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Hi, I am developing an MDM app. The company is registered as an enterprise account, and we do have a working MDM app. Now I was asked to add handling the list of installed application, and reporting them to the server. Searched, but can't find a function (framework) to call to get a list of installed apps on the iPhone device. Thx
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While developing Xamarin app for iOS I observed that large xaml from portable project is loaded with some delay or fails to be loaded with the assembly - 20% chance of fail. Unfortunately I have no way to prove it - the only symptom is that randomly InitializeComponent hangs - probably the UI thread hangs. I made sure there is no background processing from the app. The only suspect is XAML size which can be 95kB large. I am using XamlCompilation to speed up loading. How is Xaml loaded in the cycle of app launch process? Can I track it somehow? Mac console does not give me any meaningful information - at least I am not able to read it out. If this is not the right place please to ask the question direct me to the right one. I appreciate sharing your experience in this area - maybe some tip. JK
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Hi Team, I facing a problem with building my app, After update into the latest version Xcode 13.4, I had a few problems which were successfully solved. However one of them stopped me for a few hours. The problem is with Swift Compiler or Bridging Headers is unsupported, I really don't know what causes problems. On several forums I often read that is important to set: Build Settings > Build Options > Build Libraries for Distribution = YES If I set it  ‘YES’ I getting - error: using bridging headers with module interfaces is unsupported If I set it  ‘NO’ I getting - error: module compiled with Swift 5.0.1 cannot be imported by the Swift 5.2.2 compiler, for some framework or classes. Can you please guide me, what should I do to resolve this issue ?
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I'm trying to get information about the current Mission Control Spaces, specifically the current space number. I can access this info by using "defaults read com.apple.spaces". The problem is that this info only seems to update when a new space is created or deleted. So if you read this and then change the current space or open a new window, that file will still be set to the previous space until a new space is created or deleted, which would then update the file. I can't see any other way to get this information. Is there any non-intrusive way to force the OS to update this plist file on demand (without relaunching the dock or Finder)? Or is there any other way to get the current space number any other way? Thanks
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Hello Apple Devs, Can some one tell if I can scan RFID tag using the CoreNFC framework? Right now i have a requirement of an iOS app which can scan RFID tag. I have read about CoreNFC framework and know that NFC is a subset of RFID but still requiring clarification on my question. Can anyone from APPLE team kindly and humbly reply to my query? Thanks and regards, Alex
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Hi all, I'm developing a 3D modeling C++ application with embedded Python scripting capabilities which targets Big Sur. I want to distribute my application ("MyApp") with a full python package directly integrated into the MyApp bundle (the MyApp.app folder) so that users won't have to install Python manually. So I binded Python3.9 and my app using pybind11, and copied the Python framework folder (all files of the folder of the version 3.9, which is named "3.9") into the "Framework" directory of my App bundle, then locally set the PYTHONPATH and PYTHONHOME environment variables at run time so that they point to the python's Framework folder copied into the bundle. It's working: python scripts can run from my application even if there isn't python installed in the system. However, I have an issue when signing my MyApp bundle. Assuming that I need a python framework package which is universal, correctly signed and has folder structure and files compliant with Apple's bundle specs, I saw too options at first On one hand, homebrew provides signed python packages but for arm64 architecture only, so it must be excluded since I need x86_64 too. On the other hand, the official python website provides universal python packages but they are not signed. I then copied the Package from the official python website and removed many of its unessential components to make it tidy as much as possible, then ran a script that codesign all files that codesign signals as "not signed at all" when running it on the full RizomUV App bundle. Once all files that need to be signed have been signed, I got the following message when running codesign on the MyApp bundle folder: codesign --force --verify --verbose --sign "Developer ID Application: XXXXXXX (XXXXXX)" MyApp.app --option runtime MyApp.app: replacing existing signature MyApp.app: bundle format unrecognized, invalid, or unsuitable In subcomponent: /Users/me/Documents/a_path/MyApp.app/Contents/Frameworks/Python/lib/python3.9 That python3.9 folder, which contains a bunch of python script files (***.py) and some directories which seems to be not compliant with the bundle specifications. This prevents the signature of the full bundle and that's obviously a problem. I'm sure I'm not the only one who integrated Python as a framework into a universal bundle. I could do more investigations but I'm less and less confident that I'm following the right path as I find it overly complicated. There must be a better way right? Any help or feedback would be more welcomed. Best
