SQLite on the iPhone, strange linking errors - iphone

I've been reading through this tutorial for using a SQLite database within an iPhone app. This is great and I've got everything working nicely, in the Simulator. As soon as I build to device I get the following linker errors:
ld: warning: in
/Developer/SDKs/MacOSX10.6.sdk/usr/lib/libgcc_s.1.dylib,
missing required architecture arm in
file ld: warning: in
/Developer/SDKs/MacOSX10.6.sdk/usr/lib/libSystem.dylib,
missing required architecture arm in
file ld: in
/Developer/SDKs/MacOSX10.6.sdk/usr/lib/libobjc.A.dylib,
missing required architecture arm in
file collect2: ld returned 1 exit
status Command
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2
failed with exit code 1
I've tried including different versions of the libsqlite3.0.dylib files as mentioned around this site and other message boards but it doesn't make anything any different (and yes, I have tried cleaning).
If anyone has had a similar issue, how do you get around this?

It looks like you are linking against "Current OS" as SDK. You should select an iPhone SDK in your build settings.
Edit:
Alternative you have selected a library in a different SDK than your current.

The solution to this was very bizarre, and I'm not entirely sure what I've done by removing it... However, this is what I did...
Under the target build settings, I noticed in the "Search Paths" section that under "Library Search Paths" the following was set:
"$(inherited)"
"$(DEVELOPER_DIR)/SDKs/MacOSX10.6.sdk/usr/lib"
"$(DEVELOPER_DIR)/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.3.sdk/usr/lib"
"$(SRCROOT)"
I checked this with applications that I had created before iPhoneOS 3.1.3 was released and it was blank. By removing the above, my application built and compiled straight away...
Very strange. Thanks goes to Claus Broch for getting me 50% of the way there!

Related

Undefined symbols for architecture arm64: "_OBJC_CLASS_$_GADMobileAds" [duplicate]

