How to run a project out of 2 embedded different project - ios

I have two iOS projects and I want to make it as a single project and run one project at a time depending on a condition.
For example : I have 2 projects named ProjectA and ProjectB.I want to embed ProjectA and ProjectB into a single project named ProjectC.
ProjectC will have a condition depending on the condition I have to run either projectA or ProjectB code.
Note: Condition to run a project will be applied on runtime not on compile time.
I doubt is this really possible ? I need expertise guidance on how to approach this problem.

I would suggest that you create pods and call your project, you can call it based on scenario/use-case, like this you can keep any number of projects in your pods.
You can refer this link.
Another way is to keep your two projects in same path, create dynamic frameworks and use those references into project 'C' I mean the new project which you are planning for
Any one of the approach should solve your problem.

Okay, so based on reading the question and asking some questions ... it really isn't clear to me why the answer regarding pods has gotten so many votes. It does not solve the problem.
Let's say we have existing ProjectA and ProjectB. ProjectC is not yet in existence, but the desire is to make ProjectC be a "combination" of A and B where A or B will be run based on some condition. Once run, the app will stay running that version until re-launched.
Two basic approaches would be to either combine all the code and assets into ProjectC or trying to make A and B frameworks which you load. However, with either scenario, you are going to have make adjustments to your code base. The amount of work you will need to do is also a byproduct of how complicated the projects are.
I've worked on a project where we successfully did what you wanted for a large app. We essentially made a "universal app" by taking our iPhone and iPad projects, combined the code/assets. We "launched" the appropriate version at runtime.
Before you go down such an effort, you will need to weigh the consequences. I'll list a few.
If you have A/B have a dependency on bundle id, you're going to have issues. ProjectC will have it's own bundle id. For example are there any 3rd Party APIs (eg. Facebook) in use where you would want to still use them and look like ProjectA or ProjectB? If yes, but they are tied to bundle id, you'll have issues.
If you are using IAP, your product ids will need to be different. So obviously the code in A and B will need to change if those product ids are hardcoded. If they are server driven you need to ensure the server code and actually deliver the right product ids. If there is an expectation that an owner of ProjectA should still have their IAP for ProjectC, this is possible ... however the cost comes to needing server side logic on your size to manage this.
How much effort do you want when debugging the code?
Are ProjectA and ProjectB still in active development? Doing this may very much make those projects very difficult to maintain afterwards.
How much time will be set aside for this? Doing this is tedious and takes time.
You would probably get more success combining source/assets of both A and B into C. In other words you will not be adding the project files for A or B into C. Why? Because you need to be able to easily identify all the conflict points and then provide a work around. A simple example of a conflict is AppDelegate, which is what project creates by default. You'll have 3 of them (A, B, C).
Keep in mind all approaches are fraught with issues. If you go for frameworks (regardless if they are Pods or not) and you decide your assets go into the framework bundle, you have to change your code to access them, as they are no longer in the mainBundle.
Okay, what are the general guidelines?
Choose a methodology (eg. combine or framework). I am going to discuss combine.
Determine as much of your conflicts up front. For each type of conflict determine your strategy. For example, to solve AppDelegate you could always do ProjectAAppDelegate and ProjectBAppDelegate.
