I have an Xcode 4 project that has my iOS app and a static library (which is a separate project, but included in the app's project, still with me?).
Okay so anytime I make a change to the static library, in order to see the results when running the app, I have to do a clean and then run. Is there a way to have it automatically clean the static lib before building the app's target?
Is the static library's .a filename colored red in the project structure?
Step one: make a backup of your project if you don't have one already :)
Step two: try what worked for me:
Remove the static library red .a nodes from the project structure.
Removing these nodes will break the linkage between apps and libs that you've established in your project settings (under "Build Phases > Link Binary with Libraries"), but don't worry -- you can set them back up later.
Now go through all your static library projects one by one and build them individually, targeting "iOS Device" (as opposed to Simulator.) It is important to target iOS Device -- this is the magic step.
Once all your static libraries have been built for iOS Device, then go back through your project settings and re-establish the link between your Apps and your Libs (e.g. by going to "Build Phases > Link Binary with Libraries" in the App's project settings).
Because we built the static libs targeting iOS Device, the newly appearing .a nodes should appear in black in the project structure.
Changes to the static library source code should now be picked up by the Build (or Run) process for your main App, even if you didn't clean or modify the main App. If you're like me, and the bulk of your development is inside a static library, and you rarely make changes to the app project, this is a HUGE headache saver.
If you ever run a Clean while targeting "iOS Device", the static lib nodes may go red again. I'm not sure if this will break things again.
It may not actually be necessary to remove nodes / break the linkage to fix the build. It might be enough to just build each library targeting iOS Device. But, I'm not sure about this, so I just wrote up the whole procedure that worked for me.
Related
I got a few static libraries I want to use in my iphone app. When I try to run the simulator I get linking errrors.
I am new to iOS development, and I ran into this problem when linking against libraries I built previously;
file was built for archive which is not the architecture being linked (i386)
Which means all the functions I reference from those libraries gives me this:
undefined symbols for architectyre i386
I am not sure what to configure to make this right. The static libraries are build for armv7, supporteed platforms armv6 armv7.
I sorted a very similar error with a static library I was building for iPad. I believe my solution was to add "i386" to the Architectures setting for the project (Click on the Project -> Build Settings -> Architectures --or was it Valid Architectures?-- and click the '+' icon, type "i386" in the highlighted line). Anywho that should get you close.
Oh, one more caveat, I've read that we should set "Build Active Architecture Only" to "No" as well. It was already set for me, but that's something you might want to check.
After struggling with this same problem and following all the accepted answers of updating build settings, clearing the linker search path, etc.. I finally discovered an answer that worked for me.
Before building, make sure you select right type (iPhone Simulator) instead of iOS Device. Then rebuild. Otherwise, you're trying to use a library built for an iOS device (arm processor) on a simulator (i386). Should've been obvious, but wasn't.
Before:
After:
Now, look in the Products group in the Navigator > right click your static library (.a file) > Show in Finder, you'll notice that its in a Debug-iphonesimulator folder instead of Debug-iphoneos. I didn't pay any attention to the folder name originally, or I might have thought of this sooner.
Hope this helps.
I'm getting all kinds of build errors with Facebook's SDK because my app uses ARC. I try to remove the Facebook files from the compiler to avoid this, but I get an Apple Mach-O error when I remove the Facebook.m file. If I put that back in the compile sources, I get the ARC errors.
Anyone run into this?
Do you exclude them from arc with Compiler flag
-fno-objc-arc
?
You can see a Answer here
And this is why distributing a shared library by copy and pasting files is bad. A library should be distributed as it's own Xcode projects with a static library target, so that the build setting requirements of your projects and the libraries you use can not screw up one or the other.
File a bug for the Facebook SDK here: https://github.com/facebook/facebook-ios-sdk/issues
And in the mean time add the -fno-objc-arc flag to the implementation files in the Facebook SDK. You can do this by;
Select your application target
Go to the Build Phases tab
Add for each file under the Compile Sources section.
