Add dynamic library to firebreath - macos

I'm developing a plugin for mac. I'm trying to use afnetworking and other frameworks which needs arc. I'm trying to create a .a(library) for the framework and access it in firebreath. I tried adding the directory which contains .a using include_directories in projectdef.cmake then linking it in target_link_libraries. Please lemme know how to add this and whether the framework can be used in firebreath without any pitfalls

I have used external libraries in firebreath. Though I have used editors to link the libraries. You need to specify .h files for the function prototypes, along with .a files which will dynamically link to .dylib
Try adding these via Xcode and see if that works.

Related

Adding swift framework extracted from IPA

I'm trying to run an IOS app created by another dev that is using a cocoapod from a private repository I have no access to. I managed to extract the .framework bundle from the IPA and add it to the xcode project but it is not being recognized (I get "No such module").
Is it possible to do what I'm trying to achieve?
So far, what I've tried:
build it in release as I guess the framework in the IPA is in release
add the .framework as embedded binary
add the .framework as Linked Framework and Libraries
copy the .framework to ~/System/Library/Framework
update the Frameworks Search Path including $(SRCROOT), recursive, hardcoded paths, etc.
change the .framework location to "Relative to Build Products"
Thanks!
It wasn't that much easy to get the frameworks used in project from ipa file.
Whenver the application runs for first time, also when you archive your application, all the linked .frameworks will get converted to .dylib that is dynamic libraries.
What is static library - a unit of code linked at compile time, which does not change.
What is dynamic library - a unit of code and/or assets linked at runtime that may change.
Framework - A framework is a hierarchical directory that encapsulates a dynamic library, header files, and resources, such as storyboards, image files, and localized strings, into a single package. Apps using frameworks need to embed the framework in the app's bundle.
Dynamic Library
A dynamic lib file is just resides inside the framework folder.
Following is a description from apple documentation
Dynamic libraries outside
of a framework bundle, which typically have the file extension .dylib,
are not supported on iOS, watchOS, or tvOS, except for the system
Swift libraries provided by Xcode.
Ref: Documentation
So you cannot simply copy a .dylib to xcode bundle and just use it. There is some sort of security too.
Another approch
It is possible to decompile the source code from .ipa files. You will get idea from below links.
SO Question regarding decompiling of ipa file
Decompilation Possibility
It seems that when an app is archived for distribution, the Headers and Modules folders are removed from the .framework bundle.
The Header folder contains the .h headers for Objective-C and the Modules folder contains the .swiftmodule equivalent files for Swift.
Without these files you have no public API to consume for the framework binary, so unfortunately this renders the frameworks unusable without reverse engineering.

How to organize C source file previously compiled by GCC Make and build them into an Xcode bundle? I have a Duplicate Symbol _main Error

