I downloaded the project of minicap-ios and planned to play with it and study CMake at the same time. The project will be compiled with CMake after executing ./build.sh.
Here is the content of build.sh:
mkdir build
cd build
cmake ../
make
Here is the content of the CMakeLists.txt
cmake_minimum_required(VERSION 3.5.2)
project(ios_minicap)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++0x -Wall -g")
set(SOURCE_FILES
src/minicap.cpp
src/SimpleServer.cpp src/SimpleServer.hpp
src/FrameListener.cpp src/FrameListener.hpp
src/Banner.cpp src/Banner.hpp
src/JpegEncoder.cpp src/JpegEncoder.hpp
src/StreamClient.mm src/StreamClient.h
src/Frame.hpp)
add_executable(ios_minicap ${SOURCE_FILES})
include_directories(
/usr/local/opt/jpeg-turbo/include
)
target_link_libraries (ios_minicap
"-framework Foundation"
"-framework CoreFoundation"
"-framework CoreMedia"
"-framework CoreVideo"
"-framework CoreMediaIO"
"-framework AVFoundation"
/usr/local/opt/jpeg-turbo/lib/libturbojpeg.a)
As can be seen, some iOS frameworks are used in here. So when building the project, I would expect that CMake will go look for the frameworks needed by the project.
I tried building the project with all requirements set. The building goes successful. You can also see the path of the required frameworks:
Then I tried removing those frameworks, reran build.sh. Here's what I got:
Now, the frameworks were not included in the building process I guess. But what confuses me is that the building still succeeded with no error. Why is that so?
Related
With the new XCode/Swift release comes the ability to use binary dependencies. This seems to me to be an ideal time to create an SPM package for FFMpeg.
However, while I've spent the last year learning to code i Swift, I'm actually not all that familiar with how to build libraries, especially those as complex as FFmpeg with all the configurable libraries and third-party dependencies.
There's kewlbear's iOS build scripts, but these are for iOS/tvOS and ideally an FFMpeg SPM package would be usable for MacOS also. It's also not updated for the newest Xcode and Swift versions.
My personal interest is simply in audio and I don't need a lot of bells and whistles, but I figure the ideal situation would be a full package with the entire source and whatever dependencies it needs, and then when it's used as a package dependency, the compiler will just use the parts it needs.
I guess my question is...how would I ideally compile the ffmpeg code for this purpose. I'm trying to follow the directions for compiling yourself, but I'm stuck at the point of compiling gettext because I'm not sure if I should follow the directions (in the gettext source code) for compiling a fat binary for multiple architectures, and when I try to run:
./configure CC="gcc -arch i386 -arch x86_64 -arch ppc -arch ppc64" \
CXX="g++ -arch i386 -arch x86_64 -arch ppc -arch ppc64" \
CPP="gcc -E" CXXCPP="g++ -E"
I get the following error:
checking whether the C compiler works... no configure: error: in
`/Users/nolainecrusher/Downloads/FFMpeg-source/gettext-0.21/gettext-runtime':
configure: error: C compiler cannot create executables See
`config.log' for more details configure: error: ./configure failed for
gettext-runtime
and config.log doesn't really tell me anything useful:
This is what I see at the end of the log:
mkdir_p='$(MKDIR_P)' oldincludedir='/usr/include' pdfdir='${docdir}'
prefix='/usr/local' program_transform_name='s,x,x,' psdir='${docdir}'
sbindir='${exec_prefix}/sbin' sharedstatedir='${prefix}/com' subdirs='
gettext-runtime libtextstyle gettext-tools' sysconfdir='${prefix}/etc'
target_alias=''
I feel like maybe I'm going about this the wrong way, but I'm not sure what the right way is.
See the following:
A Swift wrapper package for FFmpeg and
A C wrapper package for FFmpeg
SwiftFFmpeg assumes ffmpeg is installed locally and will link with those libraries. Also, SwiftFFmpeg uses CFFmpeg as a package dependency, and your app can use SwiftFFmpeg as a dependency.
If you want to see a build script for compiling ffmpeg (x86_64 and arm64), check out my own audio player project.
