I just started programming in Xcode and I'm trying to write an iphone application. I started out with a simple template for Iphone development and took it from there. Now I would like to build a command line tool (for converting data) which reuses some of the classes in my iphone project. I managed to add a new target 'convert', link the appropriate source code to the target, make the target dependent on the main target. Everything builds, so far so good, but it does not generate the right executable, it will build only build/Debug-iphonesimulator/convert which is not runnable from the command line (I'm guessing because it is not linked with the right libraries).
~/Documents/XCode/SQLiteTutorial> ./build/Debug-iphonesimulator/convert
dyld: Symbol not found: _OBJC_CLASS_$_NSCharacterSet
Referenced from: /Users/marc/Documents/XCode/SQLiteTutorial/./build/Debug-iphonesimulator/convert
Expected in: /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation
in /Users/marc/Documents/XCode/SQLiteTutorial/./build/Debug-iphonesimulator/convert
Trace/BPT trap
Is this possible with xcode at all? I'm not sure what kind of extra information you would need to answer this question, so let me know what to provide, if anything.
Kind regards,
Marc van Kempen.
What if you simply created a different project entirely and then dragged in the relevant classes you wanted to reuse, but instead of copying them, merely used references to them? Just don't select 'copy items into destination's folder' option when you drag the class files into your groups & files pane. That way your CL project always uses the latest version from the main iPhone one.
Having it all in one project would no doubt be cleaner though.
iPhone SDK does not officially support building command-line tools. iPhone does not run command-line tools; at least, not without jailbreaking.
Related
I am looking for a simple library ( and/or app - eventually want both ) example ( like a math library or whatever) for iOS which has a makefile for it that I can use as a template to make other makefiles from and learn. Static of course, (and dynamic if iOS supports it so I can have 2+ apps that share common code)
There is lots of incomplete and cryptic info out there but so far I havn't found any nice concise "with these source files" you create a makefile this way to build an iOS "fat" library I can import into other projects.
This would be on a Mac with the ios4 sdk installed.
It is always great to start with something that basically works.
I have created complex makefiles before for unix and windows and for other devices.
thanks.
The first link pictorially represents the process step by step that you've asked then the second link contains a package that allows a programmer to compile a make file based project
click me
click me
If you want to build a static library using a make file and link against it every time you build your Xcode project, you can add a "run script" build phase in your project before all the others, which runs this make file, and then add the built library to your linking phase. If you want a make file that builds the entire iOS project, I don't think it's posible (you can use the command line to compile the project without Xcode opened though).
How do I reference another project which has code I wish to leverage in XCode 4. In particular I'm trying to make use of the NSDate extensions from here.
Some notes:
I was assuming I should probably reference rather than trying build a framework
I tried copying the existing "Hello World" xcode project file across into my project, however this didn't seem to work
Do I need to create a new "Target" based on "coco touch static library" option?
Then would I need to Edit the current Product Scheme so that when I build the new target would build
What do I need to do on my project side exactly - should going Add Files, and choosing the extensions Xcode Project File be enough?
thanks
I was assuming I should probably reference rather than trying build a framework
yes, reference and link with it, unless you need only a bit of it. at this stage, separating the bits you want may be an advanced topic (depends on the lib's layout/depends as well). you should prefer to reference and link because it will normally minimize your maintenance time, especially if you use it in multiple projects.
I tried copying the existing "Hello World" xcode project file across into my project, however this didn't seem to work
you don't create a project, you add the library's xcode project to your app or library, set the lib as a dependency, add the library to your search paths if needed, then link with the library.
Do I need to create a new "Target" based on "coco touch static library" option?
no
Then would I need to Edit the current Product Scheme so that when I build the new target would build
no. you configure it as a dependency. you may need to alter the lib's build settings if there is a major conflict, which the linker or compiler would point out.
What do I need to do on my project side exactly - should going Add Files, and choosing the extensions Xcode Project File be enough?
start with the process outlined above.
There is no reason to bring in an actually project. Either you can bring in the source files themselves and you could even use the same exact files instead of copying them if you want. However, if you have more than just a few files, and you don't think you will be changing the code much, then creating a static library would probably be the best option.
I've build a static library working nice in a Cocoa Touch environment. Now I'd like to compile it also for Cocoa.. Can I have a single XCode project with different sdk targets? Is there some resource out there able to give hints about best the practices in this (and other) sense?
This last two months I have been working on exactly this task ( cross compiling static library for iPhone/Android/Mac OS/Linux/Windows...
It is certainly possible, a nice way, is adding an external xcode project as a target to your first xcode project. So you create a new "Active Configuration" for Mac OS X, iPhone and other platforms that you want to support.
