Cordova build does not update project - ios

something weird is happening and I don't know why (The first time this happens to me).
I have my Cordova project that I'm testing in my iPhone (I work on MacBook Pro), but, the 3rd time I did cordova build ios I noticed somethig weird in my app as nothing had changed. (That happened yesterday)
Since then I've been making changes (even deleting complete files) but it doesn't matter how many times I build, nothing changes in my phone.
When building, it ends with ** BUILD SUCCEEDED ** so I really don't understand why this is happening.
$ cordova build ios
Running command: /Users/myuser/Documents/project/platforms/ios/cordova/build
2015-04-10 10:41:33.992 xcodebuild[1943:1007] [MT] PluginLoading: Required plug-in compatibility UUID A16FF353-8441-459E-A50C-B071F53F51B7 for plug-in at path '~/Library/Application Support/Developer/Shared/Xcode/Plug-ins/SparkInspectorXcodePlugin.xcplugin' not present in DVTPlugInCompatibilityUUIDs
Build settings from command line:
ARCHS = i386
CONFIGURATION_BUILD_DIR = /Users/myuser/Documents/project/platforms/ios/build/emulator
SDKROOT = iphonesimulator8.2
SHARED_PRECOMPS_DIR = /Users/myuser/Documents/project/platforms/ios/build/sharedpch
VALID_ARCHS = i386
=== BUILD TARGET CordovaLib OF PROJECT CordovaLib WITH CONFIGURATION Debug ===
Check dependencies
=== BUILD TARGET LolApi OF PROJECT LolApi WITH CONFIGURATION Debug ===
Check dependencies
PhaseScriptExecution Copy\ www\ directory build/LolApi.build/Debug-iphonesimulator/LolApi.build/Script-304B58A110DAC018002A0835.sh
cd /Users/myuser/Documents/project/platforms/ios
/bin/sh -c /Users/myuser/Documents/project/platforms/ios/build/LolApi.build/Debug-iphonesimulator/LolApi.build/Script-304B58A110DAC018002A0835.sh
real 0m0.243s
user 0m0.032s
sys 0m0.058s
ProcessInfoPlistFile build/emulator/LolApi.app/Info.plist LolApi/LolApi-Info.plist
cd /Users/myuser/Documents/project/platforms/ios
export PATH="/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/sw/bin:/sw/sbin:/Library/Frameworks/Python.framework/Versions/3.4/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/opt/X11/bin"
builtin-infoPlistUtility /Users/myuser/Documents/project/platforms/ios/LolApi/LolApi-Info.plist -genpkginfo /Users/myuser/Documents/project/platforms/ios/build/emulator/LolApi.app/PkgInfo -expandbuildsettings -format binary -platform iphonesimulator -additionalcontentfile /Users/myuser/Documents/project/platforms/ios/build/LolApi.build/Debug-iphonesimulator/LolApi.build/MainViewController-PartialInfo.plist -o /Users/myuser/Documents/project/platforms/ios/build/emulator/LolApi.app/Info.plist
GenerateDSYMFile build/emulator/LolApi.app.dSYM build/emulator/LolApi.app/LolApi
cd /Users/myuser/Documents/project/platforms/ios
export PATH="/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/sw/bin:/sw/sbin:/Library/Frameworks/Python.framework/Versions/3.4/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/opt/X11/bin"
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/dsymutil /Users/myuser/Documents/project/platforms/ios/build/emulator/LolApi.app/LolApi -o /Users/myuser/Documents/project/platforms/ios/build/emulator/LolApi.app.dSYM
Touch build/emulator/LolApi.app
cd /Users/myuser/Documents/project/platforms/ios
export PATH="/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/sw/bin:/sw/sbin:/Library/Frameworks/Python.framework/Versions/3.4/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/opt/X11/bin"
/usr/bin/touch -c /Users/myuser/Documents/project/platforms/ios/build/emulator/LolApi.app
** BUILD SUCCEEDED **
Any ideas?
Edit:
All changes where made in project/www folder, not in project/platform/ios/

I had the same problem, however, I was using Cordova with React and I had npm scripts prepared in package.json:
"cordova:start:ios": "npm run build:cordova && cp -a ./dist/. ./.cordova/www && cd ./.cordova && cordova run ios"
If I used Cordova commands directly cordova build ios the app wouldn't register the changes. Only when I used the command above it would work.
I came across similar issue with somebody using Ionic. They also were bypassing Ionic preset build commands and using Cordova directly, which caused them the same issue.

