Hi,I create a test project:Xcode7SwiftModule is main programSection1 is an embedded frameworkHere my Main.storyboard with the FirstViewControllerThe last element it's a Storyboard Reference object define like this:In Section1 (my embedded framework) I have another storyboard Section1.storyboard with the SecondViewControllerI can build my test project, display the FirstViewController but when I click on Go to Section1ViewController the application crash with the message:2015-06-16 15:05:32.920 Xcode7SwiftModule[7494:1712281] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Could not find a storyboard named 'Section' in bundle NSBundle </...../Developer/CoreSimulator/Devices/C0FD9F5E-F49E-44A8-8464-C96560ED312C/data/Containers/Bundle/Application/480FA9F7-F979-47A8-A5F6-138A5D98855E/Xcode7SwiftModule.app> (loaded)'It's like the Storyboard Reference object ignore the path in the bundle field (?!?!?)How I can create the link bet
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Building for iOS Simulator, but the linked and embedded framework ‘XX.framework‘ was built for
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Hi, thanks for the response at first. I've followed your advice and created separate XCFramework for every static library. This is a structure I'm having: libStatic.xcframework: Info.plist ios-arm64 libStatic.a ios-x86_64-simulator libStatic.a I don't include headers and leave it into the framework, because the library have so many C files and it is hard for me process which header belongs to concrete lib(Will try to fix that, could this leads to issue?) Unfortunately here comes another issue. I've set ONLY_ACTIVE_ARCH to NO as I think the value should be(Is that correct by the way?) and there are warning and an error: First the warning: ignoring file libstatic.a, building for iOS Simulator-arm64 but attempting to link with file built for iOS Simulator-x86_64 Then the error: Undefined symbols for architecture arm64: _RAND_seed, referenced from: Which leads me to conclusion, that there is no support for arm64 simulator
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App & System Services
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General
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jeremyhu,The bug report is now closed: This is behaving correctly. You are attempting to use a device framework in the simulator.Could you please answer what is required to make that sample project run on both simulator and device as expected? Is there anything wrong in project's Build settings or am I supposed to somehow swap frameworks manually to make it run on both? I would appreciate any help with this issue.I have filed a new bug report: 22201743. It is the same simple project with Watch target. Can you make it load the embedded framework on the Watch (the device)? If so, what am I doing wrong?
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Developer Tools & Services
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Xcode
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In Xcode 7, the linker enforces that all files linked together were built for the same platform. You control the platform via -mmacosx-version-min=XX or -miphoneos-version-min=XX compiler options.You can see which platform an object file was built for by running “otool -lv” on the .a (or .o) file. and look for LC_VERSION. You should see LC_VERSION_MIN_IPHONEOS, LC_VERSION_MIN_MACOSX, LC_VERSION_MIN_WATCHOS, or LC_VERSION_MIN_TVOS.Besides now longer being able to mix OSX intel binaries and simulator binaries, this means going forward, you need to build different libraries for the iOS, watchOS, and tvOS simulators.
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Developer Tools & Services
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Xcode
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@eskimo The MyKit framework is intact, is not copied, and is created by the Xcode build. The libmystuff XCFramework is also intact and does not contain any symlinks. It does contain static libraries built using the command line (non Xcode-project based libraries) for the various platforms and architectures and is used internally by the MyKit framework. It has been assembled using the Apple provided tools, starting with lipo to create the fat archives, then xcodebuild -create-xcframework to create the XCFramework itself. This is the contents of the libmystuff.xcframework: iOS-i386_x86_64-simulator/libmystuff.aiOS-arm64_armv7_armv7s/libmystuff.amacos-arm64_x86_64/libmystuff.aiOS-arm64_x86_64-maccatalyst/libmystuff.aInfo.plist The XCFramework code appears to be correctly linked inside the MyKit.framework when MyApp is built (the symbols appear there and we can run the resulting app). We are not embedding the static library in either
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App & System Services
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General
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I have an app that links to two dynamic frameworks which both link to the same static library, as follows: |--App |--DynamicFramework1 |--StaticLibrary |--DynamicFramework2 |--StaticLibrary <- the same library that DynamicFramework1 links to The static library's symbols are included in each framework's binary because of the way dynamic frameworks are built by default. The app therefore finds duplicates of the static library's symbols at runtime. Is it possible to link a dynamic framework to a static library (and to still be able to call on the classes and methods of the static library within the dynamic framework) in a manner that symbols from the static library are excluded from the dynamic framework's binary? My hope in doing this is that the binary of each of the two dynamic frameworks will exclude the symbols of the static library. I will then make it the responsibility of the app to link
When I try to build my app on xcode, it fails with this error. building for iOS Simulator, but linking in object file built for iOS, file '/Users/manas/Desktop/wingman-mobile/ios/Pods/GoogleSignIn/Frameworks/GoogleSignIn.framework/GoogleSignIn' for architecture arm64
