I've got a makefile that creates a library of object files using ar r mylib.a myobj1.o myobj2.o etc. Then I link with gcc main.o mylib.a -o myexe and I get the error above. Clear the error is complete garbage - it's complaining that I'm attempting to link with the architecture I've built for which is what you're supposed to do this isn't an error anyway! If I link directly with the object files it all works fine, so those objects are OK as is everything else. Something about putting them in a static library seems to hit a bug in ld therefore - evidenced by the garbage error message. The only other example I've found of this on google was 'fixed' by the poster using a more up-to-date version of the application he was compiling, so no help in what was the cause nor fix for the error. Anyone else come across this? Any thoughts on how to debug it further? Thanks.
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Building for iOS Simulator, but the linked and embedded framework ‘XX.framework‘ was built for
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Not even compiling for MacOS works for me (on Catalina). I installed all prerequisites with brew according to the instructions. But make all results in a bunch of HAP related linker errors. Any hint how to fix this? ld: warning: dylib (/usr/local/Cellar/openssl@1.1/1.1.1j/lib/libcrypto.dylib) was built for newer macOS version (10.15) than being linked (10.14) mkdir -p Output/Darwin-x86_64-apple-darwin19.6.0/Test/Tests/ /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -Wall -Wextra -Werror -DHAP_ENABLE_DEVELOPMENT_ONLY_CODE=1 -mmacosx-version-min=10.14 -DDARWIN=1 -Werror=unused-function -Wno-expansion-to-defined -Wno-nullability-completeness -Wno-deprecated-declarations -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk -IHAP -IExternal/HTTP -IExternal/JSON -IExternal/Base64 -IPAL -ICommon -I/usr/local/Cellar/openssl@1.1/1.1.1j/include -I/usr/local/Cellar/mbedtls/HEAD-2a02787/include -O0 -g -
Topic:
App & System Services
SubTopic:
General
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Static libraries and frameworks are different kinds of things.A static library is a collection of compiled object files combined into a single library file, that may be linked into an app or framework target just like single object files are linked. The difference is that only the referenced components are linked (though there is a linker option to force everything to be linked, regardless of referencing). Once linked into a target, the library's identity is lost, just like the identity of single object files is lost. In this sense, App Store submissions don't know whether a static library was used — there's no structural difference between an app that was built using a static library and an app that was not.A framework is a separate target in a secondary bundle. An app with a framework is structurally different from an app without one.The terminology is confusing here because the library of a static library, and the lib
Topic:
Developer Tools & Services
SubTopic:
Xcode
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Hi ,I am using the chilkat libs ( http://www.chilkatsoft.com/downloads_ios.asp) and I am encountering the same error like other persons here.I am developing for iOS only , but receive the following error:ld: in /Users/.../lib/libchilkatIos.a(CkoCrypt2.o), building for iOS simulator, but linking in object file built for OSX, for architecture x86_64clang: error: linker command failed with exit code 1 (use -v to see invocation)I am using the following script at the BUILD PHASES / RUN SCRIPT section at Xcode 7 to create one universal lib ( that worked fine at xcode 6.4 ) :cd lib/usr/bin/libtool -static i386/libchilkatIos.a x86_64/libchilkatIos.a armv7s/libchilkatIos.a armv7/libchilkatIos.a arm64/libchilkatIos.a -o libchilkatIos.acd ..Can somone help, please ? It´s really urgent !best regardsJanNote: xcode 7 final version from App store with the same problem like GM version
Topic:
Developer Tools & Services
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Xcode
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Facing the same issue here. Unable to get a successful build from BuddyBuild. The first time it gives us the error when tried building in the simulator. The second time when I try to build in the simulator it's working in the local machine.Any help??Edited***********************It's an Xcode 11 beta 7 issue. Once we built using Xcode 11 GM seed, it got succeeded without any issue.
Topic:
App & System Services
SubTopic:
Core OS
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Hello, I tried to load any http/https url in safari of iOS 14.5 beta simulator (any iPhone model with iOS 14.5), it tries to open in mac's default browser (chrome/safari) instead of simulator itself. I have Chrome as default browser, so it pops up a small chrome icon for on Mac with title Continue with Google chrome and opens the same url in chrome after clicking that icon. If I try to load anything in WKWebview, it also stuck and times out at the end. Same is the case, if I try to load any media link in AVPlayer. However, this works on real device with 14.5 beta. Appreciate your help!!