Related

How to use Fastlane with a CMake generated XCode project with dependency on WebP?

I have a project written in C++ where CMake is used to generate the build system for various platforms including iOS. The project has a dependency on WebP. You can find an example project on GitHub here that can be used to reproduce things & I've included the relevant source files at the end of this post for completeness.
The Xcode build system for iOS is generated using CMake as follows:
cmake -G Xcode -DCMAKE_TOOLCHAIN_FILE=third_party/ios-cmake/ios.toolchain.cmake -DPLATFORM=OS64 -DDEPLOYMENT_TARGET=15.0 -DENABLE_BITCODE=0 -S . -B cmake-build-release
We can now attempt to build/archive the app using Fastlane with the command from within the generated cmake-build-release directory:
bundle exec fastlane ios beta
However this fails due to being unable to locate various webp object files (that based on console output it appears to have previously successfully compiled):
...
▸ Compiling buffer_dec.c
▸ Compiling alpha_dec.c
▸ Building library libwebpdsp.a
...
** ARCHIVE FAILED **
▸ The following build commands failed:
▸ Libtool /Users/dbotha/Library/Developer/Xcode/DerivedData/CMakeFastlaneWebpTest-dlwvukebfiwjqvaqiepshuxqklhh/ArchiveIntermediates/CMakeFastlaneWebpTest/IntermediateBuildFilesPath/UninstalledProducts/iphoneos/libwebpdecoder.a normal (in target 'webpdecoder' from project 'CMakeFastlaneWebpTest')
▸ (1 failure)
▸ ❌ error: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: can't open file: /Users/dbotha/CLionProjects/CMakeFastlaneWebpTest/cmake-build-release/third_party/libwebp/CMakeFastlaneWebpTest.build/Release-iphoneos/webpdecode.build/Objects-normal/arm64/alpha_dec.o (No such file or directory)
▸ ❌ error: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: can't open file: /Users/dbotha/CLionProjects/CMakeFastlaneWebpTest/cmake-build-release/third_party/libwebp/CMakeFastlaneWebpTest.build/Release-iphoneos/webpdecode.build/Objects-normal/arm64/buffer_dec.o (No such file or directory)
...
Internally Fastlane attempted to build/archive the project with the following command:
xcodebuild -scheme CMakeFastlaneWebpTest -project ./CMakeFastlaneWebpTest.xcodeproj -configuration Release -destination 'generic/platform=iOS' -archivePath ./out.xcarchive archive
Interestingly an archive can be successfully generated if I use the following xcodebuild command (note how -target flag is used instead of -scheme):
xcodebuild -project CMakeFastlaneWebpTest.xcodeproj archive -target CMakeFastlaneWebpTest -configuration Release
After this successful attempt bundle exec fastlane ios beta will now also succeed as the compiled object files are where it expected them to be.
Now I'd happily workaround this issue using my xcodebuild + -target flag approach and then use the fastlane command to push to Testflight, etc. but the real project (not this toy example) takes a very long time to build so building it twice is really wasteful from a cost point of view on CI platforms.
Does anyone have any idea what's going on here & how I can successfully build things in the first instance using fastlane without my own explicit call to xcodebuild first? Or alternatively how can I have Fastlane use the successfully built objects from my workaround so it doesn't need to rebuild the entire project from scratch?
