How to check if not available methods are used if deployment target < base sdk? - iphone

I would like to know how you check that your code do not call not available methods when the deployment target is inferior to base SDK ?
It is possible to run the application on a device with the SDK equal to deployment target, but I search a way more 'automatic'. Any idea ?
Regards,
Quentin

The easiest way to do this is to use the __IPHONE_OS_VERSION_MAX_ALLOWED preprocessor define.
You do this by adding
__IPHONE_OS_VERSION_MAX_ALLOWED=__IPHONE_4_2
or something similar to your "Preprocessor Macros" option in Build Settings of your target. You can look up versions available in <Availability.h>.
Unfortunately if you add this define it will cause mismatch errors with your precompiled header. So, to fix that you need to turn off the "Precompile Prefix Header" option in your build settings as well.
Once you do this you'll get a bunch of errors for classes that don't exist on your targeted SDK (for instance NSOrderedSet doesn't exist in iOS 4.2). If you're trying to go back pre-iOS 4 you'll probably get so many errors that the compiler bails--I don't know of a workaround for this. In any case, ignore the errors about missing classes in the UIKit headers, and go to the bottom of the error list; there you should find an error for each time you use a method or class that isn't included in the SDK pointed to by __IPHONE_OS_VERSION_MAX_ALLOWED. Make sure each of these methods is enclosed in an
if( [targetObject respondsToSelector:#selector(thePossiblyMissingSelector:)]
and you should be safe. Classes that may be missing should be tested as well
if ([NSOrderedSet class] != nil)
These settings aren't something you want to accidentally forget to flip back however. To make this an automatic option for testing, do the following:
Create a new build configuration called something like "Old SDK Testing".
Define __IPHONE_OS_VERSION_MAX_ALLOWED and the precompiled head option only for this configuration (hit the disclosure arrow beside each line in Build Settings to access per configuration settings).
Duplicate your current Scheme and set its name to something like "Old SDK Check".
Set the Build Configuration of the Run item in this new scheme to the build configuration you created in step 1.
Select the new Scheme and build.
Notes:
I make no guarantee that this will catch any/all of your issues.
Anything outside of UIKit will not be caught by this check.
This is not a substitute for testing your code on the versions of iOS you
plan to support.

use NSClassFromString();
Class cls = NSClassFromString(#"YourClass");
if (cls == nil)
is this you are looking for?

best way to do that which i found: compile code with old SDK :) link which can help
I think this question is releated with next
I belive that someday Apple allow to compile project for old SDK by simple defining #define __IPHONE_OS_VERSION_MAX_ALLOWED __IPHONE_3_0
upd: I found solution here
4.3 5.0 and 5.1 SDK just fail to compile after trying to redefine this macro

Are you looking for something like
- (BOOL)respondsToSelector:(SEL)aSelector

If you have an instance of a class, you can use the following to see if it understands the method you want to call:
if ([mipmapBrowserView respondsToSelector:#selector(setBackgroundColor:)]) {
// set the background layer since IKImageView supports it
}
Here, mipmapBrowserView is an instance of IKImageView, which was first introduced in Mac OS X 10.5. The setBackgroundColor: method of IKImageView was only added in 10.6, however, so I need to check before I call it. This allows me to build against the 10.6 SDK, and take advantage of the new features, yet still support OS X 10.5 as well. While this example involves OS X rather than iOS, the same method (pun intended?) works in iOS as well.
Note that things are slightly different when you are subclassing a class, and you want to know whether the superclass responds to a certain selector:
"You cannot test whether an object inherits a method from its superclass by sending respondsToSelector: to the object using the super keyword. This method will still be testing the object as a whole, not just the superclass’s implementation. Therefore, sending respondsToSelector: to super is equivalent to sending it to self. Instead, you must invoke the NSObject class method instancesRespondToSelector: directly on the object’s superclass...."

