dyld: Library not loaded … Reason: Image not found
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When trying to run an executable I've been sent in Mac OS X, I get the following error
dyld: Library not loaded: libboost_atomic.dylib
Referenced from: /Users/"Directory my executable is in"
Reason: image not found
Trace/BPT trap:5
I have installed the boost libraries and they are located in /opt/local/lib
. I think the problem has something to do with the executable only looking in the directory it is in as when I paste the 'libboost_atomic.dylib' in there, it doesn't mind about it anymore. Unfortunately then it complains it can't find the next boost library.
Is there an easy way to fix this?
macos dylib dyld otool install-name-tool
add a comment |
When trying to run an executable I've been sent in Mac OS X, I get the following error
dyld: Library not loaded: libboost_atomic.dylib
Referenced from: /Users/"Directory my executable is in"
Reason: image not found
Trace/BPT trap:5
I have installed the boost libraries and they are located in /opt/local/lib
. I think the problem has something to do with the executable only looking in the directory it is in as when I paste the 'libboost_atomic.dylib' in there, it doesn't mind about it anymore. Unfortunately then it complains it can't find the next boost library.
Is there an easy way to fix this?
macos dylib dyld otool install-name-tool
If you still has problem use method from this topic
– Tarik
May 15 '17 at 9:23
add a comment |
When trying to run an executable I've been sent in Mac OS X, I get the following error
dyld: Library not loaded: libboost_atomic.dylib
Referenced from: /Users/"Directory my executable is in"
Reason: image not found
Trace/BPT trap:5
I have installed the boost libraries and they are located in /opt/local/lib
. I think the problem has something to do with the executable only looking in the directory it is in as when I paste the 'libboost_atomic.dylib' in there, it doesn't mind about it anymore. Unfortunately then it complains it can't find the next boost library.
Is there an easy way to fix this?
macos dylib dyld otool install-name-tool
When trying to run an executable I've been sent in Mac OS X, I get the following error
dyld: Library not loaded: libboost_atomic.dylib
Referenced from: /Users/"Directory my executable is in"
Reason: image not found
Trace/BPT trap:5
I have installed the boost libraries and they are located in /opt/local/lib
. I think the problem has something to do with the executable only looking in the directory it is in as when I paste the 'libboost_atomic.dylib' in there, it doesn't mind about it anymore. Unfortunately then it complains it can't find the next boost library.
Is there an easy way to fix this?
macos dylib dyld otool install-name-tool
macos dylib dyld otool install-name-tool
edited Apr 3 at 10:36
Adobels
1,91221435
1,91221435
asked Jul 17 '13 at 15:08
rwolstrwolst
3,66693555
3,66693555
If you still has problem use method from this topic
– Tarik
May 15 '17 at 9:23
add a comment |
If you still has problem use method from this topic
– Tarik
May 15 '17 at 9:23
If you still has problem use method from this topic
– Tarik
May 15 '17 at 9:23
If you still has problem use method from this topic
– Tarik
May 15 '17 at 9:23
add a comment |
16 Answers
16
active
oldest
votes
Find all the boost libraries:
$ otool -L exefile
exefile:
@executable_path/libboost_something.dylib (compatibility version 0.7.0, current version 0.7.0)
/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 65.1.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 169.3.0)
and for each libboost_xxx.dylib
, do:
$ install_name_tool -change @executable_path/libboost_something.dylib /opt/local/lib/libboost_something.dylib exefile
and finally verify using otool
again:
$ otool -L exefile
exefile:
/opt/local/lib/libboost_something.dylib (compatibility version 0.7.0, current version 0.7.0)
/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 65.1.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 169.3.0)
Manpages: otool
install_name_tool
EDIT A while back I wrote a python script (copy_dylibs.py
) to work out all this stuff automatically when building an app. It will package up all libraries from /usr/local
or /opt/local
into the app bundle and fix references to those libraries to use @rpath
. This means you can easily install third-party library using Homebrew and package them just as easily.
I have now made this script public on github.
@RobWolstenholme Yeah the changes are permanent.
– trojanfoe
Jul 17 '13 at 16:11
3
@trojanfoe can you please explain here what is the exefile is it be a tool exec file path ? isnt it ?
– VenushkaT
Dec 2 '14 at 5:30
1
If this is my error:dyld: Library not loaded: /usr/local/homebrew/lib/libboost_system-mt.dylib Referenced from: /Users/jordann/Documents/Games/TUO_OSX/./tuo-2.4.5 Reason: image not found Trace/BPT trap: 5
Can someone help me then what to fill in after $ install_name_tool
– Jordann Gross
Feb 20 '15 at 13:22
3
@JordannGross Ask a new question.
– trojanfoe
Feb 24 '15 at 15:14
5
'exefile': No such file or directory
– ScottyBlades
May 29 '18 at 7:38
|
show 6 more comments
In the target's General tab
, there is an Embedded Binaries field
.
add required framework
and crash is resolved.
click on the +
sign and add framework
what should i add ? there's a lot of files
– Joe Sleiman
Jan 8 at 8:15
1
This is solved the problem.
