I have been experiencing a troubling problem lately that has to do with the running of tests on a project which has a cocoapods dependency to a framework which crashed at runtime with error:
Library not loaded: #rpath/libswiftSwiftOnoneSupport.dylib
Referenced from: MyCocoapodsDependency
There are other stackoverflow topics out there about that particular problem but none of them address root cause (for example here), which is that during the "Copy swift standard libraries" step of the test build, the missing library is not copied over.
It looks like this (this is the build log when I build the tests):
When it should look like this (this is the build log for a test app that uses the exact same dependencies):
OnOneSupport seems to have to do with with a project setting that has to do with "Whole module optimization".
But even if I change to "not onOne" it doesn't make a difference. The dylib is referred to in https://github.com/apple/swift/blob/master/cmake/modules/AddSwift.cmake
I cannot for the life of me figure out why it's omitted from the standard libraries build step for one target and not for another, but its obvious that my tests needs it. Anybody know how I can force the compiler to include SwiftOnoneSupport?
Workaround
Add a build phase to the test target (in the project file) that copies libswiftSwiftOnoneSupport.dylib to Frameworks. The dylib can be found at:
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/bitcode_strip /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphonesimulator/libswiftSwiftOnoneSupport.dylib
I also had this same issue with two of my frameworks. The strangest thing was that everything was working fine with one of them but not with the other.
While I wasn't able to figure out why this happens (since it seems to be an Xcode bug), I was able to find a pretty neat workaround.
Turns out that using print() anywhere in your code will somehow force libswiftSwiftOnoneSupport.dylib to be loaded. So, by adding something like this the problem should go away:
private func dummy() {
print("Hello world!")
}
I'm using Xcode 10.1, Swift 4.2 and the pod that was giving me this issue was Nimble.
Hope this helps!
Related
My project uses Xcode 11.3.1 and is structured as followed:
MyProject
- MyProject.xcworkscapce
- MyFramework
- MyApp
-MyApp (main-target)
-MyAppUITests (uiTest-target)
MyApp imports MyFramework and can be built und run just fine. For this to work I added MyFramework to main-target into main-targets General/Frameworks and Libraries.
In my UITest target I need to access some classes (Accessibility-Identifier-Definitions) from MyFramework, so I need to import these somehow.
Both targets are building and the main-target works without any issues. I am also able to run ui-tests on a simulator. Unfortunately I am forced to run my tests on real devices, and here I get this runtime error:
The bundle “MyAppUITests” couldn’t be loaded because it is damaged or missing necessary resources. Try reinstalling the bundle.
(dlopen_preflight(/var/containers/Bundle/Application/E581B3BA-A9A2-4AA3-A1BA-91C57DCD3846/MyAppUITests-Runner.app/PlugIns/MyAppUITests.xctest/FHCommunityUITests): Library not loaded: #rpath/MyFramework.framework/MyFramework
Referenced from: /var/containers/Bundle/Application/E581B3BA-A9A2-4AA3-A1BA-91C57DCD3846/MyAppUITests-Runner.app/PlugIns/MyAppUITests.xctest/MyAppUITests
Reason: image not found)
I am fairly new to this framework-thing (and also to ui-tests) and it's been two days I am dealing with this issue now. Most posts about similar issues are related to misspecified Podfiles, but in my barebone sample project which I setup to not destroy my real project I am not using any Pods. I tried probably all of the suggested solutions (and almost all combinations :() and none of them seem to work.
It took me a while to figure out that in my uiTest-target build phases I can actually add a New Run Script Phase and I assume I need to somehow link MyFramework here.
Is this correct? Can someone help me defining the run script?
And yes, I tried to clean my app (and I also deleted derived data).
Help is highly appreciated. Thank you!
Ok, finally I figured it out. The solution is fairly simple and I haven't seen anyone suggesting this. Here we go:
To use your custom framework in your app target simply add it under Frameworks, Libraries, and Embedded Content:
Now you can access MyFramework from the main target.
I could also run my ui-tests from the simulator, but still got the error described above when executing my ui-tests from my real devices.
