How Do I Create a Development Framework In iOS Including Swift? - ios

My goal in this was to create an iOS framework that incorporates both Swift and Objective-C that I could use in my development projects. The nature of this framework is that the framework itself is undergoing development. So, it was important that each time I build a project using this framework (I'll call projects using the framework "using" projects for lack of a better term), I wanted to make sure the framework itself was re-built. I wanted this to be a framework because I have a few using apps across which I want to use the same framework code. I have struggled with this for a good hunk of today, and wasted a lot of time on something that should have been, in my thoughts at least, easier. So, I'll share my process.

The first thing to observe (which was certainly not my first observation!) is that you cannot do this using a static library under iOS. Xcode will not let you use Swift in a static framework Try it. Xcode will deny your wishes!
Here's the process I ended up with. The two main issues I had to deal with were: (i) making Xcode link to the framework in the using project without errors, and (ii) getting access to the headers of the framework in the using project. In Apple's enlightened view these two issues are separate. Note the sarcasm. ;).
1) Create a Cocoa Touch Framework using Xcode. I believe this works with Xcode6 and Xcode7. Use:
File > New > Project > iOS > Framework & Library > Cocoa Touch
Framework
I happen to be using Xcode7. (Do not make a Cocoa Touch Static Library-- like I said above, Xcode will not let you incorporate Swift into static libraries).
2) With your Swift classes, make sure the members and functions are public. I've not experimented with this, but it seems that the public attribute is necessary for the members and functions to be visible to users of the framework.
3) Add what ever Swift classes (and Objective-C) you want to your framework.
4) Close that framework project. (The same project can't be open twice in Xcode, and you need to incorporate the framework into your using project next).
5) Open your using project in Xcode. For me this was an existing universal app project. You may be creating a new using project. In any event, drag the .xcodeproj file of your framework project, in the Finder, into your using project.
6) Inside of your using project, open your framework project. And drag the framework file into Embed Frameworks in Build Phases (the Embed Frameworks section wasn't present in Build Phases when I first started my experiments and I don't know yet what magic caused it to appear!).
These steps so far should enable you to build and link without actually yet integrating the usage of your library code.
(I was using https://github.com/RadiusNetworks/swift-framework-example for some of my testing).
7) Now for the coup de grace: Under Build Settings, search for Framework Search Paths. And add in:
${TARGET_BUILD_DIR}/YourFrameworkName.framework
(It seems you do not have to have this marked as recursive).
8) In your Swift code files using the framework, you need to add an import at the top of each file:
import YourFrameworkName
You should now be able build and link using your new library!
9) One more gotcha: Make sure your Deployment Target for your framework matches your destination project. E.g., if your using project builds for iOS7, make sure your framework builds for iOS7 or earlier.
10) Second gotcha (10/23/15): I just learned that it is necessary for my framework to have "App-Swift.h" (the name I use for this) as the Objective-C Generated Interface Header name in Build Settings. When I took this (Objective-C Generated Interface Header) out (trying to fix another issue), I get serveral interesting issues coming up in App-Swift.h. These issues look something like:
"Cannot find interface declaration for NSObject"?
11) Third gotcha (10/29/15): When I tried to upload my first app to iTunes Connect that makes use of this Framework, I got an uploading error. The error read:
ERROR ITMS-90206: "Invalid Bundle. The bundle at
'Your.app/Frameworks/YourFramework.framework' contains disallowed file
'Frameworks'."
Various SO and other posts have run into this kind of error, and the trick for me was, for the Framework target, in Build Settings, to set "Embedded Content Contains Swift Code" to NO. (My app Build Settings had this flag set to NO already).
An example project with most of these steps completed is on https://github.com/crspybits/CocoaTouchFramework.git

