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开源软件名称:jverkoey/iOS-Framework开源软件地址:https://github.com/jverkoey/iOS-Framework开源编程语言:Shell 100.0%开源软件介绍:Building a static iOS framework is a pain. There are a variety of existing solutions already and each one has its own disadvantages. Presented here is a solution that meets all of the following constraints while having no deal-breaking disadvantages.
Shameless plug: if you appreciate high-speed iOS development, check out Nimbus, the iOS framework whose growth is bounded by its documentation.
Important notice regarding Swift codeThe Swift language, as of Nov 2015, is still in flux. By including Swift code in your distributed binary .framework, you are forcing the users of your framework to have the same version of Swift as when you built your framework. This is bad because it will eventually result in your clients encountering the following error: While Swift the language is still changing, we highly recommend that you do not build Swift code into your .frameworks. This applies to both static and dynamic frameworks. With that out of the way, let's learn how to make a static iOS framework...built only with Objective-C. Table of Contents
Existing SolutionsPresented below are a few of the most popular solutions for building static iOS frameworks and the reasons why they should be avoided.
iOS-Universal-FrameworkSource: https://github.com/kstenerud/iOS-Universal-Framework Major problems
OverviewThis project provides two solutions: "fake" frameworks and "real" frameworks. A fake framework is a bundle target with a .framework extension and some post-build scripts to generate the fat library for the .framework. A real framework modifies the Xcode installation and generates a true .framework target. Real frameworks also use post-build scripts to generate the fat library. Problems with Fake FrameworksThe problem with a fake framework is that you can't link to the framework as a dependent target. You
can "trick" Xcode into linking to the framework by using the Example warning when you attempt to link to the .framework target:
Problems with Real FrameworksTo use real frameworks you need to modify your Xcode installation. This is simply not scalable when you want to work with a team of people. If you use a build farm this problem becomes even worse because it may not be possible to modify the Xcode installations on the build servers. Problems with Both Fake and Real FrameworksIn both frameworks there is a post-build step that builds the "inverse" platform. For example, if you're building the framework for i386, the post-build step will build the framework for armv6/armv7/armv7s and then smush the libraries together into one fat binary within the framework. The problem with this is that it triples the build time of the framework. Make one change to a .m file and suddenly you're rebuilding it for three platforms. Change a PCH and your project will effectively perform three clean builds. This is simply not ok from a productivity standpoint. There is also the problem of distributing resources with the .framework. Both the fake and real frameworks include an "embeddedframework" which is meant to be copied into the application. This results in the .framework binary being distributed with the application! Alternatively we could ask developers to only copy what's in the resources folder to their app, but this is complicated and requires we namespace our resource file names to avoid naming conflicts. db-in's solution ("Fake" frameworks)Source: http://db-in.com/blog/2011/07/universal-framework-iphone-ios-2-0/ Major problems
Overviewdb-in's solution is roughly identical to kstenerud's solution of using a bundle target to generate a fake framework. This has the same disadvantages as outlined above so I won't repeat myself. There is, however, a specific deal-breaker with the recommendations in this blog post: resources. Db-in recommends copying the .framework into your application as a resource bundle; this is NOT OK. This will end up copying not just the resources from your framework, but also the fat binary of the framework! Doing this will inflate the size of your application by several megabytes more than it should be because you're shipping off a fat binary with your application. And so without further ado... How to Create a Static Framework for iOSThere are a few constraints that we want to satisfy when building a .framework:
I believe that the solution I will outline below satisfies each of these constraints. I will outline how to build a .framework project from scratch so that you can apply these steps to an existing project if you so desire. I will also include project templates for easily creating a .framework. Overview
