O.K. I am new to xcode/objective c and have an issue, I have read all the previous comments about linking a framework to and IOS app but it just wont work for me. There must be some dumb mistake I am making so here is what I have done.
Created a new app just to test the JVM-JNI
Linked the JavaVM.framework via the drag and drop method, result was could not access the .h files.
Linked the JavaVM.framework via the Build Phases - Link Binaries With Libraries Method, gives the exact same result.
Is there a tutorial out there somewhere that takes us newbies through the steps (not just refer to read it up somewhere) any help would be appreciated.
Related
I'm adapting an (apparently outdated) Cordova plugin for use in my app (PhoneRTC if you're curious).
As a Linux/CLI guy at heart I've been struggling with XCode for a day, and I managed to iron out most of the deprecated code using a lot of Google and some blind guessing. However, now I'm stuck with a final error during the linking phase:
"Undefined symbols for architechture arm64: "_utf8_nextCharSafeBody", referenced from: [snip]"
The plugin's original installation instructions mention linking the binary to the library libicucore.dylib, but this seems to have been removed in the latest XCode (there are references of the same name with .tbh extensions available but these aren't valid for that dialog - even though I can select them, but whatever).
Some more Googling offered suggestions for linking various *.frameworks instead, but to no avail - the error remains.
Does anyone have any idea what I need to link to to make this function available? Or if it's permanently removed I'd also like to know, although that would involve rebuilding the binaries which wouldn't be something I'm looking forward to...
Or if you don't know, would there be a way to grep through Apple's libraries somehow to see which one is supposed to be defining a missing symbol?
(Needless to say, IF I can get this working it's going to be forked from the original repo and donated back to the community :))
So, I'm not sure what I changed exactly, but suddenly I could add libicucore.tbh as a linked library. I probably changed the build target or something, but in any case the linking error disappeared (to be replaced by a signing error because XCode, but that I can solve).
I discovered that all the Swift libraries (libswiftCore.dylib, libswiftCoreGraphics.dylib,...) exist twice in the IPA. After decompressing the IPA, there is one version of theses libraries inside the folder SwiftSupport and the same files again inside Payload/Frameworks.
As far as I found out, the SwiftSupport folder is always generted by Xcode when a Swift-project is built. But where do the Swift libraries in Payload/Frameworks come from and how can I get rid of them?
I think that if your code already uses Swift, you have no set the Flag "Embedded Content contains Swift code" in Build Options to NO, otherwise Xcode will add the libraries because it thinks that you use some frameworks that have swift code
I am experiencing the same issue. I have read some answers which suggest that it isn't a big deal and I have to say that it looks like it isn't.
My app contains 3 targets - main app and 2 today extensions. When I create an archive its size is a whooping 126 MB. Most of it is Swift support libraries which are about 45 MB in my case and they are included twice.
However, when I check the binary size through test flight it is 23.6 MB. Now, this is still a lot considering that my application is a simple utility.
However, it is not too much if you take into account that Swift libraries have to be included. So far I would say that even though these libraries are included twice in the IPA they are not included twice in the actual binary.
This obviously doesn't answer the original question and I am also eagerly waiting for someone to come up with the exact solution, but it might be helpful.
I've found that playing around with 'Embedded content contains Swift' value yielded some good results, and was actually crucial for my app with an Apple Watch extension to pass validation.
I have written an answer about the details for the Apple Watch fix here.
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.
The documentation for the project says just add the framework and the linker flags and you are good to go. Hours and hours of wasted time later, I have figured out that that's not true. If you do that, the project does not see the header files. You have to put the framework somewhere were the compiler will find the headers. In my case, that worked when I dropped the framework into /Developer/Library/Frameworks and then told it to recurse in searching that framework directory (do not fiddle around with the headers search directories).
Then the problem I get is that the link fails with the message:
ld: framework not found OCHamcrestIOS
I noticed that the documentation for the project says that it was updated for Xcode 4. I pulled down the binary of the framework after checking out the code and wasting a ton of time unable to build the IOS version of the framework.
The documentation is here.
I also noticed in that documentation that the cocoa instructions tell you to put a copy files phase into the build. I tried that. Didn't change the outcome.
The last time I fell into a sink hole it was because the library was C++ code. Maybe that's still the problem.
