I have Xcode 4.3 and it works fine. However, running make to compile a program from the command line gives me many errors about missing standard headers, such as
error: stdio.h: No such file or directory
The problem may be that Xcode 4.3 (as opposed to older versions) is installed like a standard Mac app bundle (no installer inside a dmg..) so the paths don't get set up automatically.
How can I setup the command line tools to look into the /Applications/Xcode.app/ bundle and its subfolders for the standard headers and libraries?
$ which make
/Applications/Xcode.app/Contents/Developer/usr/bin/make
With the full release of XCode 4.3 (and OS X 10.7.3) you can go to Preferences > Downloads > Command Line Tools and click 'Install'.
It appears that you need to have a developer account though.
Related
Getting the following errors with XCODE 8.0. This was working fine with Xcode 7.x as far as we can remember.
ERROR ITMS-90087: "Unsupported Architectures. The executable for xxx.framework contains unsupported architectures '[x86_64, i386]'."
Does this mean that Apple is not smart enough not to include the simulator slice? We have to provide an SDK that has the simulator and does not?
ERROR ITMS-90209: "Invalid Segment Alignment. The app binary at 'XXX' does not have proper segment alignment. Try rebuilding the app with the latest Xcode version."
But we are using the latest XCODE 8.0 version? What gives here?
ERROR ITMS-90125: "The binary is invalid. The encryption info in the LC_ENCRYPTION_INFO load command is either missing or invalid, or the binary is already encrypted. This binary does not seem to have been built with Apple's linker."
Not sure what this is. All Signing stuff is set correctly in all of the builds. Again, this was working fine before. We did use LIPO to make the universals. So maybe stripping the universals would do it????
WARNING ITMS-90080: "The executable 'Payload/mediumSDKSwift.app/Frameworks/VRSDK.framework' is not a Position Independent Executable. Please ensure that your build settings are configured to create PIE executables. For more information refer to Technical Q&A QA1788 - Building a Position Independent Executable in the iOS Developer Library."
All PIE stuff was working find, no changes, etc. All are set to NO for Position Dependent. Have been doing some reading on this and some have solved by flipping bits? hmmmm.....
ERROR ITMS-90087: "Unsupported Architectures. The executable for xxx.framework contains unsupported architectures '[x86_64, i386]'."
This is a known Apple bug.
Your other errors are resulting of manipulating an already signed product, so you have to code sign your product again after you sliced out the unsupported architectures.
Workaround:
The Carthage installer comes with a handy script, which I am using as an easy workaround.
1) Install Carthage
2) Add Build Phase Script
From Carthage site:
On your application targets’ “Build Phases” settings tab, click the “+” icon and choose “New Run Script Phase”. Create a Run Script in which you specify your shell (ex: bin/sh), add the following contents to the script area below the shell:
/usr/local/bin/carthage copy-frameworks
and add the paths to the frameworks you want to use under “Input Files”, e.g.:
$(SRCROOT)/Carthage/Build/iOS/Box.framework
$(SRCROOT)/Carthage/Build/iOS/Result.framework
...
Turns out we were providing a Universal Framework by mistake. Once this was solved all of the errors were solved.
I'm developing an embbeded framework for iOS. In order to make an universal fat (with simulator and device slices), I created an aggregate target with a script that uses xcodebuild and lipo commands to generate it, as many people does.
With XCode 7.x I had to add an user-defined settings with BITCODE_GENERATION_MODE=bitcode in order to enable it, but this has stop working since the last XCode 7.3 release.
I've tried everything I found in the internet like add OTHER_CFLAGS="-fembed-bitcode", but anything works as before...
I have seen this in the build log:
ENABLE_BITCODE is always NO, no matter I do.
Has anybody tried to create an universal fat framework with bitcode enabled using xcodebuild command since XCode 7.3?
I ran into a similar issue yesterday. After some investigation, the problem, that appears when running xcodebuild from a "Run Script" build phase in any Xcode target, seems related with the explicit specification of the toolchain to be used, done with the ENV variable TOOLCHAINS.
Therefore, until Apple releases a fixed version of Xcode 7.3, you can try to add the following command at the beginning of your script:
# workaround for bitcode generation problem with Xcode 7.3
unset TOOLCHAINS
This should be harmless, as this env variable is not set by default when you run xcodebuild from the command line, and this workaround works just fine in my case.
