i am trying to run an app which was build on old xcode 5. i want to run that app on new xcode but It gives clang error library not found -lOAuth.
Please help how to fix this error.
Any Help.
Please add that library to general setting of the project
Related
When I am trying to build my Ionic 3 app in ios device from Xcode, I am getting the following error.
'Branch.h' file not found
The error appears in file BranchSDK.h inside the Plugins folder of IOS.
There are old threads on Github regarding this error but I am unable to solve it.
Please try following solution:
Please make sure that you are opening xcworkspace instead of xcodeproj.
Please remove the existing SDK integration, start a fresh and make sure to use the latest version. You can follow this link for more details:
https://github.com/BranchMetrics/cordova-ionic-phonegap-branch-deep-linking-attribution/issues/356
Delete derived data from Xcode as suggested in this link.
Config.xml is an important part of your project configuration, please make sure to cross confirm it from the Branch Dashboard. Please follow our troubleshooting guidelines to make sure you are not missing anything.
In case following solution does not works for you please write to support#branch.io.
I am getting an error that unable to resolve it.
Please check the below image.
I have downloaded the code from https://github.com/voisine/breadwallet
Please help me.
APPLE LLVM 8.0 ERROR
The issue was generated by "wrong" path in Build Setting.
I thought it should require the path in my computer like $(SRCROOT)/Classes, instead I had to enter the file path in the project Classes/Header-name-file
Hi My code was running perfectly in xcode 7.x.x
As soon as i updated my xcode i am getting this issue please give me the solution for this.
Details :
dyld: Symbol not found: _kABPersonAddressCityKey Referenced from:
/var/containers/Bundle/Application/0A16B18D-CB72-4FCA-94F7-422AFD1411AD/ABCD.app/ABCD
Expected in: /System/Library/Frameworks/PassKit.framework/PassKit in
/var/containers/Bundle/Application/0A16B18D-CB72-4FCA-94F7-422AFD1411AD/ABCD.app/ABCD
Add PassKit.framework to your Link Binary With Libraries in your Build Phases and set its Status to Optional
There are two things that might fix your problem:
1- Open your target -> Build Phases -> Link Binary With Libraries -> Add AddressBook.framework
2-
AddressBook framework was deprecated in iOS 9. Apparently your app will crash if you compile the code on Xcode 8 and run on a iOS 9 or lower device.
I recommend migrating to Contacts framework and/or have preprocessor macros that don't include the AddressBook framework code when built on iOS 10.
Source: https://github.com/OceanLabs/iOS-Print-SDK/issues/257
Paul Senabre's solution worked for me, thank you, thank you, thank you! This has been driving me nuts!
Adding PassKit.framework solved but problem, but make sure to add it for all of your targets! When you add it, it only affects your current target. BTW, my app with a target of iOS-8 ran fine with iOS-10 in Xcode-8, but would crash with anything previous to iOS-10.
I have created a sample project in X-Code 6.0 and Objective-C language selected.
When i'm selecting 'main.storyboard' file, X-code crashes.
And i'm not able to build the application.
See the following error while building sample project.
Have any idea to solve this error?
Thanks in advance..
I am trying to port unity project but its giving me this error " Getting UnityException: Launching iOS project via Xcode4 failed. " . I have also using Xcode 5 & Unity 4.2 for this compilation.Please let me know how can i solve this issue.Its little bit creating frustation me.
I had similar issue and found answer here:
http://forum.unity3d.com/threads/200437-Unity-4-2-0f4-and-Xcode-5-not-working
and here
http://answers.unity3d.com/questions/539677/ios-7-and-xcode5.html
Short answer is:
Build project in Unity 4.2
In Xcode open File/Open Recent/Unity-iPhone.xcodeproj
In project go to Build Settings/Build Options/Debug Information Format and set it to DWARF
Hope this helps! ;)
P.S. Unfortunately this has helped only partially. Build and run still don't work.
In my case I'm not sure what did the trick, but it was probably a setting under:
Unity Preferences -> External Tools -> iOS Xcode 4.x support [untick]