如何导出“脂肪”可可触摸框架(模拟器和设备) ?

使用 Xcode 6,我们可以创建自己的动态 Cocoa Frameworks

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因为:

  • 模拟器仍然使用 32-bit

  • 从2015年6月1日开始,提交到 App Store 的应用程序更新必须包含64位支持,并且使用 iOS 8 SDK (Developer.apple.com)构建

我们必须使脂肪库运行设备和模拟器上的项目。即在框架中同时支持32位和64位。

但我没有找到任何手册,如何 出口通用脂肪框架未来与其他项目的集成(并与某人共享此库)。

以下是我复制的步骤:

  1. Build Settings中设置 ONLY_ACTIVE_ARCH=NO

    enter image description here

  2. 将支持 armv7 armv7s arm64 i386 x86_64添加到 Architectures(当然)

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  1. 构建框架并在 Finder 中打开它:

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  1. 将此框架添加到另一个项目

实际结果:

但是最后我仍然有问题,运行项目与这个框架的设备和模拟器一次。

  • 如果我采取框架从 Debug-iphoneos文件夹-它在设备上工作 并在模拟器上得到错误: ld: symbol(s) not found for architecture i386

      xcrun lipo -info CoreActionSheetPicker
    

    胖文件中的架构: CoreActionSheetPicker 是: armv7 armv7s arm64

  • 如果我采取框架从 Debug-iphonesimulator文件夹-它的工作模拟器。我有错误的设备: ld: symbol(s) not found for architecture arm64

      xcrun lipo -info CoreActionSheetPicker
    

    胖文件中的架构: CoreActionSheetPicker 是: i386x86 _ 64

那么,如何创建一个在设备和模拟器上工作的动态框架呢?

这个答案与 Xcode 6 iOS 创建 Cocoa Touch 框架-架构问题有关,但不是重复的。


更新:

我发现了一个“肮脏的黑客”的情况下。见我的 回答如下。 如果有人知道更方便的方法-请让我知道!

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This is not so clear solution, but there is only way, that I find:

  1. Set ONLY_ACTIVE_ARCH=NO in the Build Settings

    • Build library for simulator
    • Build library for device
  2. Open in console Products folder for your framework (you can open it by open framework folder and cd .. from there)

enter image description here enter image description here

  1. Run this script from Products folder. It creates fat Framework in this folder. (or do it manually as explained below in 3. 4.)

Or:

  1. Combine these 2 Frameworks using lipo by this script (replace YourFrameworkName to your Framework name)

    lipo -create -output "YourFrameworkName" "Debug-iphonesimulator/YourFrameworkName.framework/YourFrameworkName" "Debug-iphoneos/YourFrameworkName.framework/YourFrameworkName"
    
  2. Replace with new binary one of the existing frameworks:

    cp -R Debug-iphoneos/YourFrameworkName.framework ./YourFrameworkName.framework
    mv YourFrameworkName ./YourFrameworkName.framework/YourFrameworkName
    

  1. Profit: ./YourFrameworkName.framework - is ready-to-use fat binary! You can import it to your project!

For project, that not in Workspaces:

You can also try to use this gist as described here. But it seems, that it not works for projects in workspaces.

The actuality of this answer is: July 2015. It is most likely that things will change.

TLDR;

Currently Xcode does not have tools for automatic export of universal fat framework so developer must resort to manual usage of lipo tool. Also according to this radar before submission to AppStore developer who is framework's consumer also must use lipo to strip off simulator slices from a framework.

Longer answer follows


I did similar research in the topic (the link at the bottom of the answer).

I had not found any official documentation about distribution of so my research was based on exploration of Apple Developer Forums, Carthage and Realm projects and my own experiments with xcodebuild, lipo, codesign tools.

Here's long quote (with a bit of markup from me) from Apple Developer Forums thread Exporting app with embedded framework:

What is the proper way to export a framework from a framework project?

