I want to use GData API in my project for iOS
I've followed official notes on how to add GData to project
Static library was built successfully, I've added references to it and headers folder
Than I put #import "GData.h into one of my source files and get following error while building project:libxml/tree.h : no such file or directory
In build settings - other linker flags I've specified -lxml2 (both for project and target)
In header search paths - /usr/include/libxml2 (no misspellings, I've checked), both for project and target. "${SDKROOT}/usr/include/libxml2" also didn't help
Still get the same errors
Mac OS 10.6.6, Xcode 4.0 Build 4A304a, iOS SDK 4.3
Try this: Project target-->Build Setting-->Header Search Path, Debug mode, ${BUILT_PRODUCTS_DIR}/Headers
Related
My project (Objective C, macOS, Xcode 11) does not use CocoaPods and I'd like to keep it that way.
I want to use libxlsxwriter to export data in Excel format. I cloned libxlsxwriter from GitHub and built it. Now I have libxlsxwriter.a and lbixlsxwriter.dylib.
What I tried so far: I followed the instructions on this site (thanks for the link) to include the dylib. In the "General" settings lbixlsxwriter.dylib is shown as "Embed & Sign", in "Build Phases" it is listed under "Link Binary With Libraries" and it has its own "Copy Files" section. Running from Xcode gives me
dyld: Library not loaded: /usr/lib/libxlsxwriter.dylib
Referenced from: /Users/XXX/Library/Developer/Xcode/DerivedData/XXXefxsacdsioejobcumpvsbklqguri/Build/Products/Debug/XXX.app/Contents/MacOS/XXX
Reason: image not found
What do I have to add to my project: The include folder with all the header files and both of these libs? How do I have to adjust the General settings and Build Phases?
If you have static library and only one loader, eg. main executable, (so you don't need to share it between your components), then you don't need dynamic library at all.
Just add your libxlsxwriter.a into Target > General > Frameworks and Libraries section, and it will be linked in into your executable and just work.
If you really need shared dynamic library then you need to use rpath + LD_RUNPATH_SEARCH_PATHS combination. (Let me know if you need more details on this).
I am trying to build an OS X library using CMake. This libary also includes some amount of resource files (.pdfs used as icon images). In my initial attempts, I have been building the library and the resource files separately as libGeneric.a and generic-Resources.bundle - with, the bundle hosting all the relevant images that libGeneric.a uses.
set (SRC srcfile1.m srcfile2.m)
set (HEADERS srcfile1.h srcfile2.h)
set (ICONS icon1.pdf icon2.pdf)
set (SOURCE_FILE_PROPERTIES ${ICONS} PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
add_library(generic ${SRC} ${HEADERS})
add_library(generic-Resources MODULE ${ICONS})
set_target_properties(generic-Resources PROPERTIES LINKER_LANGUAGE C) # to suppress CMake error of not able to determine linker language for libary
set_target_properties(generic-Resources PROPERTIES BUNDLE TRUE)
This worked fine, except, I was not able to figure out how to directly include the .bundle in the build process of applications that was using libGeneric.a. The only way I could get CMake to load the bundle was to add it as a source file in the target application. But, since, the bundle had not yet been compiled while running CMake, it would complain that the source file did not exist. As a workaround, I resorted to manually adding the .bundle into xcode after CMake generated the App.xcodeproj file (and I actually compiled the bundle). As this was getting to be cumbersome, I figured I'd try to build a Mac OS X framework instead (to house both the library and the code)
set (SRC srcfile1.m srcfile2.m)
set (HEADERS srcfile1.h srcfile2.h)
set (ICONS icon1.pdf icon2.pdf)
set (SOURCE_FILE_PROPERTIES ${ICONS} PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
add_library(generic SHARED ${SRC} ${HEADERS} ${ICONS})
set_target_properties(generic PROPERTIES FRAMEWORK TRUE)
set_target_properties(generic PROPERTIES MACOSX_RPATH TRUE) #to suppress cmake warnings on rpath
However, this is creating a framework with just the Icons inside a Resources directory. The code library is missing. I would appreciate some assistance in getting this framework to build correctly. How, do I
get CMake to actually build a library with the indicated source file
and place it inside the framework
get CMake to copy the headers appropriately in the framework.
I am just setting rpath to true now, as I haven't really figured out what to actually do with it. What do I set this to? The objective is to build a private framework, that I would then bundle automatically with my application.
