Issue after submitting my app to TestFlight - bundle

We have discovered one or more issues with your recent delivery for "AppName". To process your delivery, the following issues must be corrected:
Invalid Bundle - One or more dynamic libraries that are referenced by your app are not present in the dylib search path.
Once these issues have been corrected, you can then redeliver the corrected binary.
The App Store team

For me the following worked:
i updated cocoapods if You have troubles doing so this link may help
deleted MyProjectTests (that i wasn't using)
deleted my Pods/ folder and Podfile.lock
made pod install
rebooted my mac
and the problem is gone

I have just seen the problem after install the app in a real device, but crashed (in the simulator works). My app missing a library installed with Cocoapods.


Header Not Found in ios Project

I am working on a project where I integrate Braintree. It works fine, but suddenly my Xcode started showing me an error of Missing Braintree.h;
Braintree manage by cocoa-pods. I tried updating pods, reinstalling Pods, reinstalling Braintree SDK, and updating the SDK, but all are useless.
Now my code is not compiling.
Clean the project once by pressing CMD+Alt+Shift+K, and then try it, if that didn't work:
Remove the reference to the file that Xcode thinks it's missing (Braintree.h),
Then add it again,
And clean the project once again,
Build and run it.
It must work. If not, attempt closing and reopening the Xcode as well.
i Found they way to solve this Problem
What i did is just simply Delete the workspace file along with the Pods file and folder then re-install the framework via PODS.
because i think information regarding path of SDK's contain in workspace file and very time i delete pods but previous paths not updated may be this is xcode issue.

pydev debugger: CRITICAL WARNING: This version of python seems to be incorrectly compiled

I can't figure out how to fix this PyCharm warning. I started getting it after I migrated my account to a new Mac. (I also just updated PyCharm.)
Another symptom is the PyCharm editor is complaining about references to methods on commands like "". Even though when I run my app, it seems to run fine.
And... I'm also getting PyCharm failed to generate skeletons. I did unload and reload the 2.5 interpreter and still getting the same.
That can be caused by corrupted .pyc files. See for details.
You can try to remove all .pyc files from your project and reinstall your Python.
Re-cloning my entire repository to a fresh location, and then re-installing Google app engine caused this error to go away. Also note, I tried reinstalling OSX first to get a fresh copy of the Python interpreters, although by itself, that didn't seem to affect it.
Ran into the same problem when switching to 2.7 and the conclusive fix, as I found here
was to install Apple's Command Line Tools (which seems to install the Python interpreter source that has evidently been removed from the standard Mountain Lion install). I installed from within Xcode at
Xcode>Preferences>Downloads pane>Install.

Multiple Xcode Installation

After a fresh install of Lion and Xcode 4.1 from the Mac App Store, I would like to install another version of Xcode alongside.
I heard that this perfectly safe to install it in another directory (considering the first to be on /Developer). The only thing to remember is that running xcodebuild would result in launching the last one installed.
But I have another issue while installing it, even f I changed the directory it clearly says that it will upgrade Xcode Toolset, System Tools and UNIX Development and that they can only be located is /Developer and for one installation per system, here is a screenshot :
So how to have another clean instance of Xcode and SDKs without screwing up the production one ?
Thanks a lot.
It doesn't seem to be possible to install the System Tools on both versions. I've never had success with that.
One thing to note, if you install an older version of xCode side-by-side with the latest version, the "Build Archive" function in the Organizer will not function. The only remedy I found was to remove both xCodes and reinstall the one I wanted to use for building the archive. It was a painful process.
Actually you can do this (or at least I seem to be able to). At times I have had three separate instances of XCode installed - an older XCode 3.x (which I've subsequently gotten rid of), an XCode 4 production, an XCode 5 beta; all in separate directories.
The key thing for me was calling the command line tool to tell which system is the "primary" xcode for the purposes of running xcodebuild, instruments, agvtool and a bunch of others: xcode-select -switch /Developer (just man xcode-select ftw).
So, I have a 4.0.2 build as primary now, and keep upgrading the iOS5 betas. I try them out, but when I want to cut a production build using 4.0.2, I ensure that my system knows that /Developer is current, switching it if I need to. FWIW, there is risk that the single-set-of-System-tools could be broken when you replace them with the latest set, but that's (so far) never hit me.
Also, for reference there is another discussion along similar lines here: Install xCode 3.2.3 w/ iPhone SDK 4, get "Base SDK missing", can't see other SDKs

What does “The dwarfdump binary must exist and must be executable” mean?