CMakeLists.txt
cmake_minimum_required(VERSION 3.23)
project(CMakeFastlaneWebpTest)
set(CMAKE_CXX_STANDARD 14)
add_executable(CMakeFastlaneWebpTest src/main.cpp)
# Skip building of unused webp tools which fail for me under ios:
set(WEBP_BUILD_ANIM_UTILS OFF)
set(WEBP_BUILD_CWEBP OFF)
set(WEBP_BUILD_DWEBP OFF)
set(WEBP_BUILD_GIF2WEBP OFF)
set(WEBP_BUILD_IMG2WEBP OFF)
set(WEBP_BUILD_VWEBP OFF)
set(WEBP_BUILD_WEBPINFO OFF)
set(WEBP_BUILD_WEBPMUX OFF)
set(WEBP_BUILD_EXTRAS OFF)
set(WEBP_BUILD_WEBP_JS OFF)
add_subdirectory(third_party/libwebp EXCLUDE_FROM_ALL)
target_link_libraries(CMakeFastlaneWebpTest PRIVATE webpdecoder webpdemux)
include_directories(SYSTEM ${CMAKE_SOURCE_DIR}/third_party/libwebp/src)
configure_file(${CMAKE_SOURCE_DIR}/fastlane/Appfile ${CMAKE_BINARY_DIR}/fastlane/Appfile COPYONLY)
configure_file(${CMAKE_SOURCE_DIR}/fastlane/Fastfile ${CMAKE_BINARY_DIR}/fastlane/Fastfile COPYONLY)
configure_file(${CMAKE_SOURCE_DIR}/Gemfile ${CMAKE_BINARY_DIR}/Gemfile COPYONLY)
configure_file(${CMAKE_SOURCE_DIR}/Gemfile.lock ${CMAKE_BINARY_DIR}/Gemfile.lock COPYONLY)
set_target_properties(CMakeFastlaneWebpTest PROPERTIES
XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET ${DEPLOYMENT_TARGET}
MACOSX_BUNDLE TRUE
MACOSX_BUNDLE_INFO_PLIST ${CMAKE_SOURCE_DIR}/src/iOS-Info.plist.in
MACOSX_BUNDLE_GUI_IDENTIFIER com.dbotha.CMakeFastlaneWebpTest
MACOSX_BUNDLE_BUNDLE_NAME CMakeFastlaneWebpTest
MACOSX_BUNDLE_BUNDLE_VERSION "0.1"
MACOSX_BUNDLE_SHORT_VERSION_STRING "0.1"
)
set_xcode_property(CMakeFastlaneWebpTest PRODUCT_BUNDLE_IDENTIFIER "com.dbotha.CMakeFastlaneWebpTest" All)
set_xcode_property(CMakeFastlaneWebpTest CODE_SIGN_IDENTITY "iPhone Developer" All)
set_xcode_property(CMakeFastlaneWebpTest DEVELOPMENT_TEAM "GFP63373B2" All)
fastlane/Appfile
app_identifier("com.dbotha.CMakeFastlaneWebpTest") # The bundle identifier of your app
apple_id("REPLACE_ME") # Your Apple Developer Portal username
itc_team_id("REPLACE_ME") # App Store Connect Team ID
team_id("REPLACE_ME") # Developer Portal Team ID
fastlane/Fastfile
default_platform(:ios)
platform :ios do
desc "Push a new beta build to TestFlight"
lane :beta do
build_app(scheme: "CMakeFastlaneWebpTest", configuration: "Release")
upload_to_testflight
end
end
src/main.cpp
#include <iostream>
#include <webp/demux.h>
int main() {
WebPAnimDecoderOptions decOptions;
(void)decOptions;
std::cout << "Hello, World!" << std::endl;
return 0;
}
I'm not an expert in this topic but according to the documentation you should provide workspace to build your scheme.
To build an Xcode workspace, you must pass both the -workspace and
-scheme options to define the build. The parameters of the scheme will
control which targets are built and how they are built, although you may
pass other options to xcodebuild to override some parameters of the
scheme.
Scheme controls what target will be build, and guessing by your example, since you do not provide a workspace, it gets lost in the process.
The scheme is not lost anymore if you build the target manually. Since it is already build the scheme does not have to do a thing.
My proposals:
Option 1: Try adding workspace to build_app parameters in Fastfile.
Option 2: Don't bother with building scheme just use target in the
build_app parameters in Fastfile like so: build_app(target: "CMakeFastlaneWebpTest", configuration: "Release")

