"Fat" Cocoa Touch Framework classes can't be found [duplicate] - ios

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Combined framework simulator/device binary Xcode 7.3
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Closed 6 years ago.
I have a cocoa touch framework written in Swift. In order to distribute it, I built a fat binary based on this SO answer.
It used to work fine up to xCode 7.
I'm trying to release a new version of my framework using the same solution. To test it, I integrated the framework to a Swift test project, but I get an error that my classes can't be found when I run on simulator, on the device works fine.
For both the import "MyFramework" is fine, it just seems that on simulator there aren't any classes in the framework.
Is anyone experiencing this issue, or have any idea of what is the problem?

I searched further, and turns out I forgot there was another step that the solution didn't mention.
The framework folder that contains the "fat" binary should be a merge of the framework folders from the device and simulator builds.
This question solves it

Related

Undefined symbols for architecture x86_64: xcode 9 Swift 4

I create app that uses Huawei SDK written in Objc with updated docs in Oct 2017. But when I add framework to project, this shows me stange error. I have stack on this problem couple days, I have tried everything from similar problems, but nothing helped for me.
Framework added correctly(header file, link binary with libraries) autocomplition works well and shows the methods when trying to use SDK.
Already tried: change/edit/update
Valid architecture: arm, armv, armv7, armv7s, i386, x64_86
Clean Derived date and achieves
Restart OS
Change swift version: Shows another error
Checked ObjC bridging header
Pod update/install
Framework search path
SOLUTION:
Launch on real device=)
Looks like your HWMobileSDK.framework is not a fat framework. You'll either need to find a fat framework, or a second build of the framework that's compiled for the simulator (x86_64). I couldn't find any reference to that framework online, so it looks like it's not publicly available. If you got this from Huawei directly, you should ask the person you're in contact with there. Either they don't provide a version of the library for the simulator and you'll need to develop using a device only, or you need another version of the library.

Xcode can't read swift files

This project came to me to be updated to the new iOS 10.It uses frameworks downloaded with cocoa pods. Some of these frameworks are written in swift.Now that I made few changes on the project code, when I try to build the project, I get errors on the frameworks I downloaded as if the project can't read swift!
Is there somewhere where I can set my project to accept swift classes?
Updated Xcode to Xcode 8 and it updated the code and fixes theses issues. Thanks Folks.

IOS: One 'Cocoa Touch Framework' Library for both Simulator and Real-Device?

I am working with XCODE 6 and SWIFT 1.2 in my iphone application at the moment and loooking a way to share the common codes between projects.
Therefore thought of creating a 'Cocoa Touch Framework' as explains in following tutorials that contains the codes I want to re-use among projects.
1). How to reuse Swift code in other projects?
2). http://locomoviles.com/ios-tutorials/create-ios-cocoa-touch-framework-using-xcode/
3). https://www.youtube.com/watch?v=86cPaa3FrRg
All ok and I can use the shared codes that contains in the Library project successfully.
So my problem is, this is really annoying I have to integrate framwork that contains in 'Debug-iphonesimulator' folder when testing with simulator and again the library that contains in 'Debug-iphoneos' when testing with a real device...
I see Three folders as follows (Built libraries)
Just generated the release library (the content in 'Release-iphoneos' folder) thinking that this may work in both deice and simulator. But again this works only with real-devices, and not with simulator.
Question 1). Can't I generate one library that can build and use in both 'simulator' and on a 'real device'?
Question 2). Is there any other way I can link (reference) to Framework Project directly rather than integrating a build library? So Project reference to external Framwork and use resources in there (No library integration... Referencing to project like eclipse android libraries and projects)

