RSP Floppy Image v1.0.0 serial key or number

RSP Floppy Image v1.0.0 serial key or number

RSP Floppy Image v1.0.0 serial key or number

RSP Floppy Image v1.0.0 serial key or number

Developer ID

Developer ID certificates are unique identifiers from Apple that assure users that you are a trusted developer.

Developer ID Documentation

Posts under Developer ID tag

Post marked as solved

Is my app allowed to self-update under MacOS Catalina?

I have developed a JavaFX app that in its MS Windows version has a self-updater app included. It allows you to update the app from within the app itself. It it notices a newer version on our server, it starts the updater app, closes itself down, and then the updater app updates the main app and then restarts the main app when the update is complete. Now, I just got my first Mac last week, and from what I have gathered it sounds like this strategy might not work on MacOS Catalina without messing with security settings (which I don't want our app to require). I would just like a clear answer on this before I completely re-shape my app for the MacOS distribution. Could my app still use this self-update strategy under Catalina, or are my options just to1) distribute our app through the App Store and enjoy the auto-update benefits from that, or2) ask the user to go to our website and download the newest version whenever there is an update available?I'm guessing I'm not alone in wishing for a clear answer on this, so clear information will be greatly appreciated.Many thanks,Andreas
Post marked as unsolved

Code Signature Invalid- When installing mac app development build on registered mac system

Hello guys,Actually, i'm working on mac app development. and, recently I distributed the test build for my team. But, they're faced the issue /can't lunch that app & shared the crash reports.I followed this link to generated the development build: Created the development provisioning profile & added the team members mac UDID'sstep2: Used that profile & Archived the appstep3: Exporting the app by choosing Development option.Please help me to resolve this issue.Crash Report:Process: App name [16208]Path: /private/var/folders/*/app nameIdentifier: com.***.xxxVersion: ???Code Type: X86-64 (Native)Parent Process: ??? [1]Responsible: App name [16208]User ID: 501Date/Time: 2020-04-09 18:30:41.151 +0530OS Version: Mac OS X 10.14.6 (18G3020)Report Version: 12Bridge OS Version: 3.1.1) <1605ACFC-49C3-33AF-B319-5BE41FC6E208>External Modification Summary: Calls made by other processes targeting this process: task_for_pid: 0 thread_create: 0 thread_set_state: 0 Calls made by this process: task_for_pid: 0 thread_create: 0 thread_set_state: 0 Calls made by all processes on this machine: task_for_pid: 8019798 thread_create: 0 thread_set_state: 0VM Region Summary:ReadOnly portion of Libraries: Total=1660K resident=0K(0%) swapped_out_or_unallocated=1660K(100%)Writable regions: Total=8400K written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=8400K(100%) VIRTUAL REGIONREGION TYPE SIZE COUNT (non-coalesced)=========== ======= =======STACK GUARD 56.0M 1Stack 8192K 1__DATA 504K 3__LINKEDIT 276K 2__TEXT 1384K 2shared memory 8K 2=========== ======= =======TOTAL 66.1M 11
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Notarization fails due to recent contracts

Hello,I’m trying to export my app as Developer ID and since some days the notarization process fails in Xcode with the same error :“App Store Connect Operation Error,You must first sign the relevant contracts online. (1048)”Needless to say every contracts have been signed on both App Store Connect and Apple Developer portal.Note that the notarization was working before with no problem and I’ve already been able to notarize and export my app successfully.Please help, as I’m getting closer to my release date, I’m really really worried.
Post marked as solved

Knowing when a new version of app is installed

We have developed our applicaiton using electron,and sandboxed for the benefit of Mac App Store distribution.the app file generated by electron is packaged using tool 'productbuild'So this will convert .app to .pkg and syntac used isproductbuild --component "$APP_PATH" /Applications --sign "$INSTALLER_HASH" "$RESULT_PATH"Issue isLet say if v1.0.0 of app is installed and running,Then if we update v.1.1 of app -> Old version of app is still runningThis causing issue with old app instance.So how to make mac stop/exit old version of app before installaing new version?is there way to include additional scripts while creating pkg file?alteast I want mac to prevent new version of app installation when old version is already runing.
Post marked as solved

