Study all the things about Swift modules, libraries, packages, closed supply frameworks, command line instruments and extra.
Primary definitions
To start with you need to have a transparent understanding concerning the primary phrases. In case you already know what’s the distinction between a module, bundle, library or framework you possibly can skip this part. Nevertheless in the event you nonetheless have some combined emotions about this stuff, please learn forward, you received’t remorse it. 😉
Bundle
A bundle consists of Swift supply information and a manifest file.
A bundle is a group of Swift supply information. If you’re utilizing Swift Bundle Supervisor you even have to supply a manifest file as a way to make an actual bundle. If you wish to be taught extra about this device, you need to examine my Swift Bundle Supervisor tutorial.
Instance: that is your bundle:
Sources
my-source-file.swift
Bundle.swift
You may also try the open sourced swift-corelibs-foundation bundle by Apple, which is used to construct the Basis framework for Swift.
Library
Library is a packaged assortment of object information that program can hyperlink towards.
So a library is a bunch of compiled code. You’ll be able to create two sorts of libraries:
From a extremely easy perspective the one distinction between them is the strategy of “integrating” aka. linking them into your undertaking. Earlier than I let you know extra about this course of, first we should always discuss object information.
Mach-O file format
To create applications, builders convert supply code to object information. The item information are then packaged into executable code or static libraries.
Once you’re compiling the supply information you’re mainly making object information, utilizing the Mach-O (MachObject) file format. These information are the core constructing blocks of your purposes, frameworks, and libraries (each dynamic and static).
Linking libraries
Linking refers back to the creation of a single executable file from a number of object information.
In different phrases:
After the compiler has created all the article information, one other program is named to bundle them into an executable program file. That program is named a linker and the method of bundling them into the executable is named linking.
Linking is simply combining all of your object information into an executable and resolving all of the externals, so the system will have the ability to name all of the features contained in the binary.
Static linking
The supply code of the library is actually going to be copied into the appliance’s supply. It will lead to a giant executable, it’ll take extra time to load, so the binary may have a slower startup time. Oh, did I point out that in case you are attempting to hyperlink the identical library greater than as soon as, the method will fail due to duplicated symbols?
This technique has benefits as effectively, for instance the executable will at all times include the proper model of the library, and solely these components shall be copied into the principle utility which can be actually used, so that you don’t must load the entire stuff, nevertheless it looks as if dynamic linking goes to be higher in some circumstances.
Dynamic linking
Dynamic libraries aren’t embedded into the supply of the binary, they’re loaded at runtime. Because of this apps will be smaller and startup time can considerably be quicker due to the light-weight binary information. As a free of charge dynamic libraries will be shared with a number of executables to allow them to have decrease reminiscence footprints. That’s why typically they’re being referred as shared libraries.
In fact if the dynamic library isn’t out there – or it’s out there however their model is incompatible – your utility received’t run or it’ll crash. Alternatively this may be a bonus, as a result of the writer of the dynamic library can ship fixes and your app can profit from these, with out recompilation.
Happily system libraries like UIKit are at all times out there, so that you don’t have to fret an excessive amount of about this subject…
Framework
A framework is a hierarchical listing that encapsulates shared assets, comparable to a dynamic shared library, nib information, picture information, localized strings, header information, and reference documentation in a single bundle.
So let’s make this easy: frameworks are static or dynamic libraries packed right into a bundle with some additional property, meta description for versioning and extra. UIKit is a framework which wants picture property to show a number of the UI parts, additionally it has a model description, by the best way the model of UIKit is similar because the model of iOS.
Module
Swift organizes code into modules. Every module specifies a namespace and enforces entry controls on which components of that code can be utilized outdoors of the module.
With the import key phrase you’re actually importing exterior modules into your sorce. In Swift you’re at all times utilizing frameworks as modules, however let’s return in time for some time to know why we wanted modules in any respect.
import UIKit
import my-awesome-module
Earlier than modules you needed to import framework headers instantly into your code and also you additionally needed to hyperlink manually the framework’s binary inside Xcode. The #import macro actually copy-pasted the entire resolved dependency construction into your code, and the compiler did the work on that vast supply file.
