ld: library not found for -lVuforia - ios

I'm integrating unity project to native ios project in c++. But I'm getting error
ld: library not found for -lVuforia
clang: error: linker command failed with exit code 1 (use -v to see invocation)
while building xcode project.
I'm using
xCode : 8.2.1
Unity : 5.6.1f1

It doesn't look like you have the "Vuforia" library included in your build.
Under your Unity project, look for a file called Vuforia.framework. This file's inspector should have "iOS" marked in it, so it gets included in the generated Xcode project.

If you integrated a Unity scene using Vuforia, you should be able to see those libraries libVuforia.a and libVuforiaUnityPlayer.a at the path Demo/Vendor/Unity/Libraries/Plugins/iOS/
If you don't see those libraries you should try to integrate your Unity scene once again. If they're here, in Xcode go to Build Phases, then Link Binary With Libraries and make sure you have those above libraries as well as libiPhone.a (those are the libraries given by your Unity scene and you definitely need them), if not add them.
Also, I believe you followed a tutorial to integrate a normal Unity scene, however when you use Vuforia you need to make some other steps. For instance, you'll have to add the folder references of Data AND QCAR. I recommend you to try once again your integration with this tutorial which is more relevant to what you want to do.
I hope this will be useful to you and I wish you good luck in your integration.

Because your code cannot find libVuforia.a, which is library. You have to set "Library search path" at "Build Setting"
or use vuforia sdk
1. download vuforia sdk https://developer.vuforia.com/downloads/sdk
2. create or put your source code put in Sample folder in vuforia-sdk-ios-7-0-43
enter image description here
3.In your project Go to Target > Build Setting > Search Paths > Library Search Path. and Click +
../../build/lib/arm
4.In your project Go to Target > Build Setting > Search Paths > Header Search Path. and Click +
../../build/include
5.Run

Related

Problem compiling React native project on ios

I get errors of not finding the React/reactLog.h file and more files from various react native libraries.
Have tried cocapods and it says it is installing, but it seems as if it's not installed in any libraries.
The error is:
'FBSDKSharekit/FBSDKSharekit.h' file not found
Well, in any case you have to follow the instructions again from this link and double check everything:
https://github.com/facebook/react-native-fbsdk
However, in my opinion this error occurs if you don't download and put the FacebookSDK in your document folder and drag and drop it into your project. So check if you have downloaded it and put it there please. After Putting it there, you should go in your Xcode project in the Library -> RCTFBSDK.xcodeproj path and drag and drop FBSDKSharekit file from your facebook SDK folder(In your document folder) into the framework folder. You have to do the same thing with FBSDKCore and FBSDKLogin.
In addition you should check these two points:
1- FBSDK[Core, Login, Share]Kit.framework show up in the Link Binary with Libraries section of your build target's Build Phases.
2- Make sure that ~/Documents/FacebookSDK is in the Framework Search Path of your build target's Build Settings.
Then try to clean and compile the project. I hope it helps you.

How to integrate AdMob with Unity iOS project?

I have faced a problem where my game works fine but when I am trying to make it work with AdMob, it gives me error in Xcode.
The error is
ld: framework not found GoogleMobileAds
clang: error: linker command failed with exit code 1 (use -v to see
invocation)
But my point is that I have imported the GoogleMobileAds framework and all the other frameworks what google developer site said, but it still doesn't work.
and this:
In Xcode select your Target, go to Build Settings, search for Search Paths.
It should give you 3 lists of directories - Header Search Paths, Framework Search Paths and Libary Search paths. In Framework Search Paths Make sure non of the directories have quotation marks "like this" and make sure the directory of your GoogleMobileAds.framework is listed. If not than add it.
If there is no GoogleMobileAds.framework file in your entire project than try to look with Finder (it may still be in the project repository but not linked to the project). If you can't find it than just copy it from Unity project Assets/Plugins/iOS/GoogleStuffDirectoryOrSomething/GoogleMobileAds.framework and paste it in Xcode project using Finder, then from Finder manually drag and drop it in Xcode so that project gets the reference to that file.
Build.
1.You have to drag and drop "GoogleMobileAds.jar" in your Xcode.
2.Then you have to add 2 frameworks(AdSupport,Storekit), and also have to add "GoogleMobileAds" plugin to Build Phase.
For more discriptive steps for integrate AdMob with iOS and Android both, follow the belove link.http://www.theappguruz.com/blog/ads-implementation-in-unity-using-admob

