XCode on Apple M1 shows "linking in object file built for iOS" or "ld: warning: directory not found for option" or "'Framework not found" - xcode

I am trying to compile a "WebViewGold" ios app on an M1 processor MacBook Pro, using XCode latest (13.4.1) version.
I have greatly struggled to find a solution to those XCode error codes.
I have browsed related answers in threads like: building for iOS Simulator, but linking in object file built for iOS, https://stackoverflow.com/questions/32687105/framework-not-found-in-xcode,https://stackoverflow.com/questions/9458739/ld-warning-directory-not-found-for-option.
Nothing mentioned in the above answers worked!
Any idea about what I should do?

There is a possible, very simple solution provided by this answer.
Basically, freshly upgraded versions of XCode (for example, 13.4.1) running on Apple Silicon-powered Macs (like my M1 MacBook Pro), have components that cannot properly use/output the appropriate object files in all the output platform combinations you need.
This leads to some "interesting" issues and error message cross-overs that find "almost correct" answers on StackOverflow. Hence the many suggestions to exclude "arm64" platform and similar from the build options.
The simple answer to all of that is... to just run XCode with Rosetta enabled. Rosetta will engage with the components that miss the needed cross-platform capabilities.
Here is an example of how to enable an application to use Rosetta.
You select the app icon, then go to the File menu and select "Get Info".
Then click the "Open using Rosetta" checkbox.

It does seem that Build Active Architectures Only = NO is the issue, at least in Debug mode. I can successfully produce a Release archive, so I'd suggest just leaving it alone unless you're trying to debug the Intel version. Try a library, as you can ship the binary that way.

Related

How to Build an Application compatible with older MacOS with Xcode?

I just installed the latest version of Xcode (10.1) on MacOS 10.14 (Mojave).
I can build my application and it runs fine on my Mac or similar system.
However, I want to share this application with someone using MacOS 10.11 (El Capitan) and it fails to launch, asking for a minimum requirement of MacOS 10.13 (High Sierra).
My application is only very simple, can't I compile it to be compatible with older MacOS ?
After some research, I did download MacOSX10.11.sdk
(from https://github.com/phracker/MacOSX-SDKs/releases/).
I did decompress it, and drag it into:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs
(This folder originally contains only "MacOSX.sdk" and a link pointing to it, named "MacOSX10.14.sdk")
I also noticed the value of the string "MinimumSDKVersion" from the file /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Info.plist is equal to "10.11", which sounds good in my case.
I read on some forums adding additional SDK versions into Xcode is not supported. And by the way, I cannot see any menu from Xcode to specify my target build (neither in Xcode Preferences, nor in the project settings (see picture below).
Where can I tell Xcode to use, let's say "MacOSX10.11.sdk" over "MacOSX10.14.sdk"?
And, is there a better way?
Or, do I have to install an old version of MacOS on a different partition, with an old version of Xcode (which would be a pain)?
I am not sure if this still works on Mojave, but there is a project called XcodeLegacy which is created specifically with this intention in mind:
https://github.com/devernay/xcodelegacy
Regarding the menu, you can find it at: Xcode -> Select File -> Project/Workspace Setting
Open Workspace Settings
Works on Xcode 13, I'm a bit late to the party but just had the very same question.

Qt without Xcode

Is it possible to use Qt and Qt Creator on MacOS with Command Line Tools only, i.e. without installing the whole Xcode?
I'm asking because I'm getting "Project ERROR: Could not resolve SDK Path for 'macosx'" and all the solutions I read ask for full Xcode.
I had the same question when I wanted to install Qt on an old MacBook Air that can't run the version of macOS that XCode now requires.
I found this document detailing how to install Qt without XCode.
It does complain about XCode not being present, but as the document notes you can ignore that and proceed anyway.
(Note: solution didn't solve my problem for a couple obscure reasons, but I'm leaving the answer because it is an additional option not yet mentioned.)

