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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 12 beta 4 - error compiling for Simulator
For a general short term solution to this issue, the exclusion of arm64 arch needs to be specifically tied to iOS Simulator platform build. If solution is not tied to iOS Simulator platform, you are telling Xcode to never build for the arm64 arch. This solution doesn't work for me since I need to distribute FAT framework with all the iOS archs and all the iOS Simulator archs. The newer Xcode 12 is treating arm64 as an iOS Simulator architecture as well as a legacy iOS architecture probably because MacOS Big Sur 11 running on an Arm64 based Mac will be running the iOS Simulator on arm64... But the Xcode folks didn't appear to think thru the affects. Xcode 12 UX needs to be able to differentiate arm64 iOS Simulator from arm64 iOS in a better way. The generated binary need to include extra metadata so linker can tell choose the correct arch within a FAT
Sep ’20
Reply to Not able to publish an app in store with third party dynamic library
The app works fine on emulator [simulator] and my physical device. This suggests you’re targeting iOS. If so, be aware that iOS does not support ‘naked’ third-party dynamic libraries (.dylib). You can ship dynamic libraries embedded in your app but they must be wrapped in a framework [1]. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @apple.com [1] The only exception here is the Swift runtime libraries, but technically they are not third party (-:
Aug ’20
Exclude metal files from simulator build
I'm working on an app that includes some Metal code, when building for the simulator we stub out the parts that need Metal using #if targetEnvironment(simulator), which works fine by itself However, the simulator build still fails on trying to compile the .metal file itself, as there is no metal compiler for the simulator. Since there is no need to compile the Metal file for the simulator, I would like to remove the .metal file from the build in case we're building for the simulator, so we can test the rest of the app on the simulator using stubs for our metal code. Is there a way to exclude metal files from the build when building for a simulator ?
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Feb ’19
Reply to dyld: Library not loaded. Image not found
Are you building Vorbis.framework yourselves, or are you getting it prepackaged. It looks to me like it was built incorrectly. It has a dylib id of /Library/Frameworks/Vorbis.framework/Vorbis, and there's no way for you to install it into that location on a device. It should be @rpath-relative or a static library that gets linked into your executable.
Jul ’15
Reply to Xcode 12 Beta 5 arm 64 issue as building for iOS Simulator, but linking in dylib built for iOS
Hi, Same problem here with an 3 years old iOS project I've been working on for 3 days with a MacBook Pro M2 : Building for iOS Simulator, but linking in dylib built for iOS, file ... for architecture arm64 If I understood well, it is because the CocoaPod library isn't compatible with the ARM processor. I tried to upgrade the library from CocoaPod but same problem, CocoaPod isn't compatible with ARM processor, I need to upgrade Ruby and so on... But all the projects libraries exist as a Git repo (I have to check) so if I migrate from CocoaPods to Swift Package Manager (which what it will have to be done anyway) as described in many articles, it will be fine right ? Thx.