How to build a .bundle from source code?
This might sound like a simple problem but it has been hurdling me for a week...
Here is my problem:
I have a bunch of .c and .h files that are organized in a folder and its sub folders. The source code was written and compiled with gcc make and tested by many other make tools. The source code has some utilities and command line tools and it has more code that serve as library for those utilities and tools. It is the files that serve as libraries that I want to reuse. (By library I don't mean static library or something, I just mean that some .c and .h files in certain subfolders provide functions that can be called by some other .c files. I want to be able to call those functions, too)
Yet my problem is more complex than that: I need to build those .c and .h into a bundle to reuse it. I am not writing my application in C; I am developing in Unity and Unity can only take in .bundle files on Mac OS.
Here is my goal:
Organize the source code folder in a proper way so that I can build them into a bundle in Xcode 4.
Here is where I got stuck:
When building the project I got the following error:
Duplicate symbol _main in
/Users/zeningqu/Library/Developer/Xcode/DerivedData/ccn-cfygrtkrshubpofnfxalwimtyniq/Build/Intermediates/ccn.build/Debug/ccn.build/Objects-normal/i386/ccndsmoketest.o
and
/Users/zeningqu/Library/Developer/Xcode/DerivedData/ccn-cfygrtkrshubpofnfxalwimtyniq/Build/Intermediates/ccn.build/Debug/ccn.build/Objects-normal/i386/ccnd_main.o
for architecture i386
I can relate to this error because I can find lots of main entries in the source code. Most of them are test utilities.
Here is what I tried:
I tried removing all those utility .c files but with no luck. The error is still there. I delete and delete until some files cannot find the definition of the function they are calling. So I had to stop there.
Though I wasn't able to build a bundle I was able to build a C/C++ static library (with an .a extension). After I got the .a file I tried to put it into another Xcode project and tried to build it into a bundle. I could build a bundle in that way, but then I had problem accessing the content of the bundle. How do I call functions defined in a .a static library if that library is hidden in a bundle? I read about Apple's documentation which says:
Note: Some Xcode targets (such as shell tools and static libraries) do
not result in the creation of a bundle or package. This is normal and
there is no need to create bundles specifically for these target
types. The resulting binaries generated for those targets are intended
to be used as is.
(quoted from: https://developer.apple.com/library/mac/#documentation/CoreFoundation/Conceptual/CFBundles/AboutBundles/AboutBundles.html#//apple_ref/doc/uid/10000123i-CH100-SW1)
Here is what I thought about:
I thought about replacing all main with something like main_sth. But the source code was not written by me so I didn't want to modify it. (It just doesn't feel like a proper way of doing things to me...)
I learnt that Xcode has gcc compiler built in. So I guess if gcc can make it, so can Xcode? It's just a wild guess - I am not familiar with Xcode and gcc.
Here is a summary of my questions:
Is there a way to properly organize a pile of code previously compiled and made by gcc make so that they can be built into an Xcode bundle?
Is it meaningful to put a .a library in an Xcode project and build it into a bundle? If it is meaningful, how do I call functions defined in .a after it is built into a bundle?
Is it proper to just replace all main() entries with something else?
Alright I think I have figured out at least one solution to the problem.
The duplicate main error was caused by a bunch of main entries in my source code. When the code was compiled by gcc make, I guess the author defined a sort of compilation order so that duplicate mains won't be an issue. (If you know how to do this, please let me know. I barely know make tools.) But when I just add the entire source code folder into my Xcode project, of course Xcode would complain during linking...
As I was unwilling to modify the source code (because the source code library is not developed by me), I decided to use another strategy to walk around this problem.
If your duplicate main error was reported from your own code, you can stop reading here. But if you are like me, with a bunch of gcc compiled source code and badly need a bundle yet don't know what to do, I may be able to help.
Okay here is what I did:
I set up an empty workspace.
I built a C/C++ static library project.
Import my entire source code folder into the static library project.
Set some header search path for the static library project.
Build the static library project. (Now I have a .a library which I could link against)
I set up another project, with a bundle target.
At the bundle project -> Build Phases -> Link Binary with Libraries, add the .a library that I just built.
At the bundle project -> edit scheme -> Build, add the static library project to the scheme and move it up the list so that it is built prior to my bundle project.
Then add .h files of my library project to my bundle project as references.
After that, add a .c file in my bundle project that basically functions as a wrapper. I picked a function that I want to call in Unity, wrote a wrapper function in the new .c file, and was able to build the bundle.
After several trial and error, I was able to import the bundle into Unity and was able to call the test function from Unity.
I was really excited about this! Though it's not completed yet I think this gives me hope and I am confident I can use the source code now! And the best thing about this solution is that I don't have to modify the library code developed by others. Whenever they update their code, I just update my .a library and that's it!
Though I have listed 11 steps I still feel that there are lots of details that I missed. So here are my references:
I followed this tutorial to build my source code into a static library: http://www.ccnx.org/?post_type=incsub_wiki&p=1315
I followed this blog to link static library against my bundle code and twist build phases and search headers: http://blog.carbonfive.com/2011/04/04/using-open-source-static-libraries-in-xcode-4/
I followed this doc to import my bundle to Unity3D Pro as a plugin: http://unity3d.com/support/documentation/Manual/Plugins.html
I strongly recommend the second reference because that's what solved my problem!
Though the problem is almost solved there are still a few things that I haven't figured out:
I don't know if a wrapper function is at all necessary. I will try this out tomorrow and come back to update.
-- I am coming back to update: the wrapper function is NOT necessary. Just make sure you have all the headers in your bundle project and you will be able to use all the data structures and call functions defined in your headers.
I haven't used NSBundle class though I read a few docs about it. Previously I was thinking about using that class to access my .a library encapsulated in my bundle, but as I found the solution I wrote above, I didn't try the class out.
Lastly, if you have better solution, please don't hesitate to let me know!
I tried to follow the steps in the accepted answer, but had no luck. In the end, I realised step 10 needed to be modified slightly:
Create a dummy.c under (.bundle) project and the dummy.c can just be totally empty.
Remove the setting for the library you want to link inside Link Binary With Libraries
Instead use -Wl,-force_load,$(CONFIGURATION_BUILD_DIR)/libYourLib.a or -all_load to Other Linker Flags
PS: And also can use sub-project instead of workspace. and use Target Dependencies instead of Edit Scheme to achieve the same effect.

Linking Static Libraries in Xcode

I am trying to link the opengl image loading library Soil to my Xcode project, but I am finding this very difficult. I have tried to link the .a file but this does not work.
Any ideas?
Thanks
It looks like the supplied .a file isn't for Mac; you can instead make a new Xcode (BSD C library) project, include the source+ headers, and use this in a larger project.
If you're using Xcode 4, this link will help with the general approach to using / creating your own static libraries, and using them.

How do I add a library compiled in XCode into Monotouch so that it works for both simulator and device?

There are appear to be methods of creating a fat static library ala "http://stackoverflow.com/questions/3520977/build-fat-static-library-device-simulator-using-xcode-and-sdk-4". Is this recommended? Any special steps (i.e., disabling thumb)
Also, if I do use the fat static library, will monotouch/xcode clear out any unused code in the final product?
You definitely need to turn Thumb code off so you can link properly against the library. As far as creating the fat static library goes, I can only say that anecdotally I've done this for a few third-party libraries that I've used and haven't run into issues.
I assume you already know that you need to create the bindings necessary to make calls to the objective-c library from your MonoTouch code and add extra gcc flags in the project properties to link in the static lib. If not, you can get that information on how to do that from the MonoTouch website.

Share an Xcode project as a static library for other people to use in emulator. How do you use an AppDelegate from a .a static library file in Xcode?

I want to share my Xcode project as a static library for other people to use in the xcode emulator (giving them as little raw source code as possible). How do you use an AppDelegate from a .a library file in Xcode or UIBuilder?
I copied the main Window.xib file to a new project and included all of the other source files in a static .a library that I thought I would be able to invoke somehow. What do I have to do to launch my main product that is compiled into the .a library from a brand new Xcode project that is including that library?
You'll have to link to the static library. Include it in your new Xcode project, and then in the target for the application, go to the General tab and set the library as linked. You'll probably want to copy it into your new project's bundle (in the Frameworks directory), using a Copy Files build phase. You'll also need to reference the header files for the static library for avoid warnings.
This is a much better solution found in someone else's question:
iOS Question. Can I distribute the Xcode simulator versions of my app?

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