Catalyst app can't run on 10.15.2

I made a very simple app in xcode with swift, compiled it as a catalyst app on my mac running 10.15.4, and i cant run it on another computer running 10.15.2, it tells me it needs 10.15.4 to run.So i guess its just a setting i need to change somewhere... as i have no external library and the code is pretty simple, its just a tutorial app
Post marked as unsolved

Signing a Qt5 application

Hello all,I have a Qt-based application which want to sign with my new development certificate. I picked a Type: Developer ID Application because it shall be distributed outside the Apple store via a DMG-Download.So - I received the new certificate, installed it on my keychain. Then I signed the app:soulalex@alexandarotsMBP SJC % codesign --deep --force --verify --verbose --timestamp --options runtime --sign "Developer ID Application: Alexander Carot (92C65YCLK8)" ./ ./ signed app bundle with Mach-O thin (x86_64) [com.yourcompany.soundjack]Now I verified it: soulalex@alexandarotsMBP SJC % codesign --verify --deep --strict --verbose=2 ./ ./ valid on disk ./ satisfies its Designated RequirementAfterwards the problem is that the application crashes which is not the case without the signature: soulalex@alexandarotsMBP SJC % ./ dyld: Library not loaded: @rpath/QtMultimediaWidgets.framework/Versions/5/QtMultimediaWidgets Referenced from: /Users/soulalex/Desktop/wip/XP-shared/Soundjack/SJC/./ Reason: no suitable image found. Did find: /Users/soulalex/Qt-5.14.2/5.14.2/clang_64/lib/QtMultimediaWidgets.framework/Versions/5/QtMultimediaWidgets: code signature in (/Users/soulalex/Qt-5.14.2/5.14.2/clang_64/lib/QtMultimediaWidgets.framework/Versions/5/QtMultimediaWidgets) not valid for use in process using Library Validation: mapped file has no cdhash, completely unsigned? Code has to be at least ad-hoc signed. zsh: abort ./ soulalex@alexandarotsMBP SJC %Can anyone help ?Thanks a lot in advance,bestAlex
Post marked as unsolved

Cannot notarize flat package

Hello,I successfully codesigned my app and it was accepted by notarization service. Then I created a package using pkgbuild / an app called "packages" and codesigned it using Installer identity. The installer works fine.I'm now trying to notarize the .pkg file but no success. It always returns invalid status with this error:severity"error"codenullpath"<package internal path>.pkg Contents/Payload/Contents/MacOS/<executable>"message"The signature of the binary is invalid."docUrlnullarchitecture"x86_64"(I replaced real paths above).It's an Unity app, so I don't place random scripts in random places.If I made a .dmg "installer" with these files, the .dmg is accepted by notarization serviceHowever, when the application is installed, both codesign and spctl return OK status. I use XCode 11.3.1. on macOS 10.14.6.Any suggestions how to fix this problem?
Post marked as unsolved

Sandboxing issue

My app allows users to enter a file name without an extenstion for writing. The app adds a default extension and then attempts to create the file. Another feature enables the user to write an audio file, and another XML file with entered text annotations. So in this case, the user selects one file, but two are written. In both cases, an "operation not permitted" error results. My application also needs a place to write application specific data (remembering user selections). What is best practice for this? The entitlement that I use is I tried but that doesn't work. I also tried changing system preferences to give the application access to all files, but that had no effect. Is there a sandbox permission to enable writing to Desktop or Documents? If this is not possible, how about writing to the directory part of the file selected in the dialog. My app is developed outside of XCode? .
Post marked as unsolved

Expired certificates now prevents apps from launching?