To get rid of the The bundle “xxxUITests” couldn’t be loaded because it is damaged or missing necessary resources. Try reinstalling the bundle.-Error I had to go to my uiTest-target and link the framework in my build phases.
As Destination choose Frameworks and select the Framework you want to use in your uiTest-target.
Now you should be able to run your ui-Test from your device.
My project built fine before updating Xcode.
Now however, I can no longer build the project. When using Swift 5, building the project just never finishes. It stops on "Building 70 of 100 tasks" and just never finishes. Those numbers aren't always the same, either, but it never finishes building.
If I try to use Xcode to convert my project from Swift 4.2 to Swift 5, it similarly never finishes converting.
If I try changing the toolchain to use the Swift 4.2.1 release toolchain, the code compiles successfully but I get this crash immediately at runtime:
dyld: Symbol not found: _$SBOWV
Referenced from: /Users/compc/Library/Developer/Xcode/DerivedData/Swift_Coder-hczsehpbafcwkfgwyameucznmhsp/Build/Products/Debug/Swift Coder.app/Contents/MacOS/../Frameworks/SavannaKit.framework/Versions/A/SavannaKit
Expected in: /usr/lib/swift/libswiftCore.dylib
in /Users/compc/Library/Developer/Xcode/DerivedData/Swift_Coder-hczsehpbafcwkfgwyameucznmhsp/Build/Products/Debug/Swift Coder.app/Contents/MacOS/../Frameworks/SavannaKit.framework/Versions/A/SavannaKit
I've tried cleaning the project and deleting derived data but neither seems to work.
The project continues to build and run perfectly fine if I use Xcode 10.1.
I had problems with some of my code involving extending the ClosedRange type to Encodable and Decodable in a custom way. In Swift 5, ClosedRange already conforms to Encodable and Decodable when its Bound is Encodable and Decodable, but the compiler wasn't giving me an error about the redundant conformance, instead just hanging on compilation.
After I modified my code to use the new Swift 5 protocol conformance, it compiled fine. It took a long time to narrow down the problem to this, however. It seems to me to be a bug in the Swift Compiler because the compiler hangs in a Playground or from the command line as well, even on a different Mac.
Do your project contains any third libraries? If so, try to figure out which one is outdated. Try to build project without this libraries, i'm perfectly sure some of them are just outdated. You may also want to set up swift language version to old one. Select the target, goto Build Settings > Swift Language Version
Please delete Derived Data,
You can go to File > Workspace Settings if you are in a workspace environment or File > Project Settings for a regular project environment. Then click over the little grey arrow under Derived data section and select your project folder to delete it.
if you have Pods Than deintegrate and reinstalling all pod files again.
Hope this works for you!
Disable iCloud.
The problem was caused by discrepancies between desktop and icloud!
Spent 24h trying to find why workspace would freeze at launch.
So I am very new to Swift and XCode. I am trying to use an external library called JJFloatingActionButton the projects build fine but when I try run it on an emulator I get:
dyld: Library not loaded: #rpath/JJFloatingActionButton.framework/JJFloatingActionButton
Referenced from: /Users/mkangwa/Library/Developer/CoreSimulator/Devices/
3E58C8A1-3F02-4CA0-8EF3-A79311A202A2/data/Containers/Bundle/Application/D8BBF9A8-5BC7-4619-
B08C-2E6F7C6BCB85/DriversHub-iOS.app/DriversHub-iOS
Reason: image not found
Now of course I know you can't come ask a question like this on StackOverflow without researching and trying to find a solution yourself, so thats what I've been doing for the past few hours I have been looking at what was causing this, I started thinking that maybe it was the library it's self so this one is the third or fourth I've tried till I came across a few posts on SO that were about this issue.
Most people fixed this by just putting the Framework into the Embedded Binaries in the targets General Settings. And I tried this but I now receive a log:
I also get a Dependancy Analysis Warning:
I don't know much about these types or warning and errors but it's saying that it can't find the file which is pretty self explanatory but when I am adding the file to Embedded Binaries it shows the framework file there
What I often do when I have problems with cocoapods is remove cocoapods from the project and reinstall it.
