I'm coming up against a problem in the creation of an Xcode compiler plugin that appears to be the result of a problem in the way compile lines are generated by Xcode and how some of these options are overridden by the platform SDK.
Upon creating a custom compiler plugin that functions perfectly when building applications for MacOSX. I noticed a problem when building applications for iPhoneOS. The SDK continually complains about an invalid value in the min-iphoneos-version variable, the reason being that this isn't set on the compile command-line. Looking at the iPhoneOS platform SDK for Xcode5 you notice that the setting is defined in the 'Native Build System.xcspec' file (Applications/Xcode.app/Contents/Developer/Platforms/iPhone*.platform/Developer/Library/Xcode/Specifications/). Essentially, from what I can gather, this file is consulted and the -mmin-macosx-version flag is overwritten with this command-line option which results in a valid build for Apple compilers. However, create your own compiler plugin and problem ensue since your new compiler will not be matched by any of the 'Compiler' definitions in the 'Native Build System.xcspec' file.
I can only think of a couple of solutions to this,
rewrite/patch the 'Native Build System.xcspec' file upon installation, resulting in an horrendous solution requiring making unsupportable patches to Apple's build system.
another technique that allows a custom compiler plugin to define options specific for a platform SDK via some matching technique,
if a new .xcspec file is added to a Plugin in the PrivatePlugIns directory as a Resource, do all of these files get parsed upon build-time? if so then it may be possible to add these settings to a file such as,
Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/Library/Xcode/PrivatePlugIns/iPhoneSimulator Build System Support.xcplugin/Contents/Resources/MyPlugin.xcspec
Has anyone else come up against this 'road-block' (ahem, design problem)?
I am trying to create a basic OS X Framework, right now I just have a test framework created: TestMacFramework.framework and I'm trying to import it into a brand new OS X Application project.
I have built the .framework file and imported it into the new project, The framework appears to link okay, and I can reference the public header file I added to the framework build phases section.
However, when I try to run the container Application I get the following Error:
dyld: Library not loaded: /Library/Frameworks/TestMacFramework.framework/Versions/A/TestMacFramework
Referenced from: /Users/samharman/Library/Developer/Xcode/DerivedData/TestMacContainer-dzabuelobzfknafuhmgooqhqrgzl/Build/Products/Debug/TestMacContainer.app/Contents/MacOS/TestMacContainer
Reason: image not found
After a bit of googling I realised I needed to add a Copy Files section to my container application build phases, so I have done this and set it up like so...
However, I am still getting the runtime error. I'm obviously doing something wrong here, but the Apple developer library resource for this references Xcode 2, so isn't very helpful!
What have I missed?
UPDATE:
I can see in the build log that my TestMacFramework.framework is being copied into the .app contents/frameworks directory, but it isn't being installed to the Library/Frameworks directory on the HD
UPDATE 2:
The build links correctly if I manually copy the TestMacFramework.framework into the Library/Frameworks directory
[Xcode 11+]
The only thing to do is to add the framework to the General->Frameworks, Libraries And Embedded Content section in the General tab of your app target.
Make sure you select the 'Embed & Sign' option.
[Xcode v6 -> Xcode v10]
The only thing to do is to add the framework to the Embedded binaries section in the General tab of your app target.
So I managed to get it working, it's quite simple when you have the right instructions. What I was looking for was a 'private' framework which lives in the App bundle rather than being written to the system library folder.
Building The Framework
Add a target to create a Cocoa Framework
Within that targets 'Build Settings' configure the 'Installation Directory' to '#executable_path/../Frameworks'
Build library, and access the .framework from the archive or products directory
Including The Framework
Drag the created .framework file into the Xcode Project, be sure to tick 'Copy Files to Directory'
In the containing applications target, add a new 'Copy File Build Phase'
Set the 'Destination' to 'Frameworks'
Drag in the created .framework
It was quite simple for me, i just added my framework to my embedded binaries under app targets
The options above where not possible for me to include.
I solved it by specifying the Runpath Search Path
This is on the 'Build Settings' tab.
In the 'Linking' section.
Change 'Runpath Search Paths' into $(inherited) #executable_path/Frameworks
I ran into the same issue but the accepted solution did not work for me. Instead the solution was to modify the framework's install name.
