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

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xCode Cloud Archive XCFramework for Simulator and iOS (Universal)
Hello, I'm trying to port my framework CI to xCode Cloud and i have to create the release build that contains iOS ios-arm64 and ios-arm64_x86_64-simulator architectures for being able to build the XCFramework on iOS devices and Simulators. I looked in the Archive Action in the Xcode Cloud options but the Platform selector has iOS but not not Simulator. Currently i achieved the results that i needed by adding a ci_scripts/ ci_pre_xcodebuild and working with old fashion xcodebuild archive command and works fine . Can i achieve what i want without the sh script by using predefined actions from Xcode Cloud ? Thanks, Florin
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1.6k
Jun ’22
Xcode 13 beta 4 is not able to handle framework built with Xcode 12
I have a third party framework 'serviceCommon' built using Xcode 12.5.1 (12E507). When I try to build my app which links to this framework, Xcode 13 beta 4(13A5201i) fails with the following error (FYI. Xcode 12.5.1 is able to build this app fine). Failed to build module 'serviceCommon'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 5.4.2 (swiftlang-1205.0.28.2 clang-1205.0.19.57)', while this compiler is 'Apple Swift version 5.5 (swiftlang-1300.0.27.6 clang-1300.0.27.2)'). Please select a toolchain which matches the SDK.
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1.4k
Aug ’21
Xcode fails to attach to process when building to the Simulator
When trying to build and run our iOS app on the simulator we're hitting the following error: Could not attach to pid: XXXXX failed to get reply to handshake packet within timeout of 6.0 seconds I've included some more details on our project/setup below: We're working on a large project with multiple schemes / app targets. The error only affects one of our targets - however the dependencies between the problematic target and the others are very similar. The issue only affects building to the simulator; building to a physical device works fine. Scheme configuration is the same across all targets. We've faced this issue on multiple versions of Xcode, from 15.x through to the latest 16.3 RC. We've tried a number of workarounds, some of which work intermittently for some colleagues - but none of which have provided a durable solution. These include varying combinations of: Setting the IDEPreferLogStreaming=YES environment variable Unchecking Debug Executable un
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Mar ’25
Linking dependencies for iOS
Hello!I'm trying to use dlib on iOS. So, I found a tutorial which describes how I can do this. I did everything exactly with this recommendation, including adding in the Xcode Other Linker Flags these items:/usr/lib/liblapack.dylib /usr/local/lib/libjpeg.dylib /usr/local/lib/libpng.dylib /usr/lib/libcblas.dylibBut after my try of building I get Xcode linker error which says:ld: building for iOS simulator, but linking against dylib built for OSX, file X for architecture x86_64Where X - every library which listed above.So, is this a correct building and using of dlib for iOS? And how can I use(or build) these libraries on iOS?Any help will be very useful!
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1.3k
Jul ’16
Reply to How to combine fat static libraries for use in a Swift application?
Thanks for your response eskimo.Would you be so kind and elaborate on how to build a Cocoa Touch Framework for iOS from multiple existing static libraries? Is that possible?To be more precise, I actually have a folder structure for the static libraries that looks like this:root/ |----lib_1/ |----lib/ |----1.a |----2.a |----include/ |----1.h |----2.h |----lib_2/ |----lib/ |----1.a |----2.a |----include/ |----1.h |----2.h |----lib_3/ |----lib/ |----... |----include/ |----... |----...All of the headers and libraries need to be included into the framework. The wrapper wraps around all those libraries.Why? Create a separate project for your wrapper makes things more complex, and it’d be best to avoid that unless absolutely necessary.Well, as I tried to explain, it'd be great if I could build a framework that includes the wrapper and the static library with the corresponding headers (althouth, if I got you correctly, I'd have to build at least two frameworks
Topic: Programming Languages SubTopic: Swift Tags:
Jun ’19
Reply to Framework integration
Yes, cbaseConroller is an NSWIndowControllerif I remove the public override init() initializer, I still have he error Initializer does not override a designated initializer from its superclasson init(window: NSWindow!)I think I'm not good enough to make frameworks. Did I tell you that the framework I try to build is linked with AlamoFire? I don't think it is the problem, for the moment, but perhaps it has impact on my frameworkan other thing: I made an IOS framework with the RayWenderlich creating a framework for IOS. When I link this framework to the main project, in XCode, I can see all the files of the framework in the main project.But when I link my framework to tyhe main macOS project, I only see a reference to the framework, not the files.Does this help?
