question-mark
Stuck on an issue?

Lightrun Answers was designed to reduce the constant googling that comes with debugging 3rd party libraries. It collects links to all the places you might be looking at while hunting down a tough bug.

And, if you’re still stuck at the end, we’re happy to hop on a call to see how we can help out.

Can not build Apple bundle on OSX

See original GitHub issue

When building an apple bundle, I get an error:

BUILD FAILED: //irrlicht-newton-game:bundle-osx#dwarf-and-dsym,no-include-frameworks: Apple bundle requires an Apple platform, found 'default'

A common cause of this error is that the required SDK is missing.
Please check whether it's installed and retry.

My system is OS X 10.13.4 (upgraded literally yesterday).

The BUCK definitions are:

apple_binary(
    name = "binary-osx",
    srcs = [ "main.cpp" ],
    deps = [
      // ...
    ],
    compiler_flags = [
        "-std=c++11",
    ],
    link_style = "static",
    frameworks = [
        "$SDKROOT/System/Library/Frameworks/IOKit.framework",
        "$SDKROOT/System/Library/Frameworks/OpenGL.framework",
        "$SDKROOT/System/Library/Frameworks/Cocoa.framework",
        "$SDKROOT/System/Library/Frameworks/CoreVideo.framework",
    ],
)

apple_bundle(
    name = "bundle-osx",
    binary = ":binary-osx",
    extension = "app",
    info_plist = "Info.plist",
    product_name = "irrlicht-newton-game",
)

Issue Analytics

  • State:open
  • Created 5 years ago
  • Comments:6 (6 by maintainers)

github_iconTop GitHub Comments

2reactions
LegNeatocommented, May 22, 2018

@carljparker any update on flavor docs?

2reactions
ttsugriycommented, Apr 12, 2018

@shybovycha, apologies for this suboptimal experience. Each available Xcode platform is translated internally into a flavor that must be specified when building a binary, since otherwise Buck has no way of knowing which platform your binary should be built for. A default platform can also be specified using a configuration section. Something like:

[cxx]
  default_platform = macosx-x86_64

should work for your use-case. @carljparker is working on properly documenting flavors and their usage.

Read more comments on GitHub >

github_iconTop Results From Across the Web

Cannot build app: Bundle identifier error - Apple Developer
Every time, I try to compile my app on xcode I get this error: The bundle identifier could not be determined. Check your...
Read more >
Building OSX App Bundle - macos - Stack Overflow
I agree that an app bundle is the correct way to build a program on a Mac. This is just a simple workaround...
Read more >
Build and release a macOS app - Flutter documentation
Every macOS application is associated with a Bundle ID, a unique identifier registered with Apple. To register a Bundle ID for your app,...
Read more >
macOS Bundle - Tauri Apps
GUI apps on macOS and Linux do not inherit the $PATH from your shell dotfiles ... You can compile your application targeting Apple...
Read more >
[Mac] Build throws an error when a native plugin .bundle file ...
[Mac] Build throws an error when a native plugin .bundle file does not contain info.plist file · 1. Open the attached project "BundleSigningTest....
Read more >

github_iconTop Related Medium Post

No results found

github_iconTop Related StackOverflow Question

No results found

github_iconTroubleshoot Live Code

Lightrun enables developers to add logs, metrics and snapshots to live code - no restarts or redeploys required.
Start Free

github_iconTop Related Reddit Thread

No results found

github_iconTop Related Hackernoon Post

No results found

github_iconTop Related Tweet

No results found

github_iconTop Related Dev.to Post

No results found

github_iconTop Related Hashnode Post

No results found