mach-o

Apple Mach-O-Linker Error CocoaPods

我怕爱的太早我们不能终老 提交于 2019-11-29 06:19:33
I've been trying to get my app up and running. From what I could tell the app was missing Cocoapods as a dependency. So. I installed and added Cocoapods. But I'm still getting the same error for whatever reason. I'm an inexperienced developer trying to teach himself I must add. Ld /Users/bfarag/Library/Developer/Xcode/DerivedData/Umbrella-cspuzusfqmqgnwdqfhtiyivaqwke/Build/Products/Debug-iphonesimulator/Umbrella.app/Umbrella normal i386 cd "/Users/bfarag/Desktop/The Nerdery/BRAVO.iOS.CodeChallenge" export IPHONEOS_DEPLOYMENT_TARGET=7.0 export PATH="/Applications/Xcode.app/Contents/Developer

Basic OS X Assembly and the Mach-O format

六月ゝ 毕业季﹏ 提交于 2019-11-29 00:39:34
I am interested in programming in x86-64 assembly on the Mac OS X platform. I came across this page about creating a 248B Mach-O program , which led me to Apple's own Mach-O format reference . After that I thought I'd make that same simple C program in Xcode and check out the generated assembly. This was the code: int main(int argc, const char * argv[]) { return 42; } But the assembly generated was 334 lines, containing (based on the 248B model) a lot of excess content. Firstly, why is so much DWARF debug info included in the Release build of a C executable? Secondly, I notice the Mach-O

Wrong method implementation address from otool for armv7?

一个人想着一个人 提交于 2019-11-28 11:44:06
I'm constantly getting 1 byte offset for implementation address of method shown by 'otool'. For an example 'otool -o' gives 0xe99d5 but 'otool -tvV' gives: +[NSError(SomeCategory) someMethod]: 000e99d4 b590 push {r4, r7, lr} 000e99d6 f6441184 movw r1, 0x4984 000e99da af01 add r7, sp, #4 000e99dc f2c0010a movt r1, 0xa So method starts at 0xe99d4. 0xe99d5 looks wrong, not aligned. I believe that 'otool' works fine and I don't understand some aspects of implementation. How to interpret the output ? Modern ARM cores has two types of instruction sets. Original one is called arm mode where each

Minimal Mach-o 64 binary

浪尽此生 提交于 2019-11-28 05:53:08
问题 I thinks this is a strange question, but now I prepare to hand-made a minimal Mach-O 64 binary, like the same problem on ELF (http://timelessname.com/elfbin/). But currently I still sucks on how to debug my binary. otool does NOT show me the error, but I get the suck how to debug the binary. The following is the binary I make in hex view. In the current stage I've no idea how to continue. Any suggestion? or I should stop this stupid things... 0000000: cffa edfe 0700 0001 0300 0080 0200 0000 .

Apple Mach-O-Linker Error CocoaPods

寵の児 提交于 2019-11-28 00:07:41
问题 I've been trying to get my app up and running. From what I could tell the app was missing Cocoapods as a dependency. So. I installed and added Cocoapods. But I'm still getting the same error for whatever reason. I'm an inexperienced developer trying to teach himself I must add. Ld /Users/bfarag/Library/Developer/Xcode/DerivedData/Umbrella-cspuzusfqmqgnwdqfhtiyivaqwke/Build/Products/Debug-iphonesimulator/Umbrella.app/Umbrella normal i386 cd "/Users/bfarag/Desktop/The Nerdery/BRAVO.iOS

How do I create a dynamic library (dylib) with Xcode?

一笑奈何 提交于 2019-11-27 17:18:33
I'm building few command-line utilities in Xcode (plain C, no Cocoa). I want all of them to use my customized version of libpng, and I want to save space by sharing one copy of the library among all executables (I don't mind re-distributing .dylib with them). Do I need to do some magic to get libpng export symbols? Does "Link Binary With Libraries" build phase link statically? Apple's docs mention loading of libraries at run time with dlopen , but how I can make Xcode create executable without complaining about missing symbols? I think I've figured it out: libpng wasn't linking properly,

Why is install_name_tool and otool necessary for Mach-O libraries in Mac Os X?

匆匆过客 提交于 2019-11-27 17:10:40
I am developing a Cocoa Application using the latest version of Xcode 4, I want to link dynamic libraries to my project ( dylibs ). I read somewhere that adding the libraries in my project was not enough as I have to run install_name_tool and otool to make my project use the libraries that were bundled in my project. I have read the manual pages for install_name_tool , but I do not understand WHY I have to do this. How do libraries work? Especially interested in the part where the application and the libraries have paths that point to specific places in my machine, like /usr/local/lib

Found an unexpected Mach-O header code: 1918975009 in xCode 6

巧了我就是萌 提交于 2019-11-27 11:55:47
What causes the error Found an unexpected Mach-O header code: 1918975009 in xCode 6 I archived my project to send out as an ad hoc build and it builds/links/archives just fine but when I'm in the xCode organizer and select Export -> Ad Hoc , I get the error Found an unexpected Mach-O header code: 191897500. I had the same error. In my case it was caused by an universal framework that I accidentally copied into the resources of the app (which is unnecessary, since frameworks get merged directly into the main executable on iOS AFAIK). So, select your target, click the "Build Phases" tab, and

Wrong method implementation address from otool for armv7?

瘦欲@ 提交于 2019-11-27 06:24:10
问题 I'm constantly getting 1 byte offset for implementation address of method shown by 'otool'. For an example 'otool -o' gives 0xe99d5 but 'otool -tvV' gives: +[NSError(SomeCategory) someMethod]: 000e99d4 b590 push {r4, r7, lr} 000e99d6 f6441184 movw r1, 0x4984 000e99da af01 add r7, sp, #4 000e99dc f2c0010a movt r1, 0xa So method starts at 0xe99d4. 0xe99d5 looks wrong, not aligned. I believe that 'otool' works fine and I don't understand some aspects of implementation. How to interpret the

Apple Mach-O linker (id) warning : building for MacOSX, but linking against dylib built for iOS

为君一笑 提交于 2019-11-26 23:06:39
问题 Starting from some point in the past xCode 4 in complaining about linker problems: ld: warning: building for MacOSX, but linking against dylib built for iOS: /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk/System/Library/Frameworks//CoreGraphics.framework/CoreGraphics I have checked everything but still nothing suspicious in the config and it compiles and runs. The only thing that I see it is double slashes before CoreGraphics.framework, why I do not know.