I'm trying to build an app for submission to the AppStore..
Each time I try to build it I get a warning during Validate saying:
The dwarfdump binary must exist and
must be executable: /usr/bin/dwarfdump
And Apple doesn't allow me to submit the app binary because of this warning. Does anyone know what's wrong?
I tried to Google it but I can't find anything useful..
I was getting this error, but re-installed Xcode this time including the Unix tools (due to a suggestion on the iOS developer forums). This solved the problem. Previously I wasn't including this because I figured i wouldn't use it and was an extra 800MB of space used up. Seems iOS builds needs it for this one file now.
Hope this helps.
Try to search for the file dwarfdump on your computer(i.e. using spotlight). In my case it was located in /Developer/usr/bin. Make a symbolic link into /usr/bin
sudo ln -s /Developer/usr/bin/dwarfdump /usr/bin/
Same situation here:
Xcode 3.2.5 and iOS 4.2
(comes withApplication Loader 1.4)
So, I just tried and success to upload my app via Application Loader ver 1.3 with no dwarfdump kind error
ver 1.3 can be downloaded link below:
I'm guessing /usr/bin/dwarfdump doesn't exist on your system.
Which Xcode Tools version do you have installed? Is it a stable release or one of the previews? My guess is the latter. The 3.2.5 GM seed has a warning attached on the ADC site you should read. I think it might be your problem.
after upgrading to a SSD recently and migrating from my previous hard drive i got this error trying to upload my first app after the upgrade.
The solve was to delete "Application Loader" and reinstall it. solved.
some people are reporting you need to re install Xcode to get this error fixed but I found you only need to reinstall application loader. I guess and complete reinstall of Xcode will by default reinstall application loader and it will fix your issue but it's not necessary from my experience.

XCode won't generate lib, framework or app bundle; partial success with xcodebuild command

This has been driving me nuts for a couple days now. I have been poking around on Google for hours with no luck. I have glimpsed a few tantalizingly close hits here (see link at bottom), but nothing really speaks to my situation.
First, some context. I use a program called Assignment Tracker X on OS X for organizing my school assignments. It's pretty good for what it does, but a lot of features are missing, incomplete, or just plain broken. The project is abandonware, with the last update coming over two years ago. Luckily, it's GPL and I have the source. I decided I wanted to fork my own version and put in a slew of fixes and features I've been wanting, but I can't get it to build correctly through XCode.
The Problem
When I go to build, it cranks through everything, no problem. Files are copied, objects and compiled, and the app bundle is touched. Build succeeded with no errors. Or even warnings. But the executable itself is never linked or copied, so trying to execute it of course fails.
Attempts at Resolution
Importantly, it builds correctly for MacPorts. I debugged their build script and found that the secret was a commandline build:
xcodebuild -alltargets -configuration Deployment build OBJROOT=build/ SYMROOT=build/ MACOSX_DEPLOYMENT_TARGET=10.6 ARCHS="i386" SDKROOT="" GCC_VERSION=4.2
This command successfully builds the project, including linking an executable and building it into a valid app bundle. The weird part is that all of those options match the project and target settings; they're not overriding or adding anything new to my version of the project as far as I can tell.
I thought part of the problem was the old version of RBSplitView it was using, so I downloaded the source for that, and when I build it does the same thing in a completely separate project: compiles all the source files, copies resources, touches bundles, and then it's done. It doesn't link anything. It doesn't even run libtool to build the library archive. I was able to get the library, framework, and IB plugin building correctly with the following similar command:
xcodebuild -target '[TARGET NAME HERE]' -configuration Debug build OBJROOT=build/ SYMROOT=build/ MACOSX_DEPLOYMENT_TARGET=10.6 ARCHS="i386 x86_64" SDKROOT=""
This is encouraging, but even the commandline build won't build RBSplitView's included test app. Every which way I try it, I am cheerfully informed there were no errors, and that building has completed successfully, but of course it hasn't.
I even completely removed XCode, and reinstalled it from a fresh download. An hour and a half later, nothing's changed.
Other Information
My issue is a lot like the one Stephen Furlani had, but note that his solution isn't applicable; RBSplitView only depends/links with Cocoa.framework, and it rightly resolves the path to /System/Library/Frameworks, and the app target correctly references the local lib I was able to build.
In case it's relevant: OS X 10.6.7, XCode 3.2.6
What else do you need? Ask, and ye shall receive further details.
Thanks everyone.