I am getting a Apple Mach-O Linker Error everytime I import a file from CocoaPods.
Undefined symbols for architecture arm64:
"_OBJC_CLASS_$_FBSession", referenced from: someFile
ld: symbol(s) not found for architecture arm64
I get about 12 of these, for the various Pods I use.
I am trying to build for the iPhone 5S using XCode 5.
I've been trying various solutions here on SO, but haven't got any of them to work yet.
How do I fix this Apple Mach-O Linker Error?
Just found another warning that might be interesting, I hope this leads me to the solution:
Ignoring file ~/Library/Developer/Xcode/DerivedData/SomeApp/Build/Products/Debug-iphoneos/libPods.a,
file was built for archive which is not the architecture being linked (arm64):~/Library/Developer/Xcode/DerivedData/someApp/Build/Products/Debug-iphoneos/libPods.a
If your Architectures and Valid Architectures are all right, you may check whether you have added $(inherited) , which will add linker flags generated in pods, to Other Linker Flags as below:
The issue is that the cocoapods have not been built for arm64 architecture yet thus they cannot be linked when you build them. Likely you cannot use those packages until they are updated and use that architecture. You can fix the linker error by going to project -> target (your project name) -> build settings and change architectures to standard architectures (armv7, armv7s), and valid architectures to armv7, armv7s.
Note though, this means you won't get the full power of the 64 bit processor. You said you are building for the 5s, so there may be some reason you need this. If you for some reason absolutely need that power (perhaps you are building a game), and desperately need those files, you could submit a pull request and then recompile the project to arm64 by setting those same fields to arm64 in the files you pulled from the open source projects. But, unless you really need these files to be 64 bit compatible, that seems like a bit of overkill for now.
EDIT: Some people also reported that setting Build For Active Architectures to YES was also necessary to solve this problem.
As of 2014-04-28 the setting should look something like this:
I solved this problem by setting that:
ARCHS = armv7 armv7s
VALID_ARCHS = armv6 armv7 armv7s arm64
I ran into the same/similar issue implementing AVPictureInPictureController and the issue was that I wasn't linking the AVKit framework in my project.
The error message was:
Undefined symbols for architecture armv7:
"_OBJC_CLASS_$_AVPictureInPictureController", referenced from:
objc-class-ref in yourTarget.a(yourObject.o)
ld: symbol(s) not found for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)
The Solution:
Go to your Project
Select your Target
Then, go to Build Phases
Open Link Binary With Libraries
Finally, just add + the AVKit framework / any other framework.
Hopefully this helps someone else running into a similar issue I had.
I also encountered the same problem , the above methods will not work . I accidentally deleted the files in the following directory on it .
Folder emplacement:
~/Library/Developer/Xcode/DerivedData/
Set Architectures to armv7 armv7s, Build Active Architecture Only to NO, for every target in the project, including every one in Pods
I fixed mine by checking the selected implementation files in the target membership on the right side. This is useful especially in dealing with extensions i.e. custom keyboards.
Here are some explanations why build_active_architecture is set to NO.
Xcode now detects which devices you have connected and will set the active architecture accordingly. So if you plug a 2nd generation iPod Touch into your computer, Xcode should set the active architecture to armv6. Building your target with the above Debug configuration will now only build the armv6 binary to save time (unless you have a huge project you may not notice the difference but I guess the seconds add up over time).
When you create a Distribution configuration for publishing to the App Store, you should make sure this option is not set, so that Xcode will instead build the fat universal binary
http://useyourloaf.com/blog/2010/04/21/xcode-build-active-architecture-only.html
This might be related to libz.dylib or libz.tbd, just have to add it to your targets for the linking binaries, and try to compile again.
You need to just remove arm64 from Valid Architecture and set NO to Active Architecture Only . Now just Clean, Build and Run. You will not see this error again.
:) KP
Solved after deleting the content of the DerivedData-->Build-->Products-->Debug-iphoneos
I solved it by setting valid archs to armv7 armv7s and setting build active architectures only to YES in release and then doing a new "pod install" from the command line
Following worked for me:
Remove all pods
cd ios && pod deintegrate
Comment this line in ios/Podfile -> use_flipper!()
Reinstall all pods arch -x86_64 pod install
Run your app :) npm run ios
Environment:
Node version: 14.17.1
RN version: 6.0.0
OS: macOS BigSur m1
Given an iPhone 5s and not yet having received a 64 bit version of a third party library, I had to go back to 32 bit mode with the latest Xcode (prior to 5.1 it didn't complain).
I fixed this by deleting arm64 from the Valid Architectures list and then setting Build Active Architecture Only to NO. It seems to me this makes more sense than the other way around as shown above. I'm posting in case other people couldn't get any of the above solutions to work for them.
I had the same problem after upgrading to Xcode 5.1 and fixed it by setting Architectures to armv7 armv7s
Had been stuck on this issue the whole day.
I had multiple Schemes, it was compiling fine for Demo, Internal, Release - however Debug scheme just would not compile and was complaining about the libPods.a missing.
The solution was to go to the Project -> Target -> Build Settings and change "Build Active Architecture Only" to YES. Clean and build! Finally hours of head itching solved!
Setting -ObjC to Other Linker Flags in Build Settings of the target solved the problem.
This worked for me:
ios sdk 9.3
into your build setting of app.xcodeproj
valid architecture: armv7 armv7s
Build Active architecture : No
Clean and build , worked for me.
If you faced this issue on your Flutter project while building in Release mode (or Archive) check out my this answer: https://stackoverflow.com/a/61446892/5502121
Long story short:
set your build system to New Build System in File > Project Settingsā€¦
remove ios and build_ios folders
run flutter create . to init new ios module
run pod install
run flutter pub get
check your Xcode build config (it should be Release mode and General iOS Device)
and you're good to go
The following worked for me to get GPUImage compiling without errors on Xcode 5.1 for both the 64-bit simulator and retina iPad Mini, without needing to remove arm64 from the Valid Architectures list (which defeats the purpose of owning a 64-bit device for testing 64-bit performance).
Download the .zip folder from the GitHub page: https://github.com/BradLarson/GPUImage
Unzip, and navigate to the 'framework' folder. From here, add and copy the 'Source' folder into your Xcode project. Ensure 'Copy items into destination group's folder' is ticked, and that 'Create groups for any added folders' is also ticked. This will copy the generic, iOS and Mac header/implementation files into your project.
If you don't need the Mac files because you're compiling for iOS you can delete the Mac folder either before you copy the files into your project, or simply delete the group from within Xcode.
Once you've added the Source folder to your project just use the following to begin using GPUImage's classes/methods:
#import "Source/GPUImage.h"
A few things to point out:
If you get an error saying 'Cocoa' not found, you've added the Mac folder/headers into your iOS project - simply delete the Mac group/files from your project and the warning will vanish
If you rename the Source folder (not the group in Xcode), use that name instead of "Source/GPUImage.h" in the #import instruction. So if you rename the folder to GPUImageFiles before you add to your project, use: #import "GPUImageFiles/GPUImage.h
Obviously ensure arm64 is selected in the Valid Architectures list to take advantage of the A7 64-bit processor!
This isn't a GPUImage.framework bundle (such as if you downloaded the framework from http://www.raywenderlich.com/60968/ios-7-blur-effects-gpuimage) so it may not the correct way to use GPUImage that Brad Larson intended, but it works for my current SpriteKit project.
There's no need to link to frameworks/libraries etc - just import the header and implementation source folder as described above
Hope the above helps - it seems there were no clear instructions anywhere despite the question being asked multiple times, but fear not, GPUImage definitely works for arm64 architecture!
This issue occurred for me after installing a pod via Podfile and pod install. After trying a bunch of different fixes I finally just imported the Pod manually (dragging the necessary files into my project) and that solved the problem.
As morisunshine answer pointed in right direction, a little tweak in his answer solved my problem for iOS8.2 .Thanks to him.
I solved this problem by setting that:
ARCHS = armv7
VALID_ARCHS = armv6 armv7 armv7s arm64
BUILD ACTIVE ARCHITECTURE ONLY= NO
Go to target Build Settings.
set BUILD ACTIVE ARCHITECTURE ONLY = NO for both Debug and Release
Build and run
In my case, I had to look for
C++ Standard Library and make sure that the libc++ was the one selected.
For me, I use opencv 2.4.9 in xcode 7.2 for iOS and the errors above occurred, and I solve the errors by using the opencv through pod install rather than offline opencv framework.
You can have a try by adding the opencv pod text below and delete the offline opencv framework if you have used.
pod 'OpenCV', '2.4.9'
None of the solutions fix this error in my case(Xcode 9), with TesseractOCRiOS. After hours of trial and error, I came up with a good solution. I just delete 'pod 'TesseractOCRiOS', '~> 4.0.0' in the Podfile, run pod install. And then, add pod 'TesseractOCRiOS', '~> 4.0.0' back to Podfile and run pod install again.
Bang! It works!
"The OPN [Debug] target overrides the OTHER_LDFLAGS build setting". This was the main issue. After adding $(inherited) in new line in other linker flags solved my issue.
in some case, if you define one more interface in a .h file, but did not implementation all these interface, this error occurred.
The linker can't found the implementation in .m file, so you need to implementation it in your .m file for every interface.
To resolve this error:
1.in .m file, supply the implementation for each interface.
2.rebuild
I faced the same issue.
My solution I found here: Why linker link static libraries with errors? iOS
Adding $(TOOLCHAIN_DIR)/usr/lib/swift/$(PLATFORM_NAME) to the library search paths fixed the problem.
This error consumed my whole day so thought of writing what really worked for me
delete .xworkspace
delete podfile.lock
delete the Pods folder/directory
"DO NOT DELETE PODFILE"
After all this, CLEAN(OPTION + SHIFT + CMD + K) --> BUILD(CMD + B) --> RUN(CMD + R)
I hope this really works for you :)