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I've managed to build this locally via xcode but when trying to create xcframeworks of this, I am unable to create a simulator archive to add to the xcframework. Framework B has Excluded Architectures = [x86_64, arm64] for 'Any iOS Simulator SDK' Framework A imports Framework B but has Exclude Source File Names = FrameworkB.framework, FrameworkB.xcframework] for Any iOS Simulator SDK' So when using xcodebuild command /usr/bin/xcodebuild clean archive \   -scheme FrameworkB \   -archivePath PATH/FrameworkB-iphoneos.xcarchive \   -configuration Release \   -sdk iphoneos \   SKIP_INSTALL=NO \   BUILD_LIBRARY_FOR_DISTRIBUTION=YES \   BUILD_DIR=PATH/build \   DEVELOPMENT_TEAM=TEAMID \   GCC_PREPROCESSOR_DEFINITIONS=""\   SWIFT_ACTIVE_COMPILATION_CONDITIONS=""     /usr/bin/xcodebuild clean archive \ -scheme FrameworkB \ -archivePath PATH/FrameworkB-iphonesimulator.xcarchive \   -configuration Release \ -sdk iphonesimulator \ -destination='generic/platform=iOS Simulator' \ SKIP_INSTALL=NO \ BUILD_LIBRARY_FOR_DISTRIBUTION=YES \   BUILD_DIR=PATH/build \   DEVELOPMENT_TEAM=TEAMID \   GCC_PREPROCESSOR_DEFINITIONS=""\   SWIFT_ACTIVE_COMPILATION_CONDITIONS="" /usr/bin/xcodebuild -create-xcframework \   -framework PATH/FrameworkB-iphoneos.xcarchive/Products/Library/Frameworks/FrameworkB.framework \ -framework PATH/FrameworkB-iphonesimulator.xcarchive/Products/Library/Frameworks/FrameworkB.framework \   -output PATH/FrameworkB.xcframework In the clean archive step for iOS Simulator I get warning: None of the architectures in ARCHS (arm64, x86_64) are valid. Consider setting ARCHS to $(ARCHS_STANDARD) or updating it to include at least one value from VALID_ARCHS (arm64, arm64e, i386, x86_64) which is not in EXCLUDED_ARCHS (arm64, x86_64). As I've excluded both them archs. This fails to produce a binary inside the xcarchive though. Which leads to error: unable to read the file at 'PATH/FrameworkB-iphonesimulator.xcarchive/Products/Library/Frameworks/FrameworkB.framework/FrameworkB' I would like to avoid all of this but this is the only way I've managed to get the project to build for arm64 simulator with the new M1 Macs. Before FrameworkB built using x86_64 but contains libraries which don't support arm64. I have to exclude both archs though since Exclude Source File Names you can only specify Any iOS Simulator SDK rather than Only ARM64 iOS Simulator. I've tried Excluding FrameworkB when importing the xcframework but I get While building for iOS Simulator, no library for this platform was found
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I'm developing an app using CoreNFC but it crashes when running on iPhone 6 with iOS 12.5 . Trying to search for an answer I didn't find any solution. When launching the app, this is the error I read in the console: dyld: Library not loaded: /System/Library/Frameworks/CoreNFC.framework/CoreNFC Referenced from: /var/containers/Bundle/Application/327CB0C3-4B7F-4B72-8F70-EEE985F688CD/myAppName.app/myAppName Reason: image not found I've already added CoreNFC.Framework in Targets -> General -> Frameworks, Libraries, and Embedded Content and set it to "Do Not Embed" but it doesn't work. Is there any solution for this? Or is it a bug of Xcode? Please help. Thanks
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Dear Apple, Following your guide on Refactor Your Targets to Improve Parallelism, we've recently introduced modularity into our iOS app. We were able to create granular modules containing features and shared functionality. The dilemma we encountered was what should be the type of the modules? Is it static library or dynamic framework? Because we wanted to consume our internal libraries from multiple targets, and we didn't want it to become part of each and every executable inflating the size of our app and creating duplication (which is the case with static libraries.), we went full power with dynamic frameworks. However, the significant amount of dynamic modules has drastically increased the launch times of our app. The tradeoff we're not ready to live with. Is there any other module type that can be consumed directly from multiple targets, not being copied into executables on the one hand but not affecting the app launch times on the other? Any guidance would be appreciated. Regards, German
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I have a framework which imports RealityKit. Minimum deployment target for the framework is iOS 13 and the app which uses the framework has iOS 12 as minimum deployment. RealityKit and RealityFoundation is set to optional in the build phases of the framework and the framework is optional in the app as well. But on launching the app in iOS 12 simulator I keep getting the following crash. DYLD, can't resolve symbol _$s10RealityKit10HasPhysicsMp If I change the minimum deployment of the framework to iOS 15, the same code works in iOS 12 simulator. No issues. Also if I try with any other module like SwiftUI, which has min iOS 13 deployment, I don't find the issue and app launches without any issue. Similarly, if I use ARKit instead of RealityKit, it works fine. No issues. Although ARKit min deployment is iOS 11 but it is also not available in simulators. So why does weak linking RealityKit not work when the parent framework targets iOS 13 and iOS 14, but works alright when targeting iOS 15? * * X code version: 13.3.1**
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I have some third party frameworks that are signed with a v=20200 signature. When I add them to my project and set them to Embed and Sign, the app won't install on my device giving the error The code signature version is no longer supported. I have tried resigning them using codesign -s "Apple Development: XXXX XXXX (BLXXXXXX)" -f --preserve-metadata --generate-entitlement-der XXXSDK.xcframework but the signature always reports v=20200. I tried removing the code sign and letting Xcode do it's thing, but get the same result. Is this a problem with the way the .xcframework was built? Can I fix this without getting it rebuilt?