ld: framework not found Parse Xcode 7 beta

I succeed to install and use Parse framework with my new project, but I can't with a "template project".
The template is just a Slide Menu from Appcoda
You can download the project here.
I have this error :
ld: framework not found Parse
clang: error: linker command failed with exit code 1 (use -v to see invocation)
And the same for Bolts.
I don't understand what the problem is, the initial project is just some View Controllers...
When I write the code "import Parse", the error message is :
No such module 'Parse'
I tried to drag and drop the frameworks, and also to add the frameworks in "Link Binary With Libraries".
PS : I am using Xcode 7 beta, and I tried on beta 1 and 2, same issue.
Here is the solution:
There seems to be an issue with Xcode 7 beta where the search path for manually added frameworks is missing.
To fix the issue add the search path by doing the following:
Select Project
Click on Targets
Click Build Settings
Search for: Framework Search Path
Add $(PROJECT_DIR) and choose Recursive option.
The project should build now.
Thanks to this post : Link to stack
None of the proposed solutions worked for me. Eventually I found that the solution was to drag the frameworks from a source folder that did not have spaces in it's name.
E.g.
Dragging the frameworks from 'iOS SDKS' > did not work
Dragging the frameworks from 'Downloads' > worked
It's not the first time that XCode has been shown to be problematic when working with paths that contain spaces.
Ensure that Parse is included in the "Link Binary With Libraries" section under "Build Phases".
Go to your Build Phases -> Linked Binary With Libraries remove your pod framework & add it back again. That does the trick.
Even I got the same issue. In my case, somehow there were multiple frameworks added to the project, and one of the framework is empty. After removing the empty framwork it started compiling.
This can also happen if you accidentally break your framework, e.g. if the framework contained an Alias, which is no longer there.
This can happen if you zip the file, as the Alias contains a direct link to the orignal file, and isnt updated when you move the zip. E.g. in my case I recieved a zip of the opencv framework, and inside it had just the 'Versions' folder and no aliases to Headers, Resources or the binary. You can just recreate the aliases, or compile the framework from source again.
This took a while to figure out!

