Category Archives: Xcode

Application failed codesign verification

I got this warning while compiling my app for uploading to Apple App Store:

Application failed codesign verification.  The signature was invalid, or it was not signed with an Apple submission certificate. (-19011)

After spending plenty of time searching for the solution, still no luck.

I finally found out that it was because I had set the codesign provision to be automatically select. After I set the codesign provision manually everything is fine.

Hope this will help those who encounter the same problem.


This article is from , useful for debugging the annoying EXC_BAD_ACCESS exception.

You have to accept the fact that sooner or later you will need to debug an EXC_BAD_ACCESS problem and most probably won’t be easy to.

This article however is about how to make the process easier, in some cases easy as a piece of cake.

What does EXC_BAD_ACCESS mean?

EXC_BAD_ACCESS means that message was sent to a point in the memory where there’s no instance of a class to execute it. Thus “bad access”

When EXC_BAD_ACCESS happen?

You will get EXC_BAD_ACCESS in 3 cases:

  1. An object is not initialized
  2. An object is already released
  3. Something else that is not very likely to happen

That’s already a good starting point. Start using the debugger, if you recently added a new object to the class you’re working on, put a breakpoint at the line before the freshly added object is used for the first time and check the values in the debugger.

What’s happening most though is that you will be sending a message to an overreleased object – i.e. object that is gone from the call stack. In this cases everything (and indeed everything) you will get in the console will be just :


This is because the object is gone, there is no information what class was it, or what source file or anything else. That’s really tough to debug with NSLog … NSLog is helpful, but you need to put 1,000 NSLogs around to fetch where is the problem.

Enabling NSZombies

The solution to overreleased objects are the zombies. When this feature is enabled, a dummy object (a zombie) is kept on the place of every released object, thus allowing to debug objects which were released already. Very easy to enable:

  1. Double click your executable in the “Executables” in XCode
  2. Open “Arguments” tab
  3. In “Variables to be set in the environment” (that’s the list at the bottom, be careful which one you edit) click the “+” button and for name of the variable enter “NSZombieEnabled” and for value “YES”


Now instead of wondering what’s going on and which exact object produced the problem, you’ll see exactly which class is the trouble maker, and you’ll debug it quite fast.

Beware the zombies though

Just a reminder not to leave the zombies enabled, when you submit your app to the App store. Also, it’s a good practice to disable them if you don’t really need them.

How to “add existing frameworks” in XCode 4

Here is the step by step instructions:

  1. In the project navigator, select your project
  2. Select your target
  3. Select the ‘Build Phases’ tab
  4. Open ‘Link Binaries With Libraries’ expander
  5. Click the ‘+’ button
  6. Select your framework
  7. (optional) Drag and drop the added framework to the ‘Frameworks’ group


cannot decode object of class (MKMapView)


*** Terminating app due to uncaught exception ‘NSInvalidUnarchiveOperationException’, reason: ‘*** -[NSKeyedUnarchiver decodeObjectForKey:]: cannot decode object of class (MKMapView)’


add the “MapKit.framework” library.

Xcode warning: No provisioned iOS devices are available

I got this warning when trying to deploy my App into my iPhone 4: “No provisioned iOS devices are available. Connect an iOS device or choose an iOS simulator as the destination.”

After some googling I found the answer: the default target was set to 4.3 but my iPhone iOS version is 4.2.

I edited the target and set “Base SDK” to “iOS 3.2”, then everything is ok.

Seems it’s time to update my iPhone now.