I'm facing the same issue. Just like you, BITCODE_GENERATION_MODE and OTHER_CFLAGS="-fembed-bitcode" are simply ignored, and my builds broke
I did notice that it sometimes work, and sometimes doesn't. It seems that if you build the framework (or aggreate target) for the simulator, the bitcode goes away, no matter what you have in the xcodebuild commands.
I'm using Xcode 7.3, and I have 2 targets : Static Library, and Aggregate target to make the fat framework.
What works for me when it builds a bitcode-less framework, is to:
Select the static library target (not the aggregate one), and pick "Generic iOS device"
Clean it
Select the static library target, but pick a simulator
Build it (works, even if it's instantaneous because it hasn't been cleaned)
Select the static library target, but pick "Generic iOS device" again.
Build it
Select the aggregate target for a "Generic iOS device"
Finally, build it
If this failed, start over. I sometimes need to do it two or three times before it works.
When I do that, my fat library ends up having bitcode.
You can check that your framework has bitcode support easily by running otool -arch armv7 -l <framework_path> | grep LLVM
In order to break it again, simply build the aggregate target for a simulator. The library will still be a fat one, but bitcode's gone.
Somebody surely can find a solution that works everytime, but at least it fixes the issue for me.
I certainly did not have to do that with Xcode 7.2, and I don't know how that works for pure CLI builds.
I've recently stumbled upon a rather odd problem with Xcode which occurs when I build an IPA and attempt to install it, I've tried installing using Xcode, iTunes and iPhone Config Utility, all of which give the same error
A signed resource has been added, modified, or deleted.
I can successfully debug the app on my phone using XCode, it's only when I try to install an IPA I see the error.
I've tried unzipping the IPA and running the codesign validation tool which throws up the following response:
a sealed resource is missing or invalid In architecture: armv7
resource missing:
/Users/dev1/Documents/PoleTester.app/Settings.bundle/._Root.plist
This led me to look at the Settings.bundle file and ensure that it's being included in the build, which it is. Interestingly though, if I remove the Settings.bundle file, build an IPA and attempt to install it on my iPhone the install succeeds, however this of no use as I need the Settings.bundle file installing with the app.
Further investigations on some of my previous XCode projects has shown that I can build an IPA, with the Settings.bundle file included, and successfully install it. However, if I make a simple change to the Settings.bundle file, such as adding or removing a row, build an IPA and then attempt to install it I get the
"A signed resource has been added, modified, or deleted" error.
I'm at a bit of a loss as to what's causing this error and why the Settings.bundle file is causing the install to fail.
Has anyone seen this error before or potentially shed some light on what's causing it?
I'm using Xcode 4.6.3 and an iPhone 4 running iOS 6.1.3.
Clean Build Folder (⌘⌥⇧-K) has resolved this for me 3 out of 3 times.
I just ran into this issue using Xcode 6 beta 6 installing to my iPhone 5 running iOS 8 beta 5. The app I'm building uses a Today extension (aka widget).
It appears the issue stemmed from my having not set up dependencies properly. I have a third party framework (Alamofire) set up as part of the project as a dependency of the overall project, but not as a dependency of the today widget. I could build fine but when installing to device I would get this "signed resource has been..." error.
By adding Alamofire as a dependency of the Today widget this resolved the issue.
It's a bit late but I ran into the exact same issue today with Xcode 5.0.1.
According to https://developer.apple.com/library/ios/technotes/tn2318/index.html, "the resource missing: my.app/..*" error could be caused by:
The file prefixed with "._" is considered an AppleDouble file and it can result from copying the uncompressed Xcode project folder onto a non-HFS+ formatted disk. The AppleDouble files must be removed using the 'dot_clean' command. The Xcode project folder is the argument to dot_clean as illustrated below.
Steps I did to resolve this:
Close Xcode
Run "dot_clean /path/to/My_Xcode_Project" in Terminal
Open Xcode again and make a new build
Oddly enough most of these _* files don't seem to cause any issues except those inside Settings.bundle (Nearly every file in my directory had one, but only after I added Settings.bundle, the IPA failed to install).
I also faced the same issue and this post solved my problem:
http://code-ninja.org/blog/2012/04/17/signed-resource-has-been-added-modified-or-deleted/
It turns out that the problem was caused by having special character in the product name – in my case, a ?. Removing the ? from the product name fixed the problem.