iOS app with framework crashed on device, dyld: Library not loaded, Xcode 6 Beta

This crash has been a blocking issue I used the following steps to reproduce the issue:
Create a Cocoa Touch Framework project
Add a swift file and a class Dog
Build a framework for device
Create a Single View application in Swift
Import framework into app project
Instantiate swift class from the framework in ViewController
Build and run an app on the device
The app immediate crashed upon launching, here is console log:
dyld: Library not loaded: #rpath/FrameworkTest03.framework/FrameworkTest03
Referenced from: /var/mobile/Applications/FA6BAAC8-1AAD-49B4-8326-F30F66458CB6/FrameworkTest03App.app/FrameworkTest03App
Reason: image not found
I have tried to build on iOS 7.1 and 8.0 devices, they both have the same crash. However, I can build an app and run on the simulator fine. Also, I am aware that I can change the framework to form Required to Optional in Link Binary With Libraries, but it did not completely resolve the problem, the app crashed when I create an instance of Dog. The behavior is different on the device and simulator, I suspect that we can't distribute a framework for the device using a beta version of Xcode. Can anyone shed light on this?
In the target's General tab, there is an Embedded Binaries field. When you add the framework there the crash is resolved.
Reference is here on Apple Developer Forums.
For iOS greater than or equal to 8
Under the target's General tab, in the Embedded Binaries section add the framework. This will copy the framework into the compiled so that it can be linked to at runtime.
Why is this happening? : because the framework you are linking to is compiled as a dynamically linked framework and thus is linked to at runtime.
** Note:** Embedding custom frameworks is only supported in iOS > 8 and thus an alternative solution that works on older versions of iOS follows.
For iOS less than 8
If you influence this framework (have access to the source code/build process) you may change this framework to be statically linked rather than dynamically linked. This will cause the code to be included in your compiled app rather than linked to at runtime and thus the framework will not have to be embedded.
** How:** Under the framework's Build Setting tab, in the Linking section, change the Mach-O Type to Static Library. You should now not need to include the framework under embedded binaries.
Including Assets: To include things such as images, audio, or xib/nib files I recommend creating a bundle (essentially a directory, more info here bit.ly/ios_bundle) and then load the assets from the bundle using NSBundle.
Just dragging the framework into your project isn't going to be good enough. That is like being in the same ballpark but not being able to find your kids. Follow these steps:
1) Create your framework
Develop your framework.
Once your development is complete, COMMAND+B build your framework and ensure you receive "Build Succeeded".
2) Access your framework
Once your framework project successfully builds it will then be ready for you to access in your Products folder in your project.
Right click on your .framework and select "Show in Finder".
3) Place framework in your project
Drag and drop the .framework from your Finder window to your app project's "Framework" folder.
4) Configure app project for framework
Select the top level in your project
Choose your target
Go to "Build Phases", then "Link Binary with Libraries", and ensure that your framework is included with optional selected.
Still in "Build Phases", go to the upper left and select the + button. In the drop down choose "New Copy Files Phase".
Scroll down to the new "Copy Files" section and ensure that you set Destination to "Frameworks". Leave the subpath empty. Then click the + button at the bottom left.
You will be presented with your project hierarchy. Scroll down to the "Frameworks" folder that you added the framework to in step 3, or search for it in the search bar at the top. Select your framework and click "Add".
Ensure that your framework is included with "Code Sign On Copy" selected.
5) Clean, then run your project
COMMAND+SHIFT+K
COMMAND+R
Firstly Try to build after Command+Option+Shift+K .If still fails then do below steps.
If anybody is facing this error in Xcode 8 then change your framework status to Optional instead of Required under the General Tab of your target.
I created a framework using Swift3/Xcode 8.1 and was consuming it in an Objective-C/Xcode 8.1 project. To fix this issue I had to enable Always Embed Swift Standard Libraries option under Build Options.
Have a look at this screenshot:
I had to (on top of what mentioned here) add the following line to Runpath Search Paths under Build Settings tab:
#executable_path/Frameworks
I got same kind of issue in iOS 9.x version
ISSUE IS: App crashes as soon as I open the app with below error.
dyld: Library not loaded: /System/Library/Frameworks/UserNotifications.framework/UserNotifications
Referenced from: /var/containers/Bundle/Application/######/TestApp.app/TestApp
Reason: image not found