Barring a rapid solution here, I am going to go back to using STAsserts, as sickening as that prospect is, this is far, far worse.
Update: reinstalled Xcode. Still doesn't work. There are cheap ways to make this work, like add the header files to the project. Did a blog post about this that brought out a person with the same experience.
I use a number of frameworks in my projects. Some from other people and some are mine. Looking at the documentation I would suggest that the copy phase stuff is not for iOS development. So I would not do that. I downloaded the latest zip from https://github.com/jonreid/OCHamcrest and it appears to contain a ready to go iOS static library. (Not on my mac so I cannot test to confirm).
Anyway, the way I include static libs is to
Select the project (XCode 4).
Select the target I want to add the library to.
Select the Build phases tab.
Expand Link binary with Libraries.
Click the [+] button to add a framework.
Click the [Add Other ...] button and navigate to the directory containing the <lib>.framework directory and select that.
Thats all. The targets search paths will be updated to include the framework directory and the framework will be listed on the left under the project. Expanding it will show the headers.
The problem you mention sound like a couple of things. Firstly the framework not found sounds like the framework has not been included in the target. When you select the framework in the project list on the left, you should be able to see it's Target Membership displayed on the right. Check it's on for the target you are compiling.
Secondly building frameworks is not a trivial task so don't attempt it unless you have the scripts to do it. I say this because building a iOS static framework means compiling for both simulator and devices, combining the compiled lib files into a universal one, and then storing it and the header in a specific directory strucuture.
The downloaded zip from OCHamcrest though, appears to have the correct OCHamcrestiOS.framework in it. So if you store that directory somewhere and link to it using the steps I've outlined above it should work just fine.
So the solution I adopted for now, after much thrashing around, was to include the framework in the project.
Create a group inside the Xcode project called Third Party.
Link it to a folder called thirdparty.
Go to the Add Files in Xcode and pick the framework.
Drag it over to the dependencies.
Run the tests, they pass!
This is maybe preferable anyway because referencing it in /System/Library/Frameworks would present some versioning issues, and this can be setup very quickly. Furthermore, we have a continuous integration server, and having to get in there and sync versions whenever something changes is not so great.
Thanks for checking it out, Derek.
Xcode 3.25, Mac OS X 10.6, 10.5 compatibility required.
I have a Mac Xcode project, which mixes Cocoa and C/C++. Some legacy modules require a C-only header.
I created a C header file: myCTypes.h
I wish to use a CGPoint in that header.
Compiling generates an error: CGPoint is not defined. OK, no problem, so I'll just:
#include: "<CoreGraphics/CoreGraphics.h>"
Unfortunately, I get this:
error: CoreGraphics/CoreGraphics.h: No such file or directory
Hmm. OK, so I'd best add the framework. But if I right-click on the frameworks group within Xcode, and try to "Add an existing framework", CoreGraphics does not show up in the list. Grr.
So I try to add it manually, navigating my way to System/Library/Frameworks. Nup, not in there either.
So I look in the 10.5 SDK paths, and once again, there's a lot of CoreXXX frameworks in there, but no CoreGraphics.framework.
Can someone please tell me what I'm doing wrong here? What do I need to use CGGraphics in that header? Cheers.
EDIT
This was solved by:
#include <Carbon/Carbon.h>
(But if anyone wants to tell me if this is good practice or not, please feel free. Cheers.)
Core Graphics is part of Application Services, so that's the header you should include:
#include <ApplicationServices/ApplicationServices.h>
You can include Carbon.h if you want, but its total length after preprocessing is very long, so you should include it only when you absolutely have to (e.g., for Carbon Events hotkey stuff) in order to keep your build times down.
Well i know this topic is super old but i wanted to answer pqnet`s question in the comments (can't comment on it because I have less than 50 rep points :( )
now to the point: Yes, today anyway, you can add only core graphics framework if you like.
Click on your project in the project navigation pane; build phases; link binary with libraries. Then, chose coreGraphics; then click add.
Thats all, enjoy.
I managed to include some of the functions required by my project with this:
#include <CoreGraphics/CGWindow.h>
But I guess other functions are in other headers under CoreGraphics
Additional info:
Catalina
Xcode 11
PS: if some of Apple guys read this, please, add headers in your documentation!! And examples!!