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Inspiring
September 1, 2015
Question

Building ANE for iOS simulator problem

  • September 1, 2015
  • 1 reply
  • 634 views

Hey, I'm building an ANE to work on the simulator but I keep getting this error from Flash builder.

ld: warning: ignoring file /var/folders/g6/gyxb11k906s8j8hdt21wlblm0000gn/T/e900a99a-254d-4ea7-98c0-5ff9688cd9c3/libcom.minh.truong.datepickerController.a, file was built for archive which is not the architecture being linked (i386): /var/folders/g6/gyxb11k906s8j8hdt21wlblm0000gn/T/e900a99a-254d-4ea7-98c0-5ff9688cd9c3/libcom.minh.truong.datepickerController.a

ld: warning: ObjC object file (/Applications/Adobe Flash Builder 4.7/eclipse/plugins/com.adobe.flash.compiler_4.7.0.349722/AIRSDK/lib/aot/lib/libRuntimeInterpreter.x86-simulator-air.a(CTContentPlayer.o)) was compiled for iOS Simulator, but linking for MacOSX

I'm testing for iOS 9 beta and I don't want to wipe devices so I'm testing for the simulator.

From what I understand, I need to grab the simulator build (debug) of my library to put in the ANE but I keep getting this Architecture and linking for OS X problem. I'm not sure what settings to set.


My architecture setting is for ARMv7, and ARM64. In the error, I see i386. That's 32 bit arch from what I understand but no idea what that means.


thanks.


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1 reply

Colin Holgate
Inspiring
September 1, 2015

I don't know the solution to getting ANEs to work in the simulator. But I am running iOS 9 on my iPhone 5 and iPad Air. It works well enough, that you could risk installing it on one device. Then you could test your ANE on a device.

Inspiring
September 1, 2015

Thanks. I might have to but it would be good to know how to build for simulator.

kheftel
Inspiring
September 1, 2015

To start, I should say I'm not building for iOS 9 yet.

from http://help.adobe.com/en_US/air/extensions/WSf268776665d7970d-2482335412ffea65006-8000.html

  • To create an iOS Simulator application package, the ANE file must include the iPhone-x86 platform. Alternatively, the ANE file must include the default platform and at least one other platform.

Basically you have to include the simulator as a whole different platform, just like iOS or Android.

Unfortunately, I don't know which specific build settings in xcode to use on that .a file, or if you can just use the same one you used for iPhone-ARM, but I would assume you need a separate one.  I have a custom ANE that I haven't bothered building for the simulator yet, so I have to do all my testing on device