I have resolved this issue by changing Required to Optional in Linked Frameworks and Libraries for UserNotifications.framework framework.
You need to add the framework to a new Copy Files Build Phase to ensure that the framework is copied into the application bundle at runtime..
See How to add a 'Copy Files build phase' to my Target for more information.
Official Apple Docs: https://developer.apple.com/library/mac/recipes/xcode_help-project_editor/Articles/CreatingaCopyFilesBuildPhase.html
If you're using Xcode 11 or newer:
Navigate to the settings of your target and select General.
Scroll down to Frameworks, Libraries and Embedded Content.
Make sure the Embed & Sign or Embed Without Signing value is selected for the Embed option if necessary.
runtime error: dyld: Library not loaded: #rpath/<some_path>
It is a runtime error that is caused by Dynamic Linker
dyld: Library not loaded: #rpath/<some_path>
Referenced from: <some_path>
Reason: image not found
The error Library not loaded with #rpath indicates that Dynamic Linker cannot find the binary.
Check if the dynamic framework was added to the front target General -> Frameworks, Libraries, and Embedded Content (Embedded Binaries). It is very simple to drag-and-drop a framework to project with Copy items if needed[About] and miss to add the framework as implicit dependency in
Frameworks, Libraries, and Embedded Content(or check in Add to targets). In this case during compile time Xcode build it as success but when you run it you get runtime error
Check the #rpath setup between consumer(application) and producer(dynamic framework):
Dynamic framework:
Build Settings -> Dynamic Library Install Name
Application:
Build Settings -> Runpath Search Paths
Build Phases -> Embed Frameworks -> Destination, Subpath
Framework's Mach-O file[About] - Dynamic Library and Application's Frameworks, Libraries, and Embedded Content[About] - Do Not Embed.
Dynamic linker
Dynamic Library Install Name(LD_DYLIB_INSTALL_NAME) which is used by loadable bundle(Dynamic framework as a derivative) where dyld come into play
Dynamic Library Install Name - path to binary file(not .framework). Yes, they have the same name, but MyFramework.framework is a packaged bundle with MyFramework binary file and resources inside.
This path to directory can be absolute or relative(e.g. #executable_path, #loader_path, #rpath). Relative path is more preferable because it is changed together with an anchor that is useful when you distribute your bundle as a single directory
absolute path - Framework1 example
//Framework1 Dynamic Library Install Name
/some_path/Framework1.framework/subfolder1
Relative path allows you to define a path in a dynamic way.
#executable_path
#executable_path - relative to executable binary which loads framework
use case: Dynamic framework inside Application(application binary path
is #executable_path) or more complex example with App Extension[About] which is a part of Containing App with Dynamic Framework inside. There 2 #executable_path for Application target (application binary path is #executable_path) and for App Extension target(App Extension binary path is #executable_path)) - Framework2 example
//Application bundle(`.app` package) absolute path
/some_path/Application.аpp
//Application binary absolute path
/some_path/Application.аpp/subfolder1
//Framework2 binary absolute path
/some_path/Application.аpp/Frameworks/Framework2.framework/subfolder1
//Framework2 #executable_path == Application binary absolute path <-
/some_path/Application.аpp/subfolder1
//Framework2 Dynamic Library Install Name
#executable_path/../Frameworks/Framework2.framework/subfolder1
//Framework2 binary resolved absolute path by dyld
/some_path/Application.аpp/subfolder1/../Frameworks/Framework2.framework/subfolder1
/some_path/Application.аpp/Frameworks/Framework2.framework/subfolder1
#loader_path
#loader_path - relative to bundle which causes framework to be loaded. If it is an application than it will be the same as #executable_path
use case: framework with embedded framework - Framework3_1 with Framework3_2 inside
//Framework3_1 binary absolute path
/some_path/Application.аpp/Frameworks/Framework3_1.framework/subfolder1
//Framework3_2 binary absolute path
/some_path/Application.аpp/Frameworks/Framework3_1.framework/Frameworks/Framework3_2.framework/subfolder1
//Framework3_1 #executable_path == Application binary absolute path <-
/some_path/Application.аpp/subfolder1
//Framework3_1 #loader_path == Framework3_1 #executable_path <-
/some_path/Application.аpp/subfolder1
//Framework3_2 #executable_path == Application binary absolute path <-
/some_path/Application.аpp/subfolder1
//Framework3_2 #loader_path == Framework3_1 binary absolute path <-
/some_path/Application.аpp/Frameworks/Framework3_1.framework/subfolder1
//Framework3_2 Dynamic Library Install Name
#loader_path/../Frameworks/Framework3_2.framework/subfolder1
//Framework3_2 binary resolved absolute path by dyld
/some_path/Application.аpp/Frameworks/Framework3_1.framework/subfolder1/../Frameworks/Framework3_2.framework/subfolder1
/some_path/Application.аpp/Frameworks/Framework3_1.framework/Frameworks/Framework3_2.framework/subfolder1
#rpath - Runpath Search Path
Framework2 example