In my case, what helped was adding a bash script into build phases (just before "compile sources"):
find ~/Library/Developer/Xcode/DerivedData -name "YouAppName.appex" | xargs -I % find % -type f -maxdepth 1 | xargs rm
What this script does, is to clean files in project's appex dir (e.g. assets), but leaving sub-directories (e.g. compiled storyboard). In effect, using this script while building is much faster to execute than full project clean.
I've been trying to get GCov working with Xcode 4.2Build 4D199 on Lion with iOS SDK 5.0 to no avail. Has anyone had any luck with this? I'm using Google Tools For Mac for my unit tests and I've linked in libprofile_rt.dylib and added:
"OTHER_CFLAGS[arch=*]" = (
"-ftest-coverage",
"-fprofile-arcs",
"-falign-loops=16",
);
as indicated on the Coverstory page here http://code.google.com/p/coverstory/wiki/UsingCoverstory
But when I find . -name *.gcda" I come up empty. What am I missing?
GCov is no longer supported in XCode 4.2. You'll note that if you go their "man page" for it, XCode 4.2 is not an option in the drop down list. Furthermore, if you look at the compile, it's using "c++", which is linked to llvm-g++-4.2. They now exclusively use the Clang/LLVM tool chain (which in turn often makes use of the gcc tool chain) instead of giving you the option of directly using the gcc tool chain. A consequence of this is that doing code coverage in XCode4 with gcov is no longer directly available. This also can affect compiles using CMake that bypass XCode 4. That first link gives you instructions on how to change your project to use profile_rt instead of gcov.
How to generate coverage test reports (Xcode 4.5 edition)
cd to your Xcode project and type
git clone git#github.com:j4n0/XcodeCoverage.git
cd XcodeCoverage
wget http://downloads.sourceforge.net/ltp/lcov-1.10.tar.gz
tar -zxvf lcov-1.10.tar.gz
Set the following build properties on both your main target and your SentestKit target, but only for the Debug configuration (expand the node, there are Debug and Release entries):
Generate Profiling code Yes
Generate Test Coverage Files Yes
Instrument Program Flow Yes
Install Xcode command line tools: Xcode > Preferences > Downloads > Command Line Tools.
In your main target, add a “Run Script” build phase to execute ./XcodeCoverage/exportenv.sh
Build your application, and run the tests.
Generate the coverage report from the XcodeCoverage typing: ./getcov
Upon completion, the script will launch a browser with the html output.
If reports are not generated try this:
Edit the plist of your application and add the following:
<key>UIApplicationExitsOnSuspend</key>
<true/>
Then run your application and press Home. This will quit cleanly and generate the gcda files.
If it still doesn't work, try using the iPad simulator instead.
For more tips and tricks check the talk Code Coverage on iOS by Richard Buckle.
Just upgraded to Snow Leopard, installed Xcode 3.2, then installed iPhone SDK 3 for SL.
In a project, I now get the following error on build:
ld: library not found for -lcrt1.10.6.o
I've searched around the net, but nothing helpful can be found.
Edit Project Settings -> In the build tab -> For Mac OS X Deployment Target, change it to 10.5 for XCode 3 (not 10.6 even if on 10.6) and see if that helps.
For XCode 4, you'll need to set it to 10.6
P.S. Make sure you set that for all targets, not just release or debug. (if you didn't, one would fail, the other wouldn't)
Add the following to ~/.profile (for Mac OS X 10.5):
export C_INCLUDE_PATH=/Developer/SDKs/MacOSX10.5.sdk/usr/include
export LIBRARY_PATH=/Developer/SDKs/MacOSX10.5.sdk/usr/lib
I was able to fix this problem by adding the following to my Makefile:
CFLAGS="$(OTHER_CFLAGS) -mmacosx-version-min=10.5"
LDFLAGS="$(OTHER_LDFLAGS) -mmacosx-version-min=10.5"
Ostensibly, this is only required when building outside of Xcode. This problem frustrated me long enough that I figured it would be useful to share my experience here.
It looks like you're picking up libraries from /usr/lib, which is wholly inappropriate for the iPhone SDK. I would assume you've changed your build settings to add /usr/lib to the library search paths. This should be completely unnecessary in the first place, as /usr/lib is in the compiler's standard search paths, but if you need to have a modified search path like this, make sure to use $(SDKROOT)/usr/lib instead.
Setting deployment target to compiler defaults solved the problem. Don't change anything else.