You could use pod deintegrate (https://github.com/CocoaPods/cocoapods-deintegrate) to remove it and then a pod install to reinstall.
So it took a day and a half to work this out but I have finally got it and I can carry on with my project.
Problem:
The problem in my particular case (because other methods seemed to have worked for people trying to achieve the same thing) that the reason my project wouldn't build and was throwing Build Time errors was because after adding the Framework to Embedded Binaries it was also adding it to Embed Frameworks in my targets Build Phases. This then, I believe, caused the compiler to try and build it twice hence the Multiple Build Commands error
Solution:
So the errors I kept getting where saying No such file or directory above it was saying Multiple build commands for output file and what I did to fix this I went to Build Phases in my target settings and deleted the framework from Embedded Frameworks but made sure it was still under [CP] Embed Pods Frameworks.
in my case I was have to make framework "embed & sign" in stead of "don't embed"
I just recently downloaded Xcode 6 beta 4, and my swift project compiles with no errors but before it gets to my code I get a dyld_fatal_error just above start in the call stack.
and a breakpoint in some assembly code with a nop instruction
The console error I get is
dyld: lazy symbol binding failed: Symbol not found: __TFSsa6C_ARGVGVSs13UnsafePointerGS_VSs4Int8__
Referenced from: /Users/username/Library/Developer/Xcode/DerivedData/Sudoku-dhrdonaeqzsgcvewndimxbbsltnc/Build/Products/Debug/Sudoku.app/Contents/MacOS/Sudoku
Expected in: /Users/username/Library/Developer/Xcode/DerivedData/Sudoku-dhrdonaeqzsgcvewndimxbbsltnc/Build/Products/Debug/Sudoku.app/Contents/MacOS/../Frameworks/libswift_stdlib_core.dylib
dyld: Symbol not found: __TFSsa6C_ARGVGVSs13UnsafePointerGS_VSs4Int8__
Referenced from: /Users/username/Library/Developer/Xcode/DerivedData/Sudoku-dhrdonaeqzsgcvewndimxbbsltnc/Build/Products/Debug/Sudoku.app/Contents/MacOS/Sudoku
Expected in: /Users/username/Library/Developer/Xcode/DerivedData/Sudoku-dhrdonaeqzsgcvewndimxbbsltnc/Build/Products/Debug/Sudoku.app/Contents/MacOS/../Frameworks/libswift_stdlib_core.dylib
Just so you know the project still compiles, and runs fine with Xcode 6 beta 3.
Most extremely weird problems like this can be solved with a Clean & Build (or perhaps relaunch Xcode). You might also consider deleting the relevant folders from ~/Library/Developer/Xcode/DerivedData.
For sure this error is very unhelpful:
dyld`dyld_fatal_error:
-> 0x1200ad088 <+0>: brk #0x3
This of course occurs only on device, not the simulator. Another good reason to always test on a device.
Anyway, having had the same issue, a clean didn't work for me. Deleting DerivedData didn't help either. Also tried synchronising the Deployment Target versions. That didn't seem make any difference but I did it anyway.
Solution was to add any dynamic frameworks to Embedded Binaries setting under Target -> General:
Now I know that has been mentioned in other answers. However, if I can supplement by saying that any dependent dynamic frameworks must also be included.
So for example if you have a dynamic framework A that depends upon dynamic framework B, then it's necessary to have A and B added to Embedded Binaries.
Note that if the dynamic framework A depends upon any static library or framework, you will almost certainly be forced to create A as an umbrella framework that includes the dependant binaries.
Other considerations that may or may not be important. However did personally for me result in success were;
paths of each dynamic library in the Inspector were set to "Relative
to Group". In the screen grab above the path of the embedded binary
appears correct terminating with "build/Debug-iphoneos".
dynamic frameworks are in embedded binaries section. Static libs and
static libs wrapped up as frameworks are in Linked Frameworks
and Libraries. Nothing appears in both sections.
