I have been building an iOS app with Google AdMob with CocoaPods. Now, I am stuck with the error, "not found library for -lGoogleUtilities-library", for a while. Some people have answered this question before (Xcode and Unity missing library 'lGoogleUtilities'), which a developer should open the .xcodeworkspace file instead of the .xcodeproject file. I know a lot of people solved their issues in this way, but this error still appears in my .xcodeworkspace file.
Supplemental info:
Swift 4.2
Xcode 10.15.10
Screenshots:
Error Message
My Link Binary With Libraries
My Frameworks, Libraries, and Embedded Content
The iOS version in my Podfile and it on project were different. I solved this by matching the iOS version in those. Then the error went away.
Related
After updating Xcode to version 13.2 i can't build my project anymore. I have a strange error "Internal error: missingPackageDescriptionModule" related to my Workspace file.
It's definitely related to SPM because Xcode is not loading SPM packages also. I tried to "Reset package caches", "Resolve package caches" and also "Updating to latest package caches" but after all of these operating nothing happens. Deleting derived data, cleaning didn't help too...
I tried also to resolve packages from Terminal using xcodebuild -resolvePackageDependencies but I get error message:
--- xcodebuild: WARNING: The directory /Users/ptocicki/Developer/KFC/kfc-ios also contains the legacy project 'project.pbxproj' - ignoring it and using 'KFC.xcodeproj'.
xcodebuild: error: Could not resolve package dependencies:
Internal error: missingPackageDescriptionModule"
Apple is aware of the issue.
We're currently investigating this issue — thank you to those who have
filed bug reports so far. To workaround this issue, please re-download
Xcode 13.2 directly from the Downloads page.
https://developer.apple.com/forums/thread/696504?answerId=698142022#698142022
🎊 Fixed on v13.2.1 and you can download from here
Explaination
This bug is reported and the v13.2.1 AppStore version but As Apple suggest here, you should download the Xcode manually from the developer center
Manual download of any Apple developer software
✅ The always working and preferred workaround!
Download directly from Apple:
Latest Release version or
Latest Beta version or
Any version you need and all other downloadable contents
Then extract and move it where you like. This has so many benefits compared to AppStore updates. (like the ability to resume download, not replacing the old one, not wasting hidden directories and etc.)
Note that you should use safari to download it.
⚠️ Important note for developers like me!
The page you’re looking for can’t be found.
If you The page you’re looking for can’t be found message, you may need to use a VPN if you are in a country that the US sanctioned like mine. Because Apple is blocking some IP address ranges.
If you’re using Swift packages either standalone or as dependencies in an Xcode project or workspace, the Mac App Store version of Xcode fails during package resolution with the error “Internal error: missingPackageDescriptionModule.” (86435800)
Workaround: Download Xcode 13.2 directly from the Apple Developer website.
I just got the issues late at night after Xcode updated on its own while I was working on my project, which was not a cool surprise. It appears to be affecting all dependencies. You are not alone in this it's affecting everyone. I did what they recommended and downloaded Xcode directly from the Apples developer site and it fixed all my issues super happy right now!!!!!!!
XCode was updated to 13.2.1 at 12/19 which fix the issue.
https://developer.apple.com/documentation/xcode-release-notes/xcode-13_2-release-notes
If you’re using Swift packages either standalone or as dependencies in an Xcode project or workspace, the Mac App Store version of Xcode fails during package resolution with the error “Internal error: missingPackageDescriptionModule.” (86435800)
Workaround: Download Xcode 13.2 directly from the Apple Developer website.
Seems local package still working. So there is a temporary solution: We can download the dependencies then add them to the project as local paclages.
Please update to Xcode 13.2.1.
If not, download Xcode 13.2 from the Apple Developer website.
Updating from Xcode 13.2 to 13.2.1 from App Store fixed the issue for me.
I'm using Sharekit 2.0 in my app but when I build app this error cames. I'm not getting what they are saying I tried my best to solve this from different questions but was not able.
error: /Users/shaheen.r/Downloads/ShareKit-ShareKit-bd8932b 3/Classes/ShareKit/Sharers/Services/Facebook/../../../../../Submodules/facebook-ios-sdk/src/FBDialog.bundle:
No such file or directory
The old version of Sharekit is also producing error and not working. How to solve this problem?