Examine the Info.plist. This is a good source of other conflicts. C's Info.plist will be a combination of the two.
Come up with a strategy for how you will deal with conflicts. For example, we had a naming convention we would use when we had class names that conflicted.
Add your ProjectA and ProjectC source code/asset into Project C. Start to fix conflicts.
Drink a lot of coffee.
One of your other key things you will need to get control of is your entry point based on the decision. If you can decide before calling UIApplicationMain in main.m, you could do something like:
Class appDelegate;
if (runA) {
appDelegate = [ProjectAAppDelegate class];
} else {
appDelegate = [ProjectBAppDelegate class];
}
return UIApplicationMain(argc, argv, nil, NSStringFromClass(appDelegate));
IF this does not work, then you'll have to do this in - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions. You'll probably want to then have Project C's AppDelegate be a proxy for A and B. For example:
- (void)applicationDidBecomeActive:(UIApplication *)application {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
[self.projectAppDelegate applicationDidBecomeActive:application];
}
where projectAppDelegate was set to the right version you need.
Note you will also need to manually load your storyboard to make sure the right one is launched. And keep in mind that if you spend to much time making your decision during loading (you said it was a network call) your app can be booted.
You may be able to find some nifty dynamic loading you could do if they were frameworks, but the key should be maintainability/ease of debugging.
I'm going to stop here mainly because there are so many different things to do and I really I don't have the time to write them all out.
Additional info based on follow up question
Odds are high that you will have some file duplication. I gave the example of AppDelegate. enum will be less frequent, but will occur. Also keep in mind, it is not the file name you care about, it is the class or other defined data type you are concerned about. Those are the conflicts that matter to the compiler/linker.
For example say:
ProjectA:
typedef NS_ENUM(NSInteger, State) {}
Project B:
typedef NS_ENUM(NSInteger, State) {}
This was what I meant about having a strategy ahead of time. Example strategies:
ProjectA is the "winner", and hence only ProjectB will have changes
ProjectB is the "winner", and hence only ProjectA will have changes
Both Project A and Project B will have changes.
So for 1, the result would be
ProjectA:
typedef NS_ENUM(NSInteger, State) {}
Project B:
typedef NS_ENUM(NSInteger, PBState) {}
Note what I did hear. To make my life easier I used some pre-defined prefix to designate it is ProjectB. In this case PB.
For 2:
ProjectA:
typedef NS_ENUM(NSInteger, PAState) {}
Project B:
typedef NS_ENUM(NSInteger, State) {}
For 3:
ProjectA:
typedef NS_ENUM(NSInteger, PAState) {}
Project B:
typedef NS_ENUM(NSInteger, PBState) {}
It will be up to you to make the rules, but be consistent.
You will need a strategy for how you will resolve all the data type changes. For example, if you are going from State -> PBState, you obviously only want to modify ProjectB. Here is where having it in it's own project would help. However, you can use Xcode's Search Scope to help control this.
Oh some other things.
Up front, invest on a script to find all the duplicate files in ProjectA and ProjectB. You basically need to do a find on ProjectA and ProjectB based on the extensions you need (eg. .m, .h, .xib, etc). This will give you a list of potential candidates and from there you can strategize on rules.
As I was the sucker that did this part of the project, I basically kept this list in a text file. When I consolidated the file, I moved it to a different section (separated by several newlines) in the file. There are diff ways of doing the accounting on it, it is simply the method I chose.
I would also make sure you have a good diff tool like Araxis Merge (which is what I used).
Also, take frequent snapshots just in case. You can use git branching. I often just copied the actual directories so I could diff them later if needed.