So my app had its distribution certificate expired today. Usually, apps that were signed while the certificate was still valid should be unaffected and keep running. To my knowledge, this has been the case for years. You'd just then create a new certificate next time you wanted to push an update.However, and I'm not sure if this is a new restriction in macOS 10.15, but now my app will refuse to launch! You can imagine the support nightmare that will be."You should've pushed an update with a new certificate already!" you might say? Well what happens if some of your users don't run you app very often and they miss the update? Well they´re stuck with an app that no longer launches and have to redownload the updated app entirely instead of getting it via in-app updates.I don't know if this is a bug on Apple's end or this is now by design. If so, well this socks as this not only hurt developers that distribute their apps outside the MAS but users as well that rely on those apps and may find themselves unable to use the apps they need to get their work done until they figure out how to fix the problem or contact the developer for a solution.Anyone else had this issue?
Post marked as unsolved

Development distribution - "App" is damaged and can't be opened...

XCode 11.4, macOS 10.15.4. When launching development distributions, I am now getting the error: “AppName” is damaged and can’t be opened. Delete “AppName” and download it again from the App Store. If I relaunch once or twice, I will eventually get the login prompt, and after I enter testing credentials, it launches fine. Anyone else experiencing this?
Post marked as unsolved

Notarised and stapled app are also show malware pop up on 10.15.2

Hi All,I have followed these steps stil app is showing malware pop up.1) Signing the dmg with certificate.codesign --force -o runtime -s "Developer ID Application: XXXX" "path to dmg"2) Sent for notarisation:-xcrun altool --notarize-app -f "path to dmg" --primary-bundle-id "bundle identifier" -u "apple id " —p "app specific pwd" --output-format xml3) After getting notization mail, able to staple the dmg.xcrun stapler staple "path to dmg"4) After staple and notraised if i check the dmg and .app after extraction both are notaried and accepted:-a) .dmg:-spctl --assess --verbose --type open --context "context:primary-signature" "path to dmg"output is :-check.dmg: accepted source=Notarized Developer IDb) .app :-spctl --assess --type execute --verbose --ignore-cache --no-cache "path to app"output is accepted source=Notarized Developer IDi have uploaded dmg to website and then download then extractedto appplication folder but if i double click the app in application folder.can you tell where i get wrong with these steps and .app and .dmg both are accepted and notarised.
Post marked as unsolved

