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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 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 Get socket's file descriptor in NEFilterDataProvider callbacks
Have you checked whether the library you are using is actually embedded in your SystemExtension ?At installation time it is going to be copied out of the App into a directory under /Library/SystemExtensions, so it needs to be entirely self-contained.For example, if it is linked against a non-OS framework, that framework needs to be in /Library/SystemExtensions/<UUID><your-system-extension>/Contents/Frameworks
Topic: App & System Services SubTopic: Drivers Tags:
Jun ’20
Reply to Symbol(s) not found for arm64
The place to start is your list of undefined symbols. Pick one, say the class DLAVAlertView. What target/module/file/library/framework is the defined in? How does the project look like it intended to include this in the link? (For example, is it in the list of libraries and frameworks to link against, in the Info tab of the project editor for the target being built?) Or is it in a Build Phase that looks manually created? Is there a project item for it, and what does the Files inspector say about its path and/or referencing style?Once you've solved one, you'll presumably know what to fix for the others.
Feb ’18
Build RichTextEditor with Native Apple Framework
Hi, I new in the Apple Development world using Apple Frameworks. I already got familiar with SwiftUI and I can handle the Swift programming language. However, I need some guidance about what approach I should take to develop a Rich Text Editor for a personal App. I am working on. I could build the Editor using any HTML & any JS Editor Framework like EditorJS. But I prefer to take the native Apple approach, if there is one framework that I can easily use to implement the following capabilities: Text Styling -. Present a paragraph, titles, and subtitle headers with a predefined font size and styles. -. Bulleted and numbered lists Indenting and out-denting of text Formatting -. Predefined Bold, italic, underline, code, strikethrough, sub- and super-scripting Embedding -. Images --> Framework ? -. Iframes --> Framework ? -. Videos --> Framework ? -. Audio --> Framework ? -. Tables and Predefined tables --> Framework
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Nov ’23
Code Signing Fails in Debug Mode with Embedded Framework
I can no longer run my app from Xcode with code signing for my Mac app. I've configured a debug provisioning profile manually and tried that but it fails, saying the embedded framework is not code signed at all.I tried Automatic code signing but it fails with the same error:code object is not signed at allIn subcomponent: PATH_HERECommand /usr/bin/codesign failed with exit code 1The only way I'm able to get the app to run is to turn off code signing alltogether in Debug mode. I've noticed in that case though, testing is pretty useless because my app can't event write a security scoped bookmark to disk.
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Aug ’18
Reply to User Agent in Safari on iPadOS
Hi, so it looks like User Agent sniffing will no longer work for iPad iOS 13+. If you have control over the devices, you could turn off the setting Request Desktop Website (Settings -> Safari -> Request Desktop Website (under Settings for Websites), but... I'm assuming you don't have control over the client device settings. Fix: I did find this fix Repeated link if the embedded one doesn't work: (https://stackoverflow.com/questions/9038625/detect-if-device-is-ios). Essentially, just tack on the solution to whatever current User Agent detection you are running. (copied below in case the answer is lost on Stack) function iOS() { return [ 'iPad Simulator', 'iPhone Simulator', 'iPod Simulator', 'iPad', 'iPhone', 'iPod' ].includes(navigator.platform) // iPad on iOS 13 detection || (navigator.userAgent.includes(Mac) && ontouchend in document) }
Topic: App & System Services SubTopic: Core OS Tags:
Feb ’22
Reply to Invalid Bundle - Xcode 9 Beta 2 [resolved]
Binaries with GCC instrumentation have been rejected for some time, so doing the same for LLVM instrumentation doesn't surprise me - I don't know offhand if this is new or existing validation.As @FrankSchlegel noted in a different comment thread, the Xcode 9 release notes have this detail:Schemes with Code Coverage enabled (in the Test action) will now always build with Code Coverage, including for the Run and Launch actions. This reduces the need to build multiple versions of the application. Users who require code coverage to be off for their non-test actions can explicitly use a separate scheme with coverage disabled. (31848014) I ran a quick test and turned on this switch for testing. I saw that regular builds were indeed instrumented, but the archive builds were not. However, if any of your framework dependencies are copied into the final archived build product through a script instead of letting Xcode manage it for you with an Embedded Binar
Jul ’17
Reply to Is it possible to submit an app to App store with a dynamic framework that has the simulator slice in it?
Hello trvdatnielsen.I think you have to build different versions of your library in order to make it available for simulator and Devices.I started to build a framework to distribute to my clients as well.I have a question. What steps you follow to archive your framework? Will the Debug version be rejected by Apple validation?Regards,
Nov ’15
Unable to build a watchos2 simulator app from commandline
Hi,Facing an issue when we are trying to build an app for watchos2 simulator from terminal. xcode version :- Version 7.3.1 (7D1014)OS version:- 10.11.5 (15F34)Command used :-xcodebuild -target testwatchCMD -sdk iphonesimulatorError:-Build settings from command line: SDKROOT = iphonesimulator9.3=== BUILD TARGET testwatchCMD WatchKit Extension OF PROJECT testwatchCMD WITH THE DEFAULT CONFIGURATION (Release) ===Check dependenciestarget specifies product type 'com.apple.product-type.watchkit2-extension', but there's no such product type for the 'iphonesimulator' platform** BUILD FAILED **The following build commands failed: Check dependencies(1 failure)Unable to understand where am i doing wrong.Regards,K.Prabhakar
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Jun ’16
Reply to Is it possible to compile and run iOS Metal apps in simulator?
With Xcode 11 on macOS 10.15, the iOS 13 / tvOS 13 simulators support Metal. (The watchOS simulator uses Metal under the hood but Metal is not a public framework there).You can check out the new docs here: https://developer.apple.com/documentation/metal/developing_metal_apps_that_run_in_simulatorThis includes the ability to build projects for simulators that include metal files. When back-deploying to older simulators MTLCreateSystemDefaultDevice() will return nil.
Topic: Graphics & Games SubTopic: General Tags:
Jun ’19
EAS build works in Expo Go & Simulator, TestFlight app crashes on open
I am very new to the iOS coding world, however, I've run into a problem on my Expo build. It works in simulators and Expo Go on iOS, but when I run an EAS build and download the app from TestFlight, it will show the splash screen and immediately crash. This is the crash log I receive, and the app was built on VsCode and I can't seem to move it or open it on Xcode to get a better read on the crash. Any help would be greatly appreciated.
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Jul ’22