ld: library not found for -lcrt1.3.1.o error while running app in device with xcode 8.0 with iOS10 - device

After upgrading xcode to 8.0, my application project build with error for device target but building successfully for simulator.
Error is like:
ld: library not found for -lcrt1.3.1.o
What does the solution for this error.

After spending lots time, i finally got the reason for this error.
Error: ld: library not found for -lcrt1.3.1.o
Solution:
If your project source have deployment target from iOS 5.0 then change it to iOS 6.0 or later and your error will be fix. Now that work fine for device too.
Hurray!!!

crt1.3.1.o is a library that was included in older iOSes (and thus, their SDKs) but is no longer present in newer SDKs.  However, when the project's Deployment Target is set to an older iOS (<6.0, as #Sandy has found), Xcode still tries linking against it.
To keep supporting iOS 5.x in newer Xcodes, one only needs to copy crt1.3.1.o from an older Xcode to the appropriate …/usr/lib/ dir in the newer Xcode.  Xcode will only use crt1.3.1.o if the Deployment Target is <6.0— for projects with a Deployment Target ≥6.0 crt1.3.1.o remains unused and the resulting linked binary is identical to what it was pre-…/usr/lib/crt1.3.1.o-addition.
To get a newer Xcode to properly link a project with a iOS 5.x Deployment Target:
Download an older Xcode that still has crt1.3.1.o from https://developer.apple.com/downloads/.
I used Xcode 5.1.1, though any Xcode that has iOS 5.x support should work (which, according to Wikipedia should be Xcode 4.2-6.4).
Open the Xcode .dmg and on the disk image, locate the file at /Volumes/Xcode/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS….sdk/usr/lib/crt1.3.1.o.
Since I used Xcode 5.1.1, mine was at …/iPhoneOS7.1.sdk/usr/lib/crt1.3.1.o.
Copy to the same Xcode.app-relative directory in your newer Xcode: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/usr/lib/crt1.3.1.o.
My newer-Xcode at time of writing is the latest release, Xcode 8.1 (which out-of-the-box includes the iOS 10.1 SDK and downloadable iOS Simulator support back to iOS 8.1).
Note that you'll need to re-perform these steps after each Xcode upgrade, since the standard Xcode update process is to just blow away Xcode.app and everything contained within with the updated Xcode.app.
Also note that I've successfully tested this using Xcode 8.1 to produce an app with a Deployment Target of iOS 5.0 that'll run on both my iOS 10.1.1 iPad Air 2 & my iOS 6.1.3 iPhone 4S.  I have not, however, submitted a build using this process to the iOS App Store.  While it's unlikely that Apple's certification would have a problem with this (since it is after all their own iOS crt1.3.1.o library; and since there is no other way to build an app against the latest SDK while still supporting iOS back to 5.x, which is almost certainly something that some enterprise clients are still doing), I can't make a firm promise here.

remove the -lPods-(someCocoaPod) lines in the 'Other Linker Flags' list BUT only if $(inherited) is at the top. At first I was unsure, but the reassuring sign was that I still saw references to my cocoapods when I left the edit mode(inherited). I tested in debug and release, both of which were giving me errors, and the problem was immediately resolved

Instead of using the libraries from an older Xcode install, you can also just recompile them from sources: https://github.com/mringwal/csu-ios

Related

Xcode 12 build target in wrong order for simulator?

