XCode 12.3 building for iOS Simulator, but linking in dylib built for iOS, couchbaselite framework for architecture arm64 Using M1 Chipset - cocoapods

Encountered a build issue on IOS too with "building for iOS Simulator, but linking in dylib built for iOS, file '.../platforms/ios/Pods/CouchbaseLite/iOS/CouchbaseLite.framework/CouchbaseLite' for architecture arm64"
I currently using nativescript 6.5.3 and cocoapod 1.10.
Using M1 chipset.

Since Xcode is a Universal Application, You can make Xcode to use the intel based logic even in the m1 mac mini for a quick fix and then try to find the cause and fix it if you can:
Quit Xcode.
Right-click on Xcode.app (the application itself! NOT the one in the dock and NOT the project file)
Select Get info.
Select "Open using Rosetta" or "Open using Rosetta 2"
Launch Xcode and Run your project.

Go to TARGET (e.g. Runner in my screen, not the PROJECT), then Build Settings
Search for excluded like in screenshot.
Edit the field in Architectures > Excluded Architectures, to add arm64. You can double click the top line to edit all 3 lines below.
Rebuild/ run
My details: Running on M1 mac mini, with a flutter iOS project.

Related

XCode 12.0.1 and 12.1 Do not build universal applications

Using XCode 12.0.1 or 12.1 on MacOS 10.15.7 on a MacBook Pro, I cannot get my Mac OS application to compile for the arm64 architecture (i.e. make a Universal application). My project has evolved through many many many XCode versions, so I thought maybe it was corrupted somehow.
So, I created a new non-document-based app project in XCode. I then edited the scheme for Run to build for Release. The default build settings included the arm64 archtecture, and "Build Active Archtecture Only" set to NO for Release. I then set the tool bar scheme setting to buid for "Any Mac", built the project and looked at the build log. It built only for the x86_64 architecture.
Apple's documentaton says it should build for both architectures with these settings. What am I missing?
The problem is Apple's documentation, whoch clearly says XCode 12 builds universal. It does not, as of this writing, you MUST use the xcode 12 BETA.
I've had older Xcode-Projects that just wouldn't build universal binaries. It was due to a VALID_ARCHS user defined variable in one of the build settings (at the very bottom of the list). Once removed, universal binaries were created.

How to specify Mac OSX deployment target for dependencies in Mac Catalyst when previewing

When trying to preview a Mac Catalyst app I run into an isue:
The package product 'NIOTransportServices' requires minimum platform version 10.15 for the macOS platform, but this target supports 10.10 (in target 'NIOTSHTTPServer' from project 'swift-nio-transport-services')
When building a preview the build system seems to not respect the deployment target set.
Obviously, as this is an IOS project with Mac as extra target the MACOSX_DEPLOYMENT_TARGET variable is set to 10.15
Building and running the app works fine.
Is there a way of manually specifying the deployment target for preview builds?
As it turned out this was a bug in Xcode and is fixed since 12.0.1 and later.

Mac Deployment Target greyed out in Xcode 11.1 in Catalina

I'm running macOS Catalina 10.15 with Xcode 11.1 (11A1027)
The Mac Deployment Target option in Xcode is greyed out in one of my projects. In another project it's not greyed out and available.
Project A:
Project B:
Either this is an Xcode bug or I've incorrectly configured something.
Catalyst currently supports only making Mac versions of iPad apps. In Project A, you selected only the iPhone checkbox so the Mac checkbox is disabled. In Project B you selected the iPad checkbox, which enables the Mac checkbox.

XCode5 says missing SDK 10.7, but I only refer to 10.8

I just installed OS X 10.8 and XCode 5 and I am trying to build a project. I changed the base SDK and Deployment target both to 10.8 and I get this error.
I can't find any reference to 10.7 in my settings, any ideas?
Xcode typically only ships with one SDK for each platform (e.g. Xcode 5 supports iOS 7 & MacOS 10.9 SDK; and at this precise moment it also has MacOS 10.8's SDK built in but probably not for much longer), so in my own settings I typically refer to "Latest SDK" (whichever is shipping with the installed version of Xcode).
And then you can reset "minimum deployment version" in your project settings to be the actual minimum MacOS version (10.5, 10.6, 10.7) you want to run on.
Now, if you do NOT see references to "10.7" in your settings, you may need to actually look at the raw XML of your "project.pbxproj" which resides within your Xcode project. You can look at it in a text editor and see if it's referring to 10.7 anywhere unexpected within it.

Can't get simulators in the IOS devices list in XCode

OSX Mountain Lion (10.8.2)
XCode 4.4.1
Cannot get the list of IOS Devices in the XCode ( top left list ). As i remember it's some sort of SDK selection problem. Somewhere, in the project properties. But cannot figure out, in the new OSX and XCode installation. Help pls.
The ios devices available depend on at least a couple of things
your project/ target device settings
check your project (info) and target (summary) "deployment target" settings.
what simulators you have installed
in preferences > downloads you can pick up simulators you may need.
For example, if your project deployment target is ios6 but you don't have the iOS6 simulator installed, or an iOS6 device attached, no options will appear in the list.
You should also upgrade to Xcode 4.5.2. I don't think iOS6 is included in 4.4.1

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