Manual Code Signing Example

In Signing a Mac Product For Distribution, I explained the rules for how to sign a Mac product for distribution. This post is a concrete example of that process.Share and Enjoy — Quinn “The Eskimo!” Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = "eskimo" + "1" + ""The ScenarioFor this example I’m assuming you have a sandboxed app, QShare, that contains a shared extension (appex). You’ve factored the common code out into a framework, QCore. That framework contains a helper tool, QCoreTool. Thus, the overall structure of the app looks something like this: -> Versions/Current/QCore -> Versions/Current/Resources -> A can actually build such an app in Xcode, and then use Product > Archive to create an Xcode archive (.xcarchive) for it. In that case you could use Organizer to upload the app in this archive to either the Mac App Store or the notary service. However, in this case we’re assuming that you want to do that process manually, with the specific goal of creating a disk image that’s suitable for distribution outside of the Mac App Store. IMPORTANT This manual code signing approach does not require that you build your code with Xcode. The same approach works for apps built using traditional UNIX tools (make, for example), third-party development environments and so on. The only requirement is that the input be structured appropriately (for example, if you’re signing an app, the input app must be structured like an app). SetupSigning code by hand is a tedious process. For a reasonably complex product, you want to automate this, and the logical tool for that automation is a shell script. The final script is at the end of this post but I’m going to describe the critical steps in detail. This description assumes that there’s an ARCHIVE shell variable that contains the path to the input Xcode archive. The first step is to set up some variables that point to important locations:WORKDIR="QShare-`date '+%Y-%m-%d_%H.%M.%S'`" DMGROOT="${WORKDIR}/QShare" APP="${WORKDIR}/QShare/" DMG="${WORKDIR}/QShare.dmg"The script creates a work directory in which to operate. It creates this in the current working directory, with a structure like <- WORKDIR QShare/ <- DMGROOT <- APP … as above … QShare.dmg <- DMGThe next step is to copy the app from the Xcode archive to the DMGROOT directory within that working directory: mkdir -p "${DMGROOT}" cp -R "${ARCHIVE}/Products/Applications/" "${DMGROOT}/"IMPORTANT This passes -R to cp because -r does not preserve symlinks. What to Sign?The first step in manually signing a complex product is to determine what needs to be signed. QShare has four separate code items:KindBundled?Main Executable? each item, you must decide whether it is:Bundled, or stands aloneA main executable, or a libraryThese answers inform how you sign the code. For example:For a bundle you must sign the top of the bundle, whereas for stand alone code just sign the code itself.For a main executable you must set the hardened runtime flag and can optionally supply entitlements, whereas neither of those make sense for library code.Note You can apply entitlements to code that isn’t a main executable, but the system simply ignores them.EntitlementsEvery main executable may have entitlements. In the case of QShare that means the app, appex, and tool. These entitlements are different for each executable:QShare is as sandboxed app, so all executables must have tool must have so that it inherits its sandbox from its parent. The tool must not have any other entitlements.The appex makes outgoing network connections, so it needs the entitlement.The app also accepts incoming network connections, so it needs the entitlement as well.Thus, you will need three separate .entitlements files, one for each of the executables, with the right entitlements in each. Signing OrderThe next step is to decide the signing order. Signing a Mac Product For Distribution says that you must sign your code from the “inside out”, but what does that mean in this case?The code items in QShare have a number of dependencies:The app and appex both depend on the frameworkThe appex is embedded within the appThe tool is embedded within the frameworkThus, the signing order must be:ToolFrameworkAppexAppSignWith all of the above sorted out, actually signing the code is pretty straightforward:codesign -s "Developer ID Application" -f --timestamp -i -o runtime --entitlements "${WORKDIR}/tool.entitlements" "${APP}/Contents/Frameworks/QCore.framework/Versions/A/Helpers/QCoreTool" codesign -s "Developer ID Application" -f --timestamp "${APP}/Contents/Frameworks/QCore.framework" codesign -s "Developer ID Application" -f --timestamp -o runtime --entitlements "${WORKDIR}/appex.entitlements" "${APP}/Contents/PlugIns/QShareExtension.appex" codesign -s "Developer ID Application" -f --timestamp -o runtime --entitlements "${WORKDIR}/app.entitlements" "${APP}"The only oddity here is the -i argument when signing the tool. This is necessary because the tool has no Info.plist, so codesign can’t infer a reasonable signing identifier from the bundle ID. See Signing a Mac Product For Distribution for more on this. PackageOnce you have a final app, create a disk image using hdiutil: hdiutil create -srcFolder "${DMGROOT}" -quiet -o "${DMG}"Then sign that disk image using codesign: codesign -s "Developer ID Application" --timestamp -i "${DMG}"NotariseAt this point you have a final product that’s ready for notarisation. For more information on how to notarise outside of Xcode, see Customizing the Notarization Workflow.IMPORTANT This article describes how to notarise a zip archive but don’t make the mistake of thinking that you must notarise a zip archive. The notary service accepts disk images, so you can submit the disk image from the previous step directly.The Final ScriptHere’s the final script to sign and package the QShare app:#!/bin/sh # Fail if any command fails. set -e # Check and unpack the arguments. if [ $# -ne 1 ] then echo "usage: /path/to.xcarchive" > /dev/stderr exit 1 fi ARCHIVE="$1" # Establish a work directory, create a disk image root directory within # that, and then copy the app there. # # Note we use `-R`, not `-r`, to preserve symlinks. WORKDIR="QShare-`date '+%Y-%m-%d_%H.%M.%S'`" DMGROOT="${WORKDIR}/QShare" APP="${WORKDIR}/QShare/" DMG="${WORKDIR}/QShare.dmg" mkdir -p "${DMGROOT}" cp -R "${ARCHIVE}/Products/Applications/" "${DMGROOT}/" # When you use `-f` to replace a signature, `codesign` prints `replacing # existing signature`. There's no option to suppress that. The message # goes to `stderr` so you don't want to redirect it to `/dev/null` because # there might be other interesting stuff logged to `stderr`. One way to # prevent it is to remove the signature beforehand, as shown by the # following lines. It does slow things down a bunch though, so I've made # it easy to disable them. if true then codesign --remove-signature "${APP}" codesign --remove-signature "${APP}/Contents/PlugIns/QShareExtension.appex" codesign --remove-signature "${APP}/Contents/Frameworks/QCore.framework" codesign --remove-signature "${APP}/Contents/Frameworks/QCore.framework/Versions/A/Helpers/QCoreTool" fi # Create various entitlement files from 'here' documents. cat > "${WORKDIR}/app.entitlements" <<EOF <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" ""> <plist version="1.0"> <dict> <key></key> <true/> <key></key> <true/> <key></key> <true/> </dict> </plist> EOF cat > "${WORKDIR}/appex.entitlements" <<EOF <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" ""> <plist version="1.0"> <dict> <key></key> <true/> <key></key> <true/> </dict> </plist> EOF cat > "${WORKDIR}/tool.entitlements" <<EOF <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" ""> <plist version="1.0"> <dict> <key></key> <true/> <key></key> <true/> </dict> </plist> EOF # Sign the app from the inside out. # # Notes: # # * The tool is within the framework, so we have to sign that before the # framework. # # * The app and the appex depend on the framework, so we have to sign the # framework before of those. # # * The appex is within the app, so we have to sign that before the app. # # * The tool is not bundled, thus doesn't have an `Info.plist`, and thus # you have to explicitly set a code signing identifier. # # * The tool, appex and app are all executables, and thus need to the # hardened runtime flag. # # * The tool, appex and app all need unique entitlements. codesign -s "Developer ID Application" -f --timestamp -i -o runtime --entitlements "${WORKDIR}/tool.entitlements" "${APP}/Contents/Frameworks/QCore.framework/Versions/A/Helpers/QCoreTool" codesign -s "Developer ID Application" -f --timestamp "${APP}/Contents/Frameworks/QCore.framework" codesign -s "Developer ID Application" -f --timestamp -o runtime --entitlements "${WORKDIR}/appex.entitlements" "${APP}/Contents/PlugIns/QShareExtension.appex" codesign -s "Developer ID Application" -f --timestamp -o runtime --entitlements "${WORKDIR}/app.entitlements" "${APP}" # Create a disk image from our disk image root directory. hdiutil create -srcFolder "${DMGROOT}" -quiet -o "${DMG}" # Sign that. codesign -s "Developer ID Application" --timestamp -i "${DMG}" echo "${DMG}"Change history:30 Mar 2020 — First posted.
Post marked as unsolved

