Search results for

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

186,353 results found

Post

Replies

Boosts

Views

Activity

If project uses universal (arm6, arm7, and simulator) static frameworks made by himself, It will be rejected?
Hi ^^If project uses universal (arm6, arm7, and simulator) static frameworks made by himself, It will be rejected?I know we can use static library.. But how about static framework ???Is it allowed to use ?And How Apple van review project with custom library ?Because code inside library is not shown, right ?Thanks 😎
0
0
122
Nov ’15
Custom Framework cannot build any system module
Hello,I am facing the following issue:I have a custom framework (iOS) which has dependancy of another 3 frameworks. The framework is written in Objective C. While developing with no problems at all, I recently recieved build errors:Declaration of 'jmp_buf' must be imported from module 'Darwin.C.setjmp' before it is required Could not build module CoreFoundation Could not build module Foundation Could not build module UIKit Could not build module CoreGraphicsI haven't change any system files or files from some system framework. Interesting is that If I install the framework on separate mac with the same xcode I get build success. After a while I get these errors again. 😐Screenshot-2020-05-12-at-10-29-42 — ImgBB I am also attaching a screenshot.I already tried cleaning derived data, clean build, clean build folder.. I even re-install Xcode and still the sameSometimes on real device is b
Topic: UI Frameworks SubTopic: AppKit Tags:
2
0
2k
May ’20
How to weak-link two closed source frameworks
We have a closed source framework and would like to allow our customers to enable extra functionality if they link to a specific set of additional closed source frameworks (Google Maps). If some customers don't want the extra functionality (or if they're currently using Google Maps and don't care about our extended functionality) they should be able to continue using our framework as they have been.It seems like entire-framework weak-linking as described here would be the correct approach:https://developer.apple.com/library/archive/documentation/MacOSX/Conceptual/BPFrameworks/Concepts/WeakLinking.html#//apple_ref/doc/uid/20002378-107026Then we could check for the existance of the GoogleMaps frameworks within the app using something like:`if ([GSMapView class]) { allow_the_customer_to_use_our_google_maps_functionality() }`The problem we've run into is that even when we weak link to the Google Maps frameworks as described in the ab
0
0
529
Nov ’19
Reply to Xcode 14.2 no longer runs properly under rosetta after installing 14.3 beta
Same here! After Installing XCode14.3beta (which does not support Rosetta), older Xcode-Version that do support Rosetta (e.g. Xcode 14.1, 14.2) do not work correctly anymore, even if the Activity Monitor says, that they are running in Rosetta-Mode (Intel). Deleting XCode14.3beta and redownloading XCode14.1/2 does not help either. ERROR: ... building for iOS Simulator, but linking in object file built for iOS, file '/Users/***/ExternalLibs/Radaee/include/libRDPDFLibSDK.a' for architecture arm64 The error does not occur on other Macs with MacOS Ventura, as long as XCode14.3beta was not installed. Configuration: MacBookPro, Chip: Apple M1 Pro, OS: MacOS Ventura 13.2.1, Xcode Version 14.1 or 14.2, Rosetta Checkbox activated
Mar ’23
Reply to Xcode adds $CURRENT_VARIANT to executable filename (except normal)
This Xcode bug has absolutely nothing to do with libraries (being fat or not). It can be reproduced without including any library: Take a sample project (e.g. PageControl), go to Build Settings, change the Target Settings => Build Variants from normal (iOS Default) to debug, then compile and run the sample. Xcode just gives an error message and cannot launch the built app in the simulator. And the reason for this is that the Unix Executable is not named PageControl, but PageControl_debug.
Jul ’15
Reply to NSDataDetector issues in Xcode 13.1
So how did you test that, given that Xcode 12 won’t let you run on an iOS 15 device? Honestly, I don't see how that question is pertinent to the problem. What I'm describing is bluntly clear if you run the sample project I linked there as described. But, answering the question, I first built my actual application using both Xcode versions and deployed it to the device using Xcode's Devices and Simulators to install the .ipa, so I did go to that extreme.
Topic: App & System Services SubTopic: General Tags:
Dec ’21
Xcode/iOS Simulator running with x86_64 instead of arm64 architecture
Hi, Can anyone please share some information on why my Mac with apple silicon still using iOS simulator with x86_64 architecture instead of arm64 architecture. The problem arises when I use FFMPEG frameworks, these frameworks are working on arm64, so they should work on iOS Simulator, but I get error saying these frameworks are for arm64 and Xcode/iOS simulator needs x86_64 based frameworks. why Xcode still expects frameworks with x86_64 architecture. Thanks,
2
0
547
Jan ’25
compiling boost for iOS simulator on apple silicon
I'm trying to get boost to compile for the iOS simulator on my M2 Mac. I've got this script: set -euxo pipefail # See https://formulae.brew.sh/formula/boost # See https://stackoverflow.com/questions/1577838/how-to-build-boost-libraries-for-iphone wget https://boostorg.jfrog.io/artifactory/main/release/1.83.0/source/boost_1_83_0.tar.bz2 tar zxf boost_1_83_0.tar.bz2 mv boost_1_83_0 boost root=`pwd` cd boost B2_ARGS=-a -j12 --with-iostreams --with-regex # Build for simulator ./bootstrap.sh --prefix=$root/install-ios-sim IOSSIM_SDK_PATH=$(xcrun --sdk iphonesimulator --show-sdk-path) cat << EOF >> project-config.jam # IOS Arm Simulator using clang : iphonesimulatorarm64 : xcrun clang++ -arch arm64 -stdlib=libc++ -std=c++20 -miphoneos-version-min=16.0 -fvisibility-inlines-hidden -target arm64-apple-ios16.0-simulator -isysroot $IOSSIM_SDK_PATH ; EOF ./b2 $B2_ARGS --prefix=$root/install-ios-sim toolset=clang-iphonesi
0
0
868
Nov ’23
iOS Simulator Performance Issues
I have noticed that, as of late, the iOS simulator has been incredibly slow. Even simple (and perhaps silly) actions like changing the wallpaper take an unreasonably long time, to the point where it is no longer clear whether the process has hanged. I tried to change the wallpaper to a photo of mine, but it simply would not appear. Even booting up takes several seconds, and home screen animations are laggy. I've given up on testing my build for now. I have tried with an iPhone Xr and an iPhone 15 Pro simulator - both running iOS 17.0. Both are extremely laggy. This is on an M1 MacBook Air running the stable version of macOS Sonoma 14.0. with Xcode version 15.0.1 and Simulator version 15.0.1. I have checked the Activity Monitor for CPU and RAM. There is nothing abnormal. I would appreciate any suggestions.
1
0
1.2k
Nov ’23
Build error: “B/BL has embedded addend. ARM64_RELOC_ADDEND should be used”
I can't find info on this or similar errors anywhere. Xcode 15.4 building a project exported with Unity 2021.3.35. Unity Framework shows this error: B/BL has embedded addend. ARM64_RELOC_ADDEND should be used instead, r_address=0x000003D0 in '*path*/libraries/libiPhone-lib.a[1509](fmod_dsp_connectionpool.o)' It seems to be an issue with the internal Unity fmod library (the project doesn’t use fmod). Architectures are set to standard (arm64). Build active architecture only is Release - No. What is the issue?
1
0
358
Jul ’24