Swift consumer -> Swift dynamic framework
Xcode version 10.2.1
Create Swift framework
Create a framework project or create a framework target
File -> New -> Project... -> Cocoa Touch Framework
//or
Project editor -> Add a Target -> Cocoa Touch Framework
Two files will be generated:
Info.plist - Build Settings -> Info.plist File
<product_name>.h - Build Phases -> Headers. It is umbrella header file [About]
Add files .swift
Select `.swift` file -> Select File Inspectors Tab -> Target Membership -> Select the target
//or
Project editor -> select a target -> Build Phases -> Compile Sources -> add files
Build library - ⌘ Command + B or Product -> Build
Note: Be sure that you build the framework for the same process architecture as the client code.
Find generated output[Build location]
Products group -> <product_name>.framework -> Show in Finder
The framework includes
Info.plist
Modules[About] folder with:
module.modulemap
<product_name>.swiftmodule
.swiftdoc
.swiftmodule
Headers folder with:
files from Headers section. There are public interfaces/definitions
<product_name>-Swift.h - Xcode-generated header file[About]
Swift consumer with Swift framework
Drag and drop[About] the binary into the Xcode project
Embed dynamic binary(or not embed || link a static binary)[Link vs Embed] [Library not loaded]
//Xcode 11
Project editor -> select a target -> General -> Frameworks, Libraries, and Embedded Content -> path to `<product_name>.framework` -> Embed
//pre Xcode 11
Project editor -> select a target -> General -> Embedded Binaries -> path to `<product_name>.framework`
Add Framework Search paths(FRAMEWORK_SEARCH_PATHS)[Module not found] [Recursive path]
Project editor -> select a target -> Build Settings -> Search Paths -> Framework Search paths -> add path to the parent of `<product_name>.framework` file
Import module to the Swift client code[module_name]
import module_name
More examples here

Related

How to create SDK for iOS in Swift?

I have my own Xcode project which contains some controllers. I want to make its SDK, for use it in another application. In parent application it works as child. Parent app will share some data with my controller and my controller works on it and gives back some result. So kindly guide for me. Examples are - Payment Gateway SDK's. I am looking for the same.
I can see you add tag for swift. In Swift, static libraries are not supported, so you must exclusively use a framework (aka dynamic library) when linking an app to a library. Framework is similar to sdk.
Here are the steps:
1)Create the Framework using New > Project under IOS > Framework & Library, select Cocoa Touch Framework
2)To avoid the "ld: warning: directory not found for option..." goto Library Search Paths in Build Settings for your target and delete the paths.
3)You can't mix Objective-C with Swift so don't even consider adding the Swift-Header bridge file in your code.
4)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.
5)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
6)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'
Link
Also you can follow this tutorial. Since you have already created project.
Create a framework target, make all source code files a member of the new target, add the new target as target to the podfile. For everything else the tutorial should work. It should help you in understanding the steps.
Build framework

Xcode Swift: how to import a Swift project

I have made an Xcode Swift project ("Project1"). In a new project ("Project2"), I have trouble adding project 1.
I have tried adding project 1 to project 2's build phases (target dependancies, compiled sources, link binary with libraries); didn't work. When adding to the compiled sources, it wouldn't work no matter which option I chose (folder references, groups, copy if needed).
I get no compiler errors at:
import Project1
But when I try to use a class from project 1, I get the error "Use of undeclared type".
I have also tried to following links with no success:
External library usage in xcode
Xcode : Adding a project as a build dependency
Xcode how to add an external project
Both projects are in Swift (iOS).
I'd be very thankful if someone helped me with this issue.
Update: Project 1 is not a framework - it's an iOS app. I need to use some of its classes in project 2. The problem is that project 1 uses the Objective C library Common Crypto via a bridging header. When I manually add project 1 classes into project 2, I get an error ("unresolved identifier") in the project 1 Swift code that uses Common Crypto.
So in a nutshell: I have an iOS app (project 1), which is in Swift but uses Common Crypto via bridging header. When I add a number of classes from project 1 into project 2, it cannot resolve the references (in project 1) to Common Crypto variables.
Assuming Project1is a Framework and Project2 is an application using the framework:
Create a virgin Workspace (Xcode File -> new -> Workspace) named TestWorkspace
From the Finder, drag the Project1.xcodeprojfile to the TestWorkspace
From the Finder, drag the Project2.xcodeprojfile to the TestWorkspace, above Project1
Edit your TestWorkspace schemas Build setup:
Add Project1 and Project2
make sure Project1 is above Project2
Untick "Paralellize Build" to assure Project1 is build first
Build
Select Project2s target -> General
Drag artefact project1.framework(in Productsgroup) to "Linked Framworks and Libraries"
Note: To be visible for the client, all classes and methods in your project1.framework have to be public or open. Finde detailed information in Apples documentation.
Edit: As you have CommonCrypto as a dependency you will have to add the module to your Project2 project instead to solve your issues ( this is the easiest without resorting to an umbrella framework ). Add a run script build phase and include http://pastebin.com/1vmiqffu
-- Credits: Script 'stolen' from: https://github.com/henrinormak/Heimdall
Ok so I'm going to assume here that Project1 actually has a framework as a target. What are the access permissions set on the types you are trying to use?
Here are a couple of catchya's with Swift and frameworks as I encountered them:
You do not have a bridging header, instead your framework includes headers of non-Swift dependencies inside the header file of your framework ( ModuleName.h ). This also means these will be available to whatever project you import them to. As far as I know you need to use a module.modulemap in order to make use of private headers and includes.
All Swift Classes / Structs / Definitions in general are internal by default. It is a very good design choice and it forces you to think about the access rights on every component you write. Keeping things private by default makes it easier to only open stuff that really needs to be open ( public, open ), allowing for easier code maintenance since you know that private things are only accessed within the same context. ( Otherwise: error )
For some more assistance this link might be of help to you on how to do some fundamentals:
your first ios framewok (swift)