":CFBundleIdentifier", Does Not Exist: ReactNative 0.58 on Mac / iOS

I am following the ReactNative tutorial for 0.58. I do everything it says to do and I am crashing after running react-native run-ios. I have seen this extremely similar SO question from 2016.
I attempted react-native upgrade and it recommended doing react-native-git-upgrade.This did nothing. Same problem.
The bit on running ./configure in the question above after cd-ing into glog did nothing. There was no configure script there. In the path NewStupidProject/node_modules/react-native/scripts there is a script called ios-configure-glog.sh. I run bash ios-configure-glog.sh and it says ios-configure-glog.sh: line 31: ./configure: No such file or directory.
I have also attempted setting Xcode to use the legacy build system. This did not fix the issue. I am restarting my laptop now to see if that makes any of these changes take effect. No luck. At the top it says:
Found Xcode project NewStupidProject.xcodeproj Building using
"xcodebuild -project NewStupidProject.xcodeproj -configuration Debug
-scheme NewStupidProject -destination id=854019D1-8EE7-4D13-87E1-385E6CAC21BE -derivedDataPath build" User
defaults from command line:
IDEDerivedDataPathOverride = /Users/me/NewStupidProject/ios/build
Prepare build
note: Using legacy build system
=== BUILD TARGET double-conversion OF PROJECT React WITH CONFIGURATION Debug ===
When I go into the home directory and run react-native --version the output is:
[NewStupidProject](master)$ react-native --version
react-native-cli: 2.0.1
react-native: 0.58.4
[NewStupidProject](master)$
My output after crashing is:
** BUILD FAILED **
The following build commands failed:
PhaseScriptExecution Install\ Third\ Party /Users/me/native_react_apps/NewStupidProject/ios/build/Build/Intermediates.noindex/React.build/Debug-iphonesimulator/double-conversion.build/Script-190EE32F1E6A43DE00A8543A.sh
(1 failure)
Installing
build/Build/Products/Debug-iphonesimulator/NewStupidProject.app An
error was encountered processing the command
(domain=NSPOSIXErrorDomain, code=22): Failed to install the requested
application The bundle identifier of the application could not be
determined. Ensure that the application's Info.plist contains a value
for CFBundleIdentifier. Print: Entry, ":CFBundleIdentifier", Does Not
Exist
Command failed: /usr/libexec/PlistBuddy -c Print:CFBundleIdentifier
build/Build/Products/Debug-iphonesimulator/NewStupidProject.app/Info.plist
Print: Entry, ":CFBundleIdentifier", Does Not Exist
Error: Command failed: /usr/libexec/PlistBuddy -c
Print:CFBundleIdentifier
build/Build/Products/Debug-iphonesimulator/NewStupidProject.app/Info.plist
Print: Entry, ":CFBundleIdentifier", Does Not Exist
at checkExecSyncError (child_process.js:637:11)
at Object.execFileSync (child_process.js:655:13)
at Promise.then (/Users/me/native_react_apps/NewStupidProject/node_modules/react-native/local-cli/runIOS/runIOS.js:208:5)
How is it possible for the setup process to be this fraught with errors and this difficult?
WHY is this error message not in the Troubleshooting ReactNative setup?
HOW do I fix this? Is it possible to avoid this altogether in the future?
Other versioning info:
XCode: 10.1
Command Line Tools: 10.1
yarn: 0.27.5
watchman: 4.9.0
homebrew: 2.0.1
npm: 6.8.0
node: v11.9.0
macOS: 10.13.6
UPDATE:
I am trying to implement the solution in this issue in GitHub and I'm getting:
dyld: Library not loaded:
/usr/local/opt/readline/lib/libreadline.7.dylib Referenced from:
/usr/local/bin/awk Reason: image not found
./ios-install-third-party.sh: line 20: 24497 Broken pipe: 13
shasum -p "$cachedir/$file"
24498 Abort trap: 6 | awk -v hash="$hash" '{exit $1 != hash}' Incorrect hash: 61067502c5f9769d111ea1ee3f74e6ddf0a5f9cc
?/Users/me/.rncache/glog-0.3.5.tar.gz
UPDATE No. 2 I am trying to run the watchman watch-del-all command as recommended here to clear the cache for RN > 0.50 and the whole thing is hanging.
I tried modify the build system and it worked for me.
Detail:
Open your project workspace file in Xcode, and
File -> Workspace Settings -> Build system -> Legacy Build system