Topic: Programming Languages SubTopic: Swift Tags:
Jul ’18
Reply to ITMS-90429: Invalid Swift Support – Swift libraries not at expected location in iOS app submission
What is your minimum deployment target set to? All of these libswift* files should no longer be included. They were necessary for compatibility purposes on iOS versions prior to Swift being built into iOS directly, which is long past now. 14221248 09-16-2025 10:33 Payload/Runner.app/Frameworks/libAudioFeature.a This is also an issue — that's a static library. .a files should never show up in a final app bundle, because their contents has been linked into some other binary during the build process. — Ed Ford,  DTS Engineer
Sep ’25
Xcode 7 beta 4 embedded frameworks
I am trying to run the Application with our custom framework. Framewok itself contains other frameworks.When trying to launch the Application I am geting a following error:dyld: Library not loaded: @rpathX.framework/X Referenced from: /private/var/mobile/Containers/Bundle/Application/.../FrameworksY.framework/Y Reason: no suitable image found. Did find: /private/var/mobile/Containers/Bundle/Application/.../Frameworks/Y.framework/Frameworks/X.framework/X: mmap() error 1 at address=0x101270000, size=0x00044000 segment=__TEXT in Segment::map() mapping /private/var/mobile/Containers/Bundle/Application/.../Frameworks/Y.framework/Frameworks/X.framework/XWith Xcode 7 beta 3 everything was ok.May be someone have similar issue?
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1.4k
Jul ’15
Is manually linking binary with libraries and frameworks necessary?
When you build your project, what makes a framework usable is a two-stage process. You first import the framework's header in order to compile and it must link to the framework's binary so that they can interact with each other during runtime. But, how am I allowed to use the Apple's frameworks by only importing them and not linking them in to your target in the Build Phase ? For example, I've seen some people manually add MapKit to the Link Binary With Libraries section of Build Phase , but it works perfectly fine without doing so. What is the rule of thumb? Do I ever have to do this process manually? Do I have to make sure to do this for the 3rd party frameworks?
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4.3k
Oct ’20
creating watchOS2 simulator build using xcodebuild
I would like to build a simulator build using Terminal and xcodebuild. Up until now passing something similar like -sdk iphonesimulator9.0 worked. Now that the watch extension is running on the watch I receive this error :=== BUILD TARGET appName WatchKit Extension OF PROJECT appName WITH CONFIGURATION Debug === Check dependencies target specifies product type 'com.apple.product-type.watchkit2-extension', but there's no such product type for the 'iphonesimulator' platformDo you know how can someone build simulator version of their app which has watchOS2 support?Thanks!
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Sep ’15
Reply to Emoji Ranger not showing in Add Widget list
I have issue with existing app's widget both on iOS 14 beta (device&simulator) - widget doesn't appear either at widgets setup list or at app icon's long tap popup/menu. I tried to build widget scheme - same result. Same project built with Xcode 12 beta is working fine at iPhone 11 (iOS 13.3).
Topic: UI Frameworks SubTopic: General Tags:
Jun ’20
Reply to Missing BCSymbolMap for AppStore Submission - Xcode7B5
Thanks drewcrawford.I feel there is an opportunity to learn something here and would appreciate your help in diagnosing the issue. I previously submitted to itunes without issue with both boxes checked but suddenly am stumbling upon this issue.When I use otool, I get two uuids for the app and one uuid for a separate framework which is my own and is in the same workspace. The two uuids from the app have associated BCSymbolMap files, but the single UUID from the framework does not have an associated file. Instead there are two further BCSymbolMap files which are a mystery. You assistance is appreciated.EDITUpon further inspection, it seems that xcode is embedding the incorrect binary for the framework, but the correct BCSymbolMap files. It is taking the binary from the Build/Products/debug area, while it is taking the symbol files from build/intermediates which is the correct location for built frameworks.Ideas on how to fix?
Feb ’16
When app Crashes framework Build path shows the build path
I have a custom framework built and when an end developer uses my custom framework and if the app crashes it shows the the framework build path (The local machine path from which the framework was built).Please help me with this as it's not correct to show the local path of the farmework in the end users console.It happens in Xcode 11 only and it wasn't happening in the previous version of xcode.
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Oct ’19
Reply to Linking arm64 static library for iPhoneSimulator
As far as I know you cannot use the same library for arm64 iPhone and iPhone Simulator and instead you have to link each one based on the platform you're building. The best way I've found to do this is using the Other Linker Flags and then add an option for Any iOS Simulator SDK and Any iOS SDK. Then you use -lname_of_library to specify if you want to use an iPhone version or an iPhone Simulator version. I use a .xcconfig file to accomplish this. Here's a working example of linking to fmod for either simulator or device: OTHER_LD_FLAGS_SIMULATOR = $(DEFAULT_OTHER_LD_FLAGS) -lfmodL_iphonesimulator OTHER_LD_FLAGS_DEVICE = $(DEFAULT_OTHER_LD_FLAGS) -lfmodL_iphoneos OTHER_LD_FLAGS = $(DEFAULT_OTHER_LD_FLAGS) OTHER_LD_FLAGS[sdk=iphoneos*] = $(OTHER_LD_FLAGS_DEVICE) OTHER_LD_FLAGS[sdk=iphonesimulator*] = $(OTHER_LD_FLAGS_SIMULATOR) Hope this helps. References: https://developer.apple.com/documentation/xcode/adding-a-build-conf
Mar ’25