Within the project we are going to have three targets: a static library, a bundle, and an aggregate. The static library target will build the source into a static library (.a) and specify which headers will be "public", meaning they will be accessible from the .framework when we distribute it. The bundle target will contain all of our resources and will be loadable from the framework. The aggregate target will build the static library for i386/armv6/armv7/armv7s, generate the fat framework binary, and also build the bundle. You will run this target when you plan to distribute the .framework. When you are working on the framework you will likely have an internal application that links to the framework. This application will link to the static library target as you normally would and copy the .bundle in the copy resources phase. This has the benefit of only building the framework code for the platform you're actively working on, significantly improving your build times. We'll do a little bit of work in the framework project to ensure that you can use your framework in your app the same way a third party developer would (i.e. importing <MyFramework/MyFramework.h> should work as expected). Jump to the dependent project walkthrough. Create the Static Library TargetStep 1: Create a New "Cocoa Touch Static Library" ProjectThe product name will be the name of your framework. For example, Step 2: Create the Primary Framework HeaderDevelopers expect to be able to import your framework by importing the Within this header you are going to import all of the public headers for your framework. For
example, let's assume that we have some
Once you've created your framework header file, you need to make it a "public" header. Public headers are headers that will be copied to the .framework and can be imported by those using your framework. This differs from "project" headers which will not be distributed with the framework. This distinction is what allows you to have a concept of public and private APIs. To change a file's [target membership visibility in XCode 4.4+] (http://stackoverflow.com/questions/13571080/cant-change-target-membership-visibility-in-xcode-4-5), you'll need to select the Static Library target you created (Serenity), open the Build Phases tab: Xcode 4.X: Click on Add Build Phase > Add Copy Headers. Xcode 5: Add Build Phases from the menu. Click on Editor > Add Build Phase -> Add Copy Headers Build Phase. Note: If the menu options are grayed out, you'll need to click on the whitespace below the Build Phases to regain focus and retry. Xcode 6: Add Build Phases from the menu. Click on Editor > Add Build Phase -> Add Headers Build Phase. Note: If the menu options are grayed out, you'll need to click on the whitespace below the Build Phases to regain focus and retry. You'll see 3 sections for Public, Private, and Project headers. To modify the scope of any header, drag and drop the header files between the sections. Alternatively you can open the Project Navigator and select the header. Next expand the Utilities pane for the File Inspector. (Cmd+Option+0). Look at the "Target Membership" group and ensure that the checkbox next to the .h file is checked. Change the scope of the header from "Project" to "Public". You might have to uncheck and check the box to get the dropdown list. This will ensure that the header gets copied to the correct location in the copy headers phase. Step 3: Update the Public Headers LocationBy default the static library project will copy private and public headers to the same folder:
Ongoing Step: Adding New Sources to the FrameworkWhenever you add new source to the framework you must decide whether to expose the .h publicly or not. To modify a header's scope you will follow the same process as Step 2. By default a header's scope will be "Project", meaning it will not be copied to the framework's public headers. An Important Note on CategoriesUsing a category should be a necessity, not a convenience, when distributing a framework. Frameworks, by their very nature, obscure most implementation details, very likely leading to severe run-time tomfoolery as symbols get overwritten and your client's app starts performing in wonderfully novel ways (much to their users' chagrin). If you absolutely must use categories, please check out the FAQ in order to avoid having your clients encounter linker problems when attempting to use them. Step 4: Disable Code StrippingWe do not want to strip any code from the library; we leave this up to the application that is linking to the framework. To disable code stripping we must modify the following configuration settings:
Step 5: Enable all architecture supportWe want our framework able to work with all device architectures. To do so, change this in your project file (not your target files !): "Build Active Architecture Only" => No (for all settings) Step 6: Prepare the Framework for use as a Dependent TargetIn order to use the static library as though it were a framework we're going to generate the basic skeleton of the framework in the static library target. To do this we'll include a simple post-build script. Add a post-build script by selecting your project in the Project Navigator, selecting the target, and then the "Build Phases" tab. Xcode 4.X: Click Add Build Phase > Add Run Script Xcode 5: Select Editor menu > Add Build Phase > Add Run Script Build Phase Paste the following script in the source portion of the run script build phase. You can rename the phase by clicking the title of the phase (I've named it "Prepare Framework", for example). prepare_framework.shset -e
mkdir -p "${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.framework/Versions/A/Headers"
# Link the "Current" version to "A"
/bin/ln -sfh A "${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.framework/Versions/Current"
/bin/ln -sfh Versions/Current/Headers "${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.framework/Headers"
/bin/ln -sfh "Versions/Current/${PRODUCT_NAME}" "${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.framework/${PRODUCT_NAME}"