I've created a framework in which is inserted the second framework, the so-called "umbrella framework". When I insert the framework in the test application(embedded binaries and linked frameworks and libraries, both) can not build app, I get the following error:
ld: framework not found 'embeddedInMyFramework' for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Than add that framework(embeddedInMyFramework) also in embedded binaries and linked frameworks and libraries and try to build than works ok. Later remove that framework from both, embedded binaries and linked frameworks and libraries and still works fine. Can someone help me with this, not sure what happens when I add framework to embedded binaries for the first time, and how to fix that (could it work somehow without adding to embedded binaries at all)
I was able to set up a working Umbrella Framework and wrote down my approach.
Step 5 should remove your linker error ld: framework not found ..
Setup:
A Swift based "client" project that has the Umbrella Framework as dependency
A dynamic Framework (mainly C++ and ObjC) that is a dependency of the Umbrella Framework
Steps:
Link the Umbrella Framework with its dependent (sub-)Framework and make sure that it is copied into the product upon building.
2. Add the location of the dependent (sub-)framework to the Framework Search Paths of the Umbrella Framework project.
3. In the "client" project make sure to link and embed the Umbrella Framework
4. Make sure the Umbrella Framework is copied into the (client-) app bundle to avoid dyld: Library not loaded: #rpath/... errors.
The (client-) app, usually under ...Build/Products/Debug-iphoneos/YOUR_CLIENT_APP.app should now contain your Umbrella Framework in a folder called Frameworks.
5. In the "client" project Make sure to add the path to the Umbrella Framework to Framework Search Paths.
If the ld: framework not found '[Framework_Name]' for
architecture ... error persists you can also add the path to the (sub-) Framework here.
HERE IS AN DEMO PROJECT:
Umbrella Framework Demo
All answers under this line are wrong, cause they just do the thing that manually copy sub frameworks into "umbrella framework"
Embedding a framework within a framework (iOS 8+)
How to create an umbrella framework in iOS SDK?
How to add a framework inside another framework (Umbrella Framework)
Umbrella framework
First thing we should know that "umbrella framework" is a conception in Mac OS not in iOS, the official document is here
https://developer.apple.com/library/content/documentation/MacOSX/Conceptual/BPFrameworks/Concepts/CreationGuidelines.html#//apple_ref/doc/uid/20002254-BAJHGGGA
if you want to create an un-recommend "UmbrellaFramework", you must do these process step by step, and know details during the compile and link periods
Change all sub frameworks Mach-O to Static Library, it means compile this target as Static Library(.a)
Manually copy all sub-Framework into UmbrellaFramework during the build phase(Like other answers did)
Add "FakeBundleShellScript" to Target "UmbrellaFramework", it makes all sub frameworks package itself resources as bundle to join "UmbrellaFramework"
Change the framework load function, you must load the sub-framework resources via path or url, cause it became an bundle, this step means you should have the supreme control of all codes both sub-frameworks & umbrella
!!Here is an example of "FakeBundleShellScript" you can refer
APP_PATH="${TARGET_BUILD_DIR}/${WRAPPER_NAME}"
find "$APP_PATH" -name '*.framework' -type d | while read -r FRAMEWORK
do
FRAMEWORK_EXECUTABLE_NAME=$(defaults read "$FRAMEWORK/Info.plist" CFBundleExecutable)
FRAMEWORK_EXECUTABLE_PATH="$FRAMEWORK/$FRAMEWORK_EXECUTABLE_NAME"
BUNDLE_IN_ROOT="$APP_PATH/${FRAMEWORK_EXECUTABLE_NAME}.bundle"
if [[ -e "$FRAMEWORK_EXECUTABLE_PATH" ]]; then
FRAMEWORK_MACH_O="$(otool -a "$FRAMEWORK_EXECUTABLE_PATH" | head -n 1)"
FRAMEWORK_FAT_ARCH="$(lipo -info "$FRAMEWORK_EXECUTABLE_PATH")"
else
FRAMEWORK_MACH_O="NO EXIST"
FRAMEWORK_FAT_ARCH="NO EXIST"
fi
echo "FRAMEWORK_EXECUTABLE_NAME is $FRAMEWORK_EXECUTABLE_NAME"
echo "FRAMEWORK_EXECUTABLE_PATH is $FRAMEWORK_EXECUTABLE_PATH"
echo "FRAMEWORK_MACH_O is $FRAMEWORK_MACH_O"
echo "FRAMEWORK_FAT_ARCH is $FRAMEWORK_FAT_ARCH"
echo "BUNDLE_IN_ROOT is $BUNDLE_IN_ROOT"