It was a fragile system, issues might go fallacious with macro definitions, you possibly can simply break different frameworks. That was the explanation for outlining prefixed uppercased very lengthy macro names like: NS_MYSUPERLONGMACRONAME
… 😒
There was an different subject: the copy-pasting resulted in non-scalable compile occasions. With a view to clear up this, precompiled header (PCH) information have been born, however that was solely a partial resolution, as a result of they polluted the namespace (you realize in the event you import UIKit in a PCH file it will get out there in in all places), and no-one actually maintained them.
Modules and module maps
The holy grail was already there, with the assistance of module maps (defining what sort of headers are a part of a module and what’s the binary that has the implementation) we’ve received encapsulated modular frameworks. 🎉 They’re individually compiled as soon as, the header information are defining the interface (API), and the (routinely) linked dylib
file incorporates the implementation. Hurray, no have to parse framework headers throughout compilation time (scalability), so native macro definitions received’t break something. Modules can include submodules (inheritance), and also you don’t must hyperlink them explicitly inside your (Xcode) undertaking, as a result of the .modulemap
file has all the knowledge that the construct system wants.
Finish of the story, now you realize what occurs underneath the hood, once you import Basis
or import UIKit
.
Now that you realize the logic behind the entire dynamic modular framework system, we should always begin analyzing the instruments that make this infrastructure attainable.
At all times learn the person pages, aka. RTFM! In case you don’t wish to learn that a lot, you possibly can obtain the instance undertaking from GitLab and open the makefiles for the essence. There shall be 3 important classes: C, Swift and Xcode undertaking examples.
clang
the Clang C, C++, and Goal-C compiler
Clang is a compiler frontend for C languages (C, C++, Goal-C). When you have ever tried to compiled C code with gcc
throughout your college years, you possibly can think about that clang is kind of the identical as gcc
, however these days it could actually do much more.
clang -c important.c -o important.o #compiles a C supply file
LLVM: compiler backend system, which may compile and optimize the intermediate illustration (IR) code generated by clang or the Swift compiler for instance. It’s language unbiased, and it could actually achieve this many issues that might match right into a ebook, however for now let’s say that LLVM is making the ultimate machine code on your executable.
swiftc
The Swift compiler, there is no such thing as a handbook entry for this factor, however don’t fear, simply fireplace up swiftc -h
and see what can provide to you.
swiftc important.swift #compiles a Swift supply file
As you possibly can see this device is what truly can compile the Swift supply information into Mach-O’s or ultimate executables. There’s a brief instance within the connected repository, you need to examine on that in the event you’d wish to be taught extra concerning the Swift compiler.
ar
The ar
utility creates and maintains teams of information mixed into an archive. As soon as an archive has been created, new information will be added and current information will be extracted, deleted, or changed.
So, in a nutshell you possibly can zip Mach-O information into one file.
ar -rcs myLibrary.a *.o
With the assistance of ar
you have been capable of create static library information, however these days libtool
have the identical performance and much more.
ranlib
ranlib
generates an index to the contents of an archive and shops it within the archive. The index lists every image outlined by a member of an archive that may be a relocatable object file.
ranlib
can create an index file contained in the static lib, so issues are going to be quicker once you’re about to make use of your library.
ranlib myLibrary.a
So ranlib
& ar
are instruments for sustaining static libraries, often ar
takes care of the indexing, and also you don’t must run ranlib
anymore. Nevertheless there’s a higher choice for managing static (and dynamic) libraries that you need to be taught…
libtool
create libraries
With libtool
you possibly can create dynamically linked libraries, or statically linked (archive) libraries. This device with the -static
choice is meant to exchange ar
& ranlib
.
libtool -static *.o -o myLibrary.a
These days libtool
is the principle choice for increase library information, you need to undoubtedly be taught this device in the event you’re into the subject. You’ll be able to examine the instance undertaking’s Makefile
for more information, or as often you possibly can learn the manuals (man libtool
). 😉
ld
The ld command combines a number of object information and libraries, resolves references, and produces an ouput file. ld can produce a ultimate linked picture (executable, dylib, or bundle).