In setting this up XCode behaved strangely. The following proved successful:
Add the dynamic framework to the embedded binaries.
Find the new framework in XCode groups on the left and update the path to be
"Relative to Group" as described previously.
Delete the dynamic framework from embedded binaries.
Add the dynamic framework to the embedded binaries again. The path should now appear correctly.
Delete all references to the dynamic framework from the Linked Frameworks
and Libraries section.
I have just had this problem trying to link a custom iOS framework to my project, so for anyone out there who has this problem, it's to do with the copy files build phase.
I think that this error results when a file cannot be found. So create a copy files build phase in the appropriate target in your project. Then add the file (in my case the custom framework) to this phase (if it's a framework make sure to select the 'Frameworks' destination).
Cleaning, restarting, deleting etc didn't work for me.
I have a project containing another project. When I ran the project on iOS 7 and the contained project was accessed in code, the app stopped at the line below:
After many days, I saw that the deployment target for the container project was 7.0 (as can be seen below).
The contained project on the other hand, had a deployment target of 8.1 (as can be seen below).
Changing the deployment target of the contained project to 7.0 solved my problem!
The project was working fine on iOS 8 devices.
I had this issue recently and the problem for me was that I had added a library from the same project which wasn't listed in 'Embedded Binaries' from the 'General' section.
NOTE: If you add it in Embedded Binaries it will also add to the Linked Libraries section, possibly adding the same one twice.
Clean and build won't work. You'll need to delete he cache in ~/Library/Caches/com.apple.dt.Xcode* directories. Delete these and rebuild.
Do this every time you upgrade the beta.
I also faced the same issue and tried all the solution given above without any luck.
then what I have done to resolve that I really don’t have much I idea about. So there is Certificated called “apple worldwide developer relations certificate authority” in System group in keychain Access and due to some profile and certificate issue I randomly mark this certificate “Always trusted” from “Use System Defaults”. So this is causing this “dyld_fatal_error” crash to me. when I revert it back to “Use System Defaults” crash got resolved.
So guys if you are tried all the possible option to resolve this crash and didn’t succeed yet, try this also. It helped me, may help you as well.
Found this about this certificate.
This problem still occurs in Xcode 7, and it can happen for a variety of reasons (it seems). In my case, the iOS app with an included framework:
ran on the simulator fine
gave the error you described on the device
The answer was to NOT use linked libraries but rather Embedded Binaries under General.
Also see here: https://stackoverflow.com/a/34052368/8047
Adding the non-system Framework to "Embedded Binaries" inside the general tab of the main project worked for me.
As stated by bitwit, this will also add your framework to "Linked Frameworks and Libraries", so watch out for those duplicates.
Tested with Xcode 7.3.
Xcode 8.
Clean and build didn't work. I deleted the cache, deleted Derived data. After that, my pods configuration was broken, so i needed to install pods again. Pods Target configuration was set to a very old Valid architectures. setting to armv7 and armv7s, was ok to compile and no problems
You'll get this if your scheme has "Guard Edges" enabled in diagnostics when running on an actual device. "Guard Edges" only works in the simulator.
I was using cocoapods and had this problem as well when I updated to deploy target iOS 8 and added use_frameworks! to my Podfile. I was able to fix it by adding the following line to my Podfile:
link_with 'TargetName1', 'TargetName2', etc.
Might work with ProjectName as well
I have a iphone project with a embedded (for ease of use) open source C++ project in it (meaning its folders are just a group inside the project). Following Apple's tutorial on unit testing Xcode, I could run the tests no problem, provided the only imported files are from Objective-C classes.
However, whenever I run tests that import C/C++ code, the test target fails on tons of "file not found". Any idea on how to solve this, without turning all C/C++ deps on system files?
Try using the .mm extension for your C files, if you're not using it already...
If we're talking about TONS of files, go ahead and try renaming one and see if that removes it from the "file-not-found-pile".
Actually just configuring the search path on the test target solved this. Which is kinda odd, as the project target is a dependency. However, it lead to other issues, which this SO thread took care of it.