Including a framework without embedding it in the app bundle - xcode

I'm still not 100% sure with the framework linking process, but from what I've seen here before nobody has asked a similar question, perhaps because this could be a silly question, but I'll give it a go anyway.
In my current X-Code project, I'm using a custom framework, say example.framework. At the moment, as far as I'm aware of, in order for the program to function with the framework, I need to have it either in /Library/Frameworks, or I need to have it copied into the bundle resources in the build phase.
Would anybody know about adding a framework to a project in a way that it gets compiled into the executable, so I don't have to include the raw framework with the app? I'd rather not share the whole framework...
Thank you in advance! Any suggestions are also welcome!

A Mac OS X framework is basically a shared library, meaning it's a separate binary.
Basically, when your main executable is launched, the OS will load the framework/dylib into memory, and map the symbols, so your main executable can access them.
Note that a framework/dylib (bundled into the application or not), does not need to contain the header files, as those are only needed at compilation time.
With Xcode, you can actually decide whether or not to include the header files, when you are copying the framework to its installation directory (see your build phases).
If you don't copy header files, people won't be able to use your framework/dylib (unless they reverse-engineer it, of course).
If you still think a framework is not suitable for your needs, you may want to create a static library instead.
A static library is a separate object file (usually .a) that is «included» with your final binary, at link time.
This way, you only have a single binary file, containing the code from the library and from your project.

Related

Python/C API: Statically-Linked Extensions?

I've been writing a Python extension use the Python/C API to read data out of a .ROOT file and store it in a list of custom objects. The extension itself works just fine, however when I tried to use it on a different machine I ran into some problems.
The code depends upon several libraries written for the ROOT data manipulation program. The compiler is linking these libraries dynamically, which means I cannot use my extension on a machine that does not have ROOT installed.
Is there a set of flags that I can add to my compilation commands to make these libraries statically linked? Obviously this would make the file size much larger but that isn't much of an issue providing that the code runs at the same speed.
I did think about collating all of the ROOT libraries that I need into an 'archive' file. I'm not too familiar with this so I don't know if that's a good idea or not.
Any advice would be great, I've never really dealt with the static/dynamic library issue before.
Thanks, Sean.

How to Publish/Export wxWidgets Application

newbie here.
Want to ask for any advice on how to Publish/Export, CodeBlocks Application made by using wxWidgets. After some research, i discovered that i should use DLL, or something like that, but since I am really new into it, I am missing the logic on how I should actually implement that. Since CodeBlocks offers wxWidgets and DLL as separate projects. So I am not really sure how to properly combine. Thanks in advance.
If you used wxWidgets as .dll, to get a self-standing package you have to distribute all the requested libraries. The simplest way is just to copy them from their source folder (in your case [wxWidgets root]\lib\gcc_dll) in the same folder as your executable. There could be many of them, but usually only two or three are needed. For simplicity you can copy them all, or you can try repeatedly to start the program, and add each time the library indicated in the error message.
Please note that to distribute your application you will probably want to compile it in Release mode, and consequently you should ship the Release .dlls (i.e. beginning with wx...28_ instead of wx...28d_).

