Hi there,I have an idea for an iOS mobile application, however it will involve the app linking to 200+ websites. I'm new to developing so I have no idea what is and isn't possible. To make my app I would need a users to be able to scroll through a list of 'buttons', whereby clicking on a 'button' would take a user to a respective website via safari or a browser built into the app.So basically I'm wondering:Is this possible?Will a high level of technical knowledge be required to do this?if the above answers are yes and no respectively then:would the above take a long time?is it easier to link to a website via safari or via an inbuilt browser ( like they have in the gmail app)?how should I go about doing this?Thank you so much for your help!
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Building for iOS Simulator, but the linked and embedded framework ‘XX.framework‘ was built for
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I developed my mobile app with ionic 3 and used XCode to build and release the application to ios. When I used archive command on XCode version 12.1 to build the package, I got this error building for iOS-armv7 but attempting to link with file built for iOS-arm64. The error can be solved by changing the target ios version from 10 to 11. However, I cannot change the target ios version to 11 because some of my users still use ios 10. I have no problem on XCode version 11. Is there any way to set XCode parameter(s) to resolve this error when target ios version is set to 10?
Using XCode 14.3 and I'm having the same issue. I'm adding a widget extension to my multiplatform app just for iOS. Your target is built for iOS but contains embedded content built for the macOS platform (YAPTWidgetExtension.appex), which is not allowed. Unchecking macOS from the filter for Frameworks and Libraries and Embedded Content didn't help. Anyone else has a solution?
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Developer Tools & Services
SubTopic:
Xcode
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I think it’s probably a CocoaPods problem, not an Xcode problem, and I can’t help you with that part.However, my guess is that what’s wrong with the built app is that you have linked against the wrong version of the framework it’s complaining about. This could be because the frameworks was built with a version of Swift earlier than the one in Xcode 9.3.1, or the framework is built for the wrong platform. (The simulator and device are different platforms.)In 5e past, when people have brought problems like this to the forum, they usually report that it was fixed by rebuilding the pod.FWIW
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App Store Distribution & Marketing
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App Store Connect
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I have run into the issue of trying to use a static library in an iOS app running in the simulator on an M1 (Apple Silicon) mac. However I'm having a difficult time adapting existing recommended solutions to my use-case. As I understand it, the root cause is that previously iOS simulator targets were always Intel but now on Apple Silicon the simulator targets can also be arm64. The recommended solution is to use XCFramework to better handle the combinations of platform and arch (e.g. iOS simulator + arm64). I have a cross-platform C library with a Makefile that I have in Xcode as an External Build System target. In the Xcode target it calls /usr/bin/make with the following arguments, where it passes relevant build settings from the iOS Framework to this external make task. On Intel-based Macs this has worked to automatically change the arch and SDK depending on the build target chosen in Xcode, e.g. building
Static libraries and frameworks are very different things:Static libraries are linked in to your app at build time.Frameworks are a form of dynamic library. These exist independently of your app and your app is linked to the library at runtime via the dynamic linker.A frameworks is different from dynamic library in that the framework is packaged such that it can contain resources.The distinction between static and dynamic libraries is less relevant on iOS, where a third-party framework can only ship embedded within an app.I’d like to add several static libraries (they end with .a, universal fat binaries, compiled for a bunch of iOS architectures such like armv7 and arm64) to my iOS application.Be aware that universal libraries (static or dynamic) can only support a single platform, and that iOS and the iOS simulator are different platforms. See this thread for more details.However, the
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Programming Languages
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Swift
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Those two architectures are used when building for the iOS simulator (64 and 32 bit). Not sure how to convince a third party framework to not include those slices. Most of the third party code I've used is in source form and is built as part of my app target.
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App Store Distribution & Marketing
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App Review
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From the reason image not found, I guess it's not correctly linked.One way to easily import your framework is to just literally drag and drop it into the Embedded Binaries section of your target (General tab).It would then display a dialog, select both Copy if needed and Create Group.After that, the framework should appear in both Embedded Binaries, Linked Frameworks and Libraries in the General tab, as well as Link Binary With Libraries and Embed Frameworks in your Build Phases tab.Hope it helps.
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App Store Distribution & Marketing
SubTopic:
App Review
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We have one custom library/framework with ARCHS = $(ARCHS_STANDARD) under build settings. I export the library/framework with Any iOS device target and export the library/framework. But when we try to integrate this custom library/framework in to another project ( M1 with xcode 14.2 with rosetta enabled ) its not running in iOS simulator. Getting error like. : Unsupported Swift architecture Note : Its running fine in real device.
Hi, I have been trying to modify the existing build script of my project (which used to build a .framework) to build .XCFramework but I am getting the below error binaries with multiple platforms are not supported '/Users/CodeForever/Library/Developer/Xcode/DerivedData/MySDK-cjavkiibuxlwhgftpsbjmlkavwpx/Build/Products/Debug-iphonesimulator/libMySDK.a' Not sure what am I missing here. Can someone please help me understand what could I be missing in the script or settings? Please refer the complete script below: (running this on Xcode v15.0) #!/bin/bash If we're already inside this script then die if [ -n $RW_MULTIPLATFORM_BUILD_IN_PROGRESS ]; then exit 0 fi export RW_MULTIPLATFORM_BUILD_IN_PROGRESS=1 RW_FRAMEWORK_NAME=${PROJECT_NAME} RW_XCFRAMEWORK_LOCATION=${BUILT_PRODUCTS_DIR}/${RW_FRAMEWORK_NAME}.xcframework Function to build a static library for a specific platform function build_static_library { # build_static_library sdk xcrun xcodebuild -project ${PR
As i understand the big change from ios dynamic framework and static is that static is linked statically to the code at link time (prior to launch) and dynamic is linked at launch/runtimeNow i have a test project:My project have a dynamic framework linked to it - A.framework.import A.frameworkA.framework have a framework embedded inside of it - B.frameworkIn my main project i want to use classes from B.frameworkNow i see that with a simple import statement in the main project:import B.frameworkIt actually work and i can use code from inside of the B.framework which is embedded in linked A.frameworkHow can it be? is it something that is safe and reliable to use? How does the main project recognize the B.framework?What about cases where the main project directly link the B.framework to the project? in this case i see many duplicate symbol errors at link timeAny clarifications will help
Looks like your framework was built for arm64 and you want to use for X86.Try to check your project has x86 and x86_64 set as valid architectures so you can build for the simulator.Should read this:https://stackoverflow.com/questions/56957632/could-not-find-module-for-target-x86-64-apple-ios-simulator
Topic:
Programming Languages
SubTopic:
Swift
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Hi i am a beginner and when I Build my app in the IOS simulator my images and words get cut off and when i switch the simulator to iPad i either get black space(when i run it on my iPad) or white space when i run it on my simulator when i add my constraints it stretches it and i get multiple warnings, any suggestions?(here is a picture)
I have the same issue with an app in the iOS 9 simulator. I've also tried everything, added all mentioned frameworks as optional, to no avail. It works on an iOS 9 device when built using our build server with ad hoc deployment. But when I try to install it on an iOS 9 device locally from Xcode, a very similar error is printed in the console and it won't even let it install the app.How about the iOS 9 simulator for you guys?
Topic:
App & System Services
SubTopic:
General
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The framework isn't built with a supported configuration -- iOS and iOS Simulator should never appear in the same binary. You should follow-up with the support channel for the framework vendor and see if they have a fixed version (which needs to be a XCFramework).
Topic:
Developer Tools & Services
SubTopic:
Xcode
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