I want to build a iPad/Mac Catalyst app that features language translation using the Firebase machine learning framework.
I know by default that the frameworks are designed to support iOS. But if I want to built a new Catalyst app (where it's an iOS app that will port over to MacOS), how do I get these frameworks to work?
I just tried to compile for the Mac and I get this error:
ld: building for Mac Catalyst, but linking in object file built for iOS Simulator, file '/Documents/TestAppCatalyst/Pods/FirebaseMLNLTranslate/Frameworks/FirebaseMLNLTranslate.framework/FirebaseMLNLTranslate' for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
It's a bit cryptic but I am guessing it means I am trying to use a framework designed for the iOS but I can't. Has anyone come up with a workaround for this type of issue?
ML Kit does not currently support Mac Catalyst. It only supports iOS at the moment.
Related
I'm working on a Xamarin Forms app which includes this SpatialiteForms library.
https://github.com/breekmd/SpatialiteForms
When I try to submit the iOS app to the AppStore it is rejected during the validation.
Just wondering if anybody else have/had this issue and if yes, how it was resolve?
I'm using the latest version of Visual Studio 2019 and XCode.
When I checked the architecture of the iOSSpatialite framework, it is saying iOSSpatialite is architecture: x86_64 (see below)
lipo -info iOSSpatialite
Non-fat file: iOSSpatialite is architecture: x86_64
Would it be possible to have it as arm64?
See message below related to the rejection:
*Publishing project 'PROJECT_NAME' completed with errors.
App Store bundle validation failed for archive PROJECT_NAME
"altool" exited with code 67.
Missing 64-bit support. iOS apps submitted to the App Store must include 64-bit support and be built with the iOS 8 SDK or later. We recommend using the default "Standard Architectures" build setting for "Architectures" in Xcode, to build a single binary with both 32-bit and 64-bit support.
Unsupported Architectures. The executable for PROJECT_NAME.iOS.app/Frameworks/iOSSpatialite.framework contains unsupported architectures '[x86_64]'.
Invalid Bundle Structure - The binary file 'PROJECT_NAME.iOS.app/Frameworks/iOSSpatialite.framework/Frameworks/mod_spatialite_arm64.7.dylib' is not permitted. Your app can’t contain standalone executables or libraries, other than a valid CFBundleExecutable of supported bundles. Refer to the Bundle Programming Guide at https://developer.apple.com/go/?id=bundle-structure for information on the iOS app bundle structure.
Invalid Segment Alignment. The app binary at 'PROJECT_NAME.iOS.app/Frameworks/iOSSpatialite.framework/iOSSpatialite' does not have proper segment alignment. Try rebuilding the app with the latest Xcode version.
The binary is invalid. The encryption info in the LC_ENCRYPTION_INFO load command is either missing or invalid, or the binary is already encrypted. This binary does not seem to have been built with Apple's linker.
Invalid architecture: Apps that include an app extension and framework must support arm64.
Invalid Bundle. The bundle at 'PROJECT_NAME.iOS.app/Frameworks/iOSSpatialite.framework' contains disallowed file 'Frameworks'.*
Thanks,
S.
I'm trying to build a simple application with CUDA and I've been trying for hours on end and I just can't make it work on windows. nvcc absolutely refuses to compile without Visual Studio's compiler which doesn't support things I need. I tried building using nvcc with clang but It just asks me to use Visual Studio's compiler. I've also tried using clang directly since it now supports CUDA but I receive this error:
clang++.exe: error: Unsupported CUDA gpu architecture: compute_52
This makes no sense to me because I have the CUDA toolkit version 7.5 and my graphics card is a GTX 970 (two of them). I have googled this extensively and everywhere I come across the error the person always has is their CUDA toolkit is < 7.5. I'm on the brink of tears right now trying to get something as simple as VLA to work on this CUDA application and I just can't achieve it...
The CUDA windows toolchain requires the Visual Studio C++ compiler. You cannot use anything else on that platform. If the VS compiler doesn't support the language features you need within CUDA host code, you have no choice but to change platforms, or your expectations.
You can still potentially compile non-CUDA host code using another compiler and then link that code using NVCC and the VS toolchain.
Try to use clang-cl, --cubin=clang-cl.exe
It may be worth to work on a Linux VM or WSL2 within windows. As per the CUDA docs.
To compile new CUDA applications, a CUDA Toolkit for Linux x86 is
needed. CUDA Toolkit support for WSL is still in preview stage as
developer tools such as profilers are not available yet. However, CUDA
application development is fully supported in the WSL2 environment, as
a result, users should be able to compile new CUDA Linux applications
with the latest CUDA Toolkit for x86 Linux.
https://docs.nvidia.com/cuda/wsl-user-guide/index.html#:~:text=However%2C%20CUDA%20application%20development%20is,becomes%20available%20within%20WSL%202.
can anybody assist me in installing the new realm cocoa converter for csv files. How do I add it to my project? I downloaded it from GitHub here:
https://github.com/realm/realm-cocoa-converter
I'm the creator of the Realm Cocoa Converter. :)
At the moment, the converter only works for OS X apps, since it was designed to be integrated into the Realm Browser. So if you're looking at integrating it into iOS apps, it's not set up for that yet. We're looking at adding iOS support to it as soon as we can, but we're very busy on a few other things at the moment.
Aside from that, if you're running an OS X app, like Dejan said, you can install it via CocoaPods, or manually drag and link the dynamic framework into your app project.
You can add it using CocoaPods with:
pod 'RealmConverter'
But it looks like the current version 0.1.2 is not yet on CocoaPods - it's still 0.1.1, but that shouldn't be much of a problem.
Here's the whole info:
-> RealmConverter (0.1.1)
A library that provides the ability to import/export Realm files from a
variety of data container formats.
pod 'RealmConverter', '~> 0.1.1'
- Homepage: https://realm.io
- Source: https://github.com/realm/realm-cocoa-converter.git
- Versions: 0.1.1, 0.1 [master repo]
We are trying to integrate Xtify SDK in our iPhone and iPad apps for receiving PUSH notifications and when we use tried, we are getting linker errors. I believe the Xtify SDK is not compiled with the arm64 architecture and that is the reason we are getting this error. Can anyone confirm this?
Thanks!
Later iOS Xtify library versions are compiled with the standard architectures (armv7 and arm64 - but not armv7s, which is no longer standard as of Xcode 6 - see Xcode 6 Standard architectures exclude armv7s). You will need to use version 2.74 or higher to compile on Xcode 6.x.
I have a project which is using Qt 4.7.4 version (also I can't rebuild it using qt4.8 or qt5 – there are a lot of errors appears, project is big and not mine so fixing issues would be even harder than erasing the whole code and write new code). So I need to make this project, well, working on NativeClient.
Is it even possible? I use Windows and Visual Studio, I was trying to google instructions about qt+nacl on Windows but just can’t find nothing.
Also which pepper version should I use if it depends on it?
Is your qt build supporting native client?
Please check out this
Windows
The Qt-Nacl is not support, for now, in Windows.
By the way, here is the github repository dedicated for it -> https://github.com/msorvig/qt5-qtbase-nacl
In the file nacl-readme it is written :
[...] Windows is not supported as a host platform.
Linux
If you want to compile in Linux, I have made a script that will compile Qt5.4 with NaCl with all the dependencies needed.
https://gist.github.com/theshadowx/438297ac465874a5e226
I also made a video that will show the different steps and a showCase at the end :
https://www.youtube.com/watch?v=q2pMv1Svtqw