Hello, I asked Unity forum, but I post also here because xcode build error. I build xcode project from Unity 2018.3.0f2. And I create framework project from Xcode 11.5 version. I import some files from Xcode project which built from Unity, to framework project. I have build error, but I can't find solution from web search. Error: Unknown type name '_LIBCPP_INLINE_VISIBILITY' in stdlib.h inline _LIBCPP_INLINE_VISIBILITY long abs( long __x) _NOEXCEPT {return labs(__x);} Unknown type name '_LIBCPP_CONSTEXPR' in limits c++ static _LIBCPP_CONSTEXPR const bool is_signed = false; I follow some instruction for How to embed a Unity game into an iOS native Swift App, Integrate Unity 5 in a native iOS app with Xcode 7. (this links are not posted) I doubt build setting for c++ library, but I cannot solution for this build error. I set Search Paths / Header Search Paths and Library Search Paths with Unity build xcod
Hi I need a way... to test my apps on the iOS simulator. My was was generated by another way and he is my itunestoreconnect. I can use Testflight on my iPhone to test it... but I need to test on my Mac directly How doing this simple thing please ?
Along with the above solutions, I have a update the setting Build Libraries for Distribution to Yes The settings is needed when compiling the framework. Are you sure it was set to YES when the framework was built?
Topic:
Programming Languages
SubTopic:
Swift
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It seems that Xcode is trying to use the Personal team instead of my dev team for subprojects and embedded frameworks. I remember running into something like this awhile ago and moving the Personal team certificates into another keychain to resolve. I'm on a new Mac, tried the same thing, but stil having issuesI can clearly see Xcode is asking for permission to the wrong keychain to sign an XPC service embedded in my app using the personal team.Edit: I switched all to use the personal team, seems that xcode is still gives me the same error about the embedded framework which I'm not building from source. Code Sign on Copy is checked in build settings.
Topic:
Code Signing
SubTopic:
Certificates, Identifiers & Profiles
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I have the same exact problem Is this is on 10.15.x? Or 11.0 beta? Are you building for macOS? Or iOS? Or one of its friends? If it’s for iOS and friends, are you testing in the simulator? Or on a real device? If you create a new test project from one of the built-in templates, does it happen there? If you create a new user on your Mac and repeat the previous test, does it happen there? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @apple.com
Topic:
Developer Tools & Services
SubTopic:
Xcode
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I've created xcframework. The reason was in this log line: note: '/Users/eugene/Documents/ios-examples/MyFramework/ThirdPartyFramework.xcframework' is missing architecture(s) required by this target (arm64), but may still be link-compatible. This solution helped me: You can try to add arm64 to the Build Settings -> Architectures -> Excluded Architectures for Any iOS Simulator SDK.
Topic:
Developer Tools & Services
SubTopic:
Xcode
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Sorry, this is a very basic question. The reason I ask it is that I am having difficulty understanding the instructions in the ios dev library. I try to follow its instructions and It doesnt work.I am running xcode 7.2.1https://developer.apple.com/library/ios/documentation/IDEs/Conceptual/iOS_Simulator_Guide/GettingStartedwithiOSSimulator/GettingStartedwithiOSSimulator.htmlRunning Your iOS AppWhen testing an app in Simulator, it is easiest to launch and run your app in Simulator directly from your Xcode project. To run your app in Simulator, choose an iOS simulator—for example, iPhone 6 Plus, iPad Air, or iPhone 6 + Apple Watch - 38mm—from the Xcode scheme pop-up menu and click Run. Xcode builds your project and then launches the most recent version of your app running in Simulator on your Mac screen, as shown in Figure 1-1.I opened the simulator and choose the iphone 6+ then I went to scheme (Product > Schem
Hey @JamesW-ios, Based on the provided information this seems like this might be a bug. I'm not sure if resolving this will require changes to Apple's software or if there's additional API that you should be using to make the video transparent in the embedded case. While I continue to investigate this issue, I'd greatly appreciate it if you could open a bug report, including a link to the sample project and a video of what you are seeing on device and in the simulator. Please post the FB number here once you do. Bug Reporting: How and Why? has tips on creating your bug report. Thanks so much, Michael
Topic:
Spatial Computing
SubTopic:
General
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In XCode 6.4 prior to the XCode 7 Beta update, I was able to build my iPhone 5 project. I cannot build it in either and my simulators (iPhone and AppleWatch) can never launch automatically if anything ever builds, I have to open the developer tool manually.While I know that the older simulators are not available for XCode 7 Beta (and I reverted back to using XCode 6.4), the simulators also do not work as they were working before.