– showmyroutes
Apr 4 at 21:42
1
Solved it for me
– dcdroid
Apr 18 at 14:21
add a comment |
This worked for me:
brew upgrade node
add a comment |
For some, this could be as easy as setting the system path for dynamic libraries. On OS X, this is as simple as setting the DYLD_LIBRARY_PATH
environment variable. See:
Is it OK to use DYLD_LIBRARY_PATH on Mac OS X? And, what's the dynamic library search algorithm with it?
2
This answer is the most generic and gets to the point: if you have custom/user libs, then this is the way to go.
– Kei-ven
Jul 4 '16 at 1:47
It may seem stupid, but I wonder what value should I setDYLD_LIBRARY_PATH
to?
– Caesar
Mar 21 '17 at 1:13
1
@Caesar Set it to the directory of wherever the dylibs you're trying to link are located.
– markshiz
May 2 '17 at 14:01
1
This should be accepted as the answer. The other one with higher votes are meaningless.
– SmallChess
Nov 27 '17 at 23:59
You cannot expect your users to changeDYLD_LIBRARY_PATH
. The correct solution is to include non-standard libraries with the.app
and the user won't have to do anything. The developer, however, may still have to hack the loader path as per my answer.
– trojanfoe
Feb 4 at 8:00
add a comment |
I got this error when I tried to install ruby 2.3.1 using rvm. It first told me to run brew update
, which I did, and then when I tried running rvm install ruby-2.3.1
, I received the error in this SO question.
The fix was to first run brew upgrade
, apparently according to this superuser.com question you need to do both brew update
&& brew upgrade
. Once that was done, I could finally install ruby 2.3.1.
add a comment |
You can use the otool command with the -L option for the executable, which will display where the executable is expecting those libraries to be.
If the path to those need changing, use the install_name_tool command, which allows you to set the path to the libraries.
add a comment |
I got here trying to run a program I just compiled using CMake. When I try to run it, it complains saying:
dyld: Library not loaded: libboost_system.dylib
Referenced from: /Users/path/to/my/executable
Reason: image not found
I circumvented the problem telling CMake to use the static version of Boost, instead of letting it use the dynamic one:
set(Boost_USE_STATIC_LIBS ON)
add a comment |
After upgrade Mac OS to Mojave. I tried to install npm modules via yarn
command I got error:
dyld: Library not loaded: /usr/local/opt/icu4c/lib/libicui18n.60.dylib
Referenced from: /usr/local/bin/node
Reason: image not found
Abort trap: 6
Was fix with:
brew update
brew upgrade
add a comment |
I fix it by brew install libpng
add a comment |
You can use sudo install_name_tool -change
change dylib path
And
sudo install_name_tool -id
change dylib name
add a comment |
For anyone coming to this page because they got this error trying to link a third party framework to their project using Xcode 6.3.1, the problem I ran into was because the library was being created with an older version of the compiler using a different version of swift. The only way to fix this for me was to re-build the framework.
Another reason you might get this is stated in an Apple technical doc..
If you are building an app that does not use Swift but embeds content such as a framework that does, Xcode will not include these libraries in your app. As a result, your app will crash upon launching with an error message looking as follows:
set the Embedded Content Contains Swift Code (EMBEDDED_CONTENT_CONTAINS_SWIFT) build setting to YES in your app
Here is the link to the full Apple doc that explains it here
but how do you solve this?
– Klemen Zagar
Apr 17 '16 at 8:32
add a comment |
I faced the app crash issue quoting SIGABRT error in thread.Overview of the crash is dyld library not loaded and image not found something like that.
This was seen in xcode 9.3 version.The reason i found out was xcode is not picking up libraries dynamically so i had to do it manually which solved my crash issue.
Follow the below steps:
Step 1: Go to Build Phases
Step 2: Hit the '+' button at the top and select "New Copy File Phase"
Step 3 : Select Destination as Frameworks and Hit the '+' button below to add files.
Step 4 : Select Add Other at below, click CMD+SHIFT+G and paste the below path,
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphoneos
Now you will be able to see some swift dylibs, Select all the swift libraries with .dylib extension and click on open.
These will get added to the embedded binaries in the general tab of app.
Create a new group in project folder and add all these libraries.
Now run your app.
Happy Coding
add a comment |
For anyone experiencing the same thing with a different library or package, @user3835452 is on the right track. I found this message while trying to run composer
:
dyld: Library not loaded: /usr/local/opt/openldap/lib/libldap-2.4.2.dylib
Referenced from: /usr/local/opt/php@7.1/bin/php
Reason: image not found
Abort trap: 6
After trying a lot of different ways I just ran brew install openldap
and it fixed it. Note that I had already ran brew update
and brew upgrade
but only after I manually installed openldap
did it actually work.
add a comment |
Maybe someone need this:
if you use cmake, add DYLIB_INSTALL_NAME_BASE "@rpath"
to target properties:
set_target_properties(target_dyLib PROPERTIES
# # for FRAMEWORK begin
# FRAMEWORK TRUE
# FRAMEWORK_VERSION C
# MACOSX_FRAMEWORK_IDENTIFIER com.cmake.targetname
# MACOSX_FRAMEWORK_INFO_PLIST ./Info.plist
# PUBLIC_HEADER targetname.h
# # for FRAMEWORK end
IPHONEOS_DEPLOYMENT_TARGET "8.0"
DYLIB_INSTALL_NAME_BASE "@rpath" # this is the key point
XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer"
DEVELOPMENT_TEAM "${DEVELOPMENT_TEAM}"
)
or in xcode dynamic library project Target -> Build Setting set Dynamic Library Install Name Base to @rpath
I create a cocoa framework dynamic library project, it works, and compared with my bad cmake generated project find this different, and fixed it, it works on iOS.