Alternatively, is there an easy way to get CMake to build the bundle file created in my earlier process, and then load that built file into my applications build process.
I'm trying to include a static library in module.xcconfig. But the documentation isn't helpful, and all the discussion I can find does not give a solution.
Where do I put the static library, and how do I include it using OTHER_LDFLAGS? I've tried:
OTHER_LDFLAGS=$(inherited) mylib.a
OTHER_LDFLAGS=$(inherited) -lmylib
mylib.a is in the root of the module at the same level as module.xcconfig, because someone on the Appcelerator site said to do that.
build.py runs fine for the module, but once I try to build my project, I get:
The following build commands failed:
[ERROR] Ld build/Debug-iphonesimulator/ ... normal i386
[ERROR] (1 failure)
What am I doing wrong? Thanks.
add this line to the module.xcconfig
OTHER_LDFLAGS=$(inherited) -framework GameKit
where GameKit is your missing framework that is used in your library.
And add your library direct to your xCode project via drag-n-drop.
you might need to include the fill path to the library, also it should be included in the build settings of the xcode project
When I try to run my application in the iOS 4.3 simulator (Xcode 4.2), I crash when I hit #autoreleasepool{}, with:
dyld: lazy symbol binding failed: Symbol not found: _objc_autoreleasePoolPush
I looked around, and I see the workaround is to add libarclite_iphoneos.a. There's a version of this for the simulator, too, as libarclite_iphonesimulator.a.
I need to add both libraries to my project to make it run on both the simulator and hardware. But whichever I build, it complains that the other library is for an unsupported architecture.
For example, building for simulator:
ld: warning: ignoring file /Developer-4.2/Platforms/iPhoneOS.platform/
Developer/usr/lib/arc/libarclite_iphoneos.a, missing required architecture
i386 in file
How do I fix both of these simultaneously? Or should I just stick with the old NSAutoreleasePool syntax for now?
After a trials like clean, clean folder, resetting iPhone Simulator and even a restart, I changed the IPHONE_DEPLYMENT_TARGET on the target build setting down from iOS 5.0 to iOS 4.2.
Worked.
You can use the Other Linker Flags build setting to link in the library, and specialize the value based on whether it's "Any iOS" or "Any iOS Simulator".
You can also merge the two static libraries to one universal library. Go to the Terminal and say
lipo -create -output /where/you/want/it/libarclite_universal.a /Developer/Platforms/iPhoneOS.platform/Developer/usr/lib/arc/libarclite_iphoneos.a /Developer/Platforms/iPhoneOS.platform/Developer/usr/lib/arc/libarclite_iphonesimulator.a
You can verify the resulting file by saying (in Terminal)
file /where/you/put/it/libarclite_universal.a
It should output:
libarclite_universal.a: Mach-O universal binary with 3 architectures
libarclite_universal.a (for architecture i386):current ar archive random library
libarclite_universal.a (for architecture armv6):current ar archive random library
libarclite_universal.a (for architecture armv7):current ar archive random library
Since this lib is linked statically, your final app wont grow because of the included sim library since only whatever is needed by your app will get linked into your final app.
I'm currently busy on a project where I need to use an external accessory to read Mifare 1k tags.
The accessory was provided with an SDK, written in (Objective ?)C++ and I followed the instructions provided to set XCode to "Compile sources as: Objective-C++" and added "-Obj-C++" in "Other linkers flags.
The SDK compiles fine then, but trouble is I am already using several libraries in the project (such as ASIHTTPRequest, JSONKit, ...) and I get compilation problems because of those new settings in those libraries. If I switch back to the previous settings, I get compilation problems in the reader's SDK
The question is: is there a way to compile only the class from the SDK as C++ and the rest of the project as objective-c ?
Edit: the SDK files consists only of .h (and a linked library)
thanks for your help,
Mike
Select the file you want to compile as Objective C++ from the file navigator, and then select the File Type in the file inspector view. This is in Xcode 4, but there is a similar mechanism in Xcode 3.
Try renaming the files where you are including the library headers to myClass.h for interface and myClass.mm for implementation files. This forces the files to be compiled as objective-c++.
I have resolved this problem:
You should set "According to file type" to "Complile Sources As",
Set "-ObjC++" to the "Other Linker Flags"
The last,you should modify the files's suffix to .mm that reference
the library method
well, in Build phases tab, there is a section Compile sources. For file you want to use Objective-C++ compiler add flag: -xobjective-c++
tested in Xcode 12.5