The error in the original post is:
dyld: Library not loaded: /Library/Frameworks/TestMacFramework.framework/Versions/A/TestMacFramework
Referenced from: /Users/samharman/Library/Developer/Xcode/DerivedData/TestMacContainer-dzabuelobzfknafuhmgooqhqrgzl/Build/Products/Debug/TestMacContainer.app/Contents/MacOS/TestMacContainer
Reason: image not found
Note the first path after Library not loaded. The framework is being loaded from an absolute path. This path comes from the framework's install name (sometimes called rpath), which can be examined using:
otool -D MyFramework.framework/MyFramework
When a framework is embedded into an app this path should be relative and of this form: #rpath/MyFramework.framework/MyFramework. If your framework's install name is an absolute path it may not be loaded at runtime and an error similar to the one above will be produced.
The solution is to modify the install name:
install_name_tool -id "#rpath/MyFramework.framework/MyFramework" MyFramework.framework/MyFramework
With this change I no longer get the error
Deleting derived data saved it for me
None of these issues solved this for me. The problem in the end was pretty easy. It looks like its a pretty major Xcode bug which I have logged the problem and fix under Apple bug: 29820370. If you are struggling (as it seems like there are several pages of problems similar to this ) then it would be great if you can raise a bug on bug reporter: https://bugreport.apple.com/ and reference the bug I raised to gain visibility. I want to make Xcode back into the pleasure that it was before - and this is something I am sure Xcode should have fixed itself.
Here is the fix:
1. Open Keychain - go to Apple Worldwide Developer Cert.
2. Double Click on it
3. Change the permission level from "always trust" to use System Defaults
4. Save and close it
5. Restart Xcode, Clean and build your project and it should be gone.
Screenshot below of the correct settings:
Hope this helps!
When you drag a custom framework into a project under Xcode 10.1, it assumes that the framework is a system framework and puts the framework into "Link Binary With Libraries" section of "Build Phases" under your target.
System frameworks are already on the device so it is not copied over to the device and thus cannot execute at runtime so KABOOM (crash in __abort_with_payload, and disinforming error: "Reason: image not found"). This is because the framework code is not copied to the device...
In reality, to have Xcode both link the custom framework and ensure that it is copied along with your code to the iOS device (real or simulator) the custom framework needs to be moved to "Copy Bundle Resources". This ultimately packages the framework along with your code executable to be available on the device together.
To add a custom framework to a project and avoid the Apple crash:
Drag custom framework into your iOS project file list
Click ProjectName in Navigator -> TargetName -> "Build Phases" ->
Link Binary With Libraries disclosure triangle
Drag custom framework out and down to "Copy Bundle Resources" section below (Xcode now moves the framework reference, fixed in Xcode 10)
Run in simulator or device
The custom framework thus gets copied along with your code to your target device and is available at runtime.
[editorial: you would think Xcode would be smart enough to figure out the difference between one of it's system frameworks which need not be copied to the device and a custom framework that is, oh I don't know, in the project root directory hierarchy... 🙄]
Xcode 11 :
in Xcode 11 add framework into General->Frameworks, Libraries And Embedded Content
after adding make sure you select Embed & Sign option
There should be a 'Run Script' into 'Build Phases' with this: '/usr/local/bin/carthage copy-frameworks'
On the 'Input Files' of that 'Run Script', you should add the path to your libraries. Like this:
If you accidentally reset your keychain, this can occur due to missing Apple certificates in the keychain. I followed this to solve my problem.
I had the same issue and was able to fix by re-downloading the WWDR (Apple Worldwide Developer Relations Certification Authority).
Download from here: http://developer.apple.com/certificationauthority/AppleWWDRCA.cer
If you are using Xcode 11, ensure that you have the framework added in Frameworks, Libraries, and Embed Content under Target settings - General. Change Embed status from - 'Do not Embed' to 'Embed & Sign'
What solved it for me was changing abstract_target to target for the main target in my Podfile. I had previously set it to abstract_target and this caused the described error. Now it works like a charm
I faced this issue with Xcode 13 betas with the UniformTypeIdentifiers.framework. The app failed to run on iOS versions lower than 13.