iOS : Could not build module <framework-name>

I've got Library from another team. I'm trying to use library in our project and while do so getting an error Could not build module 'Common Library' (name of framework)
Below are solutions that I worked on but didn't helped :
1. Delete Derived data content. Clean and Build.
2. Framework is added in 'Link binary with libraries' of Build phases.
3. While adding framework checkmarked : Target and Copy content to folder.
Even I tried this stackoverflow-link but didn't got any break-through!
The only thing that worked was deleting Objective-C bridging header path in Swift compiler - code generation section of build settings in Project.
However, thereafter I'm not able to get Common interface to create instance (i.e. Common dosen't appears in drop-down list)
Below is framework structure.
Any other fix?
you can try delete DerivedData dir.
where is DerivedData?(xcode 8)
go to File > workspace Settings, you'll see DerivedData path.
DerivedData path in xcode 8
Check whether the framework you are integrating is supporting your project architecture.
To see the framework supported architecture, use Terminal and navigate to Framework folder.
use, "lipo -info myFramework.framework/MyFramework"
And, if you want to use the framework files in your project, check whether the files are available in Framework/Headers Folder.
Getting this error :
Try, "file myFramework.framework/MyFramework" in Terminal
I think you does not need to compile CommonLibrary.framework again. So you can try to remove it from Embedded Binaries list. And make sure the path of CommonLibrary.framework is in your Framework Search Paths.
I also had this problem:
1. My 'GoodLuck' framework had two headers: GoodLuck.h and GLAdder.h
2. Project which import this framework couldn't compile
Solution:
Import GLAdder.h in GoodLuck.h, rebuild the framework. It works.
I also had this problem, due to a typo in my GCC_PREPROCESSOR_DEFINITIONS, which therefore invalidated all of my code.
First helpful warning was multiple "Macro Name must be an identifier" followed by multiple "Could not build module" messages.
As this question do not have answer yet, so adding my answer here it may help in future for some another developer.
I know due to privacy you can not disclose the details.
I have used same library and faced same issue so just did did this two things it is working fine.
In General -> Frameworks,Libraries -> CommonLibrary.framework just select that and choose -> Embed Without Signing.
Build Settings -> Search for "workspace" -> Validate workspace -> set it NO
That's it you are done.

