guys, I have iOS app, which running good on ios5.0, but on 4.3.3 it's crashing and writing this to console:
dyld: Library not loaded: /System/Library/Frameworks/CoreImage.framework/CoreImage
Referenced from: /Users/IvanTrufanov/Library/Application Support/iPhone Simulator/4.3.2/Applications/99C63A08-CC3E-49B7-A27D-1352D61C7C4F/habr.app/habr
Reason: image not found
Have you any ideas? What can be reason?
Core Image is only available with iOS 5.
https://developer.apple.com/library/ios/#documentation/GraphicsImaging/Conceptual/CoreImaging/ci_intro/ci_intro.html
As others note CoreImage requires iOS 5+. But you can still use CoreImage in apps supporting iOS 4.3 and below by weak linking against the framework.
To do this go to your project's build phases, find the "CoreImage.framework" reference and change the optional/required flag to optional.
Of course the CoreImage API won't be available prior to iOS 5, so you'll want to check the OS version before making any framework calls. You might find the following macros handy: https://stackoverflow.com/a/5337804/82169
Related
After upgrading my SpriteKit project to Swift 2 with Xcode 7 beta, I'm getting the following runtime error:
dyld: Library not loaded: /System/Library/Frameworks/GameplayKit.framework/GameplayKit
Referenced from: /private/var/mobile/Containers/Bundle/Application/MyGame.app/Frameworks/libswiftGameKit.dylib
Reason: image not found
(lldb)
I don't use GameplayKit in my project although I do use SpriteKit.
dylib isn't there anymore. GameKit.tbd is what is now in the GameKit framework. Click on Show in Finder on the GameKit framework from the project navigator. Open the GameKit.Framework folder you should have the following files:
GameKit.tbd
Headers
Modules
module.map
If you don't see that, just delete reference and re-add it.
Check the LIBRARY SEARCH PATH under the Build Settings and remove any path that would lead to this library being included. In fact remove everything and re-add as needed.
if your target machine's iOS version lower 9.0,change iPhones iOs to 9.0 and test.
XCode:SDK is 9.0,TARGET is 8.3
my iPhone is 8.3:dyld: Library not loaded
my iPad is 9.0:OK!
simulator:OK
There seems to be a bug in iOS 9 beta SDK that forces the requirement of GamePlayKit when GameKit framework is added. A bug report needs to be filed as GameKit and GamePlayKit are totally unrelated.
As a temporary solution i would suggest to download iOS 8 sdk and change the base target sdk to iOS 8 until this is fixed by apple. Otherwise upgrade iOS version of your device to iOS 9 beta.
GamePlayKit is iOS 9 only framework and hence cannot be added in the embedded binaries section too.
EDIT:
Apple seems to have changed the framework name in iOS 9. Instead of import GameKit try import GameCenter
I have an application that runs fine on the simulator.
When trying to run on the actual iPhone, I get link errors that require the CoreVideo and CoreMedia frameworks - and then the application runs fine on the iPhone hardware and the iPhone simulator.
Unfortunately, as soon as I do that, the application crashes on the iPad simulator (and according to some report - on the iPad hardware too) - until I REMOVE the CoreMedia and CoreVideo frameworks... But then again it doesn't link for the iPhone hardware.
Catch 22...
I searched the internet high-and-low, but found no answer.
I tried weak-linking to these frameworks, but is still didn't help - the iPad simulator crashes like mad...
Is there maybe a way to add a framework to a specific application?
EDIT
Based on Michal's comment, here's some more information.
1. I need these libraries for the h/w, in order to successfully link with the ZXing QR code scanning widget.
2. The iPad version of my software crashes as soon as it launches with the following error:
Attaching to process 73137.
dyld: Library not loaded: /System/Library/Frameworks/CoreMedia.framework/CoreMedia
Referenced from: /Users/admin/Library/Application Support/iPhone Simulator/3.2/Applications/CF1E8FD0-3E84-495F-B2CB-3A2BF5F1F916/myappname.app/myappname
Reason: image not found
EDIT
Thanks,
As it has been mentioned above, CoreVideo and CoreMedia are only available on iOS 4.0. If you want to use libraries that are not available in 3.X iOS, you have to do something called weak linking, you have to make those frameworks optional in the project and make sure that the classes that are using them are not gonna be called in your app if you running iOS version lower than 4.0
CoreVideo and CoreMedia are only available on iOS 4.0 and above. I presume the iPad simulator version you're trying to run is iPhone OS 3.2? If so it will crash unless you weak leak those frameworks and put appropriate conditional code checks around code that uses them.
I looked around on Stack Overflow and I didn't find the solution of a strange problem.