if [[ "$FRAMEWORK_MACH_O" =~ "Archive :" ]]; then
echo "Rmove Static-Mach-O is $FRAMEWORK_EXECUTABLE_PATH"
rm "$FRAMEWORK_EXECUTABLE_PATH"
defaults write "$FRAMEWORK/Info.plist" CFBundlePackageType "BNDL"
defaults delete "$FRAMEWORK/Info.plist" CFBundleExecutable
if [[ -d "$BUNDLE_IN_ROOT" ]]; then
rm -rf "$BUNDLE_IN_ROOT"
fi
mv -f "$FRAMEWORK" "$BUNDLE_IN_ROOT"
elif [[ "$FRAMEWORK_FAT_ARCH" =~ "Architectures in the fat file" ]]; then
#statements
EXTRACTED_ARCHS=()
for ARCH in $ARCHS
do
echo "Extracting $ARCH from $FRAMEWORK_EXECUTABLE_NAME"
lipo -extract "$ARCH" "$FRAMEWORK_EXECUTABLE_PATH" -o "$FRAMEWORK_EXECUTABLE_PATH-$ARCH"
EXTRACTED_ARCHS+=("$FRAMEWORK_EXECUTABLE_PATH-$ARCH")
done
echo "Merging extracted architectures: ${ARCHS}"
lipo -o "$FRAMEWORK_EXECUTABLE_PATH-merged" -create "${EXTRACTED_ARCHS[#]}"
rm "${EXTRACTED_ARCHS[#]}"
echo "Replacing original executable with thinned version"
rm "$FRAMEWORK_EXECUTABLE_PATH"
mv "$FRAMEWORK_EXECUTABLE_PATH-merged" "$FRAMEWORK_EXECUTABLE_PATH"
fi
done
http://alanli7991.github.io/2017/07/17/%E6%A8%A1%E5%9D%97%E5%8C%9617Framework%E4%B8%8EStaticFramework%E4%BC%AA%E8%A3%85Bundle/
As all I said, the key point of to make an un-recommend "UmbrellaFramework" is !!!! [Compile the sub-frameworks as Static, process the resources via fake a bundle], REMEMBER!! Apple always said DONT'T CREATE AN UmbrellaFramework
if you can understand Chinese, more details to make an "UmbrellaFramework" can be obtained from my blog
Alan.li 2017年的文章
Adding to embedded libraries also sets certain Build Settings, which are not removed when removing the library from embedded libraries.
Most probably the Framework Search Paths contain the path to the previously missing library.
It will not work without somehow adding the embedded library. You might want to use some dependency management tool (like CocoaPods or Carthage) to do the more or less of the work for you.
I have a GMP Library that is used for BIG integer calculation in C++.
I am unable to compile the same in Xcode for iOS development.
Please Provide with details steps regarding how to compile GMP for iOS Development
I realize that there has been some considerable time gone by but none of the information in the previous answer worked for me. Here is how I was able to do it, hope this helps someone else in the future.
Grab the gmp snapshot from https://gmplib.org/download/snapshot/
It is in .lz format, it will need to be uncompressed. if you have a mac, uncompress it using lzip, install with homebrew brew install lzip
Once its uncompressed from lzip, then it will be a .tar file, the finder can take care of that for you. You will have a gmp folder with a bunch of files and other sub-folders.
You will need Xcode commandline tools installed. Make sure you have that pre-installed.
Run this configure line. Take care to note that you need to put in your path to the directory you want it to be stored, in --prefix.
./configure CC="/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -fembed-bitcode -arch arm64e --sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS13.2.sdk" CPPFLAGS="-fembed-bitcode -arch arm64e --sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS13.2.sdk " --disable-shared --enable-static --host=arm-apple-darwin --disable-assembly --prefix="{ YOUR_PATH_HERE }/GMP_6_1_99/gmp-6.1.99-20200117/gmplib-iphoneos-arm64e"
Then you run (notice the same path as before for the log files)
make -j &> "{ YOUR_PATH_HERE }/gmp-6.1.99-20200117/gmplib-iphoneos-arm64e-build.log"
make install &> "{ YOUR_PATH_HERE }/gmp-6.1.99-20200117/gmplib-iphoneos-arm64e-install.log"
There are two main points to those lines that are changeable, the platform, and the architecture. The above uses the arm64e architecture but you can just as easily build for arm64, armv7, armv7s. Also you can change out the platform as well and build for macosx, watchos, iphonesimulator, or appletvos. To change the platform you need to find the sdk of where it lives on your machine. The other architecture options are x86_64 i386, To do that, type this into your terminal...
xcrun --sdk iphoneos --show-sdk-path
(replace "iphoneos" with the platform you are looking to use from above)
And replace the SDK path. Make sure you match with the correct architecture or else you will get an error, cannot find compiler.