Related

Framework using library crash

I have 2 frameworks created by me that use (both of them) a library also created by me.
The first framework initialize the library and makes all its workflow. After finishing the first framework, the second one must start.
But when the second one is going to start, after initializing the library, the app using both frameworks crashes with a exc_bad_access error.
Apparently the library is created correctly, but if i comment the line of code to initialize the library in the second framework, the workflow continues (it crashes later because it has no library initialization).
Is there anything I'm doing wrong? Should I use two separate libraries instead?
EDIT:
Imagine the situation:
Framework A has this methods: start, stop. And while it works it delegate to the methods: infoFromA,frameworkAFinished.
Framework B has this methods: start, stop. And while it works it delegate to the methods: infoFromB,frameworkBFinished.
Both start methods initialize the static library mentioned (lets call it problematicLibrary).
Both frameworks present some views to make its functionality. So lets make an example of the app workflow.
At the app view viewWillAppear method, I start the Framework A just using:
[FrameworkA start]; , this will initialize the library and present a view. With this view (using my problematicLibrary) some info will be delegated to the infoFromA delegated method. And after all the info is delegated, it will delegate to frameworkAFinished.
When the FrameworkA has delegated to the frameworkAFinished I start the next Framework: [FrameworkB start]. As the other Framework, it will initialize the library and present a view. While debugging, all the initialization of the library is done (create the instances of the needed objects and a new instance of the library is created) and while its presenting the view it goes through the viewDidLoad method and then it throws an exc_bad_access error at the problematicLibrary initialization line (which has been done before and continued to present the view!!) without going into any other method from the view.
I have checked if the initialization is doing well, and all the variables were at null value before the initialization, and a new memory address is given to the library object.
This sounds strongly like a symbol conflict to me. I'm just surprised the linker didn't catch it, but I assume that's because you're using a static library in both your frameworks instead of simply yet another framework.
Generally speaking, I'd warn that "this is a bad idea™". What you're trying to introduce into your design is basically dependency management. Like a lot of blog articles and specifically this SO answer suggest, you should avoid packaging frameworks (and by extension libraries) into frameworks.
What most likely happens in your scenario is this (I admit I'm guessing a bit here): You linked the library into Framework A. Thus, the library becomes a fixed part of it. Its symbols are in it, even if you did not expose them to the app in any header files or the like. As long as you use only that, everything works smoothly. Then comes Framework B, of which the library is also a fixed part. Even though you can't see it from your app, the very same symbols are inside it. This, however, clashes with the symbols that were already loaded by Framework A, hence a crash (as said, this would usually be caught by the linker, but I guess you "tricked" it by building the frameworks beforehand and packaged the library in them). Maybe somebody else can explain this in more detail, but that quickly becomes besides the point as to how you would go for a solution. From how I see it, it just won't work this way.
So here's a suggestion for how you can solve your problem:
If you really, really need to split like this (two frameworks used in your app using the same dependency), I'd suggest removing the library from the frameworks (i.e. make them depend on it, but not package the actual .a file in them) and documenting that properly. Then add the library to your app project, just like you added the frameworks.
If you want to make this fancy and easily installable into other apps, I'd recommend setting up a private CocoaPods repository and turn your frameworks into private pods. You can then easily define the library (or rather "new Framework C") as a dependency for Framework A and Framework B. When you then pod install in your app, cocoapods figures out the dependency and adds Framework C automatically to your project. This scenario is exactly what cocoapods (or any dependency manager for that matter) was designed for. It automates and helps in the project setup, so that the final build (the app) doesn't have to figure out dynamically what it can and can't use. The end result is the same.
Trying to duplicate that "in code" quickly becomes messy. Frameworks trying to figure out things of the surrounding app/project that uses them (like "is my dependency so-and-so already linked? if not, can I load my own version of the library?") can lead to a lot of pain.
Okay, in response to your comment I'll try my hand at a more detailed How-To for the non-cocoapods setup. As a preface, though, let me say that that's kinda hard to do on top of my head, as I have no ready sample project to toy around with. Since this is one of those "set it up once and then forget aout it for a long time" I have to admit my recollection of these things is a bit fuzzy, so consider this as a sort of "rough direction". There might be things you need to configure differently than how I recall them. Other SO user are thus hereby invited to edit and correct my answer here, too. :)
First, I have to say I am not exactly sure whether you need to convert your static library into a framework or not for this, I think you don't so I'll go from here (I have never used a static library in that way).
That means you can leave the project that builds your library as is. On second thought, you probably have to do this to be able to link against the library without making it a part of the framework that uses it. I will still refer to this code as "library" in the below points, but assume that you're able to turn it into a dynamic framework as well.
The projects building Framework A and Framework B should be changed. I don't know how you have this set up (as one project with various targets, whether you have a "development application" as part of it to test the frameworks on themselves, etc.), but the important thing is that in the target that builds a framework, the library should be linked (i.e. in the "Link Binary With Libraries" build phase), but not copied (i.e. it must not be in the "Copy Bundle Ressources" build phase). It might be tricky to set up any development/test target you use to run, depending on how you did that so far. For example you might have to manually edit Library Search paths in your build settings to be able to properly compile the framework.
Lastly, you need to change your final app's project settings, obviously. The library that was originally part of Framework A and B now needs to be linked to from its project directly, and, obviously, it needs to be copied into the bundle as well. Note that any projects that include either of your frameworks (A or B or both) in the future must do so, otherwise they won't work, because these frameworks expect the library to be present (but no longer "bring it with them").
In spite of this long-ish text wall, it shouldn't be that complicated, I think, but you may still want to check out how cocoapods can support you with something like this, perhaps it's helpful in the future. The linked article expects basic knowledge on how to use a pod and write one, but the other guides on the site explain that pretty well. I am just saying this because in the end, when using cocoapods in a project to add multiple libraries/frameworks that introduce dependencies, it basically sets up your project in the way I described above. It uses some fancy shell scripts that ensure everything is copied to the correct folders and such, but overall speaking that's how it works: A pod's podspec tells cocoapods what additional pods to include in your app for it to work (a dependecy the pod expects to be there, but doesn't "bring in" by itself).
Check if they are both compiling for the same target.
Check if they have access to the same target membership.
Check build phases to see that they are both there.
I think because the first library is not 'well' referencing the second one.
Also i think that you can't import a framework inside another one.
To make things easier, you can merge the two frameworks on a single one.
Also you can add a callback (using protocols or closures) that informs for the end of the first workflow, and you use this callback to initialize the second framework. This way the initialization will not be made automatically.

