Basically, the Simple Player Spotify sample app runs perfectly on the iPhone 6.0 simulator, but it will not run on my iPhone when I tried to test it on there. This also happens when I try to test the app I built out of the "empty cocoalibspotify project". It runs perfectly on the simulator, but gives a ton of error messages when it tries to build on my iPhone.
Am I just missing a step before I build on the actual phone?
for examples of the errors, please see the following link
here
The Spotify library you are trying to use here does not have armv7s code which is the default architecture of your iPhone 5. You need to remove the armv7s architecture from your build settings so that it compiles with armv7 instead.
It is a problem that all vendors of static libraries are having since Apple released armv7s devices (iPhone 5, iPad 4) because you cannot have a statib lib that supports i386+armv6+armv7+armv7s.
Related
I am using Xcode 4.5 and using the base SDK, iOS6 and am porting my app for iPhone 5. Some of the libraries that I use for my app are still not built for armv7s architecture.
Will removing support for armv7s architecture still work fine for the iPhone 5 screen? Or, will I see black letterboxes? It works fine on the simulator though. Would like to know if anyone got a chance to test this case.
Yes, it should work fine. The deciding factor for whether your code will letterbox is the presence of a Default-568h#2x.png image file, not the architecture that the code is built for.
I'm working on an app which works fine in an iPhone4. I'm trying to run it in a 2nd generation iPod Touch, but doesn't work, xCode shows a message of "Finished running appName on iPodTouch2" after compilation without errors and warnings.
How can I know the reason it's not working or which framework (AVFoundation, CoreVideo, CoreMedia, AudioToolbox, MediaPlayer, CoreLocation, etc...) is not compatible with it?
This has been answered many times on this site. But to sum-up: Add armv6 to device architectures and remove armv7 from the required device capabilities.
Here is a link to an answer with screenshots of the steps.
I have a project in XCode with two targets. One target is for the iPhone only and the other is for iPad only.
The iPad target works as expected, but the iPhone target does not.
If I try to run it in the simulator, it starts the iPad simulator every time, but in iPhone compatibility mode with the 2x button.
If I try to run in on my iPhone 4 device, I get this message:
Can’t install application. The application at /Users/jacob/Documents/code/Projects/TVGuide/build/Debug-iphoneos/TVGuidePlus.app can only be installed on iPads.
This is XCode 3.2.6 and the iOS 4.3 SDK.
I have TARGETED_DEVICE_FAMILY defined at the target level and it looks like it is set correctly. The problem is the same for debug/release/...
have you selected the simulator as iphone?
most iphone apps are supposed to work on ipad too.
otherwise you may need to go to the project tab and go to project settings. there are some setting involving the choice of ios. i have not tried this since i havent recieved the error but i hope that it works.
Actually it turned out that I had Armv7 selected as architecture for my iPhone build. After changing that to armv6, I can now install and run the build on my device.
I want to build libsox for iphone device but I havent got any luck doing so. I am just wondering if it is even possible to build this library for iphone....
einsteinx already posted from my blog ;) but here both links again
First post explains how you build libsox:
http://uberblo.gs/2011/04/iosiphoneos-equalizer-with-libsox-making-it-a-framework
The second explains how to use it:
http://uberblo.gs/2011/04/iosiphoneos-equalizer-with-libsox-doing-effects
please up the answer if it helped you! thanks!
http://uberblo.gs/2011/04/iosiphoneos-equalizer-with-libsox-making-it-a-framework
^ This is a great guide to build a libsox framework for iOS. Just place the script in the libsox source folder and run it. It builds a universal framework that works on arm6 (old iphone and ipod touch), arm7 (new iphone, ipod touch, and ipad), and i386 (simulator).
Basically lib sox library support for audio with some default formats. If we need more audio format support we need to compile required audio format library as per the requirement.
Eg: Wav - Default for in lib sox
Eg: mp3 - Need to compile libmp3
Yes of course!!!.We cannot compile the libsox for iOS Simulator and iOS phone at single time. Because of simulator and iOS device contains different architectures.
Simulator arch - xi386 , x64
iPhone arch - armv6, armv7 , arm64
So, While compiling we mentioned / enabled the simulator arch mean whole compilation will compile based on the simulator. Because all supporting files and libs generated first enabled architecture. Finally we have to compile both simulator and ios device separately after that can use in ios development.
If want to be single library , we need to merge the both simulator and device libs by using libo tool via terminal.
Nevermind, I think I have got it built now... it seems that if i build for the simulator first then device it is not able to compile for the device. I have done this again with just the device only and it works now... strange indeed...
A latest version is available here. Both build script and prebuilt library are available.
I'm fixing my app to be a universal binary. Testing on the simulator seems to default to the iPad. For small corrections like checking orientations and small UI updates, the only way I can find to get the iPhone version is to plug in my iPhone and build and run on device.
Loading the debugger takes valuable time, when running on simulator is so much faster for this kind of work. Can I set the simulator to default to iPhone for this? Setting it to 3.1.3 doesn't work because of the 3.2 code I have in the binary for the iPad.
EDIT:
The Hardware -> Device, and ->Version menu choices in the simulator quits my app. When I relaunch, it goes back to the iPad. The app is not installed in the simulator
If you don't have the latest xcode, get it.
Set the project info to build for 3.2, but in the build drop down pick iPhone Simulator 4.0 and it will open in the iPhone simulator instead of the iPad simulator.
That is the dilemma: if you want to use OS 4 on the iPhone, you have to use iPhone SDK 4, which comes with XCode 3.2.3.
Previously I used iphone_sdk_3.1.3_with_xcode_3.2.1__snow_leopard__10m2003a, where the simulator was fine, but now after I update the iPhone to OS 4 (which is by iTunes), I cannot use the SDK 3.1.3 any more, and the simulator 3.2 which comes with SDK 4 actually does not work for iPhone at all!
Even when you specify the "iPhone OS Deployment Target" to "OS 3.1.3", and an iPhone-frame shows up in the iPad simulator, many functions are not responding at all.
Does Apple have an official answer to this dilemma?
I finally solved this problem myself.
First, install new version of xCode, which is xCode 4.
Then set project scheme to iphone simulator and run app in xCode several times.
And re-install xCode 3 and the problem will be gone away!