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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 optional (weak-link) framework in UB app with only intel arch present?
After experimenting a bit I'm concluding that this just isn't really a use case supported by the weak-linking mechanism. It looks to me like any time you're embedding a framework in your bundle, the Xcode build sequence is going to try and link its symbols, and if it's a universal app this will mean for both architectures. There's no workaround here even if you're doing things like setting different search paths and bundle locations for x86 vs. arm64. I think to make this work we would need a 'stub library' implementation of the framework for arm64 to get us past the link errors, but I'm still not confident the right thing would happen at runtime (which is, x86 would link with the x86 framework, arm64 would behave as if the optional framework is missing). If anyone from Apple or with expertise can confirm this conclusion, that would be appreciated! And this question then becomes, more generally, what's the approach to ha
Topic: App & System Services SubTopic: General Tags:
Jul ’21
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
MLTIO Unavailable in Simulator/iOS 17.x?
I'm trying to use MTLIO Resource Loading in XCode 15.1 b3, but MTLIOCommandQueue, Buffer, etc, come up as undefined types. The Apple sample MetalFastResourceLoading seems to work. But creating a new project from template doesn't recognize the symbols. Anyone see similar? Digging in, it seems the MTLIOCommandQueue.h file in Simulator 17.2 only contains #import #import Whereas the working sample that links to 14.x contains lots of code. Also, the iOS 17.2 Framework ALSO contains headers with code. However, building for device also comes up with undefined symbols. In addition, the documentation for the type https://developer.apple.com/documentation/metal/mtliocommandqueue lists support for iOS 16+, Vision Beta, etc. Does anyone know if earlier betas work?
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Nov ’23
Reply to Fat Framework Script for Xcode 10?
Just incase if people wants to use an all in one a build script that will create simulator and device frameworks based on the selected schema.Here it is:# This is a modified script and it will ask the target to build separate libraries for simulator and device etc # On project folder it will be found under Generated-Frameworks folder # As per the documentations for XCode 10 Apple does not allow building FAT librares # Go ahead and check https://forums.developer.apple.com/thread/66978 and https://forums.developer.apple.com/thread/109583 # Enjoy NicoX :) set -e # If we're already inside this script then die if [ -n $MULTIPLATFORM_BUILD_IN_PROGRESS ]; then exit 0 fi export MULTIPLATFORM_BUILD_IN_PROGRESS=1 ############################################ # Options ############################################ REVEAL_ARCHIVE_IN_FINDER=true OUTPUT_DIR_NAME=Generated-Frameworks FRAMEWORK_NAME=${PROJECT_NAME} OUTPUT_DIR=${PROJECT_DIR}/${OUTPUT_DIR_NA
Dec ’18
Framework built with Xcode 15.4 giving error on Xcode 16.2
I have my main app that connect to multiple internal modules. These modules are built with Xcode 15.4 on Jenkins. If I use these modules as xcframework in main app and try to build main app with Xcode 16.2 it will give error. Framework built with older version of Swift. I thought we have ABI stability with new Xcode versions. Any idea what can be issue?
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Apr ’25
Flutter application build says Could not build the application for the simulator
I tried all the steps mentioned in this post How do I change the iOS version for the Simulator?. These are the steps I tried on my M1 Macbook Pro - It also shows an error about provisioning profiles. I tried removing my account and re-adding it in. it didn't work as well. Changing the ios version on Xcode - When I try to run the Flutter app on Android Studio, this is what I see - I also tried all the steps mentioned on the referenced post above about deleting pod files and running pod install. It didn't help as well. Any idea what I am missing here? Someone with experience please help out.