I started developing a project on XCode 3.1 then I decided to upgrade on XCode 3.2.4 and targeting iOS3 iPhones. I then followed the topics dealing with that and I changed the Base SDK to iOS 4.1 and the target os to 3.0. Everything worked fine until I made changes to my project.
Indeed I added CoreMedia.framework to my project.
It worked well on simulator, but crashed at launch on the iPhone. Here is the log I can get:
<Notice>: dyld: Library not loaded: /System/Library/Frameworks/CoreMedia.framework/CoreMedia
Referenced from: /var/mobile/Applications/72F009B5-82A8-49DC-A5CD-708EE1A4553C/myapp.app/myapp
Reason: image not found
(I had the same problem with other frameworks like CoreVideo for example)
I tried on an iOS4 iPhone and it worked well, so I think XCode doesn't link/copy the right framework on the iPhone. When I get info on a framework under XCode, here is the path I get:
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.1.sdk/System/Library/Frameworks/MediaPlayer.framework
But I get the same path when I get info on a framework of the first version of the project (when I was using XCode 3.1). It sounds like the new frameworks added have a wrong reference.
Does anybody have an idea of how to solve this problem? Any help would be greatly appreciated. :)
You have to weak link your libraries.
On xcode go to targets-> right click get info. on General tab on the lower section you will see your libs, change the CoreMedia type to be weak.
Ofcourse the lib won't be available on os3 so you'll need to add checks in your code so you wont call the lib on os3
I have created an app which runs fine on devices using iOS 3.2 or above but on older versions of the OS it crashes with the error
dyld: Symbol not found: _OBJC_CLASS_$_CATextLayer Referenced from: /var/mobile/Applications/70D5888B-B531-484F-997D-776B432FFA52/Test.app/Test Expected in: /System/Library/Frameworks/QuartzCore.framework/QuartzCore
I realize this is because CATextLayer wasn't available before 3.2 but does anyone know what I can do to still make it run in older versions? I have tried checking the version and only calling the layers if it's 3.2+ but the crash seems to happen when it loads in the framework instead of when it actually tries to change a layer.
Thanks.
weakly link the framework, then check to see if the class exists before using it in your code. There are multiple questions here on how to do that.
Follow the process that I describe in this answer, only weak link the QuartzCore framework in addition to UIKit. It's the same problem the asker was having there, only for a different symbol in a different framework.
I'm trying to support older iOS versions in my app. I initially thought I only have to set those frameworks to "weak linking" that are not present in the older OS, e.g. the iAd framework. And then make sure that I don't call unsupported APIs in the code. However, when I try to run the app (which is compiled with the most recent framework) in the old simulator, it crashes during startup with a message similar to
18/07/2010 11:07:29 UIKitApplication:xxxxx[0xe006][5729] dyld: Symbol not found: _OBJC_CLASS_$_NSAssertionHandler
18/07/2010 11:07:29 UIKitApplication:xxxxx[0xe006][5729] Referenced from: xxxxx/Applications/23CE4978-D25F-4DB4-A486-0730EBBB501B/xxxxx.app/xxxxx
18/07/2010 11:07:29 UIKitApplication:xxxxx[0xe006][5729] Expected in: /Xcode3.1.4/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.3.sdk/System/Library/Frameworks/Foundation.framework/Foundation
18/07/2010 11:07:29 UIKitApplication:xxxxx[0xe006][5729] in xxxxx/Applications/23CE4978-D25F-4DB4-A486-0730EBBB501B/xxxxx.app/xxxxx
After setting all frameworks to weak linking, I still get an error message:
18/07/2010 11:33:32 UIKitApplication:xxxxx[0xc4a7][8204] dyld: Symbol not found: __objc_empty_vtable
18/07/2010 11:33:32 UIKitApplication:xxxxx[0xc4a7][8204] Referenced from: xxxxx/Applications/23CE4978-D25F-4DB4-A486-0730EBBB501B/xxxxx.app/xxxxx
18/07/2010 11:33:32 UIKitApplication:xxxxx[0xc4a7][8204] Expected in: /usr/lib/libobjc.A.dylib
What am I doing wrong?
I think I found the solution (please can someone confirm this?):
You cannot use the simulator to test if your apps run with a previous iOS version. It only works on the device, according to Apple:
iPhone OS Note: Mac OS X v10.6 does not support using iPhone
Simulator SDKs prior to version 3.0.
In addition, when building with the
simulator SDKs, the binary runs only
on the same OS version as the SDK, not
on earlier or later versions.
This seems really dull. How am I supposed to test backwards compatibility without having one physical iPhone for each SDK version? Not good.
You can't use the new class directly if you want to support old platforms. Instead, you use NSClassFromString like so:
class myClass = NSClassFromString(#"NSCoolNewClass");
if (myClass)
//do stuff