I had created 2 new projects on Xcode this week for 2 different apps. For some reason one of the project always fails compiling for the device target. I then realized that the device target is different for both the project. For the working project "Any iOS Project (arm64)" The project which fails to build has "Any iOS Project (armv7, arm64)"
What causes the device target to change this way and what is the difference?
armv7 is 32bit architecture that was supported by earlier iOS versions up till 10.3.4. arm64 is 64bit architecture which is supported by newer devices.
If your project has minimum iOS version which is below iOS 11.0, Xcode will automatically pick both armv7 and arm64.
In case if Xcode does not pick the required architecture automatically, it can be added in build settings as shown below:
Just upgraded to Xcode 5.1, getting the following error:
ignoring file
...Dependencies/SalesforceNetworkSDK/libSalesforceNetworkSDK.a,
missing required architecture arm64 in file
...Dependencies/SalesforceNetworkSDK/libSalesforceNetworkSDK.a (3
slices)
If I turn off build active archs only and remove arm64 from valid archs I get:
Build/Products/Debug-iphoneos/libPods.a, file was built for archive
which is not the architecture being linked (armv7)
According to apple's release note, see the following note point.
Note:
Be aware of the following architectures issues when opening your
existing projects in Xcode 5.1:
When building for all architectures, remove any explicit
architectures setting and use the default Standard Architectures
setting. For projects that were previously opted-in using “Standard
Architectures Including 64-Bit”, switch back to the “Standard
architectures” setting.
When opening an existing project for the first time, Xcode 5.1 may
display a warning about the use of the Xcode 5.0 architectures
setting. Selecting the warning provides a workflow to revise the
setting.
Projects not able to support 64-bit need to specifically set the
architectures build setting to not include 64-bit.
So you've to set architecture as below to support libs architecture.
Reference from this post.
Update: From May 15, you've to take build from 5.1.1, see this post.
Don't know previous iOS but Setting Build Active Architecture Only to YES in iOS 8 did the trick.
I ended up getting my project to build by (1) turning off build active archs only (2) removing arm64 from valid archs and (3) making sure that the Pods project was building for only armv7 and armv7s.
Also worth noting here, that at the time of writing this edit, Salesforce mobile SDK was not available for arm64
I just changed the Debug from Yes to No,
Build Settings -> Architectures -> Build Active Architecture Only -> Debug -> NO.
This one fixed my error.
After updating to Xcode 5.1, I can no longer build my project for the 64-bit simulator, receiving this error:
No architectures to compile for (ONLY_ACTIVE_ARCH=YES, active arch=x86_64, VALID_ARCHS=i386).
These are my target build settings:
I tried changing "Build Active Architecture" to No, as well as adding "i386" to the "Valid Architectures", unfortunately neither worked.
Thanks for any suggestions!
What you need to do is just set the ONLY_ACTIVE_ARCH to NO (at least works for me). Below is a screenshot for it:
EDIT:
As far as I know (please point it out if there's something wrong, thanks), if you set ONLY_ACTIVE_ARCH to YES, it means the Xcode will only build for the active architecture (which refers to the device that's active in Xcode currently). Seems Xcode's default setting is set Debug to YES, so it won't build binaries for other architectures when you only want to build for a special device that connected to your Mac.
The reason failed to build might be that, the project does not support the architecture of the device you connected. So the best solution is to add the right architecture for your device. Below is a list for architectures & the devices that support:
ARMv8/ARM64: iPhone 6, iPhone 5s, iPad Air, Retina iPad Mini
ARMv7s: iPhone 5, iPhone 5c, iPad 4
ARMv7: iPhone 3GS, iPhone 4, iPhone 4S, iPod 3G/4G/5G, iPad, iPad 2, iPad 3, iPad Mini
ARMv6: iPhone, iPhone 3G, iPod 1G/2G
So why "set the ONLY_ACTIVE_ARCH to NO" works? Because the device can still run the binary that built for all architectures you added (pass the build), but will lose some performance. This's just a quick solution, but not best.
Note: The more architectures you added, the bigger the binary will be generated. So it's good to choose right architectures for your project. ;)
I had the same error message after upgrading to XCode 5.1. Are you using CocoaPods? If so, this should fix the problem:
Delete the "Pods" project from the workspace in the left pane of Xcode and close Xcode.
Run "pod install" from the command line to recreate the "Pods" project.
Re-open Xcode and make sure "Build Active Architecture Only" is set to "No" in the build settings of both the "Pods" project and your own project.
Clean and build.
Add arm64 to the target's valid architectures. Looks like it adds x86-64 architecture to simulator valid architectures as well.
If you are using CocoaPods, the most likely problem is because your Pods project Build Settings for Build Active Architecture Only is set to Yes for Debug.
The solution is simple. Change it to No.
Similarly, change to No for your application project.
I had similar issue. Got it solved by changing "Architecture" to "$(ARCHS_STANDARD_32_BIT)" in Build Settings for Project.
Now, you have to select Standard architectures (armv7, arm64) - $(ARCHS_STANDARD) since apple recommends apps to be build on 64-bit architecture. Click : Apple document
Add:
Architectures: $(ARCHS_STANDARD_INCLUDING_64_BIT)
Valid architectures: arm64 armv7 armv7s
Just in case, for anyone still encountering the issue despite following the above, check that the simulator you are running is also the supported one. I had mine specified to arm7 and arm7s but was trying to run the app on a 64 bit simulator.
