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Building for iOS Simulator, but the linked and embedded framework ‘XX.framework‘ was built for

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Reply to Xcode Error : Building a custom peer-to-peer protocol
Unable to launch this sample project. Can you be more specific about that issue? I downloaded the sample, opened the TicTacToe.xcodeproj project in Xcode 14.3, selected an iOS simulator a the run destination, and it built just fine. Building it for a device is a bit trickier because of the embedded watchOS app. Unless you care about the other platforms I recommend that you remove the tvOS and watchOS targets then, in the remaining iOS target, select your team in the Signing & Capabilities editor and that should build just fine too. how to use a mac app to receive mouse data while it's in background macOS has a lot fewer limitations on background execution than iOS. Typically you’d do this sort of thing by constructed two apps, one nested within the other. Mark the nested app as a UI element and then set it up to run at login using SMAppService. I am planning to use Network framework for networking That’s what I’d recommend. A
Aug ’23
Reply to Issue with Xcode 15's Mergeable Libraries?
I just tried this with Xcode 15.2 and a Clean build. The same thing is happening. The frameworks that Xcode compiles and links at project Build time are left untouched. However, all pre-built Frameworks that my app links to get Merged into the app's binary. While I don't think anything bad is happening because of this, I'd prefer to have complete control over my build chain. Is there any way to disable this behavior?
Jan ’24
Are embedded frameworks supported for watchOS 2.0 apps?
right now it seems there is a problem (at least for some) with embedded frameworks on watch OS 2.0.See https://forums.developer.apple.com/thread/4394?q=frameworkSee https://forums.developer.apple.com/thread/11714?q=frameworkSee https://forums.developer.apple.com/thread/11606?q=frameworkSo basically i have 2 questions:Are embedded frameworks supported for watchOS 2.0 apps?Does anyone use an embedded framework for watchOS 2.0 and is the app actually running on a device?
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Aug ’15
Xcode 15 beta 6: ld: warning: building for 'macCatalyst', but linking in dylib built
In Xcode 15 beta 6, building any Mac Catalyst project will encounter the following Linker warning. ld: warning: building for 'macCatalyst', but linking in dylib (/Applications/Xcode-beta.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa.tbd) built for 'macOS'
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Aug ’23
Build and run for watchOS simulator for x86_64 architecture.
I have my C++ library only for 64 bit architecture - so to test on simulator I used x86_64 libraries to build my watchOS project. But getting following error:ld: warning: ignoring file /Users/tuhinsengupta/Documents/iOSProjects/TWSampleWatchOSIndependentApp/lib/libTWCoreDataLibiOS.a, building for watchOS Simulator-i386 but attempting to link with file built for unknown-unsupported file format ( 0x21 0x3C 0x61 0x72 0x63 0x68 0x3E 0x0A 0x23 0x31 0x2F 0x32 0x30 0x20 0x20 0x20 )ld: warning: ignoring file /Users/tuhinsengupta/Documents/iOSProjects/TWSampleWatchOSIndependentApp/lib/libTWCoreApplicationLibiOS.a, building for watchOS Simulator-i386 but attempting to link with file built for unknown-unsupported file format ( 0xEF 0xBB 0xBF 0x3C 0x3F 0x78 0x6D 0x6C 0x20 0x76 0x65 0x72 0x73 0x69 0x6F 0x6E )ld: warning: ignoring file /Users/tuhinsengupta/Documents/iOSProjects/TWSampleWatchOSIndependentApp/lib/libTWCoreProcessLibIOS.
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Jun ’20
Embedding a link in sticker packs
Hi there,We recently uploaded our first sticker pack to the app store, featuring original artwork.I noticed in a recent sticker pack purchase of my own that there was a link to the artist's website. In other words, when I open the sticker pack in iMessage, at the bottom of the sticker pack is an image that I can click on to go directly to his site.We're wondering how we can implement this in our own sticker pack, to have an embedded link to the artist's website?Thanks in advance!