The new SDK does not explicitly support ARC out of the box, but there is a shell scrip to build a static library that can be used within your ARC project. Just navigate to your local git repo and run
% ~/facebook-ios-sdk/scripts/build_facebook_ios_sdk_static_lib.sh
This will create the static library under the /lib/facebook-ios-sdk folder (e.g. ~/facebook-ios-sdk/lib/facebook-ios-sdk). You may then drag the facebook-ios-sdk folder into the app Xcode project to include the iOS Facebook SDK static library.
there are actually very few changes needed to make the Facebook iOS sdk compatible with ARC. I have made the changes in my code , but , I do not know who to send it back to the community, any pointers ?
here is a post I made to explain how to use it with ARC the simple way on Xcode 4.2:
http://nabtech.wordpress.com/2012/02/02/facebook-ios-sdk-and-arc/
I currently have an app in the Appstore. I need to make changes to the app, but they are significant enough that we've decided it would be easier to create a new Xcode project from scratch rather than modify our existing project. I don't fully understand everything that goes into an iPhone application, just enough to support the code and make basic changes. But I assume that the binary I upload to the Appstore, to replace my existing code there, needs to be similar enough so Apples sees it as the "same" code. What things in the new project do I need to make sure are the same as the old project so Apple knows it's the "same" app?
I've compared the Info.plist file in both projects to make sure they're the same. I only needed to change the bundle identifier in the new project to match the old. Also, the Product Name has been modified to be the same. I don't know if these changes are necessary, but they are the sort of things that I think need to be the same. Are there others? If so, what are they?
The only thing that matters, as far as the app store is concerned, is the app id (Bundle identifier). You can rename the app, change the icon, upload an entirely different program, whatever. As long as the app id matches, the store considers it the same.
Other things I would check are the Build Settings if the defaults are not suitable or the Code is having issues compiling and the Build Phases and Build Rules for all your Targets.
Essentially if your Code compiles fine and you have no issues within the Application then the Bundle Identifier and the name (Basically the Info.plist) needs to be the same to replicate.
Edit: If you have migrated from an older Xcode version then you may have different Build Settings and Build Phases. I would just see if compilation is okay and the App works properly in functionality under all your Targets
When I get a 3rd party static library, I can use it in my debug or release builds for both the simulator and device. However, when I build locally, it is targeted for debug simulator/device or the same for release. I then have to coordinate my host app to match the library build. How can I create a single static library build that works with all build versions of the host app like many 3rd party static libraries do?
I don't think there's a "magical" solution for the iPhone for this.
I once looked for the same thing didn't find any "easy to use" solution.
Best I could find :
http://www.clintharris.net/2009/iphone-app-shared-libraries/
Especially the part regarding "Fat libraries", that refers to http://latenitesoft.blogspot.com/2008/10/iphone-programming-tips-building-unix.html
But the MAKE configuration doesn't look easy (at least for me).
The way I do it :
I build the static libs separately for all configurations I need (simulator x86 debug, and device arm debug for instance). This gives me two different .a files.
I renamed them mylibrary_arm.a and mylibrary_x86.a
Then, for any project that wants to use those 2 libraries, I drag and drop THE TWO .a FILES into the client project that needs the .a library + the .h headers that will enable the use of those libraries.
Then, when I choose simulator or device in this client project, the compiler chooses the right .a AUTOMATICALLY to compile and run properly .
So in the end, the only boring phasis is the generation of the .a themselves, but the use of them is quite easy and XCode adjusts itself automatically.
Xcode 3.2 kind of broke the build process of my iPhone app. I need to add a new framework to my project (MediaPlayer.framework).
So I go into my Target settings and try to add it to the "Linked Libraris" by hitting the [+] button. In the list the MediaPlayer.framework is missing, as well as other frameworks, such as UIKit, CoreGraphic and others. Some frameworks are still there.
I can add the frameworks by adding the SDK-specific ones (going into /Developer/Platforms/iPhoneOs.platform/...yadayadayada../frameworkd/) but then of course I can only compile for the iPhone platform and not for the simulator any more.
So basically I wonder how I can get Xcode back to chose the appropriate framework, depending on platform and SDK version for me?
Thanks and kind regards, Hans Schneider
Edit: Things I tried: Setting the Base SDK to 3.0 (was still 2.2.1), reinstalling 3.0 iPhone and Simulator SDK from the "packages" directory of the Xcode 3.2 DMG. Didn't help. The frameworks still wont show up in the list...
Edit 2: Ok, I now have the frameworks back in the list, I was previously in my AdHoc configuration. In Debug I have the frameworks back. But it still wont compile for the Simualtor (lots of Symbols(s) not found errors).
Looks like the linker doesn't choose the correct libraries and always uses the iPhoneOs3.0 path for the frameworks.
Goto 'Framework Search Path' in build section in target's property.
Add path:
$(SDKROOT)/Library/System/Frameworks
Then it should work well.
And once you press 'OK', you should be able to see the path is set to '/Library..."