My project always runs correctly on all devices using Xcode 11, but after I installed Xcode 12 beta 4, it is failing to build on the simulator.
I compared the build logs of Xcode 11 and Xcode 12 and it seems in Xcode 12 that my main target is being built before the cocoa pods target, and so the link will fail because the cocoapods library will not be found.
How to fix the order of the build target?
In Xcode 11, everything is fine. My own target is built after the cocoapods target .
In Xcode 12, the build is out of order My own target is built before the cocoapods target .
OK, i got a solution to make the build work (this way to fix problem is not correct , the right way to fix is added in my update):
1 you need to add the Pods project to your main project as a external project
2 add all the cocodpods target as dependency explicitly in your main project 's build phase
But i still think may be the new beta version of xcode 12 will fix this. because it seem a bug of xcode 12 (my project work perfect in xcode 11 and xcode 12 + ios device , failed in xcode 12 + simulator only)
###2020-08-17 update###
i found a more exactly reason to reproduce this problem , it seems my project file open in xcode 12 will auto generate a VALID_ARCHS macro in User-Defines , and this macro will make the build failed
And i found that ,with this macro , During in the LINK of building,the link target type will be a unknown type
'arm64-apple-ios11.0-simulator'
which cause the build faild and the problem that all the targets build in wrong order seems will only happen when this macro is being added
XcodeDefault.xctoolchain/usr/bin/clang -target arm64-apple-ios11.0-simulator
after i delete this VALID_ARCHS macro, the link target type will be 'x86_64-apple-ios11.0-simulator' , and everything goes well
XcodeDefault.xctoolchain/usr/bin/clang -target x86_64-apple-ios11.0-simulator
####2020-09-11 add Add Apple's Feedback about this macro####
update Apple's Feedback on VALID_ARCHS
After reviewing your feedback, we have some additional information
for you:
Xcode does not add VALID_ARCHS to your project. Indeed, we recommend
against using VALID_ARCHS. Maybe some CocoaPod is setting it in your
project for some reason? CocoaPods are not part of Xcode so, we don’t
have any control over what they do.
One thing to note is that in Xcode 11 VALID_ARCHS showed up under the
architectures section. Since we are strongly recommending against
using it, it no longer shows up there and now appears in the User
Defined section if it is defined at all.
Xcode 11 used to automatically translate building for arm64 for the
simulator into building for x86_64, but now that arm64 is a valid
simulator architecture (it’s the Apple Silicon architecture), that
translation no longer occurs.
So, we suspect what you should do is delete VALID_ARCHS from your
project altogether, and make sure Architectures (ARCHS) is set to
Standard Architectures (ARCHS_STANDARD) and not to something specific
(unless you really know exactly why you’re not using ARCHS_STANDARD).
####Feedback end####
####2020-10-10 added####
the build may still not working after deleting the VALID_ARCHS macro for some guys , you may check the answer of Apple's feedback added and #Andrei Herford's answer below:
make sure Architectures (ARCHS) is set to Standard Architectures
(ARCHS_STANDARD)
and then delete the macro ,hope these two steps works for all:)
####2020-10-10 added end####
I was able to solve the problem both in simulator and on device by using $(ARCHS_STANDARD) not only for ARCHS in the Architecture settings but also in VALID_ARCHS as well. I am not sure what possible side effect changing the archs in this way might have but so far I have not experiencend any new problems.
Details:
The excellent answer by #ximmyxiao got me on the right track. However, the solution proposend by him (remove VALID_ARCHS) did not work for me. This led to a new problem when compiling the Pod targets (Command PhaseScriptExecution failed with a nonzero exit code and ARCHS[#]: unbound variable in Pods script).
Instead replacing arm64 with x86_64in VALID_ARCHS solved the problem when building for simulator. It seems that arm64 was never a correct platform and was translated to x86 by Xcode. As Apple has announced their shift to ARM processors, this translation is not correct anymore and thus one has to use the the correct platform x86_64 instead.
Regarding to Apple VALID_ARCHS should not be used any more. However, this fix did not work when building for devices. Eventually using $(ARCHS_STANDARD) instead (both for simulator and device) did the trick in both cases.
Good look to others who encounter this kind of problems. Never gets boring working with Xcode....
** For XCode 12.4 **
I have Apple MB Pro with M1 and the project with Moya POD and lot of others.
App builds perfectly in old intel-based macbook with the same version of XCode (12.4).
But for M1 it won't compile says: "Moya not found". What??
It said: "Could not find module 'Moya' for target 'x86_64-apple-ios-simulator'; found: arm64, arm64-apple-ios-simulator".
No suggestions worked for me. So what helped me is:
(not sure whether this is necessary): reinstall all pods by pod install
clear build data
launch via Rosette (check this in XCode app properties cmd+i)
in App's Project:
"Architectures": add x86_64
"Build Active Architecture Only": YES
in "Pods" project, conflicting pod section (Moya in my case):
"Build Active Architecture Only": YES
Then rebuild. Probably next rebuild also required.
For Xcode Version 12.1
If you can't find VALID_ARCHS
Adding **$(ARCHS_STANDARD) x86_64 i386 all three in Architectures will solve the issue for running on simulators and Devices , archiving . also suggestedly add Build Active Architecture Only to 'Yes'.
Here's what worked for me.
Removed VALID_ARCHS from user defined settings
Set the ARCHS to $(ARCHS_STANDARD)
Created a new .xcconfig file for my project. (If you already have one, then you may skip this)
Added these to my .xcconfig file
EXCLUDED_ARCHS[sdk=iphoneos*] = x86_64
EXCLUDED_ARCHS[sdk=iphonesimulator*] = arm64
After that, I'm able to build both for simulator & device. The idea here is to exclude arm64 when building on simulators and x86_64 on devices.

<unknown>:0: error: Swift does not support the SDK 'MacOSX10.12.sdk'

I'm on macOS 10.13.3 and I created a new fresh macOS project with Xcode(9.2). Without any custom code I changed the Base SDK from 10.13 (wich is default) to 10.12 in the Build Settings of the target. When I build it I get this error: <unknown>:0: error: Swift does not support the SDK 'MacOSX10.12.sdk'. I also changed the version (Base SDK) to 10.2 for macOS Deployment Target. I also changed the two locations for the Project Settings. But it does not compile. I always get this error. I can't imagine that swift is not backward compatible. Even to change the swift version from 4 to 3.2 has no effect. Is there really no way to compile this new fresh project for SDK 10.12 or even 10.10? Any help is highly appreciated.
What I did before:
To be able to change the version of the BaseSDK within Xcode,
I downloaded the SDK's from here: https://github.com/phracker/MacOSX-SDKs. I edited the info.plist file in /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer There I deleted this two lines of code:
<key>MinimumSDKVersion</key>
<string>10.11</string>