Nov ’22
Reply to Xcode 12 beta 3 – XCFrameworks and debug symbols
Your build commands have a few mistakes. I made the same simple framework you did (a single Swift struct), and used the following build commands instead. I'm going to format them here with line breaks and indentation for readability. Note that I've set Build Library for Distribution to Yes and Skip Install to No in the framework target's build settings, so they don't appear here. % xcodebuild archive -scheme StructKit -destination generic/platform=iOS -archivePath iOS.xcarchive % xcodebuild archive -scheme StructKit -destination generic/platform=iOS Simulator -archivePath sim.xcarchive % xcodebuild -create-xcframework -framework iOS.xcarchive/Products/Library/Frameworks/StructKit.framework -debug-symbols iOS.xcarchive/dSYMs/StructKit.framework.dSYM -debug-symbols iOS.xcarchive/BCSymbolMaps/<UUID>.bcsymbolmap -framework sim.xcarchive/Products/Library/Frameworks/StructKit.framework -debug-s
Jul ’20
Xcode 11: Building a static framework which includes other frameworks/libs into its binary in iOS
I have a framework target in Xcode 11.x to build a Dynamic framework with statically linking some 3rd party libraries using pod file. platform :ios, '9.0' #use_frameworks! target 'Framework' do pod 'DeviceUtil', '~> 2.0' end Now I have a requirement to build a Static framework, and for this I changed the Mach-O' type to Static Library in 'Framework's' target build settings and able to create Static framework. The generated framework shows all architectures correctly (for architecture i386): (current ar archive random library for all architecutres x8664, armv7 & arm64)._ But the Static framework does not included 3rd party libraries within the Framework binary. How to generate a Static framework using Xcode11.x which includes other 3rd party libs in its binary? Also changing Mach-O type is good enough to generate a Static framework or is there any other way that
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Sep ’20
Reply to Built for macOS not UIKit for Mac
@edfordHi can you help me this error? I managed to build xcframework file ‘libjre_emul.xcframework’. My static library project includes ‘libjre_emul.xcframework’. Building the project with iOS device or simulator succeeds but for mac app I get a build error. “error: Unable to find a suitable library in the XCFramework ‘libjre_emul.xcframework’ (in target ‘AirNote’)“. In ‘libjre_emul.xcframework’ I included binary built for mac too.
Topic: App & System Services SubTopic: Core OS Tags:
Jun ’19
Reply to Playground with a framework that links to a static library
In Xcode 7b5 this is still an issue, but has changed. There is now a linker error when the playground compiles and tries to link against a Framework that is itself linked with the static library. This OpenRadar bug report describes the error pretty well:https://openradar.appspot.com/22188625The specific error message is:ld: building for OSX, but linking in object file built for (unknown), file '(framework)' for architecture x86_64 clang: error: linker command failed with exit code 1 (use -v to see invocation)
Aug ’15
Reply to building for iOS, but linking in object file built for iOS Simulator, for architecture arm64
How do you build mylib.a? The most common cause of problems like this is a mix up between target architecture (arm64, x86_64, and so on) and target platform (Mac, iOS, iOS Simulator). If, for example, you built your static library for the macOS platform, it would include the arm64 architecture that but code wouldn’t work on the iOS or iOS Simulator platforms. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Nov ’21
Linking dual (iphoneos and watchos) frameworks with same product name
I recently had to duplicate my own frameworks to be able to link them from the native watchOS 2 extension, because the platform is different. So for every framework X I have an X-watchos counterpart.Everything works fine in the simulator and when building directly to my devices, and it wasn't until I tried to archive that I got this linking error:(Link to the picture since they don't seem to be showing: http://i.stack.imgur.com/PcvqP.png)I ran `lipo -i` on the built watchOS framework and sure enough, its archs are `arm7` and `arm64` instead of `armv7k`.When I looked further into the built directory I noticed this:(Link to the picture since they don't seem to be showing: http://i.stack.imgur.com/OSmFu.pngBoth versions are symlinks to the same file, and because the have the same product name, they're being overridden. I could make them have different names, but that would make `import`ing them really cumbersome.Is
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Aug ’15
Build succeed but then simulation crashes.
I have a pretty basic question. When run my code in order to simulate it, the build succeeds. Then, for whatever reason the simulation crashes. I have figured out the error in my code, but from now on i cant get the code to run again without crashing. I know it is not an error in my code because even if i delete all code and enter a few basic lines, the program always crashes. Is there something i have to do or reset when the simulation crashes in order for the program to run again successfully?
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Dec ’17
Reply to Is usage of “lipo” command recommended by Apple?
Yes, sorry, I wasn't clear. The iOS simulator *is* macOS platform. That's because it's running macOS underneath (obviously), and the simulator is a bridging layer that translates iOS APIs to (near enough) macOS equivalents. Whether that makes sense or not, the simulator uses a macOS-platform executable when you build your iOS app for debugging.(Apple says it like this: It's a simulator, not an emulator.)Anyway, the point is that your app will be rejected if it includes the simulator version of the framework, and there's not much you can do, except remove it (or archive without building it).
Nov ’16