Previously we had to setup a Framework to work with dyld. It is not convenient because the same Framework can not be used with a different configurations. Since this setup is made on Framework target side it is not possible to configure the same framework for different consumers(applications)
#rpath is a compound concept that relies on outer(Application) and nested(Dynamic framework) parts:
Application:
Runpath Search Paths(LD_RUNPATH_SEARCH_PATHS) - #rpath - defines a list of templates which will be substituted with #rpath. Consumer uses #rpath word to point on this list
#executable_path/../Frameworks
Review Build Phases -> Embed Frameworks -> Destination, Subpath to be sure where exactly the embed framework is located
Dynamic Framework:
Dynamic Library Install Name(LD_DYLIB_INSTALL_NAME) - points that #rpath is used together with local bundle path to a binary
#rpath/Framework2.framework/subfolder1
//Application Runpath Search Paths
#executable_path/../Frameworks
//Framework2 Dynamic Library Install Name
#rpath/Framework2.framework/subfolder1
//Framework2 binary resolved absolute path by dyld
//Framework2 #rpath is replaced by each element of Application Runpath Search Paths
#executable_path/../Frameworks/Framework2.framework/subfolder1
/some_path/Application.аpp/Frameworks/Framework2.framework/subfolder1
*../ - go to the parent of the current directory
otool - object file displaying tool
//-L print shared libraries used
//Application otool -L
#rpath/Framework2.framework/subfolder1/Framework2
//Framework2 otool -L
#rpath/Framework2.framework/subfolder1/Framework2
//-l print the load commands
//Application otool -l
LC_LOAD_DYLIB
#rpath/Framework2.framework/subfolder1/Framework2
LC_RPATH
#executable_path/../Frameworks
//Framework2 otool -l
LC_ID_DYLIB
#rpath/Framework2.framework/subfolder1/Framework2
install_name_tool change dynamic shared library install names using -rpath
CocoaPods uses use_frameworks![About] to regulate a Dynamic Linker
[Vocabulary]
[Java ClassLoader]
Add the framework in Embedded Binaries
Then Clean and Build.
Surprisingly, not all of the necessary pieces are documented here, at least for Xcode 8.
My case was a custom-built framework as part of the same workspace. It turns out it was being built incorrectly. Based on jeremyhu's last response to this thread:
https://forums.developer.apple.com/thread/4687
I had to set Dynamic Library Install Name Base (DYLIB_INSTALL_NAME_BASE) under Build Settings of the Framework Project and then rebuild it. It was incorrectly set to $(LOCAL_LIBRARY_DIR) and I had to change it to #rpath.
So in the link processing stage in the App Project, it was instructing the host App to dynamically load the framework at runtime from /Library/Frameworks/fw.Framework/fw (as in, the root of the runtime filesystem) rather than path-to-App/Frameworks/fw.Framework/fw
Regarding all the other settings: it does have to be in 3 places in Build Phases, but these are all set at once when you just add it to the Embedded Binaries setting of the General tab of the hosting App.
I did not have to set up an extra Copy Files phase, which seems intuitively redundant with respect to the embedding stage anyway. By checking the tail end of the build transcript we can assure that that's not necessary.
PBXCp /Users/xyz/Library/Developer/Xcode/DerivedData/MyApp-cbcnqafhywqkjufwsvbzckecmjjs/Build/Products/Debug-iphoneos/MyFramework.framework
[Many verbose lines removed, but it's clear from the simplified transcript in the Xcode UI.]
I still have no idea why Xcode set the DYLIB_INSTALL_NAME_BASE value incorrectly on me.
Recently ran into this issue with importing CoreNFC on older iphones (e.g. iPhone 6) and Xcode (11.3.1). I was able to get it to work by
In your Projects, select the target.
Goto General tab on top.
Under the 'Frameworks, Libraries and Embedded Content' section, add the framework (for me it was CoreNFC). Repeat for other targets.
Click on Build Phases on top and expand 'Link Binary with Libraries'.
Make the troublesome framework optional (from required).
This allowed me to compile for older/newer iPhones without making any code changes. I hope this helps other.
My environment: Cocos2d 2.0, Box2d, Objective C
In addition to doing the other answers above I finally went to the General tab and made WatchKit Optional.
In my case the solution was to remove the compiled framework from the Embedded Binaries, which was a standalone project in the workspace, clean and rebuild it, and finally re-add to Embedded Binaries.
If you are using a third-party framework, and using Cocoapods as your dependency manager, try doing a pod install to refresh your pods.
This crash was occurring on a third-party library I was using, so glad the above solution worked for me, hope it works for you!
Resolved for me by unselecting "Copy only when installed" on Build Phases->Embed Frameworks
I had the same issue. I tried building my project with an iPhone that I never used before and I didn't add a new framework. For me, cleaning up worked fine (Shift+Command+K). Maybe it's because I use beta 5 of Xcode 7 and an iPhone 6 with iOS 9 Beta, but it worked.