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Mar ’17
Reply to Xcode 15 beta 6: ld: warning: building for 'macCatalyst', but linking in dylib built
I am also experiencing this also in Xcode 15.0 (15A240d) on macOS Sonoma 14.0 (23A344) Running on M1Pro This a showstopper as I can no longer compile the app! Building for 'macCatalyst', but linking in dylib (/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa.tbd) built for 'macOS' Building for 'macCatalyst', but linking in dylib (/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL.tbd) built for 'macOS'
Oct ’23
Cannot build app in xCode 13 b3 for Simulator - arm64-apple-ios-simulator problem
Hi, I just upgraded to xCode 13 beta 3. Now when building for simulator, I got error: error: could not find module 'CocoaLumberjack' for target 'arm64-apple-ios-simulator'; found: x86_64-apple-ios-simulator, x86_64 I am using Cocoa Pods for depencencies, but looking into project definition for CocoaLumberjack module there is nothing strange in in architectures field - same {$ARCHS_STANDARD} as in main project. Any idea how to fix this? I am using Intel mac, so that it don't have much sense to build for arm64-apple-ios-simulator at all... Jindrich
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Jul ’20
How does XCode select an embedded framework's .swiftmodule?
When using a custom framework, it has a FrameworkX.swiftmodule folder, with specific architecture files (e.g. x86_64.swiftmodule, arm64.swiftmodule).How does XCode select the .swiftmodule file it uses / needs (for code completion and when compiling)?The reason i'm asking this, is because i really want to make a universal framework / module - not just one that has, for an example, iOS device & simulator modules, but also a tvOS one - but this creates a clash in the .swiftmodule file naming - both would need the arm64 & x86_64 modules.So, there must be some logic in how XCode chooses the one it uses - maybe there's even a way for me to step in, and point to a different file.Or is there a way to run a script (that copies the one currently needed to the right place) when / before XCode helps with code completion?If i can be more clear on the idea, please let me know.Best of wishes,Mikk
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Mar ’17
Reply to static library - Xcode 9 - Swift
>> Xcode’s framework build products (for Swift) were not designed to be shared like thisCan you be any more specific about this? There's no apparent difference conceptually between sharing like this and using private embedded Swift frameworks within a multi-target app.Also, if you construct a framework that is an Obj-C API wrapper around mostly (or even just some) Swift code, is such a framework distributable in built form? I had the impression that it was, but now I'm not sure.
Topic: Programming Languages SubTopic: Swift Tags:
Feb ’18
Reply to Xcode 12 beta 4 - error compiling for Simulator
Some respondents have solved this problem on Intel chip MAC machines But If I want run this on Apple Silicon Mac ,How to fix , In Apple Silicon , I meet same problem building for iOS Simulator, but linking in object file built for iOS, file '../SDK/xxx.framework/xxx' for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation) How to fix it ? Hope someone can give a perfect answer
Nov ’20
Xcode 12.2 / iOS 14.2 Simulator not rendering links in Messages app
After upgrading to Xcode 12.2, the iOS 14.2 simulators are not rendering HTTP links as they've been doing in previous versions. Our UI Tests 'test' the universal links that our app supports by copying the link in the Messages app and tapping on the link. Unfortunately, after Xcode 12.2 release this is not possible anymore. Is there any plan to support this feature again? How can we test our Universal links? Is there any other alternative that doesn't imply 3rd parties? Thanks.
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Nov ’20
Reply to Universal library for iOS and AppleTV?
Just a few clarifications here.. The answer is yes and no - depending on exactly which question you are asking.Any static library or framework that you link against in your tvOS application *must* also be built against the tvOS SDK. You cannot submit a tvOS application that links against a framework that was built for iOS. During the beta period, Xcode will simply warn when it sees you trying to do this. That way, you can get started on development now, while you wait for your dependent libraries to be updated for tvOS. However, it is possible to create a framework/library target that successfully builds for both OSs. I believe Xcode will require you to create a separate target for each platform - but if you're careful to call only API that are available on both, you should be fine.Make sense?
Topic: App & System Services SubTopic: Core OS Tags:
Sep ’15