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Oct ’21
Reply to Multiple commands produce - Command ProcessXCFramework
I have a similar setup in which I don't understand why the conflict would take a place. I will first show the setup, and then share why I think there should not be such a conflict Linkage scheme is basic nested dependency case, where the dependency is static xcframework MyApp -> FirebaseAnalytics.xcframework (Static) MyApp -> MyFramework (Dynamic) -> FirebaseAnalytics.xcframework (static) I use Workspace to build MyFramework as a dependency Workspace (named HRS) * MyApp project ** MyApp target (links MyFramework.framework from Workspace -> MyFramework project) * MyFramework project ** MyFramework target When in Workspace I build MyApp, it first gives me warnings, such as duplicate output file '/Users/oleksiinezhyborets/Library/Developer/Xcode/DerivedData/HRS-etdtlgdbraymsbdmilzwmgmwkjgs/Build/Products/Debug-iphonesimulator/FirebaseAnalytics.framework' on task: ProcessXCFramework /Users/oleksiinezhyborets/Projects/tv_mobile_ios 2/MyFramework/FirebaseFrameworks/An
Apr ’24
Reply to error: unable to create symlink at
Yes I face this frequently in XCode 10.3, Mac OS 10.14.6 trying to archive an iOS private framework.Once in a while I am able to work around the problem by deleting the build products folder, and then, importantly, restarting my Mac.That worked twice this morning; this afternoon I have restarted 15 times and still cannot archive the framework.PS: I don't care about archiving the framework; it is embedded in an app I am trying to upload; it's the build phase of the framework during the archive phase of the app that is failing.Has anyone found a solution for this !!!!
Nov ’19
Unable to load libcrypto.dylib in iOS Simulator
I've created an Xcode app for iOS simulator, which is basically the template code, save for this: - (void)viewDidLoad { [super viewDidLoad]; void *handle = dlopen(/usr/lib/libcrypto.0.9.8.dylib, 1); if (!handle) { printf([%s] Unable to load dylib: %sn, __FILE__, dlerror()); }} Which results in a message that contains:Unable to load dylib: dlopen(/usr/lib/libcrypto.0.9.8.dylib, 1): no suitable image found. Did find: /usr/lib/libcrypto.0.9.8.dylib: mach-o, but not built for iOS simulatorUsing the file command reports that the file supports i386 and x86_64 architectures.Is iOS simulator just blocking the loading of this file, or is it genuinely not built for simulator? If the latter, how does one tell the difference?
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Feb ’16
Reply to Is it possible to include source code from an app extension in a framework?
You can add the shared code into a framework target and remove it from any other targets in the app. For the app target, configure your Xcode project to link and embed the framework using the General tab of the app target. For the app extension target, go to the General tab and add the framework to the appropriate list in that tab, but make sure that it is not embedded. The default configuration of targets in Xcode includes search paths to find the framework within the app bundle, so when the app extension looks for the framework, it will find the copy that you're embedding via the app target. — Ed Ford,  DTS Engineer
Nov ’24
Xcode Cloud builds are running very long, trying to launch simulator
We have a simple workflow that just runs the Test action on my unit_tests scheme (see Xcode Cloud workflow configuration screenshot). The workflow is configured to use Xcode 16.4 (Latest Release), macOS Sequoia 15.6 (Latest Release), and iOS 18.0 simulators. Today, this workflow has been consistently running indefinitely. The Xcode cloud runner tries to launch the simulator to execute the tests, but it fails. See the error message in the screenshot from Xcode Cloud logs. Link to corresponding build is in my Feedback Assistant ticket. It continues to retry this operation for a very long time — I had one job that ran for over 90 minutes. Link to corresponding build also in that same Feedback Assistant ticket. Are Xcode Cloud runners perhaps currently undergoing maintenance? Or is something else going on. I would appreciate if Xcode Cloud usage from today could be refunded to my team’s account. Feedback Assistant ticket #FB20195292. Error message: My
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Sep ’25
Reply to How do you create a "Release" build of a framework?
The best thing to do here is to make your framework into its own Xcode project, so that you can then include a reference to that Xcode project in all of your future test projects through the steps outlined in the Embedding Frameworks Tech Note. Swift 3 does not have a stable application binary interface (ABI) yet, so having a prebuilt version of the framework to use is not supported, as such a configuration will have problems unless all of the Swift code for the entire app and all frameworks is built by the same compiler.
Dec ’16
Reply to OpenCV Signin Issue
Unsupported Architectures. The executable for Frameworks/opencv2.framework contains unsupported architectures '[x86_64, i386]'. This suggests that you’re trying to submit an Intel binary to the App Store. You mentioned TestFlight, so I’m assuming that you’re working on an iOS-based platform. These are all Arm based, so submitting an Intel binary is problematic. My best guess is that you’re trying to submit a simulator build. The best way forward here is to package your third-party framework as an XCFramework. This format supports multiple platforms — and remember that the iOS Simulator and iOS are separate platforms — and Xcode will automatically choose the right platform for each scenario. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
May ’21