Error "Command failed with exit code 66" running ios simulator on meteor app

I am trying to run a simulation for ios of my meteor app, following all the steps:
meteor install-sdk ios
meteor add-platform ios
meteor run ios
But when I run the latter it gives me the following error:
Error while running for mobile platforms: Error running
/Users/ivanmac/.meteor/packages/meteor-
tool/.1.0.41.azxhr5++os.osx.x86_64+web.browser+web.cordova/meteor-tool-
os.osx.x86_64/tools/cordova-scripts/cordova.sh
xcodebuild: error: 'test_app.xcodeproj.xcodeproj' does not exist.
Error: /Users/ivanmac/Desktop/test_app/.meteor/local/cordova-
build/platforms/ios/cordova/build: Command failed with exit
code 66
at ChildProcess.whenDone
(/Users/ivanmac/.meteor/packages/meteor-
tool/.1.0.41.azxhr5++os.osx.x86_64+web.browser+web.cordova/meteor-tool-
os.osx.x86_64/dev_bundle/lib/node_modules/cordova/node_modules/cordova-
lib/src/cordova/superspawn.js:135:23)
at ChildProcess.emit (events.js:98:17)
at maybeClose (child_process.js:756:16)
at Process.ChildProcess._handle.onexit (child_process.js:823:5)
Running command: /Users/ivanmac/Desktop/test_app/.meteor/local/cordova-
build/platforms/ios/cordova/build
Build settings from command line:
ARCHS = i386
CONFIGURATION_BUILD_DIR =
/Users/ivanmac/Desktop/test_app/.meteor/local/cordova-
build/platforms/ios/build/emulator
SDKROOT = iphonesimulator8.1
VALID_ARCHS = i386
Only post I found on the internet talking about this was solved by changing the path, which I tried but didn't help. I'm using Meteor 1.0.3.2 and my xcode is on version 6. Does anyone have any idea of what might be happening?
Update to question
I just found out that if I run the .xcodeproj file on the cordova/ios folder manually the project runs fine, so I guess the path to look for the file to run on xcode when I run "meteor run ios" has an error.
Open platforms/ios/cordova/build and change
XCODEPROJ=$( ls "$PROJECT_PATH" | grep .xcodeproj )
PROJECT_NAME=$(basename "$XCODEPROJ" .xcodeproj)
to
XCODEPROJ=$( ls "$PROJECT_PATH" | grep --color=never .xcodeproj )
PROJECT_NAME=$(basename "$XCODEPROJ" .xcodeproj)
Source: phonegap build ios exception with HelloWorld Application

Getting Command /bin/sh failed with exit code 65 Error with Xcode 5.1 .

Sadly, I updated my iOS from 7.0.4 to 7.1 and hence was forced to upgrade Xcode from 5.0 to 5.1, after which I had to solve several issues.
But I am not able to resolve the following error.
It would be great if you can help resolving it.
I am using iOSSdk6.1 as target SDK with Xcode 5.1
Here are the logs below:
Command /bin/sh failed with exit code 65
########### TESTS #############
Use the following variables when debugging this script; note that they may change on recursions
BUILD_DIR = /Users/rahulg/Library/Developer/Xcode/DerivedData/TheEngineSample-abaidaurzaogqcbzpmqjesdtvulv/Build/Products
BUILD_ROOT = /Users/rahulg/Library/Developer/Xcode/DerivedData/TheEngineSample-abaidaurzaogqcbzpmqjesdtvulv/Build/Products
CONFIGURATION_BUILD_DIR = /Users/rahulg/Library/Developer/Xcode/DerivedData/TheEngineSample-abaidaurzaogqcbzpmqjesdtvulv/Build/Products/Debug-iphoneos
BUILT_PRODUCTS_DIR = /Users/rahulg/Library/Developer/Xcode/DerivedData/TheEngineSample-abaidaurzaogqcbzpmqjesdtvulv/Build/Products/Debug-iphoneos
CONFIGURATION_TEMP_DIR = /Users/rahulg/Library/Developer/Xcode/DerivedData/TheEngineSample-abaidaurzaogqcbzpmqjesdtvulv/Build/Intermediates/TheAmazingAudioEngine.build/Debug-iphoneos
TARGET_BUILD_DIR = /Users/rahulg/Library/Developer/Xcode/DerivedData/TheEngineSample-abaidaurzaogqcbzpmqjesdtvulv/Build/Products/Debug-iphoneos
XCode has selected SDK: iphoneos with version: 6.1 (although back-targetting: 4.3)
...therefore, OTHER_SDK_TO_BUILD = iphonesimulator6.1
xcodebuild -project "/Users/rahulg/Desktop/TheAmazingAudioEngine-master/TheAmazingAudioEngine.xcodeproj" -configuration "Debug" -target "TheAmazingAudioEngine" -sdk "iphonesimulator6.1" build RUN_CLANG_STATIC_ANALYZER=NO BUILD_DIR="/Users/rahulg/Library/Developer/Xcode/DerivedData/TheEngineSample-abaidaurzaogqcbzpmqjesdtvulv/Build/Products" BUILD_ROOT="/Users/rahulg/Library/Developer/Xcode/DerivedData/TheEngineSample-abaidaurzaogqcbzpmqjesdtvulv/Build/Products" CALLED_FROM_MASTER=1
Build settings from command line:
BUILD_DIR = /Users/rahulg/Library/Developer/Xcode/DerivedData/TheEngineSample-abaidaurzaogqcbzpmqjesdtvulv/Build/Products
BUILD_ROOT = /Users/rahulg/Library/Developer/Xcode/DerivedData/TheEngineSample-abaidaurzaogqcbzpmqjesdtvulv/Build/Products
CALLED_FROM_MASTER = 1
RUN_CLANG_STATIC_ANALYZER = NO
SDKROOT = iphonesimulator6.1
=== BUILD TARGET TheAmazingAudioEngine OF PROJECT TheAmazingAudioEngine WITH CONFIGURATION Debug ===
Check dependencies
No architectures to compile for (ARCHS=i386 x86_64, VALID_ARCHS=armv7).
** BUILD FAILED **
The following build commands failed:
Check dependencies
(1 failure)
Command /bin/sh failed with exit code 65
I had the same issue and I resolved it by editing the scheme of my target into release mode. (Build configuration = release)
I hope that helps you to resolve your problem.