Signing a Mac Product For Distribution

I spend a lot of time helping Mac developers with notarisation and Gatekeeper problems, and many of these problems are caused by incorrect code signing. The instructions for how to sign and package a Mac product for distribution are rather scattered, so I’ve written them all down in one place. And rather than keep that to myself, I’m posting it here for everyone’s benefit.If you have any corrections, feel free to get in touch with me directly (my email address is in my signature). And if have any questions about this, it’s probably best to ask them here on DevForums. I’ve locked this thread, so just start a new thread in the Distribution > Mac Apps topic area. Or, if you want one-on-one help, open a DTS tech support incident and we can pick things up in that context.IMPORTANT None of the following has been formally reviewed, so it’s not official Apple documentation.Share and Enjoy — Quinn “The Eskimo!” Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = "eskimo" + "1" + ""Signing a Mac Product For DistributionThe best way to sign and package an app is via Xcode: Build a version of your app to distribute using Xcode’s Product > Archive command, and then package that archive for your distribution channel via the Organizer. See Distribute your app in Xcode Help for the details.However, not all Mac products can be distributed this way. For example:An app that’s distributed outside of the Mac App Store on a disk imageA product that has to be installed via an installer packageAn app that uses a third-party development environmentIn these cases you must manually sign and package your product.Note If you find this post a little abstract, and would prefer to follow a concrete example, see Manual Code Signing Example.Consult Resources for Third-Party Development EnvironmentsMany third-party development environments have their own strategies for signing and packaging the products they build. If you’re using a third-party development environment, consult its support resources for advice before continuing.Decide on a Container FormatTo get started, decide on your container format. Mac products support two distribution channels:An app can be distributed via the Mac App StoreApps and non-apps can be distributed outside of the Mac App Store using Developer ID signingA Mac App Store app must be submitted as an installer package. In contrast, products distributed outside of the Mac App Store can use a variety of different container formats, the most common being:Zip archive (.zip)Disk image (.dmg)Installer package (.pkg)It’s also possible to nest these. For example, you might have an app inside an installer package on a disk image.Each container format has its own pros and cons, so pick an approach based on the requirements of your product. However, this choice affects how you package your product, something discussed in more detail below.Structure Your Code CorrectlyAll code that you distribute must be signed. There’s two parts to this:Structuring your code to support signingActually signing itYou must structure your code correctly. If you don’t, it may be hard (or in some cases impossible) to sign it.First things first, identify all the code in your product. There are many types of code, including apps, app extensions, frameworks, other bundled code (like XPC Services), shared libraries, and command-line tools. Each type of code has two key attributesIs it bundled code? (apps, app extensions, frameworks, other bundled code)Is it a main executable? (apps, app extensions, command-line tools)Both of these attributes affect how you sign the code. In addition, whether the code is bundled is critical to how you structure it. Specifically, bundled code supports the notion of nested code. For example, you might have an app extension nested within your app’s bundle.When dealing with nested code, follow these rules:Place any nested code in the appropriate nested code location. See the Nested Code section of Technote 2206 macOS Code Signing In Depth for that list.Do not place non-code items in a nested code location. Rather, place these in the bundle’s resources directory (typically Contents/Resources).IMPORTANT Scripts are not considered code. If you have scripts — shell, Python, or whatever — place them in the resources directory. These will still be signed, but as a resource rather than as code.Use Symlinks to Deal with Alien StructuresIf you’re using a complex third-party library, you may find that the structure required by the library does not match up with the structure required by macOS. In many cases you can resolve this conflict using symlinks. For details, see this DevForums post.Sign Your CodeSign code using the codesign tool. Read the following sections to learn about the specific arguments to use, but also keep these general rules in mind: Do not use the --deep argument. This feature is helpful in some specific circumstances but it will cause problems when signing a complex program. For a detailed explanation as to why, see --deep Considered Harmful.Rather, sign every piece of code separately. For a complex app, you should create a script to do this.Sign from the inside out. That is, if A depends on B, sign B before you sign A. When you sign A, the code signature encodes information about B, and changing B after the fact can break the seal on that code signature.Basic SigningNo matter what sort of code you’re signing, the basic codesign command looks like this: % codesign -s III /path/to/your/code`where III is the name of the code signing identity to use. The specific identity varies depending on your target platform. See the following sections for details. When signing bundled code (as defined in Structure Your Code Correctly) pass in the path to the bundle, not the path to the code.If you’re re-signing code — that is, the code you’re signing is already signed — pass the -f option. If you’re signing a main executable (as defined in Structure Your Code Correctly) that needs entitlements, add --entitlements ***.entitlements, where ***.entitlements is a path to a property list file that contains your entitlements. If you’re signing non-bundled code, set the code signing identifier by adding -i BBB, where BBB is the bundle ID the code would have if it had a bundle ID. For example, if you have an app whose bundle ID is com.example.flying-animals that has a nested command-line tool called pig-jato, the bundle ID for that tool would logically be com.example.flying-animals.pig-jato, and that’s a perfectly fine value to use for BBB. Note For bundled code, you don’t need to supply a code signing identifier because codesign defaults to using the bundle ID. Mac App Store SigningIf you’re distributing via the Mac App Store, use your Mac App Distribution signing identity in place of III in the example above. This will typically be named 3rd Party Mac Developer Application: TTT, where TTT identifies your team. Developer ID SigningIf you’re distributing outside of the Mac App Store, use your Developer ID Application signing identity in place of III in the example above. This will typically be named Developer ID Application: TTT, where TTT identifies your team. All Developer ID signed code needs a secure timestamp; enable this by adding the --timestamp option. If you’re signing a main executable (as defined in Structure Your Code Correctly), enable the hardened runtime by adding -o runtime option. The hardened runtime enables additional security checks within your process. You may need to make minor code changes to be compatible with those additional security checks. For some specific examples, watch WWDC 2019 Session 703 All About Notarization. Failing that, you can opt out of these additional security checks using entitlements. See Hardened Runtime EntitlementsBuild Your ContainerOnce you’ve signed the code in your product, it’s time to wrap it in a container for distribution. Follow the advice appropriate for your chosen container format in the following sections. If you’re using a nested container format — for example, an app inside an installer package on a disk image — work from the inside out, following the advice for each level of nesting.Build a Zip ArchiveUse the ditto tool to create a zip archive for your product: Create a directory that holds everything you want to distribute.Run ditto as follows: ditto -c -k --keepParent DDD ZZZ where DDD is the path to the directory from step 1 and ZZZ is the path where ditto creates the zip archive.Zip archives cannot be signed (although their contents can be).Build an Installer PackageUse the productbuild tool to create a simple installer package for a single app: % productbuild --sign III --component AAA /Applications PPPIn this example:III is either your Mac Installer Distribution or Developer ID Installer signing identity, depending on your distribution channel. This will typically be named 3rd Party Mac Developer Installer: TTT or Developer ID Installer: TTT, where TTT identifies your team.AAA is the path to your app.PPP is the path where productbuild creates the installer package.IMPORTANT The above is the simplest possible example. There are many different ways to create installer packages. See the man pages for productbuild, productsign, pkgbuild, and pkgutil for more details. Build a Disk ImageUse the hdiutil tool to create a disk image for distribution: Create a directory to act as the source for the root directory of your disk image’s volume.Populate that directory with the items you want to distribute.Use hdiutil to create the disk image: % hdiutil create -srcFolder SSS -o DDD where SSS is the directory from step 1 and DDD is the path where hdiutil creates the disk image.Use codesign to sign the disk image: % codesign -s III --timestamp -i BBB DDD where III is your Developer ID Application signing identity (typically named Developer ID Application: TTT, where TTT identifies your team), BBB is a pseudo bundle ID as discussed in Basic Signing, and DDD is the path to the disk image from step 3.IMPORTANT There are various third-party tools that can help you create a disk image in exactly the right way. For example, the tool might arrange the icons nicely, set a background image, and add a symlink to /Applications. If you use such a tool, or create your own tool for this, make sure that the resulting disk image: Is signed with your Developer ID Application signing identityIs a UDIF-format read-only zip-compressed disk image (type UDZO)NotarisationIf you’re distributing outside of the Mac App Store, you must notarise the file you intend to distribute to your users. For instructions on doing this, see Customizing the Notarization Workflow. Skip the Export a Package for Notarization section because you already have the file that you want to submit.If you’re using a nested container format, only notarise the outermost container. For example, if you have an app inside an installer package on a disk image, sign the app, sign the installer package, and sign the disk image, but only notarise the disk image.The exception to this rule is if you have a custom third-party installer. In that case, see the discussion in Customizing the Notarization Workflow.StaplerOnce you have notarised your product, you should staple the resulting ticket to the file you intend to distribute. Customizing the Notarization Workflow discusses how to do this for a zip archive. The other common container formats (installer package, disk image) support stapling directly. For example:% xcrun stapler staple FlyingAnimals.dmgNote Stapling is recommended but not mandatory. If you don’t staple, a user may have problems if they try to install or run your app for the first time when the Mac is offline.Change history:20 Jan 2020 — First version.27 Jan 2020 — Minor editorial changes.9 Mar 2020 — Moved the details of --deep into a separate post, --deep Considered Harmful.10 Mar 2020 — Fixed a typo.30 Mar 2020 — Added a link to Manual Code Signing Example.
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Built Mac app telling testers it's damaged and can't be opened