The below approach fixed the issue :
Go to the target -> Build Phases -> Link Binary With Libraries -> Add the framework -> Add the status as "Optional"
The above worked perfectly for me! Hope this helps!
For Xcode 8, some stale products will be removed from derived data folder refer to this solution.
Apple: In macOS 10.12 and later, Xcode cleans up stale derived data, precompiled headers, and module caches. (23282174)
The Xcode build system supports stale file removal of some types of build artifacts that were produced in a previous build, but have since been removed from the project.
Base on the author's thought, I found this build log from my case.
Remove stale build products
/bin/rm -rf /Users/usename/Library/Developer/Xcode/DerivedData/myapp-esvvhwwwwngijeemhatmklwzoxnb/Build/Products/Debug-iphonesimulator/myapp.app/Frameworks/AliyunVodPlayerSDK.framework
/bin/rmdir /Users/usename/Library/Developer/Xcode/DerivedData/myapp-esvvhwwwwngijeemhatmklwzoxnb/Build/Products/Debug-iphonesimulator/myapp.app/Frameworks
After creating a new copy file phase and copy the target stale framework to Frameworks destination, the above removal log disappears after rebuilding.
Just clarify my situation and reason, hope it's helpful for someone.
For me this was the solution, after many hours of searching!!
For some reason, well into the development of a Swift 2.3 custom Framework, Xcode 8 had removed the DYLIB_INSTALL_NAME_BASE setting from the project.pbxproj file. A little walk into the Build Settings / Dynamic Library Install Name Base setting back to #rpath fixed it.
(from https://forums.developer.apple.com/thread/4687)
I found that this issue was related only to the code signing and certificates not the code itself. To verify this, create the basic single view app and try to run it without any changes to your device. If you see the same error type this shows your code is fine. Like me you will find that your certificates are invalid. Download all again and fix any expired ones. Then when you get the basic app to not report the error try your app again after exiting Xcode and perhaps restarting your mac for good measure. That finally put this nightmare to an end. Most likely this has nothing to do with your code especially if you get Build Successful message when you try to run it. FYI
Got the issue when trying Xcode 9 beta and going back to Xcode 8. A simple Clean on the target resolved the issue.
I had the same issue for a different reason.
I've created a new configuration to Debug and Release (under PROJECT -> Info tab -> Configuration).
And I had to change my pod frameworks shell script (Pods-"appName"-frameworks.sh , under Targets Support Files) to make it work.
[Xcode 9]
The only thing that worked for me:
Target > Build Phases > [CP] Embed Pods Frameworks
Uncheck "Show environment variables in build log" and "Run script only when installing"
I tried many fixes, but what worked for me was to delete a missing target listed in the build tab of the build scheme. You can get to it by opening the edit window of the current scheme.
Edit: My UI testing target was not working as well, and the solution I found was to delete it and generate it again.
open xcode -> general -> Embedded Binaries -> add QBImagepicker.framework and RSKImageCropper -> clean project
just add QBImagePicker.framework and RSKImageCropper.framework at embedded binaries worked for me
I think there is no fixed way to solve this problem since it might be caused by different reason. I also had this problem last week, I don't know when and exactly what cause this problem, only when I run it on simulator with Xcode or try to install it onto the phone, then it reports such kind of error, But when I run it with react-native run-ios with terminal, there is no problem.
I checked all the ways posted on the internet, like renew certificate, change settings in Xcode (all of ways mentions above), actually all of settings in Xcode were already set as it requested before, none of ways works for me. Until this morning when I delete the pods and reinstall, the error finally gonna after a week. If you are also using cocoapod and then error was just show up without any specific reason, maybe you can try my way.
Check my cocoapods version.
Update it if there is new version available.
Go to your project folder, delete your Podfile.lock , Pods file, project xcworkspace.
Run pod install
I experienced that problem only when running on real device (iPhone SE). On simulator project worked as expected.
I did try all fixes from this very thread and from here.
None of those worked for me.
For me problem was solved after restarting iPhone (sic!).
I did:
clean build folder,
clean derived data,
delete app from device,
reboot device
And it finally works. :)
If every other solution fails don't forget to try it out.
Xcode 11 :
Build Phases -> Embed Frameworks
This might happen with Pod Frameworks.
I was facing the same issue with AnswerBotProvidersSDK.framework and my mistake was, I set Run Script checked for Install builds only in targets build phases.