Here, you can find a good tutorial about how to use a secondary Xcode project as a target of your main project to build a static library. It's a cool way because if you debug for example you still have all the symbols of the library, etc.
It can be done but it requires some manual tweaking of the build.
Start with the Xcode Build System Guide.
As an informal way of accomplishing this, you can create two separate projects and add references for exact same set of library source files to each project. Set one project to compile for Cocoa-Touch and the other for Cocoa. If both projects reference the same files, changes made in one project will be automatically reflected in the other. (If you have both projects open, Xcode will complain that the file has been changed by another app but otherwise it won't notice.)
I have a utility class that I continually dump new methods in. I add it to every project and just park methods as I need it. The new methods show up in old projects because the source files are shared across all the projects.
I've developed a static library that I'd like to share between XCode projects. I did some reading to learn exactly how to include this library as a binary dependency so that it runs on both the device and the simulator and that lead to a couple of manual steps which I'd now like to automate. Overall I'd like to be able to release new versions of my library and have a simple upgrade process for any project using the older version. Currently that process consists of deleting and/or copying the new binary files over the original location, deleting copying over new header files. The initial install consists of the same two steps along with additional project/target level configuration to set conditional linker flags based on the target SDK. Is there a way this could be automated? I mean I know I could do something like write an Applescript to do the heavy lifting but how? Has anyone ever automated xcode build settings via applescript? How would I call into XCode via Applescript? Are there any other alternatives? Is there a better way to maintain binary level dependencies?
Update
I'm looking to maintain a binary level dependency where project A depends on a static library created by project B. Something similar to a framework that can be included into an XCode iPhone project easily. After building "B" I want something that can practically be dropped into and project including A. While I am becoming aware of all the procedures around leveraging such a dependency I am looking for some solutions to soften up all of the rough edges.
Add a custom build script through Xcode:
select your target under the Targets group on the left
select Add -> New Build Phase -> New Run Script Build Phase
double click on the new Run Script item underneath your target
this allows you to write a shell script, accessing most of the Xcode environment variables related to the current build, e.g. $BUILT_PRODUCTS_DIR
if you check the "Show environment variables in build log" and view the detailed build output you can see all the variables available.
Have a Google search and you'll find lots of examples, e.g. section 20.3 here etc.
If you are using Subversion I believe you can use SVN externals to specify which particular version of your library to use.
You just have to drag & drop your library project in your project. xCode will dot the rest...
Regards,
Thierry
I realise that the view/controller stuff will be different between Mac and IPhone apps but the model code may well be similar/the same. So whats the best way to organise a project(s) so that the model code is/can be shared?
Copy/paste - just duplicate it and manually keep it in sync
Have 2 xcode projects point at the same workarea - one for Mac and one for IPhone and share the code.
Common library - presumably you can't do this (or can you)
Thanks for any tips.
There are a few ways to do this. The first thing you can do is is create a project that builds as a framework on Mac OS X. Since you cannot use frameworks on iPhone, you can make static library target that contains the same code files. That basically works, but the header paths will be different. If you want the header paths to be the the same (i.e. <Myframework/MyFramework.h>) you will need to modify the the install path of the static library headers so that they are copied into "$SDK_ROOT/usr/local/include/MyFramework", and make sure /usr/local/include is an included header search path. You will then need to install the library and headers into each SDK_ROOT.
I started out doing the above, but I found it to be a royal pain. So I ended up doing something that is a variant of #2. Basically, I get the header paths to be equivalent by making a directory named "Externals" in my iPhone project root, then a directory named with the appropriate name ("MyFramework") in the externals folder. That is the folder I copy I drag the framework files into.Findally I add the Externals folder as a system header path (which is admittedly sort of a gross hack). You need to manually add new files to the iPhone project, but I have found that to be less of a pain the installing static libs into my build root.
I'm not sure if the suggestion from the previous answer would work. If you look at my previous question, you'll see that I've failed to load a custom framework on the iPhone even though the framework works fine on Mac.
I would go with method 2.
You could develop your application in JavaScript, CSS, and HTML. You would use the WebView and UIWebView objects on the Mac and the iPhone respectively. You can do pretty much anything you want in the WebView objects, even make calls down to Objective-C.
The QuickConnectiPhone installer, found here https://sourceforge.net/projects/quickconnect/, installs QuickConnectMac and QuickConnectiPhone templates into Xcode.
This way you can quickly create an application in one environment and then migrate the view to the other. In fact the QuickConnect framework is highly modular.
If you don't want to develop in JavaScript the same modular framework is found on the Objective-C side of the templates installed.
It should make it much easier for you to do what you are attempting.