I want to build libsox for iphone device but I havent got any luck doing so. I am just wondering if it is even possible to build this library for iphone....
einsteinx already posted from my blog ;) but here both links again
First post explains how you build libsox:
http://uberblo.gs/2011/04/iosiphoneos-equalizer-with-libsox-making-it-a-framework
The second explains how to use it:
http://uberblo.gs/2011/04/iosiphoneos-equalizer-with-libsox-doing-effects
please up the answer if it helped you! thanks!
http://uberblo.gs/2011/04/iosiphoneos-equalizer-with-libsox-making-it-a-framework
^ This is a great guide to build a libsox framework for iOS. Just place the script in the libsox source folder and run it. It builds a universal framework that works on arm6 (old iphone and ipod touch), arm7 (new iphone, ipod touch, and ipad), and i386 (simulator).
Basically lib sox library support for audio with some default formats. If we need more audio format support we need to compile required audio format library as per the requirement.
Eg: Wav - Default for in lib sox
Eg: mp3 - Need to compile libmp3
Yes of course!!!.We cannot compile the libsox for iOS Simulator and iOS phone at single time. Because of simulator and iOS device contains different architectures.
Simulator arch - xi386 , x64
iPhone arch - armv6, armv7 , arm64
So, While compiling we mentioned / enabled the simulator arch mean whole compilation will compile based on the simulator. Because all supporting files and libs generated first enabled architecture. Finally we have to compile both simulator and ios device separately after that can use in ios development.
If want to be single library , we need to merge the both simulator and device libs by using libo tool via terminal.
Nevermind, I think I have got it built now... it seems that if i build for the simulator first then device it is not able to compile for the device. I have done this again with just the device only and it works now... strange indeed...
A latest version is available here. Both build script and prebuilt library are available.
Related
Basically, the Simple Player Spotify sample app runs perfectly on the iPhone 6.0 simulator, but it will not run on my iPhone when I tried to test it on there. This also happens when I try to test the app I built out of the "empty cocoalibspotify project". It runs perfectly on the simulator, but gives a ton of error messages when it tries to build on my iPhone.
Am I just missing a step before I build on the actual phone?
for examples of the errors, please see the following link
here
The Spotify library you are trying to use here does not have armv7s code which is the default architecture of your iPhone 5. You need to remove the armv7s architecture from your build settings so that it compiles with armv7 instead.
It is a problem that all vendors of static libraries are having since Apple released armv7s devices (iPhone 5, iPad 4) because you cannot have a statib lib that supports i386+armv6+armv7+armv7s.
I've been trying to get my app - built in Xcode 4.2 in Snow Leopard, using ARC, targeting iOS 4.0 and up - to install on a 3G, with no luck. I've tried every solution I can find (like this thorough one here: Is it possible to target older iOS versions when using Xcode 4.2 and iOS 5 SDK?) and while I've been able to get the app to run on the phone via Xcode, when I share the app and try to install it through iTunes, I keep getting the same error telling me the app was not installed because it is not compatible with this iPhone. My client is using a 3G so this is a pretty big problem.
I've set the architectures / valid architectures to support armv6 as well as armv7 in my build settings and I've deleted the line in info.plist about the required device capabilities with armv7 (I also experimented with adding armv6 instead of deleting the line, which made no difference). I also added the -mno-thumb to Other C Flags in case that was the issue. Even though I know for a fact that it works on a 3G, iTunes refuses to install it. Is there something I'm missing?
Check the OS version for you iPhone 3G. if it is running less than 4.0 you might need to have older sdk. Besides I guess ARC is not supported in earlier versions of iOS.
OK, I'm just dumb - I skipped a step and wasn't actually re-archiving the app, I just kept sharing the same original archive over and over again. Re-archived and now it works fine.
Thanks for all your help, everybody! Next time I ask a question I'll try to rule out my own lack of attention first...:P
iOS project. Base SDK 4.2, deployment target 3.0. A customer is complaining about an issue on iOS 3.1 (he has an old device).
I tried installing Xcode 3.2.3 - the oldest there is for download. It does not offer iOS 3.1 as a test target. Does anyone know how can I enable older versions of iOS on the simulator?