Restkit and three20 with ios5

I have some serious issues...I need to build a project from another developer in ios 5 and Xcode 4.2 which which has both RestKit and Three20 library...
At first I deleted those two libraries and used fresh copies of two...they did built but I found out other developer edited the restkit and used three20 inside the restkit also...So I have to keep the old restkit...then restkit is ok but I had to integrate three20 both to my main and restkit project...then I integrated that..after integrating I found this error..
ld: duplicate symbol _OBJC_CLASS_$_TT_FIX_CATEGORY_BUG_UISplitViewController_TTNavigator in /Users/mdrezaurrahman/Library/Developer/Xcode/DerivedData/Fake_Conversation-dyigdwifnataxadzsxfirsdjnhsc/Build/Products/Debug-iphonesimulator/libThree20UICommon.a(UISplitViewController+TTNavigator.o) and /Users/mdrezaurrahman/Library/Developer/Xcode/DerivedData/Fake_Conversation-dyigdwifnataxadzsxfirsdjnhsc/Build/Products/Debug-iphonesimulator/libRestKit.a(UISplitViewController+TTNavigator.o) for architecture i386
Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/clang failed with exit code 1
then I thought it is because two project is using same libraries at a time..Then I used two copies of Three20 and integrated one with main project and another with restkit project
then I faced this error
ld: duplicate symbol _OBJC_IVAR_$_TTSectionedDataSource._items in /Users/mdrezaurrahman/Library/Developer/Xcode/DerivedData/Fake_Conversation-bbrkduxuzifkumgngujfpbbboyzb/Build/Products/Debug-iphonesimulator/libRestKit.a(TTSectionedDataSource.o) and /Users/mdrezaurrahman/Library/Developer/Xcode/DerivedData/Fake_Conversation-bbrkduxuzifkumgngujfpbbboyzb/Build/Products/Debug-iphonesimulator/libThree20UI.a(TTSectionedDataSource.o) for architecture i386
Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/clang failed with exit code 1
I think this is the same error...can anyone show me the path?
Looks like you are trying to link two copies of the Three20 Library into one binary. That would not work. If the copy of RestKit you obtained already contains Three20 then you would not need to link it separately. If it only contains part of Three20, try to get rid of that part.