For any project or Framework project in Xcode that use pods, one easy way to avoid dynamic library (dylb) not to load is to set you pod file to ink in static mode. To do so, just make sure to don't write the following line in your pod file.
use_frameworks!
Once the line deleted from your file which you saved, simply run form the console:
$ pod update
In my case, my project is written by objective-c and in the library there are Swift files. So I changed "Always Embed Swift Standard Libraries" in my project’s Build Settings tab to Yes and it became totally okay.
If have development pod Delete your app from simulator install from pod -> clean - > run again...
The same thing was when I've created a new Configuration and Build Scheme.
So the solution for me was to run
pod install
for this newly created Configuration.
For me, I had to switch the XcodeKit.framework from "Do Not Embed" -> "Embed & Sign"
After trying all the methods available on internet and my own trial and error tricks 100 times. Finally I was able to solve it. – Apeksha Sahu 6 mins ago
Goto iTunes in Mac --> accounts-->Authorize this computer – Apeksha Sahu 5 mins ago
second step.... Goto developer in settings in iPad and iPhone and reindex with identifiers and clear trust computers everything. It worked for me........ ....... After reinstalling Mac OSHigh seria 10.13.15 version from Mac OS seirra beta latest version, to reinstalling Xcode latest version, after updating all certificates. etc etc etc... as many methods as you can think I did. –
Try with changing flag ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES (in earlier xcode versions: Embedded Content Contains Swift Code) in the Build Settings from NO to YES.
Xcode 11
Navigate to settings of your target and select General.
Look for "Frameworks, Libraries, and Embedded Content"
Keep "Do Not Embed" and make sure that all your targets (if you have more than one) have only set it's own framework and not others targets.
In Xcode 11
I was facing the same issue
Changing "Do Not Embed" in General Tab > "Frameworks, Libraries, and Embedded Content" was still resulting the same error.
What did solved for me was adding the Framework in Build Phases Tab > Embed Frameworks section
--Updated---
I observed that in projects built in previous versions of Xcode Embed Frameworks Section is not available when running in Xcode 11, Find the below steps to achieve the solution:
1: First need to add the New Copy Files Phase under Build Phases tab.
2: Second change the name of the added phase to Embed Frameworks
3: Change the destination to Frameworks.
4: Add the framework for which the error occurred.
Although everyone is saying to embed the framework under the Embedded Binaries but still it is not working, because we are missing one important step here.
Here are the two right steps to add the binaries under Embedded Binaries tab :
Remove the framework which is giving the error from the "Linked Frameworks and Libraries" under the General tab.
Now add the removed framework only under the Embedded Binaries tab and that is all one would need to do.
Run it on the device and keep that smile ;)
For SumUp Users, if you are loading the latest SumUpSDK.xcFramework, then you need to make sure that it's set to "Embed & Sign" from the application's General tab of the Target.
i.e. to reverse the above statement (making it easier to understand):
Go to the "Project Navigator" (i.e. the first icon to show all project items etc)
Select your project from the top of the tree.
On the menu in the middle of the page (slightly to the right), select your application under "Targets"
From the top-tab, select "General"
Scroll down to "Frameworks, Libraries and Embedded Content"
Select your Lib from the list
Select "Embed & Sign" from the drop down list next to it.
Clean
Re-Build and run.
I hope this helps.
H
Go to file in xcode -> Workspace settings
Click the arrow next to which appears /Users/apple/Library/Developer/Xcode/DerivedData
Select the Derived data and move it to Trash.
Quite the xcode and reopen it.
Clean the project and run again.
Above steps resolved my issuses.

iOS - GA - library not found

I am trying to add Google Analytics to my iOS app. I followed the step of Google's tutorial but now my projet doesnt compile and I have the following error message.
ld: library not found for -lGoogleAnalyticsServices
clang: error: linker command failed with exit code 1 (use -v to see invocation)
I checked and the the library libGoogleAnalytics_debug.a is in my project folder so I dont understand where the problem comes from.
Does anyone have an idea how to fix this?
Many thanks
Go to your project > Build settings > search for the LIBRARY_SEARCH_PATHS and check their paths.
just put lGoogleAnalyticsServices.a near with myapp.xcodeproj, and drag library in your frameworks block in xcode
I also had this error and was able to fix it like this:
Go to the app project settings
Go to the General tab
Under Linked Frameworks and Libraries, drag libGoogleAnalyticsServices.a to be at the end of the list.
Order matters because if a dependency of said library isn't built first, Xcode won't be able to link it.

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