Incorrect settings:
Correct Settings:
For me for some reason xCode (12.5 up to this moment) decided that my Notification Service Extension Target should not have correct paths to frameworks. I suspect that this is happened after I've updated from xCode 12.1 to 12.5.
So I was getting the same error related to one of my internal frameworks. To fix this problem do the following:
go to Project's General Tab
Select your target (in my case it was Notification Service Extension Target)
Make sure that Framework and Libraries section contains your missing framework. I've left it Embed Without Signing in my NSE Target, but it is also was added with Embed & Sign to my primary app target
Keep your target selected and switch to Build Settings tab
There in a search bar enter LD_RUNPATH_SEARCH_PATHS (make sure that All possible settings will be displayed and not just Basic)
You will see Runpath Search Paths and it was empty for me.
Add 3 following values there:
$(inherited)
#executable_path/Frameworks
#executable_path/../../Frameworks
This is what helped me.
I have created a Mac app which uses the RMSharedPreferences framework. When opening the app, it immediately crashes and I get the following error:
Dyld Error Message:
Library not loaded: #rpath/RMSharedPreferences.framework/Versions/A/RMSharedPreferences
Referenced from: /Users/USER/Desktop/MyApp.app/Contents/MacOS/MyApp
Reason: image not found
It seems that it can't find the framework. I have tried adding a copy files phase to the target which should copy the framework and when browsing the contents of the app in Finder, it seems that it is copied correctly.
Does anyone know what might cause this error?
EDIT: Setting the framework to optional does make the application launch without any errors but the application does not fully work. Any RMSharedPreferences related calls will be ignored.
Since you are bundling the framework with your app, you should set the framework's install location. You can set that in your framework target build setting "installation location". Use something like:
#executable_path
You could also use a separate folder for your frameworks, then you would use:
#executable_path/../Frameworks/
In case you can't rebuild the framework (which is not yours, but I am saying in general), you can modify a prebuilt framework installation path like this:
install_name_tool -id #executable_path/../Frameworks/<framework_name> <your_framework>
Here you can find a reference for this.
If you are going to bundle a framework inside another framework, you can use #loader_path instead of #executable_path.
#rpath is a more flexible keyword, and its use is recommended.
The better way to do this is to set the "Runpath Search Paths" build setting in Xcode.
This avoids the need for an additional build phase script to modify the framework.
For instance, in your situation, you could set "Runpath Search Paths" to
#executable_path/../Frameworks
or
#loader_path/../Frameworks
if you're trying to load the framework from within a framework.
One of my Mac applications contains a framework which I embed into the application bundle. Now I have found some evidence that on some customer machines the application links against the same framework located in the /System/Library/Frameworks folder.
I'm obviously missing something when it comes to linking the embedded framework to the application in XCode, so here's how I've done it.. and perhaps you can point me to the missing step:
1) I drag the framework project into my project and set up the dependency between both projects
2) I drag the build product of the framework project to the "Link Binary with Libraries" build phase of my target
3) I drag the build product of the framework project to the "Copy Framework Files" build phase of my target set to "Destination: Frameworks"
This all works great but somewhere I need to specify that I want to link with the embedded version of the framework rather than any framework version that might be found on the system. Is there a search path to be set somewhere? or "static" link?
Any help would be appreciated.
Best regards,
Frank
Sounds like you might be missing a key step. You also need to set the "install name" of your embedded framework.
When you link a framework or dynamic library, your app will look for the framework at the path specified by framework's install name. This should specify a relative path for embedded frameworks. If it is an absolute name it will pick up the system installed version, even if you've embedded the library.
To examine the install name do the following and look at the first location.
otool -L <framework-binary>
These two blog posts explain the issue and also how to set everything up properly:
http://www.mikeash.com/pyblog/friday-qa-2009-11-06-linking-and-install-names.html
http://www.dribin.org/dave/blog/archives/2009/11/15/rpath/
Additionally, if you're compiling a dylib from the command line (say an open source library) just add the following to your CFLAGS to set your install name.
-install_name '#rpath'
If you want to modify an existing binary's install name use 'install_name_tool'.
Also be sure your copy files build phase is copying the right files into the right places in your app bundle.