Making framework private with install_name_tool being ignored

I have written a simple application using the GPhoto2 Framework, and this works so long as the framework is in the location where it was originally compiled. I would like to move this inside the app bundle, though, so it does not need separate installation, so I need to make it work relative to this main executable.
Unfortunately the framework is not an Xcode project. It uses a script to build, so I cannot simply change the installation directory build setting, which is the solution that I have frequently seen while searching for an answer. Being quite new to Xcode and Mac programming it is also beyond my abilities to know how to convert the framework into an Xcode project.
The other advice I came across was to use install_name_tool to update the library ID and dependencies, replacing the absolute paths with ones of the form "#executable_path/../Frameworks/GPhoto2.framework". The framework is not a single binary, but contains a number of .dylib and .so libraries, but updating all of these has only been half successful.
I have set Xcode to copy the framework into the app bundle when it builds it. Then if I remove the framework from its originally compiled location the application fails to load, with the report generated by OS X saying the libgphoto2 library can no longer be found, as to be expected.
If I then use install_name_tool to update the references in all of the framework libraries inside the app bundle, and also in the app binary itself, then the application will load but fails to find any camera connected. Using otool I am able to verify that all references have correctly been changed.
But if I replace a copy of the framework to its original location it then works properly again, recognizing connected cameras, regardless of whether that framework uses relative or absolute locations. Clearly it is still looking at this location despite loading. I have even tried removing each of the individual library files from the framework in its original location in turn to see if the problem was just the result of a dependency in of these, but no matter which is missing the app will not work.
Incidentally, if I build the app using an updated version of the framework, it fails saying it cannot find the library "#executable_path/../Frameworks/GPhoto2.framework/prefix/lib/libgphoto2.2.dylib"
Am I doing something wrong or missing a step, or is what I am trying to do impossible for frameworks created outside Xcode?
In case someone comes across this future, the answer to my question was that I was doing nothing wrong. The problem was that the .so files were being loaded by libtool ltdl, at it requires absolute paths so these were being set at build time.
I patched the files gphoto2-abilities-list.c and gphoto2-port-info-list.c so that at runtime it would combine the relative library paths with the executable location. As a result I also needed to increase the FILENAME_MAX constant to allow it the mail application to run from, for example, the Desktop. But this, along with the use of install_name_tool allowed me to add GPhoto2 as a framework inside my application without needing any external dependencies.
The final problem of not being able to build my app in XCode with the framework after using install_name_tool remained, but for that I just used the original framework build, then after compilation I updated the references in the copied framework at the same time as I updated the ones in the main executable.

LIB and DLL difference

What is the difference between a LIB and DLL? I have read plenty of posts on here about it and there are some good, clear answers however I am writing to ask for clarity on one matter.
Is it better to use a LIB (static link library) when there is only one user e.g. for a administration application client installed locally on the PC? and is it better to use a DLL (Dynamic link library) when there are multiple concurrent users accessing a classic asp application that uses vb6 classes?
A LIB file generally corresponds to a static library, which means that all of the library code that your application uses is compiled directly into your application.
A DLL file represents a dynamic library that your application links to, and then when you want to use code from the library, you call into it dynamically while your application is running.
Of course, you'll frequently see a LIB file for a dynamically-linked library as well. That file contains "stubs" that the linker uses to implicitly link to the DLL.
The obvious benefit of a DLL (dynamic linking) is that one DLL with common functionality can be shared with multiple applications that use that same functionality. Bug fixes can be made in a single place, and only one component has to be updated in order for all of the apps to take advantage of those fixes.
If you only have a single application that uses your code, there's little reason to put it into a DLL. Multiple users on multiple computers are going to have to have their own copy of the DLL anyway, so there will be no code sharing going on in that situation.
All of that said, I have no idea what this question has to do with VB 6. To my knowledge, you can only use it to create ActiveX DLLs (which have a different use case) and it can't create static libraries at all.

What steps are involoved in loading a .Framework under MacOS X?

I am realtivly new to the concept of dynamic loading and shared libraries. While I fully understand how dlopen() could be used to reference symbols in a shared library I have yet to fullt grasp what MacOS does behind the scenes when I don't statically link against something. When adding a framework to Xcode I have the option to load it into my project or I can just provide some form of symlink to it(the actual implementation is obfuscated be the easy to use interface).
There after all I seem to need to do is import the header files that porvide and API to these frameworks and I can just invoke their symbols free of hassle. Can someone explain to me what I am actually doing, because it make no sense to me.
The sheet you're referring to has nothing to do with the actual linking of the framework. The copy vs. link choice refers to how you want to include the framework in your Xcode project, not your app binary.
For system frameworks there really isn't anything you need to do but import the headers.
For custom frameworks (your own or third-party) the framework must reside at the load path directory when your app launches. Typically the load path will point to your app bundle's Frameworks (sub)directory, so you must add a Copy Files build phase that copies the framework to your app bundle's Frameworks directory.
Remember to check out Apple's Framework Programming Guide, especially the section on frameworks embedded in your app bundle.

Resources