I’m a beginner developper with swift. My compile is correct if I build with IOS simulator. If I build with Any IOS Device (arm64) or with my iPhone (SE) i’ve the same error :
“Library not found for -lMailCore-ios”
I work with Xcode 12.4 and swift 5.3 (I had the same error with Xcode 12.3).
I’ve tried also to had a Package.swift created with Xcode. And I’ve added a dependency with "https://github.com/MailCore/mailcore2".
I’ve an error :
"https://github.com/MailCore/mailcore2enter image description here has no Package.swift manifest for version 0.6.4"
I’ve looked at GitHub support help and stackoverflow but I’ve not found or not understood about this pb with MailCore2
I join captures of screens.
Thank you for your help
Related
I am trying to compile my Flutter project in Xcode 11.6, however it shows me the error -
ld: framework not found AppTrackingTransparency
All my code seems to be working fine, however after research I found out that this is something that is required for iOS 14, but if I download Xcode 12 I won't be able to publish my app in release mode as Apple doesn't accept builds from beta versions.
You either wait for the Xcode 12 official release or copy the AppTrackingTransparency.framework into the Xcode 11.6's frameworks folder
What worked for me was that I was using a pod that was only supported for Xcode 12 that contained the AppTrackingTransparency framework as it is now a requirement if you are integrating any API that is an ad network, so check if your pods have gotten updated automatically and downgrade it if you want it to work.
If you need help implementing the 'AppTrackingTransparency', you can refer to the following question:-
No such module 'AppTrackingTransparency' Error
Hope this solves your problem:)
Dears,
kindly help me figure how to solve an error that occurs when i try to build the exported ios version from unity using Xcode
Also note:
- i have Facebook plugin imported i the project
- i have googlePLay plugin imported too
the following image represent the error
i have ver low experience in IOS so please explain in details if possible (sorry)
thanks in advance every one
Change your "Target minimum iOS Version" in Unity Player Settings for iOS from "7.0" to "9.0"
It appears the GooglePlayGames plugin you're using was built for iOS 9.
I have been converted my swift code to 2.3 version. App is running perfectly in simulator for all the version like 8.0+, 9.0+, 10.0. But it is not at all running on physical device, showing multiple errors like "Could not build module Frameworkname" and many more regarding frameworks and I am using some classes which were written in Objective C to my swift project those are totally showing errors while running in physical device. Any help would be appreciated.
Eventually, I get rid of this issue, Its all about the Xcode issue, may be some files been deleted from the Xcode. Installing new copy of Xcode is resolved the issue.
I have searched Stack Overflow, Google and fellow peers for a current workaround in Xcode 6 for this error but have failed in doing so.
Note that this error occurs ONLY when attempting to run my app ON A DEVICE USING XCODE 6.
(This is not an issue when using the simulators, and I can build my app on a device using Xcode 5)
It seems to be a framework or library issue, but since it is able to work in almost every other possible way, I am not sure where the solution resides. I was using Xcode 6.0.
Here is the error:
I have checked my architecture settings, my frameworks and project files. Everything that needs to be included seems to be there.
This looks like it might be a silly error to do with Cocos2d and/or Xcode6. I have used SpriteBuilder to create the app. If you have a fix or have this error, any insight would be appreciated, thank you!
Found a fix. Downloaded the new Xcode6 version from the App Store. Xcode 6.0.1 (6A317) and it runs on all devices and simulators.
(There was no notification to update Xcode, you must search for it and download the new version)
Am adding QuickBlox to my iOS app and getting a link error for _iconv, _iconv_open &_iconv_close.
I have added all the libraries/frameworks as per QuickBlox's instructions. The only differences I can see is that in their instructions they use the libraries from the iOS 5.0 folder while mine are all in iOS 7.0, and that I have added libxml2.dylib not libxml.dylib (as libxml2.dylib is in that iOS7 folder).
Curiously this occurs only on iPhone simulator builds - building for a device is fine.
Simple enough to fix this by including libiconv.dylib - when I first ran into this problem it was part of a much larger issue caused by xcode always looking for the armvx libs instead of 386 ones for the simulator. Not quite sure why it now only needs that library for the simulator build though.
Have posted this as the answer for anyone glancing here to see if it was answered.