I'm trying to simulate touch in iOS. There some pointers in SO suggest that I could try GraphicsServices/GSEvent.h in the private framework. However, when I followed the steps here, I got these errors:
Undefined symbols for architecture armv7:
"_GSCopyPurpleNamedPort", referenced from:
-[TestGraphicsServicesAppDelegate application:didFinishLaunchingWithOptions:] in TestGraphicsServicesAppDelegate.o
"_GSSendEvent", referenced from:
-[TestGraphicsServicesAppDelegate application:didFinishLaunchingWithOptions:] in TestGraphicsServicesAppDelegate.o
ld: symbol(s) not found for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Any suggestion? Thanks
edit:
the code I used is from Using GraphicsServices.h/GSEvent as well as compiling CLI iPhone tools with Xcode.
Looks like the errors are from this line.
mach_port_t thePortOfApp = GSCopyPurpleNamedPort...
GSSendEvent(&record, thePortOfApp);
OK, I think I made some mistakes when I added the framework.
Somehow I got my project working now.
The errors have gone away after I did a couple things.
In Build Setting, I changed Always Search User Paths to Yes.
Added the path to the private header in User Header Search Paths.
Also, in Build Phrases tab, I add the GraphicsServices in the Link Binary with Libraries section.
Now I can do simple stuff like GSEventLockDevice() and simulating pressing home button.
Still have no clue about touch.
Related
New to iPhone app development, I have a problem compiling (or "Build and Run") my application after including S7FTPRequest into my class library; before I even include it in any particular script. I get the following errors:
Undefined symbols:
"_kCFStreamPropertyFTPPassword", referenced from:
_kCFStreamPropertyFTPPassword$non_lazy_ptr in S7FTPRequest.o
(maybe you meant: _kCFStreamPropertyFTPPassword$non_lazy_ptr)
"_CFWriteStreamCreateWithFTPURL", referenced from:
-[S7FTPRequest startUploadRequest] in S7FTPRequest.o
-[S7FTPRequest startCreateDirectoryRequest] in S7FTPRequest.o
"_kCFStreamPropertyFTPUserName", referenced from:
_kCFStreamPropertyFTPUserName$non_lazy_ptr in S7FTPRequest.o
(maybe you meant: _kCFStreamPropertyFTPUserName$non_lazy_ptr)
"_kCFStreamErrorDomainFTP", referenced from:
_kCFStreamErrorDomainFTP$non_lazy_ptr in S7FTPRequest.o
(maybe you meant: _kCFStreamErrorDomainFTP$non_lazy_ptr)
ld: symbol(s) not found
collect2: ld returned 1 exit status
thx!
You got it a little wrong. The problem is coming due to linking as a required framework is missing, but the framework needed is CFNetwork.framework and not libz.1.2.3.dylib
The libz dynamic library is used for zipping/unzipping operations.
Ok I kinda gave up on this solution (for the time being) but I think I solved the issue when trying something different.
It seems that many external components need some accommodating linked libraries.
You can add new libraries by going to Project > Edit Active Target "ProjectName" > General
Then you click the plus simple to see all the available libraries.
Not sure which one fixed but I added these for a different solution and voila S7FTPRequest compiled.
Here are the libraries I added (I think it was actually libz.1.2.3.dylib):
CoreGraphics.framework
CFNetwork.framework
SystemConfiguration.framework
MobileCoreServices.framework
libz.1.2.3.dylib
I´m trying to get the LayarPlayer SDK to work but i im stuck. I´ll keep getting this warning no matter what i do. I have followed there "guide" but it doesnt help. Anyone here who can help?
"_OBJC_CLASS_$_LPAugmentedRealityViewController", referenced from:
objc-class-ref-to-LPAugmentedRealityViewController in FirstViewController.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
Seems to me you need to link to the binary library. In Xcode go "Groups & Files" (left panel in the default layout). Then right click on Add Existing Frameworks->Add Other ... locate and select liblayarplayer.a in the "Release" directory.
It seems that you have not accurately added their library, or you might not be importing the appropriate files accordingly using #import.
Please post the code of your FirstViewContoller.m
I create a new application for iPad starting from an UISplitView application that works correctly, in the new application I get this error:
"_OBJC_CLASS_$_ConcertListController", referenced from:
objc-class-ref-to-ConcertListController in RootViewController.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
What it mean? How can I solve?
Apparently you need to link in whatever framework ConcertListController is a part of. Try going to the project window, right click on frameworks and choose add existing framework .... you should be able to find the framework including ConcertListController there.
I also had a similar problem. My solution was remove the reference and re added those files. Then it will show a window and make sure to tick on "Add to target" check box.
I just wanna create a MS plugin to hook SpringBoard. I'm following "gojohnnyboi" tutorial from here "http://www.ipodtouchfans.com/forums/showthread.php?t=103558".
To create a dylib on XCode, I'm following "SkylarEC" tutorial. I mix these two great tutorials and finally got succeed by getting a dylib. But when I placed the dylib in the /Library/MobileSubstrate/DynamicLibraries/ nothing is happened (no alert was shown).
By evaluating, I found that, this dylib doesn't have any starting point when it was loaded into the memory. So I mentioned a starting point by declaring a constructor in the .mm file like,
__ attribute__((constructor)) static void init()
{
Class _$SBAppIcon = objc_getClass("SBApplicationIcon");
MSHookMessage(_$SBAppIcon, #selector(launch), (IMP) &__$ExampleHook_AppIcon_Launch, "__OriginalMethodPrefix_");
}
But when I'm trying to compile this, I'm getting an error like,
**Undefined symbols:
"_MSHookMessage", referenced from:
init() in ExampleHook.o
ld: symbol(s) not found
collect2: ld returned 1 exit status.**
Does anyone has idea how to solve this? It would be great and more helpful if anyone share the detailed tutorial/instructions to create a dylib on XCode.
P.S I placed all the libsubstrate.dylib and substrate.h files in the corresponding location. And the locations are,
libsubstrate.dylib : /Developer/Platforms/iPhoneOS.platform/Developer/usr/lib/
substrate.h : /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/include
and my base SDK is 3.0.
You should probably check out iOSOpenDev
(These are very old tutorials. Some modern MS code can be found in http://iphonedevwiki.net/index.php/MobileSubstrate. Eventually someone needs to write an updated tutorial...)
Make sure you have added libsubstrate.dylib in your Xcode project (Add → Existing files...). The compiler will not automatically find which dylib to link unless you tell it so.
Try http://unlimapps.com/?p=15 it will be much easier to compile plugins using the methods in that post
You have to copy CydiaSubstrate.framework to /Library/Frameworks in your mac and link to CydiaSubstrate
#include <CydiaSubstrate/CydiaSubstrate.h>
I'm working with developing an application for iPhone in Objective-C
Can anyone tel me how to solve this error:
".obj_class_name_CUIFramework", referenced from:
collect2:ld returned 1 exit status
literal-pointer#_OBJC#_cls_refs#CUIFramework in MF_CoreAppDelegate.o
symbol(s) not found
I tried to compile my code, i don't have idea for what this error is related to. Please help.what could be the problem?
i've added Foundation framework and UIKit framework
Your code's well-formed, so compiles just fine. When the linker tries to link your application to the frameworks you use, it finds that you reference a framework that's not been imported to your application.
It looks like your code is using a class CUIFramework, but that you haven't added the appropriate framework to your project.