Copy system file to my bundle - iphone

with iphone SDK 4.0 i want to use some system sound files eg /System/Library/Audio/UISounds/dtmf-0.caf
I was thinking it is best to have this in my own bundle but how to copy it to my bundle.
Thanks

Any file you drag into your project and add to your target (which should be default) will get copied into the application bundle when you build it. You may not have the legal right to distribute sound files that are part of OS X though.

Related

How to copy files in iPhone /var/mobile/Container/Data/Application/Document

I develop a test app for iPhone which needs to read some file. In simulator I copied those files showed by NSSearchPathForDirectoriesInDomains. Now I try to run the same app in iPhone and it is showing /var/mobile/Containers/Data/Application/ED49734D-0E61-4BB4-B3CC-D462F3BF9215/Documents/
location, but I don't know how to put my files in Documents folder so it can be read by my app.
Please help
To copy your files, you need to:
Make sure your iPhone is jail-braked (otherwise, you wont be able to access this folder)
Install tweak from Cydia: Apple File Conduit "2" (this is version for iOS 8/9)
Transfer files with one of the following PC tools:
iTools
iFunbox
Hope this helps

Copying non-existent resources during iPhone build

At one point in my iPhone app development, I had 2 rather large video files as resources for use in the app. After some tests, I decided I didn't want them anymore. So I deleted both from the resources folder in xcode - and I selected 'remove and delete selected references.' When I try to build on my iPhone or iPad, it still says "copying file opening.mov to iPhone." And it takes up space in the build.
What is happening? I deleted all references to the file everywhere on my computer, but it still copies the file on my iDevices.
I checked the xcode project folder in finder and it's not there!
You can go to Project->Build Phases->Copy Bundle Resources, chances are those files are still there somehow, delete them if they are.
Additionally as suggested do a product clean.
Go to /Users/your user/Library/Application Support/iPhone Simulator/your version/Applications and delete the folder for your app.
Hint: Library could be a hidden folder. If you not see it use tinker tools to make the folder visible.
Delete the app on your test device.
In xcode go to Build Phases and check if your file is copied to bundle resources. If yes - delete it from there.
Clean your build an run.

dyld: Library not loaded - When app run from the command line

I face some difficulties when adding a framework to my project when i run an iPhone app from the command line.
My final goal is to run applications tests from an automated build process.
When i run my app from xCode :
I add a "Copy File" build phase to my target and everything goes fine.
The copy is set to $(BUILT_PRODUCTS_DIR) as "Absolute path"
When i run my app from the terminal (using iphonesim project) i get this error :
dyld: Library not loaded: #rpath/OCMock.framework/Versions/A/OCMock
UIKitApplication:indemnisation[0xb894][26380] Referenced from: /Users/Admin/Library/Application Support/iPhone Simulator/User/Applications/CD5729B5-A674-49B2-91F6-AD398094B6F8/indemINT.app/indemINT
What i dont understand is that the copy build phase just copies the framework files in the same directory as the app.
When i run the app from the command line the framework files are already in the same directory. Does anyone knows why it doesn't work ?
I've also tried to add the OCMock.framework in the following directories (without success) :
/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk/System/Library
/Library/Frameworks
/Users/Admin/Library/Application Support/iPhone Simulator/User/Applications/CD5729B5-A674-49B2-91F6-AD398094B6F8
Thanks in advance,
Vincent.
I just had this same exact error in Xcode 4.2 (4D199) on Lion. I dragged/dropped the OCMock.framework folder into my project and selected the "copy files" checkbox. I saw the above answers and realized I neglected to add a "Copy Files" build phase to move the framework into place. I added one and dragged it right after the compile files build phase and tried to run my tests again. I couldn't get it to work until I had changed the destination in the "Copy Files" phase to the "Products Directory". Using "Frameworks" or "Shared Frameworks" did not work.
The iPhone does not support traditional Mac OS X frameworks. While the iPhone does use folders that end in ".framework", these folders are structured differently than typical Mac OS X frameworks. Most notably, iPhone frameworks are only permitted to use static libraries, while typical Mac OS X frameworks are dynamically loaded. That the message comes from dyld indicates that you are using a shared libary; however, applications targetting the iPhone may only be statically linked.
OCMock is distributed as a framework, and the iPhone does not allow you build your own arbitrary frameworks (there are good reasons to do this on a device with only 128MB of RAM and no swap).
The solution I see in a lot of places around the web is to put OCMock.framework in /Library/Frameworks or anywhere else in the standard framework search paths. This isn’t a very good solution: your build system is now dependent upon the state of your particular machine. Not good.
Another option would be to add the source for OCMock to your unit test target. This would work but is unnecessary, as your tests will never run on the iPhone,2 so why bother building them for ARM? Executables built for the iPhone simulator, being Mac OS X binaries, can link against dynamic libraries just fine. We can use this to our advantage.
What follows is what I believe is the best way to get OCMock working with iPhone projects:
First, add OCMock.framework to your project. Make sure that it’s being added to your Unit Tests target, not your application.
Next, add a Copy Files phase to your Unit Tests target. Set it up like so:
Destination :Absolute Path
Full Path :$(BUILT_PRODUCTS_DIR)
Now, drag OCMock.framework onto your new Copy Files phase to add it to the list of files to be copied.
Finally, drag the Copy Files phase, which I renamed it to “Copy OCMock”, between the Compile Sources and Link Binary With Libraries phases.
That’s it! Run (and by run I mean build) your tests and everything should work correctly.

