bitcode

dont run app with open-cv in xcode 7?

旧城冷巷雨未停 提交于 2019-12-06 06:18:48
I install opencv how pods, and when i run app in my ios devise i have this issue. opencv2.framework/opencv2(cap_ios_photo_camera.o)' does not contain bitcode. You must rebuild it with bitcode enabled (Xcode setting ENABLE_BITCODE), obtain an updated library from the vendor, or disable bitcode for this target. for architecture armv7 In the build settings for your App Target, search for "Bitcode" and set Bitcode Enabled to NO. Although I recommend you get the framework vendor to supply a Bitcode enabled version Himanshu Garg You can disable the "Bitcode" as answered by @liamnichols. But it is

Bitcode disabled on Carthage dependencies

杀马特。学长 韩版系。学妹 提交于 2019-12-06 00:22:07
Scenario My project (codebase shared for iOS/watchOS/tvOS ) has build settings with ENABLE_BITCODE = YES and takes advantage of fundamental libraries which are not yet supporting bitcode, although quoting Apple documentation in App Thinning Bitcode is the default, but optional. For watchOS and tvOS apps, bitcode is required. If you provide bitcode, all apps and frameworks in the app bundle (all targets in the project) need to include bitcode I am currently integrating those fundamental libraries with Carthage. Problem In order to have a clean build process, I tried to submit some pull requests

Enabling Bitcode for iOS 9 increases IPA size 3x, is this the size on the app store?

此生再无相见时 提交于 2019-12-05 03:09:31
Before iOS 9, our IPA size was roughly 6MB. After Archiving and exporting our IPA through Xcode 7, our IPA increased to about 17MB. Upon further investigation, we found out that enabling the "Bitcode" option in the export settings is what caused the large filesize jump. My question is this: if we enable this option, will our IPA size be 17MB in the store? Or does Apple do something with the bundle to make it roughly the same size as before (6MB). There's not much info about Bitcode out there right now, and I'd like to be informed before submitting to the store. 6MB and 17MB is enough of a

'Invalid bitcode version (Producer: '902.0.39.2_0' Reader: '900.0.37_0')'

二次信任 提交于 2019-12-05 02:09:30
I'm using Xcode 9.0 . My pod file : pod 'Alamofire', '~> 4.3' pod 'SwiftyJSON' pod 'AlamofireSwiftyJSON' pod 'KSToastView', '0.5.7' pod 'SDWebImage', '~> 4.0' pod 'NVActivityIndicatorView' pod 'Firebase/Core' pod 'Firebase/Messaging' pod 'CarbonKit' pod 'SBPickerSelector' pod 'SwiftyStoreKit' pod 'Fabric' pod 'Crashlytics' pod 'SAMKeychain', '1.5.2' My error log: ld: could not reparse object file in bitcode bundle: 'Invalid bitcode version (Producer: '902.0.39.2_0' Reader: '900.0.37_0')', using libLTO version 'LLVM version 9.0.0, (clang-900.0.37)' for architecture arm64 clang: error: linker

XCode 8 bitcode compatibility

放肆的年华 提交于 2019-12-05 00:20:49
I noticed an issue with the new XCode 8, that makes it impossible to archive on XCode 7 with bitcode. So for example if I'm trying to develop a library on XCode 8, when using on Xcode 7 and enabling bitcode I'm getting this error: Invalid bitcode version (Producer: '800.0.38.0_0' Reader: '703.0.29_0') Is there any workaround for that when developing libraries on Xcode 8 (objective c)? Suke In my case, the problem came when i add new pod library which change bitcode compress. So changing bitcode in Build Setting resolve my problem. Note that for projects using CocoaPods you should set ENABLE

bitcode bundle could not be generated because iOS Charts

夙愿已清 提交于 2019-12-04 22:45:59
I make app with 3d library iOS-Charts . But I get the error bitcode bundle could not be generated because was built without full bitcode. from today widget. I installed it with help Carthage and I did all the instructions. I do not know how can I fix it? I made the following screenshot from today widget target. David Cheung Please check this SO thread and see if adding the -fembed-bitcode flag in build settings works for you. iOS library to BitCode Please try to change Enable Bitcode to No in Build Settings. 来源: https://stackoverflow.com/questions/34666247/bitcode-bundle-could-not-be-generated

iOS MobileVLCKit archive problems

荒凉一梦 提交于 2019-12-04 21:09:46
While trying archiving my project I got this error : ld: bitcode bundle could not be generated because '/Users//MobileVLCKit/MobileVLCKit.framework/MobileVLCKit(VLCEmbeddedDialogProvider.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build file '/Users//MobileVLCKit/MobileVLCKit.framework/MobileVLCKit' for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation) Tried to do enablebitcode = no but then when i archived the mac get stuck and after a 40 minutes period i gave up

Is it possible to create a universal iOS framework using bitcode?

非 Y 不嫁゛ 提交于 2019-12-04 10:52:50
问题 From what I understood, bitcode allows to generate binaries with an intermediary binary format. So it is the step before compiling to an ARM or x64 architecture. It is possible to create "real" .framework file for iOS since iOS 8. However, framework files are compiled for only one architecture by default (emulator, iPhone). When one wants to distribute a .framework file, it is better to provide a file compatible with the iOS emulator and also deployable to an iPhone. Different examples of

How can I stop Xamarin from building my app with bitcode enabled?

|▌冷眼眸甩不掉的悲伤 提交于 2019-12-04 05:01:06
In the configurations from my iOS build, there is no option to disable bitcode. While in Xcode it is possible to set ENABLE_BITCODE=NO I need this because my linked frameworks are not build with bitcode, and nowadays Apple does not allow half-bitcode-compiled apps anymore. In your .csproj for your iOS application, search for the PropertyGroup for the release configuration that you need to turn off bit code for, i.e.: <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhone' "> Within that group, see if a MtouchEnableBitcode already exists and edit it, otherwise add:

Are testflight app sizes bloated by a large amount compared to actual download sizes after publishing?

我的梦境 提交于 2019-12-04 03:20:39
问题 I have built an iOS game with Unity. I uploaded it to the App Store (with bitcode enabled). The IPA is about 200 mb. On iTunes Connect, it shows my build size to be about 30mb for each device (which I was very happy to see). But when I added the build to TestFlight, I notice that while downloading via TestFlight, it shows the size to be 170mb. Quite contrary to this question (TestFlight showing my app size is 4 times less than the actual size) the size of my app on TestFlight is many times