To avoid having "pod install" reset only_active_arch for debug each time it's run, you can add the following to your pod file
# Append to your Podfile
post_install do |installer_representation|
installer_representation.project.targets.each do |target|
target.build_configurations.each do |config|
config.build_settings['ONLY_ACTIVE_ARCH'] = 'NO'
end
end
end
Just add arm64 in valid architecture.i hope it will work for you.
My problem was that the Pods project was targeting OS X, despite my Podfile having platform :ios. I'm using cocoapods 0.35.0.rc2.
To fix it, select the Pods project in the project navigator, and check that the Pods PROJECT node (mind you, not the Pods target) is targeting iOS. That is, the architectures build settings should be:
Architectures: $(ARCHS_STANDARD)
Base SDK: iOS 8.1
Supported Platforms: iOS
Valid architectures: $(ARCHS_STANDARD)
I also wanted to build all architectures, so I added the following to the Podfile:
post_install do | installer |
installer.project.build_configurations.each do |config|
config.build_settings['ONLY_ACTIVE_ARCH'] = 'NO'
end
end
I had to add the following i386 and x86_64 to Valid Architectures. I'm running Xcode 7.2 and targeting iOS 8+. I already had armv7, armv7s and arm64 in there and that was working in Xcode 6.4.
I faced the same problem when running my app on iPad using xcode 5.1. It got resolved by removing armv7s from 'valid architectures' and setting the 'build active architectures only' value to No. Both these fields can be found in your app->targets->build settings->architectures.
I arrived at this question due to a problem with command line build for simulator in Xcode 7.2. In case anyone else gets here with the same issue, I will share the solution I found:
Apparently there is a bug in Xcode 7.2 that causes xcodebuild to fail when trying to build for simulator. The solution is to specify the option "-destination", e.g:
xcodebuild -project TestBuildCmd.xcodeproj -scheme TestBuildCmd -sdk iphonesimulator -destination 'platform=iOS Simulator,name=iPhone 6' build
Update
The above example command will build a binary including the graphics for iPhone 6 only. If the binary is run on other simulators, the iPhone 6 graphics is scaled to the platform. A better workaround which contains all graphics for all platforms is to specify the parameter PLATFORM_NAME=iphonesimulator, for example:
xcodebuild -project TestBuildCmd.xcodeproj -scheme TestBuildCmd -sdk iphonesimulator -arch i386 PLATFORM_NAME=iphonesimulator build
Try removing all previous architectures (i.e. remove the ARCHS_STANDARD setting) at the same time as you add i386 to the Architectures. This should change the active architecture to i386. I encountered a similar issue when I tried to build for armv7 by default, but it kept trying to build for arm64. I changed ARCHS_STANDARD to ARCHS_STANDARD_32_BIT, and this changed the active architecture chosen.
In acrhiecture - sometimes to support 6.0 and 7.0 , we exlude arm64
In architectures - > acrchitecture - select standard architecture arm64 armv7 armv7s.
Just below in Valid acrchitecture make user arm64 armv7 armv7s is included.
This worked for me.
I solved this problem using #Kjuly's answer and the specific line:
"The reason failed to build might be that, the project does not support the architecture of the device you connected."
With Xcode loaded it automatically set my iPad app to iPad Air
This caused the dependancy analysis error.
Changing the device type immediately solved the issue:
I don't know why this works but this is a very quick answer which saved me a lot of fiddling around in the background and instantly got the app working to test. I would never have thought that this could be a thing and something so simple would fix it but in this case it did.
I found that it was necessary to enter the architecture names by hand:
I don't know why this was necessary, i.e. why these values were not inherited from Xcode itself. But as soon as I did this, the problem went away.
In Valid architectures: Select each entry (release, debug) and build and press backspace. It should work
I'm brand new to iOS development, and I've been given the task of updating a legacy app to iOS6. The app was built with Unity. In XCode 4.5, when I try to run the Unity-iPhone app on my device (iPhone 4), I get this error:
Xcode cannot run using the selected device.
Choose a destination with a supported architecture in order to run on this device.
I went to the build settings for the target, and noticed that armv6 was set for architectures and valid architectures. I changed both of these settings to be Standard(armv7, armv7s). When I tried to run the project, I got 104 compiler errors like this one:
Undefined symbols for architecture armv7:
"ForceInclude_BaseBehaviourManager()", referenced from:
RegisterManagerClasses() in RegisterClasses.o
So, it's not just a matter of importing the right frameworks into the project. These are all methods in one of the source files. How can they be undefined for armv7? Also, how would one solve this issue?
NOTE: For running app in device the device IOS version must match with the IOS DEPLOYEMENT TARGET
see below image:
Just change the IOS DEPLOYEMENT TARGET with Your Device IOS.
Select Project->Select Info(tab)->select the IOS deployment Target from the drop down box
ALSO NOTE :Xcode 4.5 (and later) does not support generating armv6 binaries.
I'm not sure what version of the Unity engine you are using, but does it support armv7?
Because if it does not, and it only supports armv6, then you will have to downgrade your Xcode version so that you use a compiler that compiles armv6 binaries, because Xcode 4.5 doesn't do this.
If you are using a version of Unity which supports armv7, then you need to set your minimum deployment version to iOS4.3
try architecture armv6 and armv7
clean the project
build again.