As GenieWanted said, provide more information!!!
However, I compiled successfully the GMP library for iOS 7 64 bits following the next step:
./configure
CC="/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang"
CPP="/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang
-E" CPPFLAGS="-target arm64-apple-darwin -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS7.1.sdk/
-miphoneos-version-min=7.0" --host=aarch64-apple-darwin --disable-assembly --enable-static --disable-shared --prefix=/your-path/
I would like to point out that it only creates the C library, I do not think is different for C++, however I will try this afternoon.
#bolnad's answer worked for me doing a small modification, removing the -fembed-bitcode flag both from CC and CPPFLAGS.
EDIT: it ended up not correctly compiling the different architectures, so I found this script on github https://github.com/FlowCrypt/GMP and was able to build correctly.
Starting from some point in the past xCode 4 in complaining about linker problems:
ld: warning: building for MacOSX, but linking against dylib built for
iOS:
/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk/System/Library/Frameworks//CoreGraphics.framework/CoreGraphics
I have checked everything but still nothing suspicious in the config and it compiles and runs.
The only thing that I see it is double slashes before CoreGraphics.framework, why I do not know. Tried remove and add again library on "Build phases" that did not help.
Sometimes it's easier to debug Xcode problems by looking at the build log for the command lines it's using.
If you're building from the command line, you can get that message if you don't specify -miphoneos-version-min=
This compiles:
(where conftest.c just contains int main() {})
/Applications/Xcode5.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -arch i386 --sysroot /Applications/Xcode5.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator7.0.sdk --sysroot /Applications/Xcode5.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator6.0.sdk -miphoneos-version-min=6.0 conftest.c
And this gives the error:
/Applications/Xcode5.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -arch i386 --sysroot /Applications/Xcode5.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator7.0.sdk --sysroot /Applications/Xcode5.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator7.0.sdk conftest.c
ld: building for MacOSX, but linking against dylib built for iOS Simulator file '/Applications/Xcode5.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator6.0.sdk/usr/lib/libSystem.dylib' for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Check your Framework Search Paths for your Main target and your test Target.
I had a lot of crap in mine.
had old project written in XCode 4 and just started to use Unit Tests in XCode 5.
Here's the minimum I have to get my test project to run
Project Navigator > click on project at top >
Targets > Build Settings > Framework Search Paths
TARGET:my_project
$(inherited)
"$(SRCROOT)"
"$(SRCROOT)/my_project"
TEST:my_projectTests
"$(SDKROOT)/Developer/Library/Frameworks" <<XCTest.framework is here
"$(DEVELOPER_LIBRARY_DIR)/Frameworks"
"$(SRCROOT)/.."
"$(SRCROOT)" << Documents/my_project
"$(SRCROOT)/my_project" << Documents/my_project/my_project
where directory structure is
Documents/my_project
my_project.xcodeproj
/my_project
Note: If you drag a framework into XCode. XCode 5 has bad habit of hardcoding the path
/Users/gbxc/Documents/my_project
should be
"$(SRCROOT)" << Documents/my_project
"$(SRCROOT)/my_project" << Documents/my_project/my_project
so if you moved your project might get problems
Best way to check whats correct is to create a new single view project that runs tests ok.
Run the Test action
By default it fails but at least testing is running
then compare the Framework Search Paths.
If you're using Carthage and compiling a Mac app, search on your project's Framework Search Paths you might find something like $(PROJECT_DIR)/Carthage/Build/iOS.
Removing that fixed my issue.
This issue is due to include a wrong framework version in Xcode. The project is built for Mac OS X, but it uses iOS version's framework.
Can someone tell me, where to find a detailed guide, how to build the Boost-Libraries for using it on the iPhone-Device.