# The -a ensures that the headers maintain the source modification date so that we don't constantly
# cause propagating rebuilds of files that import these headers.
/bin/cp -a "${TARGET_BUILD_DIR}/${PUBLIC_HEADERS_FOLDER_PATH}/" "${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.framework/Versions/A/Headers"
This will generate the following folder structure:
Try building your project now and look at the build products directory (usually
Step 7: Enable bitcode (Optional)Xcode 7.x is required for bitcode support. To include bitcode in your framework, just add -fembed-bitcode flag to the static library C flags. Create the Framework Distribution TargetWhen actively developing the framework we only care to build the platform that we're testing on. For example, if we're testing on the iPhone simulator then we only need to build the i386 platform. This changes when we want to distribute the framework to third party developers. The third-party developers don't have the option of rebuilding the framework for each platform, so we must provide what is called a "fat binary" version of the static library that is comprised of the possible platforms. These platforms include: i386, armv6, armv7, and armv7s. To generate this fat binary we're going to build the static library target for each platform. Step 1: Create an Aggregate TargetClick File > New Target > iOS > Other and create a new Aggregate target. Title it something like "Framework". Step 2: Add the Static Library as a Dependent TargetAdd the static library target to the "Target Dependencies". Step 3: Build the Other PlatformTo build the other platform we're going to use a "Run Script" phase to execute some basic commands. Add a new "Run Script" build phase to your aggregate target and paste the following code into it. build_framework.shset -e
set +u
# Avoid recursively calling this script.
if [[ $SF_MASTER_SCRIPT_RUNNING ]]
then
exit 0
fi
set -u
export SF_MASTER_SCRIPT_RUNNING=1
SF_TARGET_NAME=${PROJECT_NAME}
SF_EXECUTABLE_PATH="lib${SF_TARGET_NAME}.a"
SF_WRAPPER_NAME="${SF_TARGET_NAME}.framework"
# The following conditionals come from
# https://github.com/kstenerud/iOS-Universal-Framework
if [[ "$SDK_NAME" =~ ([A-Za-z]+) ]]
then
SF_SDK_PLATFORM=${BASH_REMATCH[1]}
else
echo "Could not find platform name from SDK_NAME: $SDK_NAME"
exit 1
fi
if [[ "$SDK_NAME" =~ ([0-9]+.*$) ]]
then
SF_SDK_VERSION=${BASH_REMATCH[1]}
else
echo "Could not find sdk version from SDK_NAME: $SDK_NAME"
exit 1
fi
if [[ "$SF_SDK_PLATFORM" = "iphoneos" ]]
then
SF_OTHER_PLATFORM=iphonesimulator
else
SF_OTHER_PLATFORM=iphoneos
fi
if [[ "$BUILT_PRODUCTS_DIR" =~ (.*)$SF_SDK_PLATFORM$ ]]
then
SF_OTHER_BUILT_PRODUCTS_DIR="${BASH_REMATCH[1]}${SF_OTHER_PLATFORM}"
else
echo "Could not find platform name from build products directory: $BUILT_PRODUCTS_DIR"
exit 1
fi
# Build the other platform.
xcrun xcodebuild -project "${PROJECT_FILE_PATH}" -target "${TARGET_NAME}" -configuration "${CONFIGURATION}" -sdk ${SF_OTHER_PLATFORM}${SF_SDK_VERSION} BUILD_DIR="${BUILD_DIR}" OBJROOT="${OBJROOT}" BUILD_ROOT="${BUILD_ROOT}" SYMROOT="${SYMROOT}" $ACTION
# Smash the two static libraries into one fat binary and store it in the .framework
xcrun lipo -create "${BUILT_PRODUCTS_DIR}/${SF_EXECUTABLE_PATH}" "${SF_OTHER_BUILT_PRODUCTS_DIR}/${SF_EXECUTABLE_PATH}" -output "${BUILT_PRODUCTS_DIR}/${SF_WRAPPER_NAME}/Versions/A/${SF_TARGET_NAME}"
