I would like to know the difference between those architectures in Xcode because I need to know how I understand that a library can compile correctly for iOS Simulator and also for iPhone 5, iPhone 4s and iPhone 4. Or just for one of those.
i386: Typically MacOSX (I am not sure whether Simulator is included here or no).
arm6: old iPhones.
arm7: iPhone4/4S.
arm7s: additional instructions for arm7 to make good use of iPhone 5 processor.
Hope this helps. Compiling libraries to support all platforms sometimes is very frustrating and tedious task. Good luck!
Related
I checked the table from the following page, if I remove "armv6" from Valid Architectures of Xcode, does it mean the app would fail to run on the iPhone1, 3G and iPod touch 1st, 2nd?? Is that so simple?
Anything else would be affected?
My game is Coco2ds-x
http://en.wikipedia.org/wiki/List_of_iOS_devices
Yes, you'll be safe removing the ARMv6 architecture from your project if you don't need to support those ancient devices - ARMv7 and later will let your app run on:
iPhone 3GS and later
All iPads, 'normal' and mini
iPod Touch 3rd generation and later
I got most of this from Apple's iOS Device Compatibility Reference, which is an awesome resource.
In fact, Xcode 4.5 and later doesn't know how to build for the ARMv6 architecture. This is, in my opinion, a gentle nudge to developers to stop supporting old platforms, and instead keep up with what's new so they can make newer, faster, better apps.
From what I've read, the iPhone 5 will use a new architecture, armv7s. My project had valid architectures as armv7, and had Build Active Architecture Only set to true. Since every app in the store right now is built for armv6 and/or armv7, I can't imagine that it will not run on the new iPhone. So what occurs? Does it just not run as well as it could?
I could just use a better explanation of what is occurring, and what would be different once I rebuild and submit with armv7s as a valid architecture.
First, it's armv7, not arm7 (yes, there is a difference). I can't seem to find any docs on the specifics, but I imagine armv7s adds support for some optional ARMv7 features, e.g. VFPv4/FMA, or UDIV/SDIV integer division instructions. I can't imagine the difference will be noticeable unless your app deals with a lot of math or graphics.
Edit: see this link for the changes made to LLVM for armv7s support. From what I see, it's indeed just VFPv4 and integer divide, plus some changes to the instruction scheduler. Apparently the CPU codename is "Swift".
Updating to XCode 4.5 seems to have broken something in my build settings and I can no longer spit out a .framework binary. It generates the Headers and all the rest of the files except for the actual binary.
Any ideas?
UPDATE: The problem seems to be armv6 architecture. Apple apparently stopped supporting armv6 in XCode 4.5 and later. So now what? We're supposed to drop support for this architecture also? I'm not sure how that works... considering that if you resubmit and app and drop support of a certain architecture, the app will get rejected...
/confused.
Yep drop it. Armv6 is the iPhone 3G and I think the iPod touch v3? In any case pretty old devices that apple doesn't want us building apps for any more. They don't even run iOS 5 as far as I know.
In iOS5 Apple drops the armv6 architecture from the ARCHS_STANDARD_32_BIT.
In order to keep the support for iPhone3G I still want to compile in armv6 even in iOS5.
Did anyone find a solution for this?
I just built something today specifying a deployment target of iOS 4.0. With only armv7 specified in Architectures, Xcode warned me that to support anything below iOS4.2 I had to include armv6 in Architectures. Just edit that field, click the "+" button when the dialog pops up and enter the literal "armv6".
In my case, we want our app to work under iOS4 and iOS5. We had to make some modifications so it would work correctly under iOS5, but all those changes were done with iOS4-friendly code changes.
We also added some iOS5-specific capabilities in a manner that allows the app to run without crashing under iOS4. Specifically, we tested for iOS5 capabilities before trying to use them, and linked iOS5-only libraries as Optional.
So, supporting iPhone3G in an iOS5 world could just as easily mean "we want our app to run on iOS4 and above (regardless of any iOS5 feature use)" rather than "we want to make sure our app runs on an older device running iOS5". There's a difference here; think about it. :-)
Anyway, adding armv6 support back in is very easy. And I guess the point is this: At some point, when there are no more armv6 devices out there to worry about (for whatever reason) you won't have to build for it. Apple's view is everyone should upgrade to the latest hardware as soon as possible. So in that world, there is no need for the tools to default to anything but the latest and greatest too. :-) Fortunately (or not), we developers live in the real world and recognize that you have to support older stuff for a while. And I guess the Xcode dev team knows this too, which is why you can add armv6 support back in quite simply.
The simple answer is that you have to change the current settings from "Standard (armv7) - $(ARCHS_STANDARD_32_BIT)" to just be "armv6" and "armv7". See the image below. You have to delete the line with the previous settings for it to work.
also make sure you set this in Project AND Targets ... cost me an hour to figure that out. had set it for one but not the other. hope this helps. GLTA
I think there's a reason why Apple dropped armv6 from the standard setting.
I have compiled armv7/armv6 with iOS5 SDK, however, the armv6 compiler produced wrong code in release mode. After hours of finding a workaround (trying llvm or gcc with different optimization levels) I give up.
So, I am going back to iOS SDK 4.x as long as I support older armv6 devices.
Example of code:
// myView center=(160, 100)
CGPoint p=myView.center;
// now p=(100,100) (what the heck?)
p.x=myView.center.x;
p.y=myView.center.y;
// now p=(160,100)
p.y+=100;
// now p =(200,200) (what the heck?)
Maybe I'm have some memory corruption, however, on the armv7 compiler and on iOSSDK < 5.0 it behaves as expected.
Best regards
Not sure if this is actually a solution yet, but I have discovered that replacing the defined string in "architectures", which was $(ARCHS_STANDARD_32_BIT), with "armv6 armv7" allowed me to compile with iOS5 as a base and iOS4 as a deployment target, and pass validation .
I am not using any IOS5-exclusive libraries or calls, but intend to in my next release.
I did not need to replace $(ARCHS_STANDARD_32_BIT) with just armv7 for the app to compile and be uploaded to the App Store.
As suggested by MarkGranoff, I simply added armv6 as plain text, by hitting plus and just typing it in on line two.
I'm working on someone else's application and so far he has built it in XCode 4. XCode 4 has eliminated support for PowerPC architectures, but we would still like to support PowerPCs for some of our users.
I have followed this tutorial on SO, informing me how to restore ppc compatibility to XCode 4, however, this is for the GCC (4.2) compiler which throws a lot of warnings and some errors when compiling the code. The code is optimized around Apple's LLVM 3.0.
My questions:
Is it possible to use Apple LLVM
compiler 3.0 for Power PC deployment?
How would one go about doing this?
What settings variables do I need to
set in order to get PPC compatibility
when compiling?
Thank you!
Pretty much no, it's not possible. Apple LLVM 3.0 hasn't been tested or verified to work at all with PowerPC.