# Shaheen Rehman ok i understand your problem i have a share kit sample code working with out errors in xcode 4.3.3 with ios 5.1. If you need you can download from here. If you get any doubt ask me again
I'm running the latest version of Xcode and am try to create an app for IPhone with IAd integrated into it and I have tried to integrate it many ways, but I keep receiving this error every time, ld: warning: ignoring file /Users/mini/Desktop/TheDateGetter/iAd.framework/iAd, file was built for unsupported file format which is not the architecture being linked (i386) I'm guessing this is a framework issue, because all of the code and everything else it correct. All help will be appreciated, thanks!
Check under Build Phases for your target which frameworks are you linking against. You will need to remove then the iAd framework from /Users/mini/Desktop/TheDateGetter and link the correct one from the iOS SDK.
I am new to Xcode and MonoTouch, so please bear with me.
Is it possible to develop MonoTouch applications with Xcode instead of with MonoDevelop? I have read the MonoTouch Xcode tutorial but unfortunately the process described does not seem to work with the latest MonoTouch version (I get a "No SDK in directory" error, there is also no resource rules file in the root SDK directory). Finally, where am I supposed to put the directives to the MonoTouch compiler?
I have downloaded the trial version of MonoTouch.
Thanks in advance.
Its technically possible, but not in the supported MonoTouch workflow, so you'd be somewhat on your own. What you'd need to do is look at the output of a MonoTouch build with "-v -v -v" in the Extra Arguments field to see how we invoke the AOT compiler. You'll also need to look at the main.m generated by -keeptemp and adapt that in to your Xcode workflow. Lastly you would not be able to use the linker unless you maintained a parallel monotouch project which compiled and linked, and then you did a secondary build step to update your Xcode project.
Xcode does not support third-party plug-ins or environments.
I recently updated to iPhone SDK 4.0 and are no longer able to build my project for the iPhone simulator. The problem is that classes of one of my own libraries can no longer be found by ld:
"_OBJC_CLASS_$_Book", referenced from:
objc-class-ref-to-Book in Category.o
(maybe you meant: ...)
ld: symbol(s) not found
collect2: ld returned 1 exit status
I already read some other posts about similar problems, like e.g. here. "Unfortunately", my problem has nothing to do with a SDK framework, but with my own lib, so the solutions mentioned there are not applicable here.
The library is included under "Link Binary With Libraries" of my target, library search paths are correct (checked this with XCode and with a plain text editor directly in my project file) and correctly added to the gcc command.
I'm using iPhone Simulator 3.2 as Base SDK, but the same problem occurs with SDK 4.0. Again, this works with my device target but not with my simulator target. It worked with both, though, before I updated from iPhone SDK 3.2 to 4.0. I was also able to reproduce this error by creating a new project with only one file and the linked lib. However, the lib should be okay as it worked with simulator 3.2 before I updated XCode and my SDK.
More Facts: Mac OS X 10.6.3, XCode 3.2.3 64-Bit, iPhone OS 3.2, GCC 4.2
Any help would be highly appreciated.
EDIT:
After reinstalling SDK 3.2, everything worked as expected again. It must be noted, that the SDKs in folder /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs are overwritten with each installation. I then tried to reinstall SDK 4.0 again and the same error as above occurred. I didn't change anything in my project and always used 3.2 as Base SDK.
The problem can therefore possibly be narrowed down to the following options:
Apple changed sth. in the Simulator SDK 3.2 that causes the problem
a change in XCode 3.2.3 causes the problem
wrong/missing compiler flags while building my own library (those flags, however, would only cause problems with a changed SDK or the changed IDE)
I also did a folder diff on /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.2.sdk for both the old and the new version of this folder. It turned out that there are actually minor changes within the "same" SDK. I still think it's an IDE/compiler flag problem, though.
Anybody any ideas? I don't want to stick to 3.2 forever...
Make sure that you recompile your libraries with the same base SDK as you're using for your app.
I was finally able to figure out which flags were missing in my compiler call to build my lib. So, to answer my question: If anybody has problems linking his/her own static lib to a target in XCode 3.2.3 (using iPhoneSimulator3.2.sdk or iPhoneSimulator4.0.sdk), you need to build your lib with the following two flags:
-fobjc-abi-version=2
-fobjc-legacy-dispatch
Thanks again to PhoneyDeveloper for his hints.
Another thought- this has happened to me in the past even when libraries weren't involved.
Double check that you haven't imported files using the 'group folder references' option. It seems that this gives Xcode a headache. (At least it did in my case.)
i got solved this when i removed flags like (-ObjC, -all_load) under 'Other Linker Flags' which I was using in the project.there was -all_load conflict actually.