Related

Only factor methods can have swift_name attribute Mapbox

I'm using cocoa pods and map box was working fine but I installed an update and this message appeared:
Now I can't run my project. I'm using map box iOS sdk 3.3.4. What should I do to fix this issue?
According to apple documentation:
The Swift compiler automatically imports Objective-C code as conventional Swift code. There may be edge cases in your code that are not automatically handled. If you need to change the name imported by Swift of an Objective-C method, enumeration case, or option set value, you can use the NS_SWIFT_NAME macro to customize how a declaration is imported. See more.
So all what I did was delete the implementation of the NS_SWIFT_NAME and with that I was able to build the project. I don't know what made this error appear but this was the best solution I found.
Example:
From this:
- (instancetype)recordWithRPM:(NSUInteger)RPM NS_SWIFT_NAME(init(RPM:));
To this:
- (instancetype)recordWithRPM:(NSUInteger)RPM;

+(void)load message not sent to framework class in device runtime

I've trawled through questions here on SO looking for any hints to why I'm seeing this behaviour, and nothing yet.
Consider a class (actually two classes exhibiting the same problem), built into a static library, wrapped in a framework bundle (steps used). They inherit from Foundation framework class clusters (NSMutableDictionary and NSMutableArray).
The use of these classes relies on some static variables being initialised before a static function (not class method!) is used to allocate and initialise an instance (a kind of factory helper function I guess?).
When an iOS app project links to that framework there is a difference the Objective-C runtime class loading behaviour between the Simulator and the Device.
Specifically, on a device (iPhone 4, iOS 4.3.3) when the app is loaded these classes do not get a +load message, and the static vars do not initialize, therefore the static factory method fails. On the Simulator, the messages are sent, and all works as intended. Could it be a problem with the Device runtime having a
My question is, can my framework be configured differently to ensure the +load messages are sent? Or have I run into a bug with static library/framework class loading in iOS?
The classes are from the JSONKit library (JKArray, JKDictionary).
An example project that illustrates this problem is here – https://github.com/ohhorob/JSONKit-in-framework-demo
EDIT: As per #bbum's suggestion, I've verified that the JKDictionary and JKArray classes are in fact loaded and available while the application is running. The DeviceBroken branch on the GitHub project is updated with the verification used.
I filed a bugreport (#9461567) with Apple.
The +load methods are not called because you did not actually create a static library but a Relocatable Object File bundle. If you create the static framework with either make-fmwk or the iOS Universal Framework template then the load methods will be called as expected.
Odd; I'd do an NSLog(#"klassy klass %#", [MysteryClass class]); and make sure the classes are actually loaded (but see below -- this may "fix" the problem).
If they are, then this is a bug in the DYLD loader and please file it.
If not, then it is likely that the linker is stripping the class(es) because nothing references them directly. Try adding [MysteryClass class] in the app's applicationDidFinishLaunching: method (doesn't really matter where or, even, if it gets executed... but that'll be an obvious spot).
Also, I'd suggest not using +load and, instead, writing a constructor function. I.e.:
__attribute__((constructor))
static void initLibrary()
{
....
}
If this is a linker issue, that may or may not fix the problem. It is, however, much clearer as to your intentions than the rather magical +load method.

dyld: Symbol not found problem (NSMutableAttributedString seems to be strongly linked)

