So, last week I got some warnings on Xcode 5.1 beta and compile linking errors. It turned out to be related to the Google Analytics SDK that I had added to my project.
To resolve the issue I removed the Google library libGoogleAnalyticsServices.a from my build phases. I then went into Build Settings and removed the path to the Google Analytics under Library Search Paths - After that I readied the Google library and re-compiled. All errors solved.
However, every cople of hours / days this same error keeps coming back and I have to keep redoing the steps taken above. Rather frustrating.
I'm using Xcode 5.1 beta 5.
The erros in the build log that I get:
I suggest you to use xcode 5.02 stable version and then add google analytic accordingly then hopefully these errors will be resolved,
Related
I have recently downloaded new Xcode 11 GM Seed 2 so that i can update my project to support Dark mode. (I am already on MacOS Catalina latest beta version-19A558d).
I have my project(workspace with pods) working 100% fine with Xcode 10.2. When I have started building same project with newly installed Xcode 11 GM Seed 2, It randomly freeze while building with title Building X of Y tasks. It randomly stops building any file at anytime. As per my different observations, It stops building while it is building library from my Pods.
I have already tried cleaning, manually deleting derived data files. Also, i have tried by reinstalling Xcode. Also restarted Mac to give try. All trial get failed. If anyone faced same issue and know the solution, please post here.
Disable the Swift Optimizer for SwiftSoup:
I were trying all day hard to solve this issue. Finally issue get resolved.
Actually i tried to build/compile the app via Terminal. Then i found that it got struck/freezed while compiling the files from installed 3rd party libraries from pods. The 3rd party library named SwiftSoup was making problem. Then i removed that pod, and commented out the code related to that. And tried compiling/building the app again. And It worked successfully this time.
UPDATE:
I followed #Paul's Answer, that works without removing pod, keeping same pod and code working. Just need to update settings as described by him. But make sure, that you need to change this setting every time you update your pods.
I am trying to integrate Firebase in my iOS project without Cocoapods.I have followed all the instructions but I am getting a linker error on XCode8 beta2 as given below:
My framework dependencies look like following:
I would really appreciate if anyone could help me with this.
I just deleted the "Frameworks" Directory from the main project and every thing worked,
I think that those frameworks need to be recompiled after updating the XCODE or switching to swift 3 or choosing your team in the build settings
Been all around with this one, still needing help
1) In xCode when I am archiving to submit to TestFlight I get the following error
2) I have researched and changed the architecture to Arm64 and the Debug to Yes The Build to No
The build completely Fails
3) & I get the LLVM Warning
So I change the optimization Level from Fastest to Fast
4) Normally I could build to my phone / unplug it and then Archive.
But I can't get as far as a build to my phone anymore. This is a project coming from Unity that has worked well in the past.
I work with AR some bundles that now give errors so I take them off
I also add the Core Text Framework to get rid of the Mach-O errors
I'm running the latest Unity the latest xCode in hopes of bug fixes
I have even tried reverting to older version of Unity
Thanks
~ Be
You should use latest version of unity and Xcode. When you build your project in unity, change architecture type to universal in player setting.
I integrated Vungle Video ads framework in my project(Universal), works fine with the iPhone, but when I try to run the same Project in iPad it fails at compilation throwing following logs
This is due to you not being on the latest version of XCode:
"Our newest iOS SDK (3.0.13) was released in support of the newest version of XCode (6.3). Please verify you are using XCode 6.3 or higher to ensure a smooth integration.
If you are still using a version older than XCode 6.3, head over to the Appstore for a quick update to make sure you start serving Vungle ads in no time."
https://support.vungle.com/hc/en-us/articles/204451204-Vungle-s-iOS-SDK-3-0-13-and-XCode-6-3
I have answered a similar question HERE. please check it out.
I short what the problem might be that you are probably having multiple Vungle SDKs inside your project and so it is throwing duplicate symbols error. It might be possible that the error is due to another linker warning e.g.
ld: warning: directory not found for option '-F"/Users/user/Desktop/qwer/../../Documents/Unity Projects/Unity 5.0.0 projects/MyGame/Assets/Editor/Vungle/VungleSDK"'
View the above mentioned link for further details.
I've an old project to start work on it. Client told that it was completed in 2012, and may be with v.4.3 or some older version of Xcode. It was only targeted for iOS v.6 and previous versions. Now client wants to make some upgrades and make it compatible for all iOS devices having iOS v.7 and/or above.
I'm running Xcode v.6.3 with iOS v.8
When I firstly open up the project and run – I got too many error (actually those should be come as warnings and not errors) from GPUImage framework. I solved it one-by-one. After solved those errors, when I run it again, I failed-up with few more error of SDKs not found. I can confirm that all SDKs are added properly. And its never changed, after the project was created. However its giving me errors.
Is there something that we've to setup when we run an old project (in latest Xcode and current iOS target)? Do we need to change architectures? Header search paths?
Note, all SDKs and app source code was on Github and added as submodules to the app. I have successfully cloned it in my Mac.
Please ask me if you want more information on this.
The following steps could solve your problem. I am not 100% sure but it worked for me once. Worth a shot.
1) Go to Build Phases and remove the FacebookSDK.framework
2) Clean
3) Link back the FacebookSDK.framework to your project
4) Clean and Run