# Copy the binary to the other architecture folder to have a complete framework in both.
cp -a "${BUILT_PRODUCTS_DIR}/${SF_WRAPPER_NAME}/Versions/A/${SF_TARGET_NAME}" "${SF_OTHER_BUILT_PRODUCTS_DIR}/${SF_WRAPPER_NAME}/Versions/A/${SF_TARGET_NAME}"
Important NotesThe above script assumes that your library name matches your project name in the following line: SF_TARGET_NAME=${PROJECT_NAME} If this is not the case (e.g. your xcode project is named SerenityFramework and the target name is Serenity) then you need to explicitly set the target name on that line. For example: SF_TARGET_NAME=Serenity If you are using Cocoapods, you need to build the workspace instead of the project. Assuming your
Scheme matches your aggregate target name, change the xcrun xcodebuild ONLY_ACTIVE_ARCH=NO -workspace "${PROJECT_DIR}/${PROJECT_NAME}.xcworkspace" -scheme "${TARGET_NAME}" -configuration "${CONFIGURATION}" -sdk ${SF_OTHER_PLATFORM}${SF_SDK_VERSION} BUILD_DIR="${BUILD_DIR}" OBJROOT="${OBJROOT}" BUILD_ROOT="${BUILD_ROOT}" SYMROOT="${SYMROOT}" $ACTION Step 4: Build and VerifyYou now have everything set up to build a distributable .framework to third-party developers. Try
building the aggregate target. Once it's done, expand the Products folder in Xcode, right click the
static library and click "Show in Finder". If this doesn't open Finder to where the static library
exists then try opening
Within this folder you will see your .framework folder. Verify that your framework includes all of the architectures that are available by running the
lipo -info Serenity.framework/Serenity You should see output resembling: Architectures in the fat file: Serenity.framework/Serenity are: i386 x86_64 armv7 armv7s arm64 If you don't see all of the architectures listed, make sure that you're looking at the right framework output. If you're building with the Simulator as your target, the correct framework will be in the -iphonesimulator folder. Sometimes it can help to delete the Debug- and Release- folders to ensure that you're getting a truly clean build. Once you've verified that the framework includes all of the architectures, you can now move the .framework elsewhere, zip it up, upload it, and distribute it to your third-party developers. Resources and BundlesTo distribute resources with a framework, we are going to provide the developer with a separate .bundle that contains all of the strings and resources. This distribution method provides a number of advantages over including the resources in the .framework itself.
The hard part about bundles is creating the target. Xcode's bundle target doesn't actually create a loadable bundle object, so we have to do some post-build massaging of the bundle. It's important that we create a bundle target because we need to create the bundle using the Copy Bundle Resources phase that will correctly compile .xib files (a Copy Files phase does not accomplish this!). Step 1: Create the Bundle TargetIn the framework project, create a new bundle target. Click on File > New > Target > OS X > Bundle. You will need to name the bundle something different from your framework name or Xcode will not let you create the target. I've named the target SerenityResources. We will rename the output of the target to Serenity.bundle in a following step. Ensure that the Framework setting is set to "Core Foundation". Step 2: Clean up the Bundle Target SettingsBy default the bundle will only show build settings for Mac OS X. It doesn't really matter what it builds for because the bundle isn't actually going to have any code in it, but I prefer to have things nice and consistent. Open the bundle target settings and delete the settings for Architectures, Base SDK, and Build Active Architecture Only. Xcode 5: Deleting a build setting will reset it to the Project's build setting. It should switch from OS X to iOS. This is also when you should change your bundle target's product name to the name of your framework rather than the target name. Click on your project in the Project Navigator and then select the bundle target. Click Build Settings, search for "Product Name", and then replace the value of Product Name with the name of your framework (e.g. $(TARGET_NAME) replaced by Seren |
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