Currently the only way is exactly what you have done:

  • Build the target for both simulator and iOS device.
  • Navigate to Xcode's DerivedData folder for that project and lipo the two binaries together into one single framework. However, when you build the framework target in Xcode, make sure to adjust the target setting 'Build Active Architecture Only' to 'NO'. This will allow Xcode to build the target for multiple binarty types (arm64, armv7, etc). This would be why it works from Xcode but not as a standalone binary.

  • Also you'll want to make sure the scheme is set to a Release build and build the framework target against release. If you are still getting a library not loaded error, check the code slices in the framework.

  • Use lipo -info MyFramworkBinary and examine the result.

lipo -info MyFrameworkBinary

Result is i386 x86_64 armv7 arm64

  • Modern universal frameworks will include 4 slices, but could include more: i386 x86_64 armv7 arm64 If you don't see at least this 4 it coud be because of the Build Active Architecture setting.

This describes process pretty much the same as @skywinder did it in his answer.

This is how Carthage uses lipo and Realm uses lipo.


IMPORTANT DETAIL

There is radar: Xcode 6.1.1 & 6.2: iOS frameworks containing simulator slices can't be submitted to the App Store and a long discussion around it on Realm#1163 and Carthage#188 which ended in special workaround:

before submission to AppStore iOS framework binaries must be stripped off back from simulator slices

Carthage has special code: CopyFrameworks and corresponding piece of documentation:

This script works around an App Store submission bug triggered by universal binaries.

Realm has special script: strip-frameworks.sh and corresponding piece of documentation:

This step is required to work around an App Store submission bug when archiving universal binaries.

Also there is good article: Stripping Unwanted Architectures From Dynamic Libraries In Xcode.

I myself used Realm's strip-frameworks.sh which worked for me perfectly without any modifications though of course anyone is free to write a one from scratch.


The link to my topic which I recommend to read because it contains another aspect of this question: code signing - Creating iOS/OSX Frameworks: is it necessary to codesign them before distributing to other developers?

@Stainlav answer was very helpful but what I did instead was to compile two versions of the framework (one for the device and one for simulator) and then added the following Run Script Phase to automatically copy the precompiled framework required for the running architecture

echo "Copying frameworks for architecture: $CURRENT_ARCH"
if [ "${CURRENT_ARCH}" = "x86_64" ] || [ "${CURRENT_ARCH}" = "i386" ]; then
cp -af "${SRCROOT}/Frameworks/Simulator/." "${SRCROOT}/Frameworks/Active"
else
cp -af "${SRCROOT}/Frameworks/Device/." "${SRCROOT}/Frameworks/Active"
fi

This way I don't have use lipo to create a fat framework neither the Realm's strip-frameworks.sh to remove the unnecessary slices when submitting to the App Store.

basically for this i found very good solution. you just need to follow these simple steps.

  1. Create a cocoa touch framework.
  2. Set bitcode enabled to No.
  3. Select your target and choose edit schemes. Select Run and choose Release from Info tab.
  4. No other setting required.
  5. Now build the framework for any simulator as simulator runs on x86 architecture.
  6. Click on Products group in Project Navigator and find the .framework file.
  7. Right click on it and click on Show in finder. Copy and paste it in any folder, I personally prefer the name 'simulator'.
  8. Now build the framework for Generic iOS Device and follow the steps 6 through 9. Just rename the folder to 'device' instead of 'simulator'.
  9. Copy the device .framework file and paste in any other directory. I prefer the immediate super directory of both. So the directory structure now becomes:
    • Desktop
    • device
      • MyFramework.framework
    • simulator
      • MyFramework.framework
    • MyFramework.framework Now open terminal and cd to the Desktop. Now start typing the following command:

lipo -create 'device/MyFramework.framework/MyFramework' 'simulator/MyFramework.framework/MyFramework' -output 'MyFramework.framework/MyFramework'

and that's it. Here we merge the simulator and device version of MyFramework binary present inside MyFramework.framework. We get a universal framework that builds for all the architectures including simulator and device.

My Answer cover the below points:

  • Make framework which works for both simulator and Device

  • How to export “fat” Cocoa Touch Framework (for Simulator and Device both)?

