Once S7FTPRequest is added iPhone app does not compile - iphone

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

Related

ios: simulate touch: errors when trying private framework

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.

Integrating Facebook with iOS

I get all these errors and about 18 more when i try to integrate facebook to my application.
Undefined symbols for architecture i386:
"_ACAccountTypeIdentifierFacebook", referenced from:
+[FBSession renewSystemAuthorization] in FacebookSDK(FBSession.o)
"_ACFacebookAppIdKey", referenced from:
-[FBSession authorizeUsingSystemAccountStore:accountType:permissions:defaultAudience:isReauthorize:] in FacebookSDK(FBSession.o)
"_ACFacebookAudienceEveryone", referenced from:
-[FBSession authorizeUsingSystemAccountStore:accountType:permissions:defaultAudience:isReauthorize:] in FacebookSDK(FBSession.o)
"_ACFacebookAudienceFriends", referenced from:
-[FBSession authorizeUsingSystemAccountStore:accountType:permissions:defaultAudience:isReauthorize:] in FacebookSDK(FBSession.o)
"_ACFacebookAudienceKey", referenced from:
-[FBSession authorizeUsingSystemAccountStore:accountType:permissions:defaultAudience:isReauthorize:] in FacebookSDK(FBSession.o)
"_ACFacebookAudienceOnlyMe", referenced from:
-[FBSession authorizeUsingSystemAccountStore:accountType:permissions:defaultAudience:isReauthorize:] in FacebookSDK(FBSession.o)
"_ACFacebookPermissionsKey", referenced from:
Im using the latest facebook instructions on how to add facebook to my page but i am working with iOS 4.3 and above. SO it needs to cater to 4.3. I have set Accounts.framework to optional. Any one knows what these erros mean? Ive also tried adding any other implementation files that are not linked.
The errors are generated everytime i access FBSession or FBConnect etc.
For the record: we expect you to use XCode 4.5 for developing with the Facebook SDK 3.1 as described here
Account.framework, Social.framework and AdSupport.framework are all required (as described here) but use the 'optional' flag if you want to build for older iOS versions too.
Good luck.
With Account.framework you also have to add Social.framework and AdSupport.framework.
If you drag and drop Adsuport, Accounts or Social libraries from another project and you select "Copy items into destination group's folder" AdSuport and Social directories will be created into yours app source folder and you will get this linker error, remove directories and add libraries from project's Buld Phases -> Link Binary,
you may also need to add libsqlite3.dylib
I think the Accounts.framework needs to be required. But it is only implemented in iOS 5 and later see developer reference for more information.
Solved this by upgrading to xcode 4.5.1 and then adding the social and adsupport framework and also the -lsqlitee3 or so as stated. I did add lsqlite3 before but it said multiple values on top so i just took the unnecessary for base sdk comments out and it worked.

LayarPlayer - LPAugmentedRealityViewController build problem on iphone

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

_OBJC_CLASS_$_ - symbol(s) not found error

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.

How to create mobile substrate plugins on XCode?

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>