– cn00
Feb 27 at 6:54
add a comment |
I fixed this by reinstalling Homebrew
Uninstall
ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/uninstall)"
Install
/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
add a comment |
I fixed this issue by simply pressing Command + Shift + K, which makes a new clean build, really odd.
add a comment |
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16 Answers
16
active
oldest
votes
16 Answers
16
active
oldest
votes
active
oldest
votes
active
oldest
votes
Find all the boost libraries:
$ otool -L exefile
exefile:
@executable_path/libboost_something.dylib (compatibility version 0.7.0, current version 0.7.0)
/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 65.1.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 169.3.0)
and for each libboost_xxx.dylib
, do:
$ install_name_tool -change @executable_path/libboost_something.dylib /opt/local/lib/libboost_something.dylib exefile
and finally verify using otool
again:
$ otool -L exefile
exefile:
/opt/local/lib/libboost_something.dylib (compatibility version 0.7.0, current version 0.7.0)
/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 65.1.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 169.3.0)
Manpages: otool
install_name_tool
EDIT A while back I wrote a python script (copy_dylibs.py
) to work out all this stuff automatically when building an app. It will package up all libraries from /usr/local
or /opt/local
into the app bundle and fix references to those libraries to use @rpath
. This means you can easily install third-party library using Homebrew and package them just as easily.
I have now made this script public on github.
@RobWolstenholme Yeah the changes are permanent.
– trojanfoe
Jul 17 '13 at 16:11
3
@trojanfoe can you please explain here what is the exefile is it be a tool exec file path ? isnt it ?
– VenushkaT
Dec 2 '14 at 5:30
1
If this is my error:dyld: Library not loaded: /usr/local/homebrew/lib/libboost_system-mt.dylib Referenced from: /Users/jordann/Documents/Games/TUO_OSX/./tuo-2.4.5 Reason: image not found Trace/BPT trap: 5
Can someone help me then what to fill in after $ install_name_tool
– Jordann Gross
Feb 20 '15 at 13:22
3
@JordannGross Ask a new question.
– trojanfoe
Feb 24 '15 at 15:14
5
'exefile': No such file or directory
– ScottyBlades
May 29 '18 at 7:38
|
show 6 more comments
Find all the boost libraries:
$ otool -L exefile
exefile:
@executable_path/libboost_something.dylib (compatibility version 0.7.0, current version 0.7.0)
/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 65.1.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 169.3.0)
and for each libboost_xxx.dylib
, do:
$ install_name_tool -change @executable_path/libboost_something.dylib /opt/local/lib/libboost_something.dylib exefile
and finally verify using otool
again:
$ otool -L exefile
exefile:
/opt/local/lib/libboost_something.dylib (compatibility version 0.7.0, current version 0.7.0)
/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 65.1.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 169.3.0)
Manpages: otool
install_name_tool
EDIT A while back I wrote a python script (copy_dylibs.py
) to work out all this stuff automatically when building an app. It will package up all libraries from /usr/local
or /opt/local
into the app bundle and fix references to those libraries to use @rpath
. This means you can easily install third-party library using Homebrew and package them just as easily.
I have now made this script public on github.
@RobWolstenholme Yeah the changes are permanent.
– trojanfoe
Jul 17 '13 at 16:11
3
@trojanfoe can you please explain here what is the exefile is it be a tool exec file path ? isnt it ?
– VenushkaT
Dec 2 '14 at 5:30
1
If this is my error:dyld: Library not loaded: /usr/local/homebrew/lib/libboost_system-mt.dylib Referenced from: /Users/jordann/Documents/Games/TUO_OSX/./tuo-2.4.5 Reason: image not found Trace/BPT trap: 5
Can someone help me then what to fill in after $ install_name_tool
– Jordann Gross
Feb 20 '15 at 13:22
3
@JordannGross Ask a new question.
– trojanfoe
Feb 24 '15 at 15:14
5
'exefile': No such file or directory
– ScottyBlades
May 29 '18 at 7:38
|
show 6 more comments
Find all the boost libraries:
$ otool -L exefile
exefile:
@executable_path/libboost_something.dylib (compatibility version 0.7.0, current version 0.7.0)
/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 65.1.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 169.3.0)
and for each libboost_xxx.dylib
, do:
$ install_name_tool -change @executable_path/libboost_something.dylib /opt/local/lib/libboost_something.dylib exefile
and finally verify using otool
again:
$ otool -L exefile
exefile:
/opt/local/lib/libboost_something.dylib (compatibility version 0.7.0, current version 0.7.0)
/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 65.1.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 169.3.0)
Manpages: otool
install_name_tool
EDIT A while back I wrote a python script (copy_dylibs.py
) to work out all this stuff automatically when building an app. It will package up all libraries from /usr/local
or /opt/local
into the app bundle and fix references to those libraries to use @rpath
. This means you can easily install third-party library using Homebrew and package them just as easily.