The box also has Xcode 4 (in a different folder). Could it be the case that they're sharing the iOS simulator, and the backwards-incompatible one from Xcode 4 is getting in the way?
There is no substitute for testing on a real device.
I've had a problem with my iPod touch (3rd gen, ios 5.0) crashing in one app. Every day. The dev won't buy, beg, borrow or steal a real iPod touch to test it on so he can fix it. As a user this is extremely frustrating.
EDIT:
The final versions of Xcode with the iPhone SDK, as it was called then, are not available from Apple's download page, but the direct links still work.
The direct links can be found at:
http://chris-fletcher.com/2010/08/28/howto-install-iphone-sdk-2-0-3-1-for-xcode-3-2/
If you use the latest Xcode, you can install device debugging support via the Downloads->Components section, a la: http://cl.ly/3U1V1G3W2p2E1G29342e
http://iphonesdkdev.blogspot.com/2010/04/old-versions-of-iphone-sdk.html
Some of the links are dead though. Apple is removing those old files little by little. Get them while supplies last.
How do you test an app in iOS 3.1.3 with the latest Xcode build?
Is it possible to do this in the Simulator? If not, is it possible to downgrade a device to iOS 3.1.3?
Yes, you can downgrade a device. It is not officially supported but I've done it on two 3Gs with success for testing on 3.1.3.
First find a tool called RecBoot by someone called the0rkus, runs on Intel macs only. This brings the phone out of recovery mode once you have loaded the 3.1.3 software.
Find the .ipsw file for your device, as you know it is a different file for iPhone 3/3GS or iPod Touch. Load this software to the phone via iTunes in the usual way, holding the option key while clicking "restore". Wait while it loads.
When it finishes and reboots you will find iTunes complains about this version being incorrect. Situation is the software is loaded, ready to go, but it lacks the final blessing from Apple. RecBoot brings it out of this mode, "waking" the phone into normal ready-to-activate state. Once you have gone through connection to iTunes with a SIM inserted you have a phone just as if you had never gone to 4.0.
Too bad we have to resort to a hack to test with older devices but I don't know any other way. It would be nice if the simulator could still run 3.1.3, nice if setting deployment target would flag pre-3.2 features.
You can also install the older Xcode 3.2.1 with iPhone SDK 3.1.3 but the hardware is the true test of whether your software really works. Given that, you could probably skip finding and using it - although there is no quicker way to find everything that you can't use in 3.1.3. There is no problem having multiple copies of Xcode of different versions installed but it is a good idea to uninstall them with the script provided in /Developer/Library/uninstall-devtools (read the readme included with each Xcode distribution)
You need to test the app on a device running 3.1.3.
The deployment target is one thing (that you set to 3.0 so that you can test on the device)
But if you are looking debugging with a specific version of the SDK, you should have the respective XCode installer.
Does your simulator have a menu marked "hardware" with a variety of older OS version choices?
(Mine does.)
Just use that.
It won't be 100% "actual device" test... but it's a WHOLE lot easier.
(None of the simulators are 100% tests anyway.)
I’m having a problem when I try to upload the binary of my app to the Apple Store. Once I upload the file, the following message appears at the top of the page:’The binary you uploaded was invalid. Apple is not currently accepting applications built with this version of the SDK.’
The thing is that I have tried with every combination of base SDK / Target deployment objective with both xcode 3.2.2 and 3.2.3 (that includes the new SDK4 – final version) and the message keeps on appearing every time I upload a file.
Does anyone know what SDKs are being accepted at the moment by Apple? What combination of Base SDK / Target deployment objective should I use if I want my app to run on the iPad (SDK 3.2) and iPhones with SDK > 3.1.3?
Might it be because I generate my distribution-binary using a simulator device instead of a real phone?
Thank you very much in advance for your help.
Best regards,
Jorge.
Might it be because I generate my distribution-binary using a simulator device instead of a real phone?
Exactly. If you're building for the simulator, you're building for an intel cpu, not an arm. You have to select "device" before building your distribution binary.