How to generate the xcode project of static libs for IOS using Cmake?

I'm trying generate the Xcode project of ASSIMP using Cmake. I know there is already one in it's workspace folder. And I just trying to generate myself. I tried to write the cmakelist.txt:
cmake_minimum_required(VERSION 2.8)
project(assimp)
set(CMAKE_XCODE_EFFECTIVE_PLATFORMS "-iphoneos;-iphonesimulator")
set(CMAKE_OSX_SYSROOT iphoneos5.1)
set(CMAKE_OSX_ARCHITECTURES $(ARCHS_STANDARD_32_BIT))
add_subdirectory(assimp)
then i ran this command:
#!/bin/bash
cd "$(dirname "$0")"/assimp
if [ ! -d xcode ]
then
mkdir xcode
fi
cd xcode
cmake -G Xcode ../.. -DINSTALL_LIBS=ON -DCMAKE_INSTALL_PREFIX=../.. -DBUILD_SHARED_LIBS=OFF -DBUILD_ASSIMP_TOOLS:BOOL=OFF -DENABLE_BOOST_WORKAROUND=ON
# Device or simulator
xcodebuild -target install -configuration Release
it generates the Xcode project but in products is libassimp.dylib and got the "target specifies product type 'com.apple.product-type.library.dynamic', but there's no such product type for the 'iphoneos' platform" error.
How to change the 'com.apple.product-type.library.dynamic' to static? I had set -DBUILD_SHARED_LIBS=OFF but it didn't work.
I searched the web and can't find what is causing the problem.
Thank you very much for any help!
in cmakelist.txt at /code/ directory there is a line: ADD_LIBRARY( assimp SHARED just change the SHARED to STATIC
the cmakelist i'm using:
cmake_minimum_required(VERSION 2.8.6)
project(assimp)
# Set the Base SDK (only change the SDKVER value, if for instance, you are building for iOS 5.0):
set(SDKVER "5.1")
set(DEVROOT "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer")
set(SDKROOT "${DEVROOT}/SDKs/iPhoneOS${SDKVER}.sdk")
if(EXISTS ${SDKROOT})
set(CMAKE_OSX_SYSROOT "${SDKROOT}")
else()
message("Warning, iOS Base SDK path not found: " ${SDKROOT})
endif()
# Will resolve to "Standard (armv6 armv7)" on Xcode 4.0.2 and to "Standard (armv7)" on Xcode 4.2:
set(CMAKE_OSX_ARCHITECTURES "$(ARCHS_STANDARD_32_BIT)")
# seamless toggle between device and simulator
set(CMAKE_XCODE_EFFECTIVE_PLATFORMS "-iphoneos;-iphonesimulator")
include_directories(
${CMAKE_CURRENT_SOURCE_DIR}
)
add_subdirectory(assimp)

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