[edited] I edited the question to isolate the problem and help other people better.
I'm using NSMutableAttributedString class in my app, which is available in iOS 3.2 and later. I'm also targeting 3.1.2-version devices though; for the backward compatibility, I used the following code:
CFAttributedStringRef attributedString;
if (NSClassFromString(#"NSMutableAttributedString")) {
attributedString = (CFAttributedStringRef)[[[NSMutableAttributedString alloc]
/* init... to initialize an object */ ] autorelease];
} else {
attributedString = CFAttributedStringCreate(kCFAllocatorDefault,
(CFStringRef)NSLocalizedString(#"MessageInEllipse",
#"Message to show in an ellipse"),
(CFDictionaryRef)attributes);
}
}
In line 3, I directly use the class name NSMutableAttributedString, but I expected this to be weakly linked by the linker, so it merely means nil here and the app would work without problems.
However, my app crashes on 3.1.2 devices when it launches, complaining that it can't find symbol NSMutableAttributedString. It seems like this class symbol is strongly linked. Why would this happen?
You need to change the framework linking configuration to "weak" link to the framework you are testing in the code.
Weak linking to a specific class is not available in all cases. In order to weakly link a class symbol,
The base SDK must be iOS 4.2 or newer.
The deployment target must be iOS 3.1 or newer.
The compiler must be the LLVM-GCC 4.2 or newer, or LLVM-Clang 1.5 or newer.
The class to which you want to weakly link must be declared using NS_CLASS_AVAILABLE macro.
The framework that the class belongs to must exist in the version for deployment, and if otherwise the framework itself must be weakly linked.
The third condition was my problem because I wrongfully thought I was using LLVM (I only found this with a help in the Apple's forum). GCC is the Xcode 3 default, so you must be careful.
If these condition doesn't hold, you cannot use weak linking. In this case, instead of using [NSMutableAttributedString alloc], for example, I should do like [NSClassFromString(#"NSMutableAttributedString") alloc].
There's one thing left to mention. As in #sza's answer, if I weakly link against the framework itself (Foundation in this case), I can use weak linking to the missing class even with GCC 4.2. Although it can solve the problem right away, in my opinion, it seems like a practice that should be avoided. I'm cautious in this because I'm not sure how weak linking to a framework does work in runtime, but wouldn't it impose more performance overhead than strongly linking to a framework, because all the information about the framework need to be acquired in runtime? Therefore, if I weakly link against a framework that is frequently used (sure does Foundation), I guess I could have a performance problem. At least, the references are very specific to say weakly link against a framework if that framework is not available for some of your deployment targets.
Therefore, I think the best practice here is:
always strongly link against frameworks that are available in my deployment target
and if I'm using a class of the framework that becomes available after the deployment target,
use weak linking if I can meet the requirements, OR
always use NSClassFromString() to refer to the class, no matter it would be executed or not in the older versions of iOS.

EXC_BAD_ACCESS when sending messages to blocks on 4.0 -> 3.2

I've been using http://code.google.com/p/plblocks/ for a while now to get blocks support in our 3.2 iPad app. It was recently pointed out to me that you can set xcode to use the 4.0 SDK, then set the OS Deployment target to 3.2.
If I do, the following code works.
void (^world)() = ^ {
NSLog(#"Hello World");
};
NSLog(#"Hello?");
world();
However, any time I sent a message to a block I get an EXC_BAD_ACCESS. For example, if I add the following line:
void (^acopy)() = [world copy];
This is a problem, since you have to copy blocks in order for them to keep their scope around later. Any idea why blocks would work, but the messages wouldn't? Am I missing some setting or something? Am I mistaken about the need to copy?
It seems you can still use Block_copy(). I don't know why PLBlocks would be able to use the Objective-C and the built-in compilers can't.
Here's an intro article:
http://developer.apple.com/mac/articles/cocoa/introblocksgcd.html
It says:
Importantly, block objects are laid
out in such a way that they are also
Objective-C objects if that runtime is
present.
I can't really see how you could be developing an iPad app without the Objective-C runtime present. As a sanity check you could make sure the C version (Block_copy()) works.

Graceful degradation on iPhone

How do I write a program for iPhone (Objective C++) that runs on OS 2.0 but takes advantage of 3.0 features if they're available?
Example: copy&paste (class UIPasteboard). Nice feature to have, but I don't want to kill backward compatibility. Do I compile against SDK v. 3 or v. 2? If the latter, how do I create an instance of UIPasteboard, considering it's not declared in the headers? If the former, won't some C-linkage functions cause "unresolved reference" upon loading under OS 2.0?
Edit your Target's build settings like this:
Set the Base SDK to the version whose APIs you want to use (e.g. 3.0 or 3.1).
Set the Deployment Target to the lowest OS version you want to support (e.g. 2.2.1).
When building, you compile against the Base SDK. For all symbols that defined in your Base SDK but not available in your Deployment Target, you need to add runtime checks to your code to check for their availability. Examples:
Check if UIPasteboard is available:
Class PasteboardClass = NSClassFromString(#"UIPasteboard");
if (PasteboardClass != nil) {
// UIPasteboard is available
}
Check if a specific method is available:
if ([UITableViewCell respondsToSelector:#selector(initWithStyle:reuseIdentifier:)]) {
// ...
}
I didn't try this but i would recommend building against the most recent (3.x) SDK release. So you get any class and method definitions that might be available on the target device.
And in your application you have to check the OS release your application runs on. Based on the target OS you have to decide which Class and Method you should use. After all it is a big mess of conditional code, probably with a lot of additional code to provide missing functionality (i.e. direct access to SQLite instead of using Core-Data). In my experience that should not lead to problems, because most type information is erased at runtime.