Best way to Whitelabel an existing iOS App

I started working at a company which developed an App for mobile payment. There is a "Terminal"-App, which receives payments of customers and then there's the "Wallet"-App, which users can download and use to pay (at those terminals).
The project consists out of 2 targets - one for the Wallet and one for the Terminal. The App is used only in 2 Countries. It's all quite sophisticated and has a huge code base.
Now I need to whitelabel the whole product for a client, who wants to use our App (both targets) with his own branding (and maybe some additional features or without some specific features) and I'm not sure what the best way would be to achieve that.
Currently I see 3 options:
Duplicate whole project
To copy the whole project to a new folder and make my changes in that new folder would probably be the most "dirty" approach. At some point, my first code base could differ from the duplicated one too much. Additionally, if any security-related issues would come up, I would have to fix it in both projects.
Create another 2 targets
I was actually thinking that this would be the best way to go. Creating a new target for the Wallet and the Terminal and then checking the current target in the source code to decide which features should be enabled or disabled sounded pretty good to me at the beginning. But then I created the new target and noticed that I will have to set that checkmark on EVERY single class for that new target. Besides that, I'm not sure any more if that's really the best way to go.
Use If-conditions
The third option would be to wrap every function, that will be available in only one of the apps, with an if loop. I see this as the "cheapest" option because it's easy to set up and I can still maintain my code base pretty well.
Is there any other option I have? Which way would yo go?
The most significant difference between the base App and the whitelabeled one will be its language. The whitelabeled version will be right to left, but iOS does a pretty good job on that without needing me to do all the mirroring.
You definitely want the extra targets. Having a new target means it's easy to use a separate bundle identifier, signing settings and more. It might seem like a pain to have to tick a bunch of boxes to add your files to the new target (perhaps quicker to use the target's Build Phase|Compile Sources list in Xcode) but it's worth it to create a real separation between the apps.
Instead of using a bunch of source code checks to determine which white label app you're in, consider making your app more data-driven. A plist file could be used to determine which capabilities your app has, and a different plist file can be used for each target.
For example, it might contain a top-level dictionary called features, with true/false values for a bunch of feature names. You have a FeatureManager that reads the file and is the single source of truth for all app components that want to know if something should be available or not.

multiple UIImage+ImageEffects files in one project

I have a couple third-party libraries (not using cocoapods) in my iOS project, and when I dug into the files of each, I discovered that 4 of these libraries had their own versions of the UIImage+ImageEffects category. So I was about to merge them into one single file, but that got kind of messy:
For instance, one of the libraries, SCLAlertView, has a custom method inside its version of UIImage+ImageEffects which refers back to one of SCLAlertView's classes to access a variable. So if I import that class into the merged file, It would make the new UIImage+ImageEffects dependent on SCLAlertView. I dont feel comfortable about that, and its not pretty. So I need your guys thoughts on this :
What is the best approach to go about this? Should I just go ahead and merge them or keep them as separate files in their respective libraries?
Does having multiple, slightly different, versions of the same category in a project really matter? does it give rise to any issues/conflicts?
i often see this :
Class _NSZombie_OS_dispatch_group is implemented in both ?? and ?? ...
in my console. is this by any chance caused by the above thing?
Thanks in advance.
Note: I didnt give the question a generalized name like "multiple versions of same category in one project" because UIImage+ImageEffects is used by lots of libraries for blur effects and has the most chance of ending up as multiple slightly different versions in your project
Answering 2 will drive the answer to 1 (and 3 sounds like a bug in the system, you should file it :) ):
Does having multiple, slightly different, versions of the same category in a project really matter? does it give rise to any issues/conflicts?
As long as all method names are unique, there isn't a problem outside of the issue that categories on system classes are awful for the long term maintainability of a codebase.
If, however, the categories all have methods of the same name -- which they likely do -- then only one of them will be used and which one is indeterminate.
Thus, yes, you'll need to merge them. Or, better yet, eliminate them entirely by refactoring them into a helper class or something (then file a bug against the original codebase and have 'em pull the changes).
If you build and integrate your 3rd party libs as static libraries, every lib is isolated and uses its own version of the category, and things should work fine. In this case, you should keep the categories internal to the libs and avoid exposing them by means of #include in public headers. EDIT: As pointed out by bbum, category methods are not isolated inside their containing static lib; wrapping the libraries as static libs would not solve the OP's problem.
If you just have one build target and integrate the libs by source, things will work OK as long as the duplicate method implementations don't differ (even though this might result in lots of linker warnings).
Issue will arise if the category implementations differ, because the resulting behavior (i.e. which category method is used at runtime) is undefined (see this post). In this case, I don't know a good solution for the problem; a not good (but working) solution would be to rename (prefix) the methods in each lib's category and use the renamed method in the respective lib. E.g. in lib A, you would rename imageByApplyingLightEffectToImage: to a_imageByApplyingLightEffectToImage: and change all calls to that method inside A accordingly. As I said, I would use this approach as a last resort only.