This is a new one on me. My built app works great on all my systems. But when I send it off to testers to run, if they launch it from Finder they get an alert that says "<appname> is damaged and can't be opened. You should move it to the Trash."There's no information in Console about what might be wrong, other than that the app was sent a SIGKILL.Does anyone have thoughts on what could be causing this? I have confirmed that the app runs fine for me even on a machine that has no Apple ID set up, so it's not about being tied to my Apple account from a signing perspective or whatever (and the alert message is wrong for that to be the issue anyway).Alternatively (or in addition) -- is there a tool that can analyze my application to tell me about any issues with the way it's packaged, its metadata, etc to help me understand issues like this? Haven't been able to find one.Thanks,Eric Shepherd
Post marked as unsolved

Not notarised when including unsigned content

Hi!I've an app that has been notarised without issues until now (last time just some weeks ago). Now is being rejected because it includes an unsigned kext... but the kext is allowed to run and whitelisted at AppleKextExcludeList for years.I guess the notarisation process has been recently changed and is not checking that whitelist, but it should, since it's not taking into account this old kext that run without issues and has been doing so for years.Already opened a FB: FB7642485Is there any other way to continue distributing the app and notarizing under this new policy? Do I need to sign the app with the developer certificate instead of Dev ID? Any ideas?Thanks!
Источник: []
, RSP Floppy Image v1.0.0 serial key or number

System Management Configuration Guide for Cisco ASR 9000 Series Routers, IOS XR Release 6.7.x

  • Configure NTP in XR VM. Once you configure NTP on XR VM, System Admin VM automatically syncronizes with NTP running on RSP. If NTP server is not available, configure clock on both XR VM and System Admin VM in configuration mode and make sure that your clock is set to the correct location and timezone.

  • Ensure that the dual RP and RSP systems are synchronized and they are in active and standby roles respectively using the show redundancy summary command. The line card status should be Final Band or Running.

  • Ensure that firmware on linecards, RSP, and RP is upgraded to the latest version. You can upgrade the router cards in a single step by using the upgrade hw-module location all fpd all command. Use the show hw-module location fpd command to verify the firmware versions.

    This example shows verifying the firmware versions for a node.

  • Check the disk storage space on both System Admin VM and XR VM and ensure that sufficient disk space is available. Remove files like show-tech, cores, kernel dumps, manually created text, log, debug information and so on.

    This example shows verifying the disk storage space for System Admin VM and XR VM on RSP0. You also need to verify the disk space on the standby RSP (RSP1). If required you can verify the disk storage on line cards using the show media location command.

  • Populate the repository with RPMs and SMUs. You can pick and install individual RPMs, SMUs, one by one, or make a tarball and install one tarball or break it down with multiple tarballs.


    You cannot include a tarball within another tarball. However, multiple tarballs can be specified at once.
  • Check the repository to validate that packages, images, or SMUs are populated properly in the router's repository by using theshow install repository command. There should be a one to one relationship between V1 and V2 images and SMUs. For example, if you install a SMU on V1, you also need the corresponding V2 version in the repository to execute ISSU.

  • Extract the ISO image in System Admin VM or XR VM depending on the version of the image.

    • For IOS XR versions prior to 6.5.1: You should extract the ISO image in XR VM as well as in System Admin VM because the system can only use packages in RPM format.

    • For IOS XR version 6.5.1 and onwards: System automatically extracts the system admin package from the ISO file once you mentioned the file name while executing ISSU. You only need to extract the XR package separately.

  • Источник: []
    RSP Floppy Image v1.0.0 serial key or number

    Org3551-portal. html]div divh2How to Mirror and Control Your Android Phone on Any Windows PCh2divpimg src"https:www. howtogeek. comwp-contentuploads201907img_5d30f2106447a. png"ppWindows 108217;s new Android screen-mirroring feature only works with a handful of phones and PCs.


    What’s New in the RSP Floppy Image v1.0.0 serial key or number?

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    System Requirements for RSP Floppy Image v1.0.0 serial key or number

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