Xcode Instruments is stripping symbols despite all build settings to the contrary

Problem
Instruments' Time Profiler is stripping all symbols except system libraries from my app, despite the fact that I have disabled this behavior in all relevant build settings in Xcode — but only on one development machine. The other dev machine behaves normally.
Description
Instruments' Time Profiler is stripping all symbols except system libraries, despite the fact that I have disabled this behavior in all relevant build settings in Xcode — but this is only happening on one of my development machines. I have two development machines running the same version of OS X, Xcode, and Instruments, and each machine is using an identical copy of the same Xcode project with identical build settings, schemes, and other configurations, and the app is profiled using the same test device (iPhone 4S with the latest public version of iOS 5).
Machine 1
- Mac OS X 10.7.4
- Xcode 4.3.2 (4E2002)
- Instruments 4.3 (4321)
Machine 2
- Mac OS X 10.7.4
- Xcode 4.3.2 (4E2002)
- Instruments 4.3 (4321)
Steps To Reproduce
Open included sample project on each machine.
Make sure the iPhone 4S is selected as the test device.
Select Product > Profile
When Instruments launches, select Time Profiler and continue.
Run the app.
Notice how the symbols are stripped when running on the iMac (Machine 1) but not on the MacBook Air (Machine 2).
Expected Behavior
Symbols from my own code should appear in the Time Profiler on both machines.
Regression
I have tried all of the following, with no change in the actual results:
Rebooting the machine.
Trying other Xcode projects
Deleting the "Derived Data" for all projects in the Xcode Organizer.
Re-symbolicating the document in Instruments (carefully selecting the correct DSYM file in ~/Library/blahBlahBlah…)
Final Notes
Here is a link to a .zip file of a sample project: Sample Project .zip
I was finally able to get it to work by a method that's just shy of a nuke-and-pave scenario:
Make absolutely sure all symbol stripping is disabled for your current build configuration. Make sure you've done this for your Release config if that's what's being profiled for Instruments.
Delete the app from the iOS device.
Restart the iOS device.
Restart the Mac (I don't trust Xcode or Lion at all to quit all relevant processes otherwise).
Launch Xcode, go to Organizer > Projects and delete Derived Data for the affected project.
Clean your project. Hell, why not?
Build and profile for Instruments.
Choose the Time Profiler in Instruments for clarity.
The first run will not show the symbols, but don't quit. Leave Instruments running!
Re-symbolicate the document in Instruments, navigating carefully to the correct dSYM file for the current build. This should be easier since you've deleted the derived data in step 5.
Now you should be able to see your symbols. It helps if you hide non-objective-C symbols.
Why do I suggest that you delete the app and restart the iOS device in Steps 2 and 3? I have a suspicion that Xcode doesn't perform a clean installation of each build, but may install deltas, such that the symbol addresses present in Instruments are a mixture of the current build plus previous builds. If so, then this issue is even more common for someone like me, who shares a single test device between more than one Mac. This assumption could be wildly incorrect.
If the above steps don't work for you, please let me know in the comments. I'd like to create a detailed radar report at some point in the future.
I'm not sure that it has been fixed in the 4.3 but this is a known problem in 4.2 seen here
Instruments
There is a known issue with the Profile action from Xcode 4.2. After a build in which no source files have changed, Instruments will be unable to gather symbols for the target application.
This affects projects where both:
The Release configuration is selected for the Profile action.
(default)
The Strip Linked Product build setting is set to "Yes”, or
a custom Run Script build phase strips the product. (non-default)
The workaround is to do any one of the following:
Perform a "Clean" on the product before initiating the Profile
action.
Do a Clean of the product and temporarily set the Strip Linked
Product build setting to "No" while Profiling.
Set the configuration of the Profile action to Debug.
Run successive profiles directly from within Instruments when you do
not need to rebuild. When developing Mac apps, using the GC Monitor
template in Instruments may cause Instruments to crash. To
workaround the problem please consider migrating your application to
ARC.
I've had a similar problem for days. I was able to profile the Debug configuration, but not Release. First I tried to make a copy of the release configuration (as suggested somewhere on the web), but that copy did not work either.
Then I made a copy of Debug, called it Profile, tried it and the symbols of Profile were shown in the profiler. Great! I then changed the optimization levels etc. to the same as Release, and now it works! Just wanted to share this, as this comment would have spared me hours...
Have been facing the same and stumbled upon this thread.
I realized that I first profiled the app with release build and after changing the scheme in Xcode for the same app, the profiler was still unable to symbolize. I have tried all obvious solutions you mentioned above but in vain.
The profiler somehow is still referring to the first build (release build)'s settings and hence it is not able to symbolize. So, I just changed the app's bundle identifier for testing purpose so that a new app is created altogether for profiling purpose. I could check the code where leaks exist now.
Try it out and let me know if this works for you too. Still pondering over why Instruments is failing to symbolize though.
I had a similar issue where I had no symbols in my os x application that I built from the command line (so in this case it is not an iphone or xcode issue). It turned out the problem was due to a bad DYLD_LIBRARY_PATH that contained my PATH. When I got rid of all those non-library paths, such as /usr/bin/, it worked.
I have a lot of third party frameworks whose symbols and binaries are unfortunately getting lost.
Additionally, my app's binary was getting lost.
I.e. if I selected File > Symbols, clicked my target, and found the similarly named item, the Binary Path was showing up red.
The solution was to go to Instruments > Preferences > Symbols, and add /Users/<MY_USER>/Library/Developer/Xcode/DerviedData to the search paths. Library is not indexed by Spotlight. After doing this, I have at least had the symbols for my app. The little circle next to my app's name goes from Yellow to Green when I do this, and persists between restarting Instruments, unlike other solutions to manually set the binary.
Let me know if you can tell me how to get all the ones for my third party frameworks. I use Carthage for some, others installed manually. Have had no luck with these yet.
I've managed to solve this by:
Disconnecting the device
Deleting the iOS Device Support files for the device's version of iOS in ~/Library/Developer/Xcode/iOS Device Support
Reconnecting the device and letting Xcode reinstall device support.
To be safe I first quit Xcode and Instruments, deleted derived data, and did a clean build as mentioned above, but no need to delete the app or restart any devices this way.
Try open XCode 3 and him Organizer. And try add from this Organizer a devices to both machines.
Just open Organizer and wait him processes. If you're see a button "Use for development" then click him.
Sometimes, XCode 4 can't add a device a truely for full development.

