iOS: 4.2 or lower must include ARM6 object code? [duplicate] - xcode

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.

Related

Why do Swift standard libraries need to be copied and embedded in every Swift app? [duplicate]

I have just create a simple project using swift language, then i compile and archive it to generate .ipa file. IPA file is so big, it is about 5 MB.
is it right(no problem) at there? when i create it in Objective-C, it is only about 500kb.
Yes, that's about right. The libraries containing the entire Swift language have to be embedded in the IPA. Those libraries are part of the app, not part of the system - because Swift has to work even with backwards compatibility, in part because it is constantly changing (independently of system updates), and in part in order to work on iOS 7 (where the system has never heard of Swift). And they are about 5MB in size.
To expand on matt's answer, here's a quote from the Swift blog on compatibility:
You can trust that your app will work well into the future. […] This is possible because Xcode embeds a small Swift runtime library within your app’s bundle. Because the library is embedded, your app uses a consistent version of Swift that runs on past, present, and future OS releases.
So if your newest app version was built with Xcode 6.0, and a user of your app is running iOS 8.1, and breaking changes to Swift were introduced to your app in between, your app won't break due to the iOS update. If your app just used system libraries, it could.
This allows the developers of Swift to iterate more quickly without needing to build backwards compatibility between every version.
An additional warning:
While your app’s runtime compatibility is ensured, the Swift language itself will continue to evolve, and the binary interface will also change. To be safe, all components of your app should be built with the same version of Xcode and the Swift compiler to ensure that they work together.

Removing "armv6" from Valid Architectures of Xcode.. what would be affected?

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.

What does The destination does not support the architecture means?

I have the same problem with Xcode Cannot Run on the Selected Destination
The destination does not support the architecture for which the
selected software is built. Switch to a destination that supports that
architecture in order to run the selected software.
I tried the solutions there and it doesn't work.
So I'll try to do something more reasonable.
What does the error means anyway? What is Xcode trying to say when it says to switch to a destination that supports that architecture? Where is the archtecture specified? What software? What is the problem?
While solutions may be nice what I am looking for is understanding of what it really means.
The project used to work
The project still work in real iPhone but not simulator
I used the newest facebook SDK. However, it run before even after the SDK. It's after I clean project it doesn't work.
While I don't have a solution for your problem, I can answer your question, namely, what does Xcode thinks is wrong and what does the error means.
So, the destination is actually your simulator in this case (could be the iPhone as well, if you're building for it). The architecture is decently explained here. What you need to understand is that in order for a software to run on a specific architecture it needs to be build for it(or assembled for it, to be more precise). That means that for the same software the CPU instructions are not the same for an iPhone (which has an ARM CPU) as they are for your iMac (which is x64).
Now, with the above in mind, what Xcode is trying to say is that you are trying to build the wrong architecture for your simulator and you should switch to a different destination that supports that architecture (as you mentioned, you can build just fine on the iPhone, which is a different architecture) in order for the software to run.
It could be an Xcode bug or a misconfiguration. You're probably better off creating a new project and copy all your classes into it than hunting it down.
You'll be happy to know this problem has a very simple solution. Select Info.plist in your project navigator tree and make sure it is not assigned to a target. I have confirmed this is the correct solution. If building for iOS 6 or earlier you may also need to add armv6 to supported architectures

XCode 4.5 Stopped building my framework

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.

MonoTouch to XCode Export

I am bidding on a project where the client wants the mobile app delivered in an XCode project as that they can sign it.
Can I build in MonoTouch, then "Export" to Xcode so that I can deliver that to the client?
My experience is that I can build in MonoTouch in roughly 1/2 the time as I can in Xcode. Mostly due to MonoTouch.Dialog and C#'s framework sugar.
I am using MonoTouch Enterprise 5 and MonoDevelop 2.8
I think a lot depend on the definition of "export to Xcode" and I encourage you to clarify this with your client.
If the technical requirement is simply to sign the application the know that the code signing step, done with MonoDevelop (or with the mtouch command-line tool), is simply calling the codesign tool which is provided by Apple. That step is applied on a fully built .app (directory) so anyone should be able (with the right certificates/keys) to sign it (as long as the .plist data match).
There is also some support to (in mtouch) to build an Xcode project (see --xcode option) that could prove useful. This is something you can (and should) try to ensure it can as is match your (client) requirements.
Finally there could be ways to create a dumb Xcode projects that could be used only to copy and sign files. I'm pretty sure that would be possible with VS.NET/msbuild and MonoDevelop/makefiles - but I don't know Xcode well enough to say if that's a possibility.
Conclusion: the only thing I really don't doubt is that you can make this with MonoTouch[.Dialog]/C# in half the time than other solutions ;-)

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