I have now made this script public on github.
Find all the boost libraries:
$ otool -L exefile
exefile:
@executable_path/libboost_something.dylib (compatibility version 0.7.0, current version 0.7.0)
/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 65.1.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 169.3.0)
and for each libboost_xxx.dylib
, do:
$ install_name_tool -change @executable_path/libboost_something.dylib /opt/local/lib/libboost_something.dylib exefile
and finally verify using otool
again:
$ otool -L exefile
exefile:
/opt/local/lib/libboost_something.dylib (compatibility version 0.7.0, current version 0.7.0)
/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 65.1.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 169.3.0)
Manpages: otool
install_name_tool
EDIT A while back I wrote a python script (copy_dylibs.py
) to work out all this stuff automatically when building an app. It will package up all libraries from /usr/local
or /opt/local
into the app bundle and fix references to those libraries to use @rpath
. This means you can easily install third-party library using Homebrew and package them just as easily.
I have now made this script public on github.
edited Feb 27 at 12:36
answered Jul 17 '13 at 15:40
trojanfoetrojanfoe
106k15173210
106k15173210
@RobWolstenholme Yeah the changes are permanent.
– trojanfoe
Jul 17 '13 at 16:11
3
@trojanfoe can you please explain here what is the exefile is it be a tool exec file path ? isnt it ?
– VenushkaT
Dec 2 '14 at 5:30
1
If this is my error:dyld: Library not loaded: /usr/local/homebrew/lib/libboost_system-mt.dylib Referenced from: /Users/jordann/Documents/Games/TUO_OSX/./tuo-2.4.5 Reason: image not found Trace/BPT trap: 5
Can someone help me then what to fill in after $ install_name_tool
– Jordann Gross
Feb 20 '15 at 13:22
3
@JordannGross Ask a new question.
– trojanfoe
Feb 24 '15 at 15:14
5
'exefile': No such file or directory
– ScottyBlades
May 29 '18 at 7:38
|
show 6 more comments
@RobWolstenholme Yeah the changes are permanent.
– trojanfoe
Jul 17 '13 at 16:11
3
@trojanfoe can you please explain here what is the exefile is it be a tool exec file path ? isnt it ?
– VenushkaT
Dec 2 '14 at 5:30
1
If this is my error:dyld: Library not loaded: /usr/local/homebrew/lib/libboost_system-mt.dylib Referenced from: /Users/jordann/Documents/Games/TUO_OSX/./tuo-2.4.5 Reason: image not found Trace/BPT trap: 5
Can someone help me then what to fill in after $ install_name_tool
– Jordann Gross
Feb 20 '15 at 13:22
3
@JordannGross Ask a new question.
– trojanfoe
Feb 24 '15 at 15:14
5
'exefile': No such file or directory
– ScottyBlades
May 29 '18 at 7:38
@RobWolstenholme Yeah the changes are permanent.
– trojanfoe
Jul 17 '13 at 16:11
@RobWolstenholme Yeah the changes are permanent.
– trojanfoe
Jul 17 '13 at 16:11
3
3
@trojanfoe can you please explain here what is the exefile is it be a tool exec file path ? isnt it ?
– VenushkaT
Dec 2 '14 at 5:30
@trojanfoe can you please explain here what is the exefile is it be a tool exec file path ? isnt it ?
– VenushkaT
Dec 2 '14 at 5:30
1
1
If this is my error:
dyld: Library not loaded: /usr/local/homebrew/lib/libboost_system-mt.dylib Referenced from: /Users/jordann/Documents/Games/TUO_OSX/./tuo-2.4.5 Reason: image not found Trace/BPT trap: 5
Can someone help me then what to fill in after $ install_name_tool– Jordann Gross
Feb 20 '15 at 13:22
If this is my error:
dyld: Library not loaded: /usr/local/homebrew/lib/libboost_system-mt.dylib Referenced from: /Users/jordann/Documents/Games/TUO_OSX/./tuo-2.4.5 Reason: image not found Trace/BPT trap: 5
Can someone help me then what to fill in after $ install_name_tool– Jordann Gross
Feb 20 '15 at 13:22
3
3
@JordannGross Ask a new question.
– trojanfoe
Feb 24 '15 at 15:14
@JordannGross Ask a new question.
– trojanfoe
Feb 24 '15 at 15:14
5
5
'exefile': No such file or directory
– ScottyBlades
May 29 '18 at 7:38
'exefile': No such file or directory
– ScottyBlades
May 29 '18 at 7:38
|
show 6 more comments
In the target's General tab
, there is an Embedded Binaries field
.
add required framework
and crash is resolved.
click on the +
sign and add framework
what should i add ? there's a lot of files
– Joe Sleiman
Jan 8 at 8:15
1
This is solved the problem.