The compiler normally uses crt1.o combined with crt[i/n].o and crt[begin/end].o to support the constructors and destructors (functions called before and after main and exit).
This error could be caused by this missing library file for the specific deployment target.
First, do some investigation, like:
List all your deployment targets:
ls -la /Developer/SDKs
Find which crt1 libraries do you have for which environment
find /Developer/SDKs -name crt1\*
You could see something like:
/Developer/SDKs/MacOSX10.5.sdk/usr/lib/crt1.10.5.o
/Developer/SDKs/MacOSX10.5.sdk/usr/lib/crt1.o
/Developer/SDKs/MacOSX10.6.sdk/usr/lib/crt1.10.5.o
/Developer/SDKs/MacOSX10.6.sdk/usr/lib/crt1.10.6.o
/Developer/SDKs/MacOSX10.6.sdk/usr/lib/crt1.o
As you can see in above example, crt1.10.6.o is missing for MacOSX10.5.
Solution 1
You can solve that by creating the link to the missing file pointed to the other environment, or you could change your deployment target.
E.g.
ln -s /Developer/SDKs/MacOSX10.6.sdk/usr/lib/crt1.10.6.o /Developer/SDKs/MacOSX10.5.sdk/usr/lib/
Other reason why it's missing, is that you could have different gcc installed in your system. E.g.:
which gcc
xcrun -find gcc
brew list | grep gcc; brew list gcc47
Solution 2
So when you're compiling using make, you can actually specify the right compiler by CC variable. E.g.
CC=/path/to/gcc-3.4 make
Solution 3
What you can also try is specifying the right target deployment environment variable for gcc, e.g.:
export MACOSX_DEPLOYMENT_TARGET=10.5
If this works, then you can add this library path to your shell profile (~/.profile).
E.g.
export C_INCLUDE_PATH=/Developer/SDKs/MacOSX10.5.sdk/usr/include
export LIBRARY_PATH=/Developer/SDKs/MacOSX10.5.sdk/usr/lib
Or by temporary exporting them.
How to test
Create the example conftest.c file with the following code:
#ifdef __GNUC__
yes;
#endif
And try to compile it via:
gcc conftest.c
cc conftest.c
cc conftest.cc conftest.c
Wasted few hours on this one...
Interestingly, for me the problem was only for Simulator-Debug.
It wasnt complaining for Simulator-Release or Device Debug/Release!
anyway, Changing Deployment Target to 10.5 solved this for me!!
This problem solved by setting Mac OS X Deployment Target to 10.5 and after this set back to Compiler Default :)
I had this problem when I was using Xcode 4 on one machine and Xcode 3.2.6 on another. The two versions are supposed to be able to swap .xcodeproj files between them but I found that in the project.pbxproj file (inside the .xcodeproj directory), there were still a couple of places that read:
MACOSX_DEPLOYMENT_TARGET = 10.6;
I quit Xcode and went and changed the three occurrences to:
MACOSX_DEPLOYMENT_TARGET = 10.5;
After reopening the project, I could build again. Whew!
I had the same error message, none of the above solutions worked for me. I resolved it by deleting the *.pbxuser and *.mode1v3 files inside the xcodeproj file.
Control/click the xcode *.xcodeproj file
Select the "show package contents" option from the menu
A window will open with the contents
Delete the pbxuser/mode1v3 files that start with your user name
Rebuild the project
I had the same issue in a Fortran Makefile.
Added the following option after the compiler (For OSX 10.5):
-L/Developer/SDKs/MacOSX10.5.sdk/usr/lib
e.g.,
g77 -L/Developer/SDKs/MacOSX10.5.sdk/usr/lib
Now the compiler will find the library you want !
Add the following to ~/.profile (for Mac OS X 10.5):
export C_INCLUDE_PATH=/Developer/SDKs/MacOSX10.5.sdk/usr/include
export LIBRARY_PATH=/Developer/SDKs/MacOSX10.5.sdk/usr/lib
Given Kirandan's limited scenario (Snow Leopard, Xcode 3.2.1, iphone, library path error), Stefan's answer (above) worked for me, except my exception was with 10.5 (-lcrt1.10.5.o).
Elsewhere, I'd seen an answer by Gabor Cselle (author of reMail), and he fixed this specific issue by using a symbolic link (someone referenced this page, by the way), but he noted this was not the best way.