Undefined symbols for architecture x86_64: "_OBJC_CLASS_$_MobilePayManager" - ios

I know there is a lot of similar errors out there, but i tried doing exactly what the answers said, and nothing helped.
I have now even created a completely new DemoProj (React-Native app), linked the repository the error is in, and i STILL get the same error.
The repository can be found here: https://github.com/Renetnielsen/DemoProj
If one fetches it and runs xcode, and runs that, you would get the same error.
I have no solution to this what so ever, especially since im no Objective C programmer.
Please please help me!!
The module react-native-appswitch is a small 2 function module, that just exports some IOS SDK functionality (https://developer.mobilepay.dk/appswitch-integration)
Complete Stacktrace: https://github.com/Renetnielsen/DemoProj/blob/master/README.md
Solutions tried
- Create completely new app, refered repo, installed, got error
- Ran on device, same error.
- Cleaned build folder, pods and so on - still error
- Linking binary files and so on
It needs to be fixed using 64 bit architecture, so using 32 is not an option, since ios does not support that any more as far as i know.

Related

How to fix Undefined symbol error in Xcode?

I am developing a React-Native application, which has both an Android and iOS version.
When working in Xcode, I have had several errors, which included duplicated files and Mach-O Linker errors.
Right now I'm struggling with the following error.
This is the complete log with the error.
I also append some screenshots of my configuration.
It's a bit hard to deduce the problem with the given info (I appreciate you have tried to give a lot info but even still the error is so vague, it can be caused by multitudes of things)
If I were you, I would do the following
Create a bran new react-native app (lets call it buildMyIosApp for example)
Build and run that
Observe it building for ios (building buildMyIosApp through xcode works)
Change the react and react-native versions on buildMyIosApp to be the same as your project
Re-build buildMyIosApp
Compare the project setup of buildMyIosApp to your project
Hopefully you would be able to find the issue that way.

How to create framework with inner frameworks?

I absolutely can not understand how it works. I started with a simple one: created framework using "Cocoa Touch Framework" template and add some code to source files. Then using cocoapods I installed some pods to this framework-project. All looks good (maybe not so good actually) and build fine. After that there was an attempt to connect my framework to other xcode project. I did this as follows: just took my test.framework file from Product folder and transferred to another project. At first everything was not bad. The import was successful and I can use my framework-code in another project. But when I run it I have error: dyld: Library not loaded: Reason: image not found. I tried all of the answers to this problem, but nothing helped me.
After that, it was decided to try to connect my framework to other project. This time I got a completely different behavior: namely, I was able to connect the framework, but I could not access the code inside it. I'm completely confused, because I did not change anything. I just did the same with another project.
Please help me. What am I doing wrong?
A related questions:
Can I connect the framework just moving test.framework file into
another project?
For some reason, I should use the approach described above, is there a chance in the theory of success or all that I have done before is not correct?
I tried it a lot with the same result you get , until I posted the problem in Apple forums and they respond with Nested frameworks are not supported in IOS

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I have an iOS project in Xcode. It contains a load of linked libraries including GoogleInteractiveMediaAds.framework as well as an internal player library that I believe is also linked against this framework. Both are also embedded binaries.
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I've seen a few people suggest what would be removing the linkage from the app and using the player's internal instance (where I then have to hope that the player is compiled against the version that I need), but how on earth do you do that? And would that even work in this case?
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