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I'm getting what seems to be a dynamic linker error, but can't seem to resolve it. dyld[541]: Library not loaded: @rpath/TCore.framework/TCore  Referenced from: /private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/FaceSDK.framework/FaceSDK  Reason: tried: '/private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/TCore.framework/TCore' (no such file), '/private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/FaceSDK.framework/Frameworks/TCore.framework/TCore' (no such file), '/usr/lib/swift/TCore.framework/TCore' (no such file), '/private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/TCore.framework/TCore' (no such file), '/private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/TCore.framework/TCore' (no such file), '/private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/TCore.framework/TCore' (no such file), '/usr/lib/swift/TCore.framework/TCore' (no such file), '/private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/TCore.framework/TCore' (no such file), '/private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/TCore.framework/TCore' (no such file), '/private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/TCore.framework/TCore' (no such file), '/System/Library/Frameworks/TCore.framework/TCore' (no such file) Library not loaded: @rpath/TCore.framework/TCore  Referenced from: /private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/FaceSDK.framework/FaceSDK  Reason: tried: '/private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/TCore.framework/TCore' (no such file), '/private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/FaceSDK.framework/Frameworks/TCore.framework/TCore' (no such file), '/usr/lib/swift/TCore.framework/TCore' (no such file), '/private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/TCore.framework/TCore' (no such file), '/private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/NavigationApp.app/Frameworks/TCore.framework/TCore' (no such file), '/private/var/containers/Bundle/Application/EEBCD2F1-3A25-4BCE-A151-04EC09374288/Navigatio So far I've tried embedding it and linking it in both "General" and "Build Phase" of the Settings. I've tried setting Dynamic Library Install Name Base to @rpath as well as setting Always Embed Swift Standard Libraries to YES, but none seem to work.
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Does anyone know if we can access DVLA API free to get vehicle basic information? Has anyone done this ?
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Hello. We are facing an issue with Xcode 13.3.1. We have an application with a "large" number of integrated frameworks. We use those frameworks to modularize smalls parts of our app. Currently we have more than 200 modules. With Xcode 13.2.1 we have no problem with this number of frameworks. But with Xcode 13.3.1 out app crashes when launching on a device but on simulators it works just fine. The error that we get is: dyld[458]: unknown library ordinal -15 in /private/var/containers/Bundle/Application/B1B4B241-A959-4BAB-91F0-57D3A786EC84/AppName.app/AppName when binding '_$s2os0A4_log_3dso0B04type_ys12StaticStringV_SVSgSo03OS_a1_B0CSo0a1_b1_D2_tas7CVarArg_pdtF' After different attempts out we found that this issue was related to the amount of frameworks embebed in our app. We use Cocoapods to integrate our modules but this issue happens even if the frameworks are integrated directly on Xcode, without Cocoapods. We checked this by creating a sample project. Unfortunately the forum won't allow me to attach the project here. This is what I mean with "integrate the frameworks directly on Xcode": It crashes with Xcode 13.3.1 and 224 frameworks. This is an image of the crash: If you remove just one framework, the app starts correctly. And if you run the project with Xcode 13.2.1 and 224 frameworks, the app starts just fine. I think this issue may be related with this other question on the forum
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Hi friends, I'm new to Apple Development environment, I'm developing an app in flutter, my problem appears after adding flutter_unity_widget 2022.1.0+2, I'm building a mini game that is integrated in my app with Unity framework, I'm able to build and archive the app but not to Distribute or Validate it on store? What can cause this issue? Screenshots attached! Thanks in advance!
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I have been working with a framework to add multiplayer support to my app. The app runs on test devices, simulators, and archives perfectly fine and the app is fine without the framework. But when I go to distribute the app, I see get this error related to the multiplayer framework I have added. I have tried updating the minimumOSVersion to 9.0, 10.0, 12.0, and 13.0 everywhere (info.plist, deployment info, build settings, etc) and they all match with each build/archive but no matter what I can't get fix this error. This error only shows up when I go to distribute the app to the store. Any ideas on what to try or how to fix this issue? I've attached a screenshot of the issue below.