– showmyroutes
Apr 4 at 21:42
1
Solved it for me
– dcdroid
Apr 18 at 14:21
add a comment |
In the target's General tab
, there is an Embedded Binaries field
.
add required framework
and crash is resolved.
click on the +
sign and add framework
what should i add ? there's a lot of files
– Joe Sleiman
Jan 8 at 8:15
1
This is solved the problem.
– showmyroutes
Apr 4 at 21:42
1
Solved it for me
– dcdroid
Apr 18 at 14:21
add a comment |
In the target's General tab
, there is an Embedded Binaries field
.
add required framework
and crash is resolved.
click on the +
sign and add framework
In the target's General tab
, there is an Embedded Binaries field
.
add required framework
and crash is resolved.
click on the +
sign and add framework
answered May 10 '16 at 7:22
Himanshu padiaHimanshu padia
4,6653539
4,6653539
what should i add ? there's a lot of files
– Joe Sleiman
Jan 8 at 8:15
1
This is solved the problem.
– showmyroutes
Apr 4 at 21:42
1
Solved it for me
– dcdroid
Apr 18 at 14:21
add a comment |
what should i add ? there's a lot of files
– Joe Sleiman
Jan 8 at 8:15
1
This is solved the problem.
– showmyroutes
Apr 4 at 21:42
1
Solved it for me
– dcdroid
Apr 18 at 14:21
what should i add ? there's a lot of files
– Joe Sleiman
Jan 8 at 8:15
what should i add ? there's a lot of files
– Joe Sleiman
Jan 8 at 8:15
1
1
This is solved the problem.
– showmyroutes
Apr 4 at 21:42
This is solved the problem.
– showmyroutes
Apr 4 at 21:42
1
1
Solved it for me
– dcdroid
Apr 18 at 14:21
Solved it for me
– dcdroid
Apr 18 at 14:21
add a comment |
This worked for me:
brew upgrade node
add a comment |
This worked for me:
brew upgrade node
add a comment |
This worked for me:
brew upgrade node
This worked for me:
brew upgrade node
answered May 9 '18 at 20:14
oshaikenoshaiken
891919
891919
add a comment |
add a comment |
For some, this could be as easy as setting the system path for dynamic libraries. On OS X, this is as simple as setting the DYLD_LIBRARY_PATH
environment variable. See:
Is it OK to use DYLD_LIBRARY_PATH on Mac OS X? And, what's the dynamic library search algorithm with it?
2
This answer is the most generic and gets to the point: if you have custom/user libs, then this is the way to go.
– Kei-ven
Jul 4 '16 at 1:47
It may seem stupid, but I wonder what value should I setDYLD_LIBRARY_PATH
to?
– Caesar
Mar 21 '17 at 1:13
1
@Caesar Set it to the directory of wherever the dylibs you're trying to link are located.
– markshiz
May 2 '17 at 14:01
1
This should be accepted as the answer. The other one with higher votes are meaningless.
– SmallChess
Nov 27 '17 at 23:59
You cannot expect your users to changeDYLD_LIBRARY_PATH
. The correct solution is to include non-standard libraries with the.app
and the user won't have to do anything. The developer, however, may still have to hack the loader path as per my answer.
– trojanfoe
Feb 4 at 8:00
add a comment |
For some, this could be as easy as setting the system path for dynamic libraries. On OS X, this is as simple as setting the DYLD_LIBRARY_PATH
environment variable. See:
Is it OK to use DYLD_LIBRARY_PATH on Mac OS X? And, what's the dynamic library search algorithm with it?
2
This answer is the most generic and gets to the point: if you have custom/user libs, then this is the way to go.
– Kei-ven
Jul 4 '16 at 1:47
It may seem stupid, but I wonder what value should I setDYLD_LIBRARY_PATH
to?
– Caesar
Mar 21 '17 at 1:13
1
@Caesar Set it to the directory of wherever the dylibs you're trying to link are located.
– markshiz
May 2 '17 at 14:01
1
This should be accepted as the answer. The other one with higher votes are meaningless.
– SmallChess
Nov 27 '17 at 23:59
You cannot expect your users to changeDYLD_LIBRARY_PATH
. The correct solution is to include non-standard libraries with the.app
and the user won't have to do anything. The developer, however, may still have to hack the loader path as per my answer.
– trojanfoe
Feb 4 at 8:00
add a comment |
For some, this could be as easy as setting the system path for dynamic libraries. On OS X, this is as simple as setting the DYLD_LIBRARY_PATH
environment variable. See:
Is it OK to use DYLD_LIBRARY_PATH on Mac OS X? And, what's the dynamic library search algorithm with it?
For some, this could be as easy as setting the system path for dynamic libraries. On OS X, this is as simple as setting the DYLD_LIBRARY_PATH
environment variable. See:
Is it OK to use DYLD_LIBRARY_PATH on Mac OS X? And, what's the dynamic library search algorithm with it?
edited May 23 '17 at 11:55
Community♦
11
11
answered Jan 27 '16 at 1:04
markshizmarkshiz
1,9841422
1,9841422
2
This answer is the most generic and gets to the point: if you have custom/user libs, then this is the way to go.
