每次我从CocoaPods导入文件时,我都会得到一个Apple Mach-O链接器错误。
Undefined symbols for architecture arm64:
"_OBJC_CLASS_$_FBSession", referenced from: someFile
ld: symbol(s) not found for architecture arm64
我有大约12个这样的耳机,用于我使用的各种pod。
我试图使用XCode 5为iPhone 5S构建。
我一直在尝试各种解决方案这里所以,但还没有得到任何工作。
我如何解决这个苹果Mach-O链接错误?
刚刚发现了另一个可能很有趣的警告,我希望这能让我找到解决方案:
Ignoring file ~/Library/Developer/Xcode/DerivedData/SomeApp/Build/Products/Debug-iphoneos/libPods.a,
~/Library/Developer/Xcode/DerivedData/someApp/Build/Products/Debug-iphoneos/libPods.a
下面的方法让我在Xcode 5.1上对64位模拟器和retina iPad Mini进行GPUImage编译而没有错误,而不需要从Valid Architectures列表中删除arm64(这违背了拥有一个64位设备来测试64位性能的目的)。
从GitHub页面https://github.com/BradLarson/GPUImage下载。zip文件夹
解压缩,并导航到“框架”文件夹。从这里,添加并复制Source文件夹到你的Xcode项目中。确保勾选了“将项目复制到目标组的文件夹”,并且勾选了“为任何添加的文件夹创建组”。这将复制通用,iOS和Mac头文件/实现文件到你的项目。
如果你不需要Mac文件,因为你正在为iOS编译,你可以在复制文件到你的项目之前删除Mac文件夹,或者简单地从Xcode中删除组。
一旦你将Source文件夹添加到你的项目中,只需使用以下命令开始使用GPUImage的类/方法:
#import "Source/GPUImage.h"
有几件事需要指出:
If you get an error saying 'Cocoa' not found, you've added the Mac folder/headers into your iOS project - simply delete the Mac group/files from your project and the warning will vanish
If you rename the Source folder (not the group in Xcode), use that name instead of "Source/GPUImage.h" in the #import instruction. So if you rename the folder to GPUImageFiles before you add to your project, use: #import "GPUImageFiles/GPUImage.h
Obviously ensure arm64 is selected in the Valid Architectures list to take advantage of the A7 64-bit processor!
This isn't a GPUImage.framework bundle (such as if you downloaded the framework from http://www.raywenderlich.com/60968/ios-7-blur-effects-gpuimage) so it may not the correct way to use GPUImage that Brad Larson intended, but it works for my current SpriteKit project.
There's no need to link to frameworks/libraries etc - just import the header and implementation source folder as described above
希望上面的内容能有所帮助——尽管这个问题被问了很多次,但似乎在任何地方都没有明确的说明,但不要害怕,GPUImage绝对适用于arm64架构!