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Hello, I faced a weird problem with my framework imported into my app. MyFramework uses some other frameworks like OpenSSL etc. I build MyFramework with the script: FrameworkName="MyFramework" rm -rf build/ xcodebuild archive -scheme "$FrameworkName" \   -configuration Debug -destination 'generic/platform=iOS' \   -archivePath "./build/$FrameworkName.framework-iphoneos.xcarchive" \   SKIP_INSTALL=NO \   BUILD_LIBRARIES_FOR_DISTRIBUTION=YES xcodebuild archive -scheme "$FrameworkName" \   -configuration Debug -destination 'generic/platform=iOS Simulator' \   -archivePath "./build/$FrameworkName.framework-iphonesimulator.xcarchive" \   SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES xcodebuild archive -scheme "$FrameworkName" \   -configuration Debug -destination 'generic/platform=macOS' \   -archivePath "./build/$FrameworkName.framework-macos.xcarchive" \   SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES # Fix https://bugs.swift.org/browse/SR-14195 (caused by https://bugs.swift.org/browse/SR-898) pattern="./build/$FrameworkName.framework-iphoneos.xcarchive/Products/Library/Frameworks/$FrameworkName.framework/Modules/$FrameworkName.swiftmodule/*.swiftinterface" grep -rli "$FrameworkName.$FrameworkName" $pattern \    | xargs sed -i '' "s,$FrameworkName.$FrameworkName,$FrameworkName,g" # end fix xcodebuild -create-xcframework \   -framework "./build/$FrameworkName.framework-iphoneos.xcarchive/Products/Library/Frameworks/$FrameworkName.framework" \   -framework "./build/$FrameworkName.framework-iphonesimulator.xcarchive/Products/Library/Frameworks/$FrameworkName.framework" \   -framework "./build/$FrameworkName.framework-macos.xcarchive/Products/Library/Frameworks/$FrameworkName.framework" \   -output "./build/$FrameworkName.xcframework" # Wait for process completion and verify result pid=$! wait $pid echo "Process with PID $pid has finished with Exit status: $?" [[ ! -d "./build/$FrameworkName.xcframework/" ]] && {   msg="[ERROR] expected ./build/$FrameworkName.xcframework/ to exist"; echo -e $msg   exit 1 } As you can see, it is also built framework for the macOS platform. A little digression: I prefer using Carthage to build xcframeworks, but here it doesn't work, I don't the reason. The aforementioned build solution works great, all frameworks included in MyFramework don't have any issues when I use MyFramework in my iOS App. The problem starts with using MyFramework in macOS target App. It shows two related errors, I tried some solutions but didn't find a proper way... Errors: blablabla/DerivedData/MyApp-hdzvzxtsnsdivzcialzikxjdwidw/Build/Products/Debug/MyFramework.framework/Modules/MyFramework.swiftmodule/arm64-apple-macos.swiftinterface:9:8: error: no such module 'OpenSSL' import OpenSSL And the second one: blablabla/Helpers/Injected/Services.swift:10:8: error: failed to build module 'MyFramework' for importation due to the errors above; the textual interface may be broken by project issues or a compiler bug import MyFramework I can import the OpenSSL framework to the macOS app and then I faced the same problem with the next framework from MyFramework's importing list - it isn't a solution... What causes that problem? Thanks in advance for any help... 🥺
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"This bundle is invalid. The bundle at path [path] has an invalid CFBundleIdentifier 'com.gdnative.framework.libwebrtc_native.ios.release.arm64' There are invalid characters (characters that are not dots, hyphen, and alphanumerics) that have been replaced with their code point 'com.gdnative.framework.libwebrtc_native.ios.release.arm64' ". This is framework that has been added before running and/or archiving. I am able to build and run on a device as well as archive the project but cannot distribute the app to the store. When I change the name of the framework to remove the "_" (which is what I believe the issue is), the app will not run on a build device and will not archive. Any ideas on what I should do? Any feedback or suggestions is greatly appreciated.
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In my app I need to solve a set of 3 equations. But I really struggle, because these 3 equations contain 4 unknown. So the result would be some function of a fith variable. Very simple Example: u = cos(s) v = sin(s) 1 = t I really don‘t know a method how to solve it. I think it can‘t be solved numerically ,because the result is a function. I thought about to convert the this functions into Fourier series and solve than the set of equations. But I am not sure if this works either. Does anyone know any framework for this. I have looked on the the internet but found nothing.
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