Let’s make it easy: that is the linker device.
ld important.o -lSystem -LmyLibLocation -lmyLibrary -o MyApp
It will probably hyperlink a number of information right into a single entity, so from the Mach-O’s you’ll have the ability to make an executable binary. Linking is critical, as a result of the system must resolve the addresses of every technique from the linked libraries. In different phrases, the executable will have the ability to run and your entire features shall be out there for calling. 📱
nm
show title record (image desk)
With nm
you possibly can see what symbols are inside a file.
nm myLibrary.a
# 0000000000001000 A __mh_execute_header
# U _factorial
# 0000000000001f50 T _main
# U _printf
# U dyld_stub_binder
As you possibly can see from the output, some form of reminiscence addresses are related for a few of symbols. Those who have addresses are literally resolved, all of the others are coming from different libraries (they’re not resolved but). So which means that they’ll be resolved at runtime. The opposite choice is that you must hyperlink them. 😅
otool
object file displaying device
With otool
you possibly can study the contents of Mach-O information or libraries.
otool -L myLibrary.a
otool -tV myLibrary.a
For instance you possibly can record the linked libraries, or see the disassembled textual content contents of the file. It’s a extremely useful device in the event you’re accustomed to the Mach-O file format, additionally good one to make use of for reverse-engineer an current utility.
lipo
create or function on common information
With the assistance of the lipo
device you possibly can create common (multi-architecture) information. Often this device is used for creating common frameworks.
lipo -create -output myFramework.framework units.framework simulator.framework
Think about the next situation: you construct your sources each for arm7
and i386
. On an actual system you’d have to ship the arm7
model, however for the iOS simulator you’ll want the i386
one. With the assistance of lipo
you possibly can mix these architectures into one, and ship that framework, so the tip person don’t have to fret about this subject anymore.
Learn on the article to see the way it’s finished. 👇
These instruments will be invoked from the command line as effectively, however they’re far more associated to Xcode than those earlier than. Let’s have a fast walk-through.
xcode-select
Manages the lively developer listing for Xcode and BSD instruments. When you have a number of variations of Xcode in your machine this device can simply change between the developer instruments offered by the induvidual variations.
xcode-select --switch path/to/Xcode.app
xcrun
Run or find growth instruments and properties. With xcrun you possibly can mainly run something that you may handle from Xcode.
xcrun simctl record #record of simulators
codesign
Create and manipulate code signatures
It will probably signal your utility with the right signature. Often this factor failed once you have been attempting to signal your app earlier than automated signing was launched.
codesign -s "Your Firm, Inc." /path/to/MyApp.app
codesign -v /path/to/MyApp.app
xcodebuild
construct Xcode tasks and workspaces
That’s it. It’ll parse the Xcode undertaking or workspace file and executes the suitable buid instructions primarily based on it.
xcodebuild -project Instance.xcodeproj -target Instance
xcodebuild -list
xcodebuild -showsdks
FAT frameworks
The way to make a closed supply common FATtened (multi-architecture) Swift framework for iOS?
So we’re right here, the entire article was made for studying the logic behind this tutorial.
To start with, I don’t wish to reinvent the wheel, as a result of there’s a superbly written article that you need to learn. Nevertheless, I’d like to offer you some extra detailed rationalization and just a little modification for the scripts.
Skinny vs. FAT frameworks
Skinny frameworks incorporates compiled code for just one structure. FAT frameworks however are containing “slices” for a number of architectures. Architectures are mainly referred as slices, so for instance the i386
or arm7
slice.
This implies, in the event you compile a framework just for i386
and x86_64
architectures, it would work solely on the simulator and horribly fail on actual units. So if you wish to construct a very common framework, you must compile for ALL the present architectures.