Build and Archive Is Disabled

I've read every other thread on this and have tried everything but the "Build and Archive" function is determined not to be clicked.
I am running OSX 10.6.7 and Xcode 3.2.4. I am developing a MAC application and am trying to submit it to the Mac App Store, but to do this i need to run the Build and Archive feature, and I simply cannot figure out how to get it to run. I have heard about these "developer tools 1.1" from some other thread but cannot find those either. If you are about to say that that will fix things, then please link me, otherwise, any suggestions are greatly appreciated.
P.S. Yes im in Release Mode
Another answer could be that your active SDK should be set to Device not to simulator. You can find this setting in Project > Set Active SDK > Device.
Happy Coding..!
Figured it out... In order to Build and Archive with a Mac App (as opposed to iOS) you need Xcode 3.2.5 (maybe even 3.2.6) or better. So to all those with the same problem, make sure you are running the lasest version before trying ot Build and Archive.

Xcode Only Gives Me Desktop Architectures for iOS App

I have an iOS project that I've put in Dropbox to work with a few friends. The issue is that it seems to get "corrupted", so that after some time (after someone else has accessed the Xcode project file), when I try to go and open it again I get a Base SDK Missing error. In the Project Settings, I discover that I'm missing the valid ARM6/ARM7 architecture for iOS apps—I can only choose from 32-bit or 64-bit Intel. My only other options are i386, various forms of PPC, and x86_64. I simply can't build for iOS anymore.
No one else that I'm working with seems to have this problem. It exists in both Xcode 3 and 4, so it's not an Xcode 4 issue either.
Is anyone else having this problem? Is there a fix?
In these cases it's often a good idea to 'Clean All Targets'. I have found that particularly after upgrades to XCode where platforms or architectures have changed, that XCode can become confused about the state of previous builds. Cleaning, then re-specifying your desired targets/architectures/etc and then rebuilding will work well.
Also don't forget that if you hold Alt (or Option) down when you click on the Active build settings drop down will give you additional options.
Can you reinstall XCode? Also, it might be wiser to host the project under source control.
Hehe...turns out that the project had been used under the 4.2 SDK and at the time I only had 4.0, which explained the missing SDK part...Updated to 4.2 and it's all fixed now.
Source control would've been nice, but there aren't that many good ones that support the features we need (for free); if anyone's got a guide to installing Subversion on OS X and using it (without being too technical read Terminal), I'd appreciate that. Or how to set up Git with Xcode 4 (although I know that's under NDA, so that's probably not going to happen).

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