My Swift app uses a 3rd party framework to control a peripheral. The framework was written for Objective-C so I created a bridging header to make it work in Swift. It all works perfectly when I run the app within Xcode, or when I build the app and run it directly from the Debug folder.But when I archive the app and then export a copy to my hard drive, some (but not all) calls to the 3rd party framework fail. [details removed]UPDATE: Issue is App Sandbox. Debug builds had it off. Archives had it on. Debug builds with Sandbox break too.The 3rd-party framework is set as embedded content with embed and sign turned on. Calls to it return basic data, like version number. This framework needs to communicate with a 3rd party app to actually talk to the USB peripheral. That may be the hurdle; is there a way over it?Note: When the 3rd party framework calls out to initialize a link to the 3rd party app (and fails) I see a
Have setup a sample on Github, I'm using Xcode v 9.4.1 https://github.com/iousin/TreeFrameworkBasically I'm trying to build my framework to include bitcode in the x86_64 simulator build. I tried various settings and tried building on command line, xcodebuild refuses to include bitcode in my simulator build, however it is very happy to include it in the arm64 (device) build.All the following commands should be able to run from the same folder the above framework is checked out.Following are the commands I've tried to build the above framework: xcodebuild ENABLE_BITCODE[sdk=iphone*]=YES BITCODE_GENERATION_MODE=bitcode DYLIB_COMPATIBILITY_VERSION=1 -sdk iphonesimulator -configuration Release -target TreeFramework clean build xcodebuild OTHER_CFLAGS=-fembed-bitcode ENABLE_BITCODE[sdk=iphone*]=YES BITCODE_GENERATION_MODE=bitcode -sdk iphonesimulator -configuration Release -target TreeFramework clean build xc
Are you building the affect framework from source? Or embedding a pre-built binary? You mentioned that the problem shows up in product. Does it also show up on TestFlight? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Developer Tools & Services
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Xcode
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Recently, I have purchased a M1 Mac mini and have a fairly large project with in house created SPM dependencies. Our dependencies are dynamic frameworks, and currently, they aren't very complex. Our project has the following settings where: Build Active Architectures = true for all configurations other than Release And I've been messing around with the Excluded Architectures option to remove arm64 from simulator builds. With this being noted, although we have in-house SPM SDKs (non binary deliveries), it would seem our project is flagging up Could not find module 'XXXX' for target 'x8664-apple-ios-simulator'; found: arm64, arm64-ios-simulator where derived data is showing arm64 is being resolved for a standard simulator build (iPhone 12 mini 14.3) via Xcode 12.2 and 12.3. Does anyone know why this is happening and is there a configuration that SPM is not respecting regarding Valid architectures or building for a
same issue here. i can also add that this behaviour happens only when running the app via Xcode, while the embedded framework is correctly loaded from within the app bundle if the app is launched manually from inside the simulator. is this a bug or a feature? in case it's a feature, how to disable it and let embedded frameworks always be loaded from within the app bundle?
Topic:
App & System Services
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Core OS
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When you use a mergeable framework in your app, you still need to embed the framework so that you get all of its resources. However, what gets embedded is a cut down framework, with all the resources but only a stub Mach-O image. Interesting! That explains a lot and was not clear to me at all. (Also it does not seem to be documented anywhere?) In the beginning I analyzed the app bundle to find out if this feature really works as expected and just assumed that something was wrong because I expected that: The resources are part of the framework in ReexportedBinaries folder in debug builds (which they are not) The whole merged .framework folder should not exist at all in release builds (which it does) Then I thought maybe I should stop embedding merged frameworks and tried that. And everything worked great - in Simulator. And then I tried on device - and it crashed I was totally confused. And there's also this issu
Topic:
Developer Tools & Services
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Xcode
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I use Xcode 7 beta 6 and I still get an error when trying to use Chilkat libraries:ld: in /Users/.../Libraries/Chilkat/chilkat-9.5.0-ios9/lib/libchilkatIos.a(CkoBaseProgress.o), building for iOS simulator, but linking in object file built for OSX, for architecture x86_64clang: error: linker command failed with exit code 1 (use -v to see invocation)
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Developer Tools & Services
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Xcode
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I have been trying to build a framework in such a way that it will work for tvOS, but am continually confronted with the error message when publishing to the actual device (the simulator produces a similar warning):ld: in<path>/ios/framework/boost.framework/boost(thread_thread.o), building for tvOS, but linking in object file built for iOS, for architecture arm64clang: error: linker command failed with exit code 1 (use -v to see invocation)These are the various build settings I know need to happen:bitcode enabled (adding ' -fembed-bitcode' to build commands)correct architectures (arm64 for the new apple tv, x86_64 for the simulator)using the correct xcrun command for tvos ('xcrun --sdk appletvos' and 'xcrun --sdk appletvsimulator')pointing to the correct SDKs (/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVOS.platform/Developer and /Applications/Xcode.app/Contents/Developer/Platforms/