  • Undefined symbols for architecture x86_64

  • ld: symbol(s) not found for architecture x86_64

Steps 1: First build your frameworks with Simulator target

Steps 2: After success of simulator building process, now build for your framework with device target selection or Generic iOS Device selection

Step 3: Now select your framework target and for that Under "Build Phases" select "Add Run Script" and copy the below script code)

Step4: Now finally, build again and your framework is ready for both simulator and device compatibility. Hurray!!!!

[Note: We must have both compatible framework ready before final step4 (simulator and device architecture compatible, if not please follow above steps 1 and 2 correctly)

See the reference image:

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Put below code into shell area:

#!/bin/sh




UNIVERSAL_OUTPUTFOLDER=${BUILD_DIR}/${CONFIGURATION}-universal




# make sure the output directory exists


mkdir -p "${UNIVERSAL_OUTPUTFOLDER}"




# Step 1. Build Device and Simulator versions


xcodebuild -target "${PROJECT_NAME}" ONLY_ACTIVE_ARCH=NO -configuration ${CONFIGURATION} -sdk iphoneos  BUILD_DIR="${BUILD_DIR}" BUILD_ROOT="${BUILD_ROOT}" clean build


xcodebuild -target "${PROJECT_NAME}" -configuration ${CONFIGURATION} -sdk iphonesimulator ONLY_ACTIVE_ARCH=NO BUILD_DIR="${BUILD_DIR}" BUILD_ROOT="${BUILD_ROOT}" clean build




# Step 2. Copy the framework structure (from iphoneos build) to the universal folder


cp -R "${BUILD_DIR}/${CONFIGURATION}-iphoneos/${PROJECT_NAME}.framework" "${UNIVERSAL_OUTPUTFOLDER}/"




# Step 3. Copy Swift modules from iphonesimulator build (if it exists) to the copied framework directory


SIMULATOR_SWIFT_MODULES_DIR="${BUILD_DIR}/${CONFIGURATION}-iphonesimulator/${PROJECT_NAME}.framework/Modules/${PROJECT_NAME}.swiftmodule/."


if [ -d "${SIMULATOR_SWIFT_MODULES_DIR}" ]; then


cp -R "${SIMULATOR_SWIFT_MODULES_DIR}" "${UNIVERSAL_OUTPUTFOLDER}/${PROJECT_NAME}.framework/Modules/${PROJECT_NAME}.swiftmodule"


fi




# Step 4. Create universal binary file using lipo and place the combined executable in the copied framework directory


lipo -create -output "${UNIVERSAL_OUTPUTFOLDER}/${PROJECT_NAME}.framework/${PROJECT_NAME}" "${BUILD_DIR}/${CONFIGURATION}-iphonesimulator/${PROJECT_NAME}.framework/${PROJECT_NAME}" "${BUILD_DIR}/${CONFIGURATION}-iphoneos/${PROJECT_NAME}.framework/${PROJECT_NAME}"




# Step 5. Convenience step to copy the framework to the project's directory


cp -R "${UNIVERSAL_OUTPUTFOLDER}/${PROJECT_NAME}.framework" "${PROJECT_DIR}"




# Step 6. Convenience step to open the project's directory in Finder


open "${BUILD_DIR}/${CONFIGURATION}-universal"

I just want to update this great answer by @odm. Since Xcode 10, the CURRENT_ARCH variable doesn't reflect the build architecture anymore. So I changed the script to check the platform instead:

echo "Copying frameworks for platform: $PLATFORM_NAME"
rm -R "${SRCROOT}/Frameworks/Active"
if [ "${PLATFORM_NAME}" = "iphonesimulator" ]; then
cp -af "${SRCROOT}/Frameworks/Simulator/." "${SRCROOT}/Frameworks/Active"
else
cp -af "${SRCROOT}/Frameworks/Device/." "${SRCROOT}/Frameworks/Active"
fi

I also added a line to clear the target directory before copying, because I noticed that additional files in subdirectories wouldn't be overwritten otherwise.