Static Library and Swift

So I'm working on an iOS project in Swift, and I wanted to create a Static library with some useful stuff in it.
My problem is when I try to build my lib in Xcode (version 6.3) I have a "Build Failed" followed by : /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: unknown option character 'X' in: -Xlinker
I've never saw this and it's not my first static lib. So I was thinking I may be linked to the fact that I'm using exclusively Swift class.
What do you guys think ?
Thank you in advance.
As mentioned, Apple does allow Swift in static libraries as of Xcode 9 Beta 4.
We attempted to do this on an existing project with an Objective-C-based target and "child" static library projects and kept running into a linking error
ld: library not found for -lswiftSwiftOnoneSupport for architecture x86_64
also
ld: library not found for -lswiftDispatch for architecture x86_64
This is because the main target (app) is trying to build solely against Objective-C and isn't told by the static library that it needs to include Swift libraries. This was because there weren't any Swift files in the Compile Sources section of our Build Phases for the app target.
So basically all you have to do is add at least one .swift file to that compile list and it will include the Swift libraries for you. It doesn't even need to have any code or values in it, it can be an empty file.
Then you can start adding Swift files to your "child" static library project. I would let it generate the bridging header for you at first then you can move it around and change what gets imported (make sure the project points to the right file in the build settings if you move it).
You should still keep in mind that using Swift and Objective-C within the same static library may have issues of its own. I suggest reading the Apple developer doc "Swift and Objective-C in the Same Project" on how to address importing Objective-C into Swift (using a bridging header) and how to use the Swift files in your Objective-C code (importing the generated -Swift.h for your library).
Swift doesn't support static library
Although the correct way should be create a framework, there is a workaround here.
As of Xcode 9 beta 4, Xcode natively supports static libraries with Swift sources.
Swift consumer -> Swift static library
Xcode version 10.2.1
Create Swift static library
Create a library project or create a library target
File -> New -> Project... -> Cocoa Touch Static Library
//or
Project editor -> Add a Target -> Cocoa Touch Static Library
Add files .swift
Select `.swift` file -> Select File Inspectors Tab -> Target Membership -> Select the target
//or
Project editor -> select a target -> Build Phases -> Compile Sources -> add files
Build library - ⌘ Command + B or Product -> Build
Note 1: Be sure that you build library for the same process architecture as the client code.
Note 2: expose your API that should be visible for consumer using public or open access modifiers[About]
Find generated output[Build location]
Products group -> lib<product_name>.a -> Show in Finder
The directory includes
lib<product_name>.a – a built static library
<product_name>.swiftmodule. swiftmodule describe an interface of a library and a compiler version. This folder includes:
.swiftdoc - docs
.swiftmodule - public interface/definitions
Swift consumer with Swift static library
Drag and drop the binary into the Xcode project[About]
Link Binary[Undefined symbols] [Link vs Embed]
Project editor -> select a target -> General -> Linked Frameworks and Libraries -> add -> Add Others... -> point to `lib<target_name>.a` file
//or
Project editor -> select a target -> Build Phases -> Link Binary With Libraries -> add -> Add Others... -> point to `lib<target_name>.a` file
Add Library Search paths(LIBRARY_SEARCH_PATHS)[Library not found for] [Recursive path]
Project editor -> select a target -> Build Settings -> Search Paths -> Library Search paths -> add path to the parent of `lib<target_name>.a` file
Add Import Paths[No such module] [Recursive path]
Project editor -> select a target -> Build Settings -> Swift Compiler - Search Paths -> Import Paths -> add path to a folder with `.swiftmodule`
Import module to the Swift client code [module_name]
import module_name
[More examples]

How to create a Xcode 6 workspace that includes 2 iOS Projects and an iOS Dynamic Framework project?

I'm trying to create one Xcode workspace that includes 3 projects:
- 2 different iOS apps
- One dynamic framework project
The two iOS apps should use the framework.
Sounds very easy and reasonable thing to do, but I just can't seem to make it to work.
When I add the framework to the iOS app target as linked library, the build process works but when running I get an exception that the framework could not be found.
If I go to the Embed Binaries -> click add -> choose the framework from the framework project, nothing happens (the embed binaries section stays empty.
I tried to do first add the framework as linked library, then add it to the embed binaries. Now compilation doesn't work (can't find the framework).
What am I missing? Every single example in the documentation shows how to add a framework as a new target under the same project. But that's doesn't help. I want the framework to be a separate project that a team can work on separately.
Open Xcode, so you can see Xcode in the menu bar.
Then go File>New>Workspace.
I believe you just drag and drop other projects into the workspace.
I've never really used a workspace, although I have made one before.

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