– Kei-ven
Jul 4 '16 at 1:47
It may seem stupid, but I wonder what value should I setDYLD_LIBRARY_PATH
to?
– Caesar
Mar 21 '17 at 1:13
1
@Caesar Set it to the directory of wherever the dylibs you're trying to link are located.
– markshiz
May 2 '17 at 14:01
1
This should be accepted as the answer. The other one with higher votes are meaningless.
– SmallChess
Nov 27 '17 at 23:59
You cannot expect your users to changeDYLD_LIBRARY_PATH
. The correct solution is to include non-standard libraries with the.app
and the user won't have to do anything. The developer, however, may still have to hack the loader path as per my answer.
– trojanfoe
Feb 4 at 8:00
add a comment |
2
This answer is the most generic and gets to the point: if you have custom/user libs, then this is the way to go.
– Kei-ven
Jul 4 '16 at 1:47
It may seem stupid, but I wonder what value should I setDYLD_LIBRARY_PATH
to?
– Caesar
Mar 21 '17 at 1:13
1
@Caesar Set it to the directory of wherever the dylibs you're trying to link are located.
– markshiz
May 2 '17 at 14:01
1
This should be accepted as the answer. The other one with higher votes are meaningless.
– SmallChess
Nov 27 '17 at 23:59
You cannot expect your users to changeDYLD_LIBRARY_PATH
. The correct solution is to include non-standard libraries with the.app
and the user won't have to do anything. The developer, however, may still have to hack the loader path as per my answer.
– trojanfoe
Feb 4 at 8:00
2
2
This answer is the most generic and gets to the point: if you have custom/user libs, then this is the way to go.
– Kei-ven
Jul 4 '16 at 1:47
This answer is the most generic and gets to the point: if you have custom/user libs, then this is the way to go.
– Kei-ven
Jul 4 '16 at 1:47
It may seem stupid, but I wonder what value should I set
DYLD_LIBRARY_PATH
to?– Caesar
Mar 21 '17 at 1:13
It may seem stupid, but I wonder what value should I set
DYLD_LIBRARY_PATH
to?– Caesar
Mar 21 '17 at 1:13
1
1
@Caesar Set it to the directory of wherever the dylibs you're trying to link are located.
– markshiz
May 2 '17 at 14:01
@Caesar Set it to the directory of wherever the dylibs you're trying to link are located.
– markshiz
May 2 '17 at 14:01
1
1
This should be accepted as the answer. The other one with higher votes are meaningless.
– SmallChess
Nov 27 '17 at 23:59
This should be accepted as the answer. The other one with higher votes are meaningless.
– SmallChess
Nov 27 '17 at 23:59
You cannot expect your users to change
DYLD_LIBRARY_PATH
. The correct solution is to include non-standard libraries with the .app
and the user won't have to do anything. The developer, however, may still have to hack the loader path as per my answer.– trojanfoe
Feb 4 at 8:00
You cannot expect your users to change
DYLD_LIBRARY_PATH
. The correct solution is to include non-standard libraries with the .app
and the user won't have to do anything. The developer, however, may still have to hack the loader path as per my answer.– trojanfoe
Feb 4 at 8:00
add a comment |
I got this error when I tried to install ruby 2.3.1 using rvm. It first told me to run brew update
, which I did, and then when I tried running rvm install ruby-2.3.1
, I received the error in this SO question.
The fix was to first run brew upgrade
, apparently according to this superuser.com question you need to do both brew update
&& brew upgrade
. Once that was done, I could finally install ruby 2.3.1.
add a comment |
I got this error when I tried to install ruby 2.3.1 using rvm. It first told me to run brew update
, which I did, and then when I tried running rvm install ruby-2.3.1
, I received the error in this SO question.
The fix was to first run brew upgrade
, apparently according to this superuser.com question you need to do both brew update
&& brew upgrade
. Once that was done, I could finally install ruby 2.3.1.
add a comment |
I got this error when I tried to install ruby 2.3.1 using rvm. It first told me to run brew update
, which I did, and then when I tried running rvm install ruby-2.3.1
, I received the error in this SO question.
The fix was to first run brew upgrade
, apparently according to this superuser.com question you need to do both brew update
&& brew upgrade
. Once that was done, I could finally install ruby 2.3.1.
I got this error when I tried to install ruby 2.3.1 using rvm. It first told me to run brew update
, which I did, and then when I tried running rvm install ruby-2.3.1
, I received the error in this SO question.
The fix was to first run brew upgrade
, apparently according to this superuser.com question you need to do both brew update
&& brew upgrade
. Once that was done, I could finally install ruby 2.3.1.
edited Mar 20 '17 at 10:18
Community♦
11
11
answered Oct 21 '16 at 11:41
IonicBurgerIonicBurger
2,61412139
2,61412139
add a comment |
add a comment |
You can use the otool command with the -L option for the executable, which will display where the executable is expecting those libraries to be.
If the path to those need changing, use the install_name_tool command, which allows you to set the path to the libraries.
add a comment |
You can use the otool command with the -L option for the executable, which will display where the executable is expecting those libraries to be.