Linking dual (iphoneos and watchos) frameworks with same product name

I recently had to duplicate my own frameworks to be able to link them from the native watchOS 2 extension, because the platform is different. So for every framework X I have an X-watchos counterpart.
Everything works fine in the simulator and when building directly to my devices, and it wasn't until I tried to archive that I got this linking error:
I ran lipo -i on the built watchOS framework and sure enough, its archs are arm7 and arm64 instead of armv7k.
When I looked further into the built directory I noticed this:
Both versions are symlinks to the same file, and because the have the same product name, they're being overridden. I could make them have different names, but that would make importing them really cumbersome.
Note that this is not a problem for 3rd-party frameworks because Carthage is already building them in separate directories.
EDIT 08/22/2015: I've filed a radar with a sample project: http://www.openradar.me/22392501
EDIT 08/24/2015: This has been acknowledged in Xcode 7 Beta 6 release notes as a known issue:
EDIT 09/9/2015: Xcode 7.1 Beta release notes hint that this is fixed, but I haven't confirmed it yet.
This is working for me in Xcode 7.1.
I’m using a similar configuration with my own frameworks, but I set a different name when creating it in each platform (MyFramework and MyFramework-watchOS). Don't forget to set a common product name manually (mine is MyFramework on both) in the build settings tab of each framework.

Xcode cannot run using the selected device after upgrade to Xcode 5.0

I upgraded to xcode 5.0 today. I then pressed play to run my project in the iOS simulator. This initially worked. Then I decided that I wanted to run the profiler. When I did that, I got the message:
Xcode cannot run using the selected device.
Choose a destination with a supported architecture in order to run on this device.
I looked at a couple past posts on this problem and decided to do a Clean and Build. Now I can no longer run in the profiler or the simulator. I consistently get the message:
Xcode cannot run using the selected device.
Choose a destination with a supported architecture in order to run on this device.
How can I resolve this?
Here are various settings:
My Deployment Target is 6.1
I have also tried changing the deployment target to 7.0, but that did not work either
It appears that the problem is not related to the architecture in the build settings as the error might suggest. Rather, I found that the problem seems to be related to the Build Options Compiler for C/C++/Objective C. I was using a gcc compiler (com.apple.compilers.llvmgcc42) and Xcode 5 has marked this as unsupported.
If I change the compiler to apple's default Apple LLVM 5.0, the project builds and it can now run in the simulator. The downside is that I have a lot of compiler warnings from code related to cocos2D v1.0 source code. But, at least I have a way forward.
Please follow below step
1>Go to Project Build setting
2>Change compiler for c/c++/objective c as Default compiler(Apple LLVM 5.0) (see in below image)
I had to change compiler for Default compiler (Apple LLVM 5.0) at two places:
Build Settings > Build Options > Compiler for C/C++/Objective-C (change to LLVM)
Build Rules > Files *.mc using GCC (change to LLVM)
Hard to find because code compiles even if Build Rules point to an undefined compiler.
After inspecting all the build settings for 15 minutes, this worked for me (Xcode 5.0.2):
Quit and restart Xcode
Check that the Executable File (also known as CFBundleExecutable) in the Info.plist file is set to ${EXECUTABLE_NAME} as opposed to any hardcoded value. This will ensure that even if you change your project name or target name or scheme name, that it still works.
This issue often occurs after duplicating targets on older projects.
Set the following in your Info.plist for the target:
Bundle Name = ${PRODUCT_NAME}
Bundle Display Name = ${PRODUCT_NAME}
Executable file = ${EXECUTABLE_NAME}
Build and run with these settings, after a successful build they can be changed to anything you want.
This works for me: "Quit and restart Xcode". I recently updated something and the testing device on Xcode said: 'iDevice' not iPhone or iPod. So I restarted then my iPhone came back to the target list.
I had this error when I changed the value of the "Bundle name"-key in the Target Properties. Changing it back to "%{PRODUCT_NAME}" solved the problem for me.

Xcode 4 to Xcode 3.2 Compatability

I have an app written that compiles and runs fine in Xcode 4.2. I want to port it into Xcode 3.2 (I have the compatibility option check marked) but Xcode 3.2 gives me an error for some reason. Does anyone know what the issue with this could be?
Additional info:
Base SDK: iOS 4.3
The code in question:
[[self navigationController] pushViewController:adminViewController animated:YES];
Xcode 4:
Xcode 3.2:
Error:
! Expected expression before "adminViewController"
The Xcode project compatibility flags in Xcode 4 are quite redundant. The flag sets the underlying project format and doesn't handle support for the versions of the iOS SDK you're programming for and the versions of the Objective C language and runtime.
If you can open the project in Xcode 3 (as it looks like you can) then it's 'compatible' as far as Xcode is concerned. If you're seeing compiler errors then your issue is to do with running your code older/different versions of the iOS SDK / LLVM / GCC.

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