Mac App Bundle Dylib

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Apple has changed Apple Mac App Store requirements and methodologies and that resulted in changes to the AIR runtime itself. This document explains how to post updated AIR applications to the Mac App store.

Steps to Post an AIR Application to the Mac App Store

Note:

Posting an application to the Mac App Store requires manual steps. Make sure that you have a Mac developer account with Apple.

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  • Package your app with a captive runtime. The Mac App Store only accepts self-contained apps, and doesn't allow apps that use the shared AIR runtime. After packaging your .app bundle, manually open your Info.plist file in your favorite XML editor. Add an LSApplicationCategoryType entry.
  • Also add a 512x512 icon to your Icon.icns file. (Currently the adt tool does not support icons of this size on Mac.) You can use Icon Composer (available with the xcode tools) to resize.
  • Apple places several restrictions to post on the Mac App Store, including:
    • The locations an app can write to
    • The APIs an app can use (non-public APIs are not allowed)
    • And the resources an app is allowed to use.
  • WebKit uses a few non-public APIs that are not allowed on the Mac App Store, so you cannot use HTMLLoader or any class in the flash.html package in your app. Manually remove WebKit.dylib and Flash Player.plugin from the Adobe AIR.framework/Resources subtree inside your app bundle. You can use the StageWebView class but only when created with useNative=true.
  • Additionally, if you are interested in decreasing the size of your app and you are not using any DRM functionality, you can manually remove Adobe AIR.vch, adobecp.plugin, adobecp.vch, and AdobeCP15.plugin from the Adobe AIR.framework/Resources subtree inside your app bundle.
  • It is recommended that you use Mac OS 10.7 or higher to upload your app. There is a bug in Mac OS 10.6 that prevents Apple’s Application Loader from successfully uploading your app with the AIR runtime. To upload from Mac OS 10.6, there is a workaround:
    • Delete the “Resources” symbolic link in the AIR framework folder and create a true folder called “Resources”.
    • Copy the AIR Info.plist file (from Versions/1.0/Resources) into this new folder. Modify the original Info.plist file (inside Versions/1.0/Resources) by renaming the bundle id to com.adobe.AIR1.

Once your app package is ready, launch Terminal, and do the following:

  1. Install your Developer Application and Developer Installer certificates on the Keychain. Use Apple's Developer Certificate Utility to create and install the certificates. The developer certificates refer to the 'WWDR Intermediate Certificate' and to the 'Apple Inc. Root Certificate'. These certificates are not required to be in the Keychain to sign an app. If needed, they can be obtained from Apple Root Certification Authority.

  2. Sign your app with your Mac Application account certificate.

    textcodesign -f -s '3rd Party Mac Developer Application: XXX' --entitlements ZZZ.entitlements YYY.app

    where XXX is the name on your cert, YYY is the name of your app, and ZZZ is an entitlements file. The entitlements file provides the list or resources and features the app is allowed to access.

  3. Build a .pkg installer for your app that is signed with your Mac Installer account certificate.

    productbuild --component YYY.app /Applications --sign '3rd Party Mac Developer Installer: XXX' YYY.pkg

    If you are missing the productbuild tool, make sure that you have xcode 3.2.6 or above installed.

  4. Delete or zip the .app file after productbuild has created the .pkg (otherwise the installer test doesn't work).

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  5. Install your app as if it came from the store.

    sudo installer -store -pkg YYY.pkg -target /

  6. Verify that your app is installed in Applications and is launchable.

    You are now ready to upload your app. Before doing so, you must create meta-data for your app on iTunes Connect.

    • Log in using your Apple ID.
    • Follow the Manage Your Applications link.
    • And click the Add New App button to create the meta-data.

    Then, use Application Loader to upload the app for review. (Application Loader is part of Xcode tools, versions 3.2.6 and above. Application Loader is also available as a stand-alone download). You find out right away if your application bundle is well-formed. But it takes a few days to find out if Apple approved it or not.

    In particular, if you are using a self-signed certificate you could get the following warning from iTunes Connect:

    Adobe has discovered one or more issues with your recent binary submission for 'YYY'. Your app has proceeded to review, but the following issues should be corrected in your next submission:
    Invalid Signature - the nested app bundle (YYY.app/Contents/Frameworks/Adobe AIR.framework) is not signed, the signature is invalid, or it is not signed with an Apple submission certificate. Refer to the Code Signing and Application Sandboxing Guide for more information.