I've allready build the libs for Mac and can use them in my project (only on iPhone-Simulator). While building the project for iPhone-Device, XCode haunts me a warning: "file is not of required architecture" ond some other errors.
Please Help
Start a new project in Xcode using the iPhone Static Library project template.
Then import the source and headers, and compile it that way. The result should be an iPhone compatible static library
I started here:
http://lists.boost.org/boost-build/2009/02/21326.php
With most of Boost you probably don't need to actually compile it, just include the useful headers. In my case, I just did the compiler define in my own Xcode project.
Hey I have updated Pete Goodliffes script in my openFrameworks addon:
It currently has arm64, armv7, i386, x86_64
Boost 1.59.0 or previous
libc++ / std=c++11 -- Now optional release for libstdc++
Precompiled and Script to build yourself (so if you need libstdc++ quite easy to change)
Supports Xcode 7
[https://github.com/danoli3/ofxiOSBoost][1]
For boost libraries which have only headers files (.hpp) you can just set header search path from your project to them.
For boost libraries with sources you can build static libraries for both ios phone/simulator with next simple steps:
Download and unpack a boost release archive (from https://www.boost.org/users/download/) e.g.: https://boostorg.jfrog.io/artifactory/main/release/1.77.0/source/boost_1_77_0.tar.bz2
Run bootstrap.sh with needed libraries to build for instance 'context' (format =library1,library2,...):
./bootstrap.sh --with-libraries=context
Add toolsets with correct paths to installed SDKs to project-config.jam:
# IOS ARM64
using clang : iphoneos
: xcrun clang -arch arm64 -stdlib=libc++ -std=c++11 -miphoneos-version-min=12.0 -fvisibility-inlines-hidden -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk
;
# IOS x86_64
using clang : iphonesimulator
: xcrun clang -arch x86_64 -stdlib=libc++ -std=c++11 -miphoneos-version-min=12.0 -fvisibility-inlines-hidden -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator.sdk
;
Create and run build.sh script (where lib name is libboost_<name>.a):
lib=libboost_context.a
dir='stage/lib'
# Build arm64
./b2 -a -j4 toolset=clang-iphoneos binary-format=mach-o abi=aapcs link=static stage
mv $dir/$lib $dir/arm64_$lib
# Build x86_64
./b2 -a -j4 toolset=clang-iphonesimulator binary-format=mach-o abi=sysv link=static stage
mv $dir/$lib $dir/x86_64_$lib
# Make fat
lipo -create $dir/arm64_$lib $dir/x86_64_$lib -output $dir/$lib
Now you have next compiled static libraries in "/stage/lib" dir for boost context: arm64_libboost_context.a, x86_64_libboost_context.a and fat one libboost_context.a.
We use boost too. To simplify its inclusion into new applications I have created a Xcode project you can drop into your workspace to include boost. It is based on a Makefile so you need the Xcode commandline tools installed.
The project is here https://github.com/Cogosense/iOSBoostFramework.
Clone the project into your workspace, then click on Menu File->"Add Files to workspace". Select iOSBoostFramework/iOSBoostFramework.xcodeproj in the file finder and click add.
The Makefile in the iOSBoostFramework directory controls what is built and how it is built. There is support for Xcode workspace dependencies, bitcode generation, and only the target architectures selected by Xcode are built.
The following libraries are built test, thread, atomic, signals, filesystem, regex, program_options, system date_time, serialization, exception, locale, and random.
All the separate libraries and architectures are combined, the final build output is a FAT boost.framework Framework bundle which can be linked into the application.
The version of boost is specified in the Makefile (currently 1.64.0), it is downloaded, built for all active architectures and installed in the BUILT_PRODUCTS_DIR specified by xcode.
The previous answer helped me when I wanted to build boost for the arm simulator. When you have a Mac with M1 processor and want to use the simulator, you cannot use the arm64 build for the iPhone.
I added this to the project-config.jam:
# IOS Arm Simulator
using clang : iphonesimulatorarm64
: xcrun clang -arch arm64 -stdlib=libc++ -std=c++11 -miphoneos-version-min=10.0 -fvisibility-inlines-hidden -target arm64-apple-ios10.0-simulator -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator.sdk ;
Then pass toolset=clang-iphonesimulatorarm64 to the b2 command.