Building a Swift Framework with Xcode 7 (Beta 3) to use as an Embedded Binary

Ever since Embedded Binaries were introduced in iOS 8, I have been wanting to port a lot of my common code into frameworks. I decided to wait one year before doing it and this year, with Xcode 7 Beta and iOS 9, I'm starting to do that just that.
I have started a Cocoa Touch framework project in Xcode 7 and I want to compile it into a usable framework. I can get it to compile my project into a .framework, but there's a few issues; namely, the framework doesn't appear to be importable into new projects (I will describe the steps I did for that shortly). Because of that, I'm not sure if my framework has any visible symbols.
This is what I have done to create the Framework:
Created my Framework as a Cocoa Touch Framework.
Went to my target's Build Phases, went to Headers, and added all my Swift files to the "Public" section, in hopes that will export all my simbols without having to mark them as public.
I tried to archive my project as a framework. Currently, it looks like Xcode 7 Beta 3 has a bug (going to report it later today) in which it generates corrupted archive files. For this reason I couldn't get my framework from the Organizer Window. To work around this, I changed the schema of the Run action in Xcode from Debug to Release, built it and grabbed it's generated .framework from my project's build/iphoneos-release directory. This was a quick test so I didn't need the frameworks generated for emulators.
And this is what I did to try to add the framework to a new project:
Created a "Frameworks" group (for organizational purposes) and dragged the framework there, selecting "yes" when it asked me if I want to copy the file to my project's directory.
Went to my target's settings, removed my framework from "Linked Libraries" (it was added there automatically), added it to Embedded Binaries instead. This added the framework to Linked Libraries again, so I had to remove it from there twice. Leaving the framework in Linked Libraries causes a linker error (can't find the framework - no idea why but I think it's irrelevant to my problem and something I should report to Apple as well), but once you remove it from there it seems to compile fine when you add it to Embedded Binaries.
Tried to import my framework in a file. Xcode complains there is "no such module".
Unfortunately, despite the fact that embedded frameworks have been around for around a year, I can't find much writing on the topic.
So my question is: Am I creating the framework correctly, making it possible that my framework/anything else is failing due to an Xcode 7 Beta bug? Or is there a different procedure to create a framework that I want to use as an Embedded Binary? I should probably mention that I want to make this library open source, and I think distributing a plain .framework file to the people who want to use it would be neat.
I Had the same issue on Xcode 7.
I solved it by editing the build settings of the project (the one which includes the framework).
By setting the Framework Search Paths field to $(PROJECT_DIR) or to the path to the directory that contains the .framework file it should help Xcode finding the module.

How to build iOS framework with XCode 6

I know of familiar tutorials on this, but introduction of framework XCode 6 template has changed the game.
I already watched WWDC 2014 video about building modern frameworks but it talks more about building extensions, framework & app all inside single project. It does not specify if the framework I make with it is truly reusable across any project.
I am building framework the XCode 6 way (File->New Project->Framework and Library->Cocoa Touch Framework), but when I import it inside my test app project (separate from framework project) - I keep getting various errors.
Example: Include of non-modular header inside framework, and so on.
I know this is not what it says, and there are quite some missing steps in whatever I am doing. The older tricks may have worked for everyone, but I simply don't find which way to follow after XCode 6.
For example, there is some folder structure that a framework needs, but XCode 6 doesn't comply to it while building it. Is it right? If not, how can I change the way the XCode builds framework folder hierarchy?
Do I go back to old school or am I screwing some tiny thing in XCode 6 that I am unable to create a reusable framework?
I am not sure if you are trying to build a framework with Objective-C or Swift as your question doesn't state it. I've encountered errors you are mentioning with Swift so I'll give you my method to build Swift frameworks.
I found the process for Objective-C to be very straightforward and well documented, so I'll skip this.
As for Swift, there are a few things to consider. First, Swift static libraries are not supported, so you must exclusively use a framework (aka dynamic library) when linking an app to a library.
Here are the steps:
Create the Framework using New > Project under IOS > Framework & Library, select Cocoa Touch Framework
To avoid the "ld: warning: directory not found for option..." goto Library Search Paths in Build Settings for your target and delete the paths.
You can't mix Objective-C with Swift so don't even consider adding the Swift-Header bridge file in your code.
There are some cases in swift where you need to import code from unexposed Frameworks. I've successfully used the module-map inside the framework to deal with these case.
I also select CLANG_ALLOW_NON_MODULAR_INCLUDES_IN_FRAMEWORK_MODULES = YES in the Build Settings to solve 'include of non-modular header inside framework module'. That seems to work
I make sure that the header file that gets generated is marked as Public (not Project). Click on the file and you'll see the selection in the inspector under 'Target Membership'
You may run into some bizarre error messages when building. Xcode has a tendency to report linker errors when your code can't compile correctly resulting in missing files the linker needs to output its binaries. Sometimes XCode won't show the errors in the files you are compiling and you need to go manually on the build output and go back to the files. Some other time, you'll get a problem where you need to delete the cache. Those issues I call XCode blues and deal with it constantly. I found this type of problems happens more often when building libraries. The rest should work as expected.

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