Bundle
Mach-O
Filename extension
Uniform Type Identifier (UTI)com.apple.mach-o-binary
Developed byCarnegie Mellon University, Apple Inc.
Type of formatBinary, executable, object, shared libraries, core dump
Container forARM, SPARC, PA-RISC, PowerPC and x86executable code, memory image dumps

Mach-O, short for Machobject file format, is a file format for executables, object code, shared libraries, dynamically-loaded code, and core dumps. A replacement for the a.out format, Mach-O offers more extensibility and faster access to information in the symbol table.

Mach-O is used by most systems based on the Mach kernel. NeXTSTEP, macOS, and iOS are examples of systems that use this format for native executables, libraries and object code.

App

Mach-O file layout[edit]

Each Mach-O file is made up of one Mach-O header, followed by a series of load commands, followed by one or more segments, each of which contains between 0 and 255 sections. Mach-O uses the REL relocation format to handle references to symbols. When looking up symbols Mach-O uses a two-level namespace that encodes each symbol into an 'object/symbol name' pair that is then linearly searched for, first by the object and then the symbol name.[1]

The basic structure—a list of variable-length 'load commands' that reference pages of data elsewhere in the file[2]—was also used in the executable file format for Accent.[citation needed] The Accent file format was in turn, based on an idea from Spice Lisp.[citation needed]

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Multi-architecture binaries[edit]

Under NeXTSTEP, OPENSTEP, macOS, and iOS, multiple Mach-O files can be combined in a multi-architecture binary. This allows a single binary file to contain code to support multiple instruction set architectures. For example, a multi-architecture binary for iOS can have 6 instruction set architectures, namely ARMv6 (for iPhone, 3G and 1st / 2nd generation iPod touch), ARMv7 (for iPhone 3GS, 4, 4S, iPad, 2, 3rd generation and 3rd–5th generation iPod touch), ARMv7s (for iPhone 5 and iPad (4th generation)), ARMv8 (for iPhone 5S), x86 (for iPhone simulator on 32-bit machines) and x86_64 (64-bit simulator).[citation needed]

Minimum OS version[edit]

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With the introduction of Mac OS X 10.6 platform the Mach-O file underwent a significant modification that causes binaries compiled on a computer running 10.6 or later to be (by default) executable only on computers running Mac OS X 10.6 or later. The difference stems from load commands that the dynamic linker, in previous Mac OS X versions, does not understand. Another significant change to the Mach-O format is the change in how the Link Edit tables (found in the __LINKEDIT section) function. In 10.6 these new Link Edit tables are compressed by removing unused and unneeded bits of information, however Mac OS X 10.5 and earlier cannot read this new Link Edit table format. To make backwards-compatible executables, the linker flag '-mmacosx-version-min=' can be used.

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Other implementations[edit]

Some versions of NetBSD have had Mach-O support added as part of an implementation of binary compatibility, which allowed some Mac OS 10.3 binaries to be executed.[3][4]

For Linux, a Mach-O loader was written by Shinichiro Hamaji[5] that can load 10.6 binaries. As a more extensive solution based on this loader, the Darling Project aims at providing a complete environment allowing OS X applications to run on Linux.

For the Ruby programming language, the ruby-macho[6] library provides an implementation of a Mach-O binary parser and editor.

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See also[edit]

App

References[edit]

Mac App Bundle

  1. ^'OS X ABI Mach-O File Format Reference'. Apple Inc. February 4, 2009. Archived from the original on August 19, 2009. Retrieved April 27, 2016.
  2. ^Avadis Tevanian, Jr.; Richard F. Rashid; Michael W. Young; David B. Golub; Mary R. Thompson; William Bolosky; Richard Sanzi. 'A Unix Interface for Shared Memory and Memory Mapped Files Under Mach': 8.Cite journal requires |journal= (help)
  3. ^Emmanuel Dreyfus (June 20, 2006). 'Mach and Darwin binary compatiblity [sic] for NetBSD/powerpc and NetBSD/i386'. Retrieved October 18, 2013.
  4. ^Emmanuel Dreyfus (September 2004), Mac OS X binary compatibility on NetBSD: challenges and implementation(PDF)
  5. ^Shinichiro Hamaji, Mach-O loader for Linux - I wrote..
  6. ^William Woodruff, A pure-Ruby library for parsing Mach-O files.

External links[edit]

  • OS X ABI Mach-O File Format Reference (Apple Inc.)
  • Mach-O(5) – Darwin and macOS File Formats Manual
  • Mach Object Files (NEXTSTEP documentation)

Mac Os App Bundle

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