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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 No such module 'GameKit'
Are you building for the simulator? Or for a real device? If you’re building for the simulator, that won’t work, as discussed in the Xcode Release Notes:The GameKit framework is missing from the SDK for the watchOS simulator. To work around this issue, develop for GameKit using a watchOS device which does include the framework. (27899791)Share and Enjoy — Quinn “The Eskimo!” Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = eskimo + 1 + @apple.com
Topic: Programming Languages SubTopic: Swift Tags:
Dec ’16
Reply to ld error in Xcode 7 beta 5: "building for OS X, but linking in object file built for (unknown)"
Hi Jeremy,I am experiencing this issue with XCode 7 Beta 6 as well when running on OSX 10.10, but only when I compile for the Mac target in my app. My iOS targets seem to work OK and the also link with this same library that is giving errors when building for Mac.I get the following error message:ld: in libSuperpoweredAudio.a(SuperpoweredAdvancedAudioPlayer.o), building for OSX, but linking in object file built for iOS, for architecture x86_64I filed radar# 22544558
Sep ’15
Reply to Xcode 12 beta 3 – XCFrameworks and debug symbols
Just wanted to add a bit to this since I came to this thread looking to resolve why my framework builds did not include simulator binaries for both M1 Macs (ARM) and Intel. I was using the same xcodebuild archive -scheme StructKit -destination generic/platform=iOS Simulator ... command mentioned before, however for me I only ever saw an intel binary in the resigning framework generated. What ended up being the fix, was that inside my .xcproj file some old version of Xcode has left a default archs value for simulators that looked like this: VALID_ARCHS[sdk=iphonesimulator] I removed those from two places in the .xcodeproj file, and after that the xcodebuild command produced a framework that had a fat binary with both ARM and Intel.
Aug ’21
ios framework use another framework
My scenario is:I have capulated some common classes into a framwork(let's call it Framework1). the framework uses some 3rd party frameworks(like kissxml) by cocoapad.In the ios appliction project(let's call it App1), I have included framework1 as embeded binary.App1 also use cocoapad to manage 3rd party frameworks.My question is :In App1, do I need still need an entry in Podfile for kissxml, App1's code does not directly use KissXML?Is there some guide of ios framework? I found this reference https://developer.apple.com/library/content/documentation/MacOSX/Conceptual/BPFrameworks/Frameworks.html#//apple_ref/doc/uid/10000183-SW1,but it looks like only for oxs.Thanks,
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Jan ’18
iOS Simulator crashes on start
This is the current release xCode 7. I create a template ios/watch app, and run and build the simulator. The linking error occurs. It has been happening since the beta.===Process: Simulator [771]Path: /Applications/Xcode.app/Contents/Developer/Applications/Simulator.app/Contents/MacOS/SimulatorIdentifier: com.apple.iphonesimulatorVersion: 9.0 (620)Build Info: Indigo-620000000000000~150Code Type: X86-64 (Native)Parent Process: ??? [1]Responsible: Simulator [771]User ID: 501Date/Time: 2015-09-29 08:38:47.401 -0700OS Version: Mac OS X 10.10.5 (14F27)Report Version: 11Anonymous UUID: 015164CE-38DB-27C6-9EF3-447DD92F2AB7Time Awake Since Boot: 51 secondsCrashed Thread: 0Exception Type: EXC_BREAKPOINT (SIGTRAP)Exception Codes: 0x0000000000000002, 0x0000000000000000Application Specific Information:dyld: launch, loading dependent librariesDYLD_INSERT_LIBRARIES=/usr/lib/libignitor2.dylibDyld Error Message: could not load inserted library '/usr/lib/libignito
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Sep ’15
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
Having issues with Push Notification in iOS application built with Ionic Framework
Hello,I have used @ionic-native/fcm/ngx plugin in my Ionic application and the code for the same is as mentioned below:import { FCM } from '@ionic-native/fcm/ngx'; constructor(private fcm: FCM) {this.initializeApp();} initializeApp() { this.platform.ready().then(() => { this.statusBar.styleDefault(); this.splashScreen.hide(); this.getCurrentLocation() this.fcm.subscribeToTopic('marketing'); this.initializeFirebase(); //this.firebaseData() // this.presentModal() //this.saveToken(); this.fcm.onNotification().subscribe((response) => { console.log('Notification received: ' + JSON.stringify(response)); if(response.wasTapped){ // Received while app in background (this should be the callback when a system notification is tapped) // This is empty for our app since we just needed the notification to open the app console.log(background---,response); localStorage.setItem(forgroundNotification, true); } else { // received while app in foreground (show a toast) console.log(foreground---,response); } }); }); //this.s
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Jun ’20
Reply to Embed framework will affect archive upload's Re-sign selection
When using build script to lipo simulator and device framework What!?! In a Mach-O universal binary all of the architectures must be for the same platform. iOS and the iOS Simulator are different platforms, so putting those two architectures into the same Mach-O is not supported. You may have got past the current problem but you are very likely to encounter other weird problems down the line. The correct way to ship a multi-platform framework is as an XCFramework. I strongly encourage you to get on that supported path rather than continuing down this one. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Aug ’22
Reply to building for iOS, but linking in object file built for macOS, file 'btfs.a' for architecture arm64
I recommend you have a read of An Apple Library Primer. It explains how there’s a difference between platform (macOS, iOS, iOS Simulator, and so on) and architecture (arm64, x86_64, and so on). It looks like your third-party build system is creating a static library that’s built for the macOS platform but you’re then trying to use it in an iOS target. This won’t work, despite the fact that the architectures are the same. I no experience with your third-party build system, so I’ve not got a specific recommendation here. My general advice is that you build a similar project in Xcode and then look at the options that it passes to the compiler driver. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: Core OS Tags:
Mar ’24