MFMailComposeViewController doesn't link for simulator

First off, I'm using XCode 4.0.2.
Okay, here is my issue. I can build Apple sample program for MFMailComposerViewController and run it in the simulator (I am aware it will not send email, I'm just concerned that it builds). That seems to work fine.
HOWEVER, when I try to build in my application I get the following message.
ld: warning: ignoring file /Users/lloyd/Projects/iOS/simpleApp/MessageUI.framework/MessageUI,
missing required architecture i386 in file
Undefined symbols for architecture i386: "_OBJC_CLASS_$_MFMailComposeViewController", referenced from:
objc-class-ref in MailData.o
ld: symbol(s) not found for architecture i386
collect2: ld returned 1 exit status
SOLUTION
Looking "Build Settings" (Basic and Combined) I saw that I had "Framework Search Path" set. This was odd because I never remembered setting that. Deleting it fixed the problem.
I am now able to build for both the simulator and the target. NOTE: You can NOT send email from the simulator, but you should still be able to run the code (if that makes sense).
In Xcode go to the build phases tab for your target. Make sure you see MessageUI.framework. If it's not there click + to add a new framework.
SOLUTION
Looking "Build Settings" (Basic and Combined) I saw that I had "Framework Search Path" set. This was odd because I never remembered setting that. Deleting it fixed the problem.
I am now able to build for both the simulator and the target. NOTE: You can NOT send email from the simulator, but you should still be able to run the code (if that makes sense).
This was the solution to my problem :)
Add MessageUI.framework although the docs said it is not a must.
Add MessageUI.framework to the project Linked Frameworks and Libraries

Why isn't AVAudioPlayer found after upgrading to iPhone SDK 4.0?

This is a simple problem, but it is proving surprisingly intractable for me.
As part of beginning to learn iPhone programming, I have written a few small programs and also entered some from a couple of books. These apps worked fine until the other day when I downloaded and installed the latest development software from Apple. Now my existing projects cannot find the AVAudioPlayer references. Specifically, I get the following error message at link time:
Undefined symbols:
"_OBJC_CLASS_$_AVAudioPlayer", referenced from:
objc-class-ref-to-AVAudioPlayer in SpotOnGameViewController.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
I have so far tried the following:
Edited the Project "Base SDK" setting -- which was missing any value after the upgrade -- to be "iPhone Simulator 4.0."
Edited the path of the AVFoundation framework to point to a known location. When that didn't work, I deleted and re-added AVFoundation to the project.
Added an import for after the one for
Created a new test project with an AVAudioPlayer. (This project got the same error.)
"Framework Search Paths" and "Library Search Paths" are both empty in my project settings. There does not appear to be a "project.pbxproj" file in any of my project folders.
Any further suggestions?

iPhone Application Linking/Compile Errors

I'm working on an iPhone application. I added a new framework to my project, and this caused a bunch of linking errors, with the following error for each framework I'm using:
ld: warning: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.sdk/System/Library/Frameworks/Foundation.framework/Foundation, missing required architecture i386 in file
This caused other errors, saying things like NSString did not exist. I deleted and re-added all frameworks several times to no avail. As another attempt to fix the problem, I copied all my source files to a new directory and created a new project. When trying to compile in that project, I get the error:
ld: duplicate symbol .objc_class_name_${PROJECT_NAME}AppDelegate in /Users/nick/Documents/SVN/Programming/iPhone/${PROJECT_NAME}/newTrunk/${PROJECT_NAME}/build/${PROJECT_NAME}.build/Debug-iphonesimulator/${PROJECT_NAME}.build/Objects-normal/i386/${PROJECT_NAME}AppDelegate-B70D3802A4DFAE4D.o and /Users/nick/Documents/SVN/Programming/iPhone/${PROJECT_NAME}/newTrunk/${PROJECT_NAME}/build/${PROJECT_NAME}.build/Debug-iphonesimulator/${PROJECT_NAME}.build/Objects-normal/i386/${PROJECT_NAME}AppDelegate-B70D3802A4DFAE4D.o
(I've replaced parts of the above with ${PROJECT_NAME} because I'm not currently able to discuss specifics of the project.)
If anyone has any insights into either of the problems I'm experiencing, I would love to hear from you.
Which way did you use to add the framework?
Did you doubleclick the app in the left bar under Targets and link the library there?