Why can't I just send my zipped Xcode project folder to a friend, and it works?

I always use one folder on my filesystem for an Xcode project. It contains all project files. When I zip it and send it to a friend, she can't just ipen the xcodeproj file. It opens, but all paths are broken and build fails because all the classes don't find the #include'd files. But when I download i.e. some example projects from apple, these work perfectly. What am I doing wrong?
UPDATE:
I'm doing it like this:
1) I create a project and specify an directory on my desktop
2) In that directory I create an "images" directory and add images to it
3) I pull this images directory out and drag it into the Resources Groups&Files. Xcode asks if I want to copy it to destination folder, I click no. Because it's already there. All other things are set to default.
4) all other things are just created within xcode, and xcode just puts all classes in the Classes directory of my project.
5) when I want to add images, I first put them in the directory of the project, and from there drag them into the Images group in xcode. That's to make sure xcode doesn't mess them up with everything else. Otherwise it would just copy them to the root of my project directory rather than inside the Images directory, which doesn't make sense. In fact, the whole Groups&Files filesystem doesn't make sense at all, it's one big mess. Apple's biggest mistake in Xcode so far. That's why I have to do such stupid things.
We don't really know exactly what you're doing so it's hard to see what you're doing wrong.
Perhaps inspect the xcode project files directly, see if you have hardcoded paths. That's a sure fire problem. Make sure you copy resources into the project instead of referencing them externally, etc.
I expect that you have "search path" build setting set to an absolute path on your machine, rather than a path relative to the project. Best way to tell is to post a portion of the build transcript from the failed build and look at the -I directives. If those paths don't exist on your friend's machine, then they should be changed from absolute paths to paths that start with ${SRCROOT}.
Are you just trying to build on the second machine or are you trying to deploy to a device on the second machine? If you are trying to deploy to a device (iPhone or iPod Touch) then it probably has something to do with Code Signing and Certificates.

Can Xcode include application resource files that are generated during the build process?

I have a bunch of content files for my iPhone app that I generate via shell script. It takes way too long to be a part of the Xcode build process, so I run it periodically.
I don't want to have to continually add these files to my Xcode project in order to get them included my app resources folder. Is there a way to get Xcode to copy the contents of a folder into the app resources at build time? (It'd be a bonus if I could specify other locations, such as the approot documents folder.)
I tried adding a new 'Copy Files Build Phase' to my target, but that didn't seem to work. This seems like a common problem, but I couldn't find anything about it here.
-- Edit (What I did)
Per Jasarien and cdespinosa's suggestions, I did the following in a build script. I decided not to copy to the destination, because that would only work when using the simulator, I don't think that'll work when deploying to a device.
cp -rf "$PROJECT_DIR/mystuff" "$CONFIGURATION_BUILD_DIR/$CONTENTS_FOLDER_PATH/"
-- Edit 2
This doesn't appear to get files onto my iPhone. Any ideas?
You can setup a Run Script build phase in your app's target. Write the script so that it copies the resources into the app bundle.
This is the path i use for output:
${CONFIGURATION_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}
Just copy your files in that directory, it's the bundle (simulator or device).
You can also take a look at my answer here : how to set up a Xcode build rule with a variable output file list?