If the path to those need changing, use the install_name_tool command, which allows you to set the path to the libraries.
add a comment |
You can use the otool command with the -L option for the executable, which will display where the executable is expecting those libraries to be.
If the path to those need changing, use the install_name_tool command, which allows you to set the path to the libraries.
You can use the otool command with the -L option for the executable, which will display where the executable is expecting those libraries to be.
If the path to those need changing, use the install_name_tool command, which allows you to set the path to the libraries.
answered Jul 17 '13 at 15:26
TheDarkKnightTheDarkKnight
22k43666
22k43666
add a comment |
add a comment |
I got here trying to run a program I just compiled using CMake. When I try to run it, it complains saying:
dyld: Library not loaded: libboost_system.dylib
Referenced from: /Users/path/to/my/executable
Reason: image not found
I circumvented the problem telling CMake to use the static version of Boost, instead of letting it use the dynamic one:
set(Boost_USE_STATIC_LIBS ON)
add a comment |
I got here trying to run a program I just compiled using CMake. When I try to run it, it complains saying:
dyld: Library not loaded: libboost_system.dylib
Referenced from: /Users/path/to/my/executable
Reason: image not found
I circumvented the problem telling CMake to use the static version of Boost, instead of letting it use the dynamic one:
set(Boost_USE_STATIC_LIBS ON)
add a comment |
I got here trying to run a program I just compiled using CMake. When I try to run it, it complains saying:
dyld: Library not loaded: libboost_system.dylib
Referenced from: /Users/path/to/my/executable
Reason: image not found
I circumvented the problem telling CMake to use the static version of Boost, instead of letting it use the dynamic one:
set(Boost_USE_STATIC_LIBS ON)
I got here trying to run a program I just compiled using CMake. When I try to run it, it complains saying:
dyld: Library not loaded: libboost_system.dylib
Referenced from: /Users/path/to/my/executable
Reason: image not found
I circumvented the problem telling CMake to use the static version of Boost, instead of letting it use the dynamic one:
set(Boost_USE_STATIC_LIBS ON)
edited Jun 30 '15 at 21:38
answered Jun 30 '15 at 2:35
Lucio PaivaLucio Paiva
7,11523959
7,11523959
add a comment |
add a comment |
After upgrade Mac OS to Mojave. I tried to install npm modules via yarn
command I got error:
dyld: Library not loaded: /usr/local/opt/icu4c/lib/libicui18n.60.dylib
Referenced from: /usr/local/bin/node
Reason: image not found
Abort trap: 6
Was fix with:
brew update
brew upgrade
add a comment |
After upgrade Mac OS to Mojave. I tried to install npm modules via yarn
command I got error:
dyld: Library not loaded: /usr/local/opt/icu4c/lib/libicui18n.60.dylib
Referenced from: /usr/local/bin/node
Reason: image not found
Abort trap: 6
Was fix with:
brew update
brew upgrade
add a comment |
After upgrade Mac OS to Mojave. I tried to install npm modules via yarn
command I got error:
dyld: Library not loaded: /usr/local/opt/icu4c/lib/libicui18n.60.dylib
Referenced from: /usr/local/bin/node
Reason: image not found
Abort trap: 6
Was fix with:
brew update
brew upgrade
After upgrade Mac OS to Mojave. I tried to install npm modules via yarn
command I got error:
dyld: Library not loaded: /usr/local/opt/icu4c/lib/libicui18n.60.dylib
Referenced from: /usr/local/bin/node
Reason: image not found
Abort trap: 6
Was fix with:
brew update
brew upgrade
answered Jan 7 at 10:39
Michael KlishevichMichael Klishevich
344513
344513
add a comment |
add a comment |
I fix it by brew install libpng
add a comment |
I fix it by brew install libpng
add a comment |
I fix it by brew install libpng
I fix it by brew install libpng
answered Mar 16 '18 at 5:49
user3835452user3835452
412
412
add a comment |
add a comment |
You can use sudo install_name_tool -change
change dylib path
And
sudo install_name_tool -id
change dylib name
add a comment |
You can use sudo install_name_tool -change
change dylib path
And
sudo install_name_tool -id
change dylib name
add a comment |
You can use sudo install_name_tool -change
change dylib path
And
sudo install_name_tool -id
change dylib name
You can use sudo install_name_tool -change
change dylib path
And
sudo install_name_tool -id
change dylib name
answered Dec 12 '16 at 6:39
hailuodevhailuodev
59649
59649
add a comment |
add a comment |
For anyone coming to this page because they got this error trying to link a third party framework to their project using Xcode 6.3.1, the problem I ran into was because the library was being created with an older version of the compiler using a different version of swift. The only way to fix this for me was to re-build the framework.
Another reason you might get this is stated in an Apple technical doc..
If you are building an app that does not use Swift but embeds content such as a framework that does, Xcode will not include these libraries in your app. As a result, your app will crash upon launching with an error message looking as follows:
set the Embedded Content Contains Swift Code (EMBEDDED_CONTENT_CONTAINS_SWIFT) build setting to YES in your app
Here is the link to the full Apple doc that explains it here
but how do you solve this?
