems with everything including networking.
For example, my Mixed-Reality-WebRTC Pluging (from Microsoft), which only supports ARM-Architecture, does not work anymore on my new Device. The app crashes after it was successfully starting.
Another thing is, that the DevicePortal does not transmit virtual inputs. Again, on my older HoloLens2´s Virtual Input works great.
Also, even if I disable WebRTC parts of my Project, I still get an Exceptions in my Networking-System which I can´t assign to any cause. In term it is useful for you, I work with windows.Networking Library and in special with DatagramSocket.
I would be really glad if anybody could help me with this. Is OS-Version 21H1 restricted to any specific Unity- or VisualStudio Version (here currently I use 16.4.5)? Or is it Restricted to specific Networking Libraries? Thanks in advance!
Now I was able to fix the Networking Exception. The reason for that is located within my UDP-Communicator which uses DatagramSocket. Since earlier .Net.Sockets was not available at HoloLens2, now it is and I coincidentally came across this information. So I switched my implementation to .Net.Sockets which already exists in my project for editor-usage and now basic networking works fine.
Also, I was able to make WebRTC work again. With one of my Provisioning-Packages I disabled the usage of microphone for mixedReality and it seems like access to those audio-informations is mandatory for MR-WebRTC.
Unfortunately, I still have the same issues with Device Portal.This really looks like a bug.

"Repair" Android SDK Manager in VS 2019 failed

I'm trying to write an app in Xamarin for my company. The SDK manager keeps failing to install everything, seen in this screencap of results.
"Operation failed: Downloading Android Emulator - "The decryption
operation failed, see inner exception.""
Has anyone else had this problem and worked it out? Or at the least how can I look up this inner exception for more info? Any help is appreciated, I've been stuck on this for days. I'm still very new to programming so please explain things to me like I'm 9, thanks.
Edit: I can't really provide more details because I haven't done anything so far. I try to follow this tutorial but when I open the SDK manager, it asks me to Repair, which fails with the messages in the screencap. My project is still basically blank at this point. What few forum posts I can find that are at all relevant refer to a different problem that happens to have the same error message.
I've tried starting over on another computer. No dice.
The suggestions still didn't help, but I managed to configure and connect my phone and am using it as a test platform rather than the emulator. Takes longer, but at least it works.

Why does my application cause a SmartScreen message?

I make software on a regular basis for friends to use and for school tasks. I upload these executable files to my website. but when they download the software and execute it, they get this error
I understand you simply press "More info" to get around this, but is there a way to completely stop this???
I made a small project to test if it will still happen, and it does.
I haven't added any extra code, just that label. I've noticed the error only appears if the file was downloaded from the internet, or copied from an external drive. I want to make a custom installer for a game I'm planning and I don't want this coming up on the installer :/. Anyone able to help out in this situation? Thanks.
Your application needs to be Signed. If you are only giving this software to a few people, just tell them to click 'More info' to run your app.
If you want to distribute more widely you will need to sign your code. Check out this page to see how this can be done.
See this Stackoverflow post that could help you too.
It is the Windows SmartScreen at work and there is not much you can do about it. It would be possible to buy a certificate and sign your executable, but for freeware this is really out of scope. The smartscreen will learn over time, that your software is not dangerous, if it is installed often enough.
The warning is not related to VisualStudio projects, it affects any new released executable.
Actually I support the idea of SmartScreen to protect users, but it should not depend on a certificate, which can be bought by developers.

Xamarin.Android Deployment Error using Android Virtual Device

I am trying to setup a development environment in Visual Studio Community for development with Xamarin.Forms. In order to make sure the Android Emulator was working, I followed the QuickStart Xamarin.Android tutorial found here.
When I Start Debugging with any number of Virtual Devices the output is always the same; the application does not show up, but the AVD successfully starts up and I can also successfully interact with OS; when trying the close the AVD (with the x icon on the top right) a pop-up dialog appears saying "There were Deployment Errors. Do you wish to continue? Yes\No". The frustrating part is that no matter my response there is absolutely no useful error informations, or warnings or messages for that matter. You may think this is a duplicate question but it is not. I have had problems with a similar problem in which the fix was to downgrade my Android SDK BuildTools to a version lower than 24.0. The was to circumvent an upstream bug that provided the error message: java.lang.UnsupportedClassVersionError blah blah blah. The problem here is I get NO error and my highest version Build Tools are version 23.0.3 which should be fine. Here is a pic on start-up:
AVD
Unfortunately as I am only a begginer user I am not permitted to post more links and images. Apologies for the images as links I am still only permitted to post images in this way.
Thank you for taking the time to help me out.
Hi anyone with a similar problem, this is what worked for me in this particular case. I started the AVD before starting Debugging, the application then showed up in the emulators device menu and everthing is working. I have been stuck with this problem for Five whole day trying dozens of things. Pheeeeuuuuuuw!

How can I build a search system to find all references that require an android permission in my project?

Permissions that creep in between android builds of our app is a recurring problem for us at the office.
We work with Unity and use C#. In our project we use various 3rd party packages that we purchased from the Unity Asset Store and these packages update frequently. Sometimes we'll see a new permission creep in and we'll have to pinpoint the last git push to see when it exactly started appearing.
Doing all this stuff and tracking and scanning our code whenever we have an uncalled permission appear is a bit of a downer and takes considerable time.
I was wondering, theoretically speaking, if it's possible to write a script or a piece of code that creeps through our project and libraries within to give us a list of references that require android permissions.
Any guidance about this question is appreciated. I'm not a coder by trade and my knowledge isn't too strong over this subject so I apologize in advance if this questions is out of place.
So this is alittle bit tricky, because in Android Studio 1.5.1 seems like this function disappeared from lint for some reasons I dont know. So use any Android studio below 1.5.1 and it will be OK.
Analyze -> Run Inspection by Name -> "MissingPermissions".

Categories

Resources