How to reuse an Xcode project into a new project? Static library, Framework, Targets?

I built an iOS project (actually workspace because of Pods) that is 100% functional, with its logic and UI (Storyboard and xibs). Now I would like to reuse this app/project as a "core" for future apps.
I've been searching about it and there are several solutions like Static libraries, Frameworks and Targets. But I am not sure which one would be the best in my case. I would like to reuse all the UI part as well.
I saw that most of the people agree that the best approach for reusing code is static libraries, even thought it looks not so straight forward. But I think for reusing UI probably Targets is the best solution. The problem I see is that if a build 10 apps based on my core project, the new project will be huge, so probably it is not the best option.
I don't know if you guys have any better idea or opinion.
Thanks in advance!!
There are several things you can do, and I will try to go through them.
If you have minor changes on your "base" app, then the best thing would be using targets(build schemes). This way you can add things to build phases and therefore, add files that you need. This might be the quickest possible way to do what you want but here are some drawbacks: What if you have 5 apps, and for each one you have QA and prod. That 10 build phases. If you keep using your app in no time you will find hard to manage it.
Another thing could be to create different project, and include all the files you have (and you need), inherit from there and have extended functionality/UI/UX. This is slower approach then number 1, but you will have dependency on the files that you might change in one app and don't want to propagate that change in other apps. So the drawback would be that you have to be extra careful, and plan a lot of things in advance.
Third thing could be to create base app group(or project) and then you are certain what to do, where and what that change could do to other apps(since you know that this file is actually being reused).
And finally, there is a framework, which is my favorite. I am working on one project that inherits base app and we found that is a huge problem. You start separated and then, one thing by one, you have entangled code for specific app and base app like headphones in pocket. And if you don't refactor it ASAP, it will became really hard to resolve these kind of issue. Not to mention merging and other stuff. Here is an excellent article about creating framework http://www.raywenderlich.com/65964/create-a-framework-for-ios . Off course, there is a price to pay and that's every change that you create you must update library and add it again to project. This thing can be easily forgotten and if you are working in team could produce build crash.
All after all, you predicate that you will have more then 5 apps, so I would say go with the framework. This way you will have much cleaner and separated app, and won't have to think about changing things and how these changes would affect your other apps.
I recommend you use a custom project template. I did it perfectly today. I had the same needs as your. Follow this link: https://github.com/reidmain/Xcode-6-Project-Templates/tree/master/iOS%20Application.xctemplate
Download it. You can add all the files from existing project into this template, storyboards too. If you have any doubts I will help you.

Do I really need to create an iOS static library for internal-use-only code?