Constructing a FAT framework
I’ve a excellent news for you. You simply want one little construct part script and an combination goal as a way to construct a multi-architecture framework. Right here it’s, shamelessly ripped off from the supply article, with some additional adjustments… 😁
set -e
BUILD_PATH="${SRCROOT}/construct"
DEPLOYMENT_PATH="${SRCROOT}"
TARGET_NAME="Console-iOS"
FRAMEWORK_NAME="Console"
FRAMEWORK="${FRAMEWORK_NAME}.framework"
FRAMEWORK_PATH="${DEPLOYMENT_PATH}/${FRAMEWORK}"
# clear the construct folder
if [ -d "${BUILD_PATH}" ]; then
rm -rf "${BUILD_PATH}"
fi
# construct the framework for each structure utilizing xcodebuild
xcodebuild -target "${TARGET_NAME}" -configuration Launch
-arch arm64 -arch armv7 -arch armv7s
only_active_arch=no defines_module=sure -sdk "iphoneos"
xcodebuild -target "${TARGET_NAME}" -configuration Launch
-arch x86_64 -arch i386
only_active_arch=no defines_module=sure -sdk "iphonesimulator"
# take away earlier model from the deployment path
if [ -d "${FRAMEWORK_PATH}" ]; then
rm -rf "${FRAMEWORK_PATH}"
fi
# copy freshly constructed model to the deployment path
cp -r "${BUILD_PATH}/Launch-iphoneos/${FRAMEWORK}" "${FRAMEWORK_PATH}"
# merge all of the slices and create the fats framework
lipo -create -output "${FRAMEWORK_PATH}/${FRAMEWORK_NAME}"
"${BUILD_PATH}/Launch-iphoneos/${FRAMEWORK}/${FRAMEWORK_NAME}"
"${BUILD_PATH}/Launch-iphonesimulator/${FRAMEWORK}/${FRAMEWORK_NAME}"
# copy Swift module mappings for the simulator
cp -r "${BUILD_PATH}/Launch-iphonesimulator/${FRAMEWORK}/Modules/${FRAMEWORK_NAME}.swiftmodule/"
"${FRAMEWORK_PATH}/Modules/${FRAMEWORK_NAME}.swiftmodule"
# clear up the construct folder once more
if [ -d "${BUILD_PATH}" ]; then
rm -rf "${BUILD_PATH}"
fi
You’ll be able to at all times study the created framework with the lipo
device.
lipo -info Console.framework/Console
#Architectures within the fats file: Console.framework/Console are: x86_64 i386 armv7 armv7s arm64
Utilization
You simply must embed your model new framework into the undertaking that you just’d like to make use of and set some paths. That’s it. Virtually…
Transport to the App Retailer
There is just one subject with fats architectures. They include slices for the simulator as effectively. If you wish to submit your app to the app retailer, you must minimize off the simulator associated codebase from the framework. The rationale behind that is that no precise actual system requires this chunk of code, so why submit it, proper?
APP_PATH="${TARGET_BUILD_DIR}/${WRAPPER_NAME}"
# take away unused architectures from embedded frameworks
discover "$APP_PATH" -name '*.framework' -type d | whereas learn -r FRAMEWORK
do
FRAMEWORK_EXECUTABLE_NAME=$(defaults learn "$FRAMEWORK/Data.plist" CFBundleExecutable)
FRAMEWORK_EXECUTABLE_PATH="$FRAMEWORK/$FRAMEWORK_EXECUTABLE_NAME"
echo "Executable is $FRAMEWORK_EXECUTABLE_PATH"
EXTRACTED_ARCHS=()
for ARCH in $ARCHS
do
echo "Extracting $ARCH from $FRAMEWORK_EXECUTABLE_NAME"
lipo -extract "$ARCH" "$FRAMEWORK_EXECUTABLE_PATH" -o "$FRAMEWORK_EXECUTABLE_PATH-$ARCH"
EXTRACTED_ARCHS+=("$FRAMEWORK_EXECUTABLE_PATH-$ARCH")
finished
echo "Merging extracted architectures: ${ARCHS}"
lipo -o "$FRAMEWORK_EXECUTABLE_PATH-merged" -create "${EXTRACTED_ARCHS[@]}"
rm "${EXTRACTED_ARCHS[@]}"
echo "Changing authentic executable with thinned model"
rm "$FRAMEWORK_EXECUTABLE_PATH"
mv "$FRAMEWORK_EXECUTABLE_PATH-merged" "$FRAMEWORK_EXECUTABLE_PATH"
finished
This little script will take away all of the pointless slices from the framework, so that you’ll have the ability to submit your app through iTunesConnect, with none points. (ha-ha-ha. 😅)
NOTE: It’s a must to add this final script to your utility’s construct phases.
If you wish to get accustomed to the instruments behind the scenes, this text will assist you with the fundamentals. I couldn’t discover one thing like this however I needed to dig deeper into the subject, so I made one. I hope you loved the article. 😉