In a brainstorming meeting, someone recommended that we use a static library in a future project. I have researched this topic all day.
I have found some helpful answers about what a static library is and how to create one.
Library? Static? Dynamic? Or Framework? Project inside another project
I've also found answers on how to use resources with a library:
iOS Library With Resources
My Question Is:
Do I really need to create a static library, or should I just create a class for internal-use-only code?
Conditions:
I have three projects that require a special encode and decode engine.
The engine's functions involve cryptography, IP packet transport, and hardware binary coding.
There are fewer than 20 functions.
We will never release this engine to a third party developer or open source it.
Another way to ask:
In what circumstances should I create a static library?
Even if you don't want to share your code with other developers, you can still gain tremendous benefits from creating a static library.
As Srikar Appal mentions, benefits gained from creating a static library are 1) Code Distribution, 2) Code Reuse, and I'd also like to add, 3) Versioning, 4) Testability (kudos to BergQuester's comments below) and 5) Documentation.
Let's look at these more closely:
1) Code Distribution
Static libraries are great because they make it easy to distribute your code- all you have to do is compile and share the resulting .a file.
Even if you never plan to share your code with other developers, you can still make use of this across your own projects.
Alternatively, you might instead include the static library's project as a subproject to your various main projects, making this a dependency of the main project... see https://github.com/jverkoey/iOS-Framework for how this can be setup.
2) Code Reuse
Even in very different apps, you'll often find that you're doing the same task that you'd previously written code for. If you're an efficient developer, you wouldn't want to write the same code again... instead, you'd want to just include your previously written, polished code.
You might say, But I can just include the classes directly.
What if your code isn't necessarily polished, however? Or as tends to happen, the frameworks it uses change over time?
As you make changes and bug fixes to the code set, it'd be nice to be able to easily include the latest version in your projects (or be able to easily update your projects later on). A static library makes this easier to do because all the related code is included within a single package.
There's also no worrying about what other project-specific hacks other developers have been imposed on it - the main project can't (or in the case of a static library included as a subproject, shouldn't) change the static library's code set.
This has the added benefit that if someone does need to change the static library's code set, he must make the change such that all projects relying on it will still be able to use it (no project-specific shortcut hacks).
3) Versioning
If you have a set of classes that are moved around and included project to project, it's hard to keep up with versioning. Most likely, the only versioning you do have is that of the main project.
What if one project fixes some bugs and another project fixes other bugs within this class set? You might not know to merge these changes (what if two teams are working separately even on these)? Or, each project might be fixing the same bugs!
By creating a static library, you can keep track of versioning (the static library's project has its own version number), and by making changes on the static library, you'll have less merge issues and eliminate the risk of fixing the same bugs over and over.
4) Testability
As iOS continues to mature as a platform, unit testing your code is becoming more and more prevalent. Apple even continues to build and expand on testing frameworks (XCTest) to make it easier and faster for iOS developers to write unit tests.
While you could (and, IMHO, should) write unit tests for your code at the application level, creating and encapsulating code withIN static libraries typically makes these tests better and easier to maintain.
The tests are better because well-designed static libraries encapsulate purposeful functionality (i.e. a well-designed library performs a specific task, such as networking tasks for example), which makes it easier to "unit" test the code.
That is, a well-designed static library sets out to accomplish a predefined "purpose", so essentially, it creates test boundaries naturally (i.e. networking and presenting the fetched data would likely be at least two separate libraries).
The tests are easier to maintain because they would be within the same repository (e.g. Git repo) as the static library code (and thereby, versioned and updated alongside this code). Just like you don't really want to copy and paste code from project to project, you similarly don't want to copy and paste tests, either.
5) Documentation
Like unit testing, in-line documentation continues to become more important in iOS.
While you can (and again, IMHO, should) document code at the application level, it's again better and easier to maintain if it's at the static library level (for the same reasoning as unit testing above).
So to answer your question,
Do I really need to create a static library, or should I just create a class for internal-use-only code?
You might ask yourself the following:
Will this code be used across multiple apps?
Will this code ever have more than one class?
Will multiple developers be working on or using this code concurrently (possibly in different apps)?
Will this code be unit tested?
Will this code be documented?
If you answer YES to most of the above, you should probably create a static library for this code. It will likely save you trouble in the long run.
If you answer NO to most of the above, you might not gain much benefit from creating a static library (as the code set would have to be very specific to a project in such an instance).
In my opinion creating a static library has the following benefits -
Code distribution - This is the biggest reason (perhaps the only reason) developers create a static library. It obfuscates the actual code and exposes the API methods. But since you have explicitly mentioned that this "library package" would never be distributed to 3rd party developers this reason might not apply.
Code Reuse - This is the other reason I can think of. But then, one can achieve code reuse by simply using classes in (.m files), having the method definitions in header file & importing the header file (.h files). So this is not much of a reason to create a static library.
I am not aware of any performance benefits due to statically linked code. Also creating static library has its own maintenance overhead. It would not be as simple as creating one build. You would have to keep in mind linking the static library, maintaining compatibility etc.
So in your case creating a static library might not make much sense.

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