– Klemen Zagar
Apr 17 '16 at 8:32
add a comment |
For anyone coming to this page because they got this error trying to link a third party framework to their project using Xcode 6.3.1, the problem I ran into was because the library was being created with an older version of the compiler using a different version of swift. The only way to fix this for me was to re-build the framework.
Another reason you might get this is stated in an Apple technical doc..
If you are building an app that does not use Swift but embeds content such as a framework that does, Xcode will not include these libraries in your app. As a result, your app will crash upon launching with an error message looking as follows:
set the Embedded Content Contains Swift Code (EMBEDDED_CONTENT_CONTAINS_SWIFT) build setting to YES in your app
Here is the link to the full Apple doc that explains it here
but how do you solve this?
– Klemen Zagar
Apr 17 '16 at 8:32
add a comment |
For anyone coming to this page because they got this error trying to link a third party framework to their project using Xcode 6.3.1, the problem I ran into was because the library was being created with an older version of the compiler using a different version of swift. The only way to fix this for me was to re-build the framework.
Another reason you might get this is stated in an Apple technical doc..
If you are building an app that does not use Swift but embeds content such as a framework that does, Xcode will not include these libraries in your app. As a result, your app will crash upon launching with an error message looking as follows:
set the Embedded Content Contains Swift Code (EMBEDDED_CONTENT_CONTAINS_SWIFT) build setting to YES in your app
Here is the link to the full Apple doc that explains it here
For anyone coming to this page because they got this error trying to link a third party framework to their project using Xcode 6.3.1, the problem I ran into was because the library was being created with an older version of the compiler using a different version of swift. The only way to fix this for me was to re-build the framework.
Another reason you might get this is stated in an Apple technical doc..
If you are building an app that does not use Swift but embeds content such as a framework that does, Xcode will not include these libraries in your app. As a result, your app will crash upon launching with an error message looking as follows:
set the Embedded Content Contains Swift Code (EMBEDDED_CONTENT_CONTAINS_SWIFT) build setting to YES in your app
Here is the link to the full Apple doc that explains it here
edited Apr 17 '16 at 11:30
answered Apr 28 '15 at 1:22
bolnadbolnad
3,32232237
3,32232237
but how do you solve this?
– Klemen Zagar
Apr 17 '16 at 8:32
add a comment |
but how do you solve this?
– Klemen Zagar
Apr 17 '16 at 8:32
but how do you solve this?
– Klemen Zagar
Apr 17 '16 at 8:32
but how do you solve this?
– Klemen Zagar
Apr 17 '16 at 8:32
add a comment |
I faced the app crash issue quoting SIGABRT error in thread.Overview of the crash is dyld library not loaded and image not found something like that.
This was seen in xcode 9.3 version.The reason i found out was xcode is not picking up libraries dynamically so i had to do it manually which solved my crash issue.
Follow the below steps:
Step 1: Go to Build Phases
Step 2: Hit the '+' button at the top and select "New Copy File Phase"
Step 3 : Select Destination as Frameworks and Hit the '+' button below to add files.
Step 4 : Select Add Other at below, click CMD+SHIFT+G and paste the below path,
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphoneos
Now you will be able to see some swift dylibs, Select all the swift libraries with .dylib extension and click on open.
These will get added to the embedded binaries in the general tab of app.
Create a new group in project folder and add all these libraries.
Now run your app.
Happy Coding
add a comment |
I faced the app crash issue quoting SIGABRT error in thread.Overview of the crash is dyld library not loaded and image not found something like that.
This was seen in xcode 9.3 version.The reason i found out was xcode is not picking up libraries dynamically so i had to do it manually which solved my crash issue.
Follow the below steps:
Step 1: Go to Build Phases
Step 2: Hit the '+' button at the top and select "New Copy File Phase"
Step 3 : Select Destination as Frameworks and Hit the '+' button below to add files.
Step 4 : Select Add Other at below, click CMD+SHIFT+G and paste the below path,
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphoneos
Now you will be able to see some swift dylibs, Select all the swift libraries with .dylib extension and click on open.
These will get added to the embedded binaries in the general tab of app.
Create a new group in project folder and add all these libraries.
Now run your app.
Happy Coding
add a comment |
I faced the app crash issue quoting SIGABRT error in thread.Overview of the crash is dyld library not loaded and image not found something like that.
This was seen in xcode 9.3 version.The reason i found out was xcode is not picking up libraries dynamically so i had to do it manually which solved my crash issue.
Follow the below steps:
Step 1: Go to Build Phases
Step 2: Hit the '+' button at the top and select "New Copy File Phase"
Step 3 : Select Destination as Frameworks and Hit the '+' button below to add files.
Step 4 : Select Add Other at below, click CMD+SHIFT+G and paste the below path,
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphoneos
Now you will be able to see some swift dylibs, Select all the swift libraries with .dylib extension and click on open.
These will get added to the embedded binaries in the general tab of app.
Create a new group in project folder and add all these libraries.
Now run your app.
Happy Coding
I faced the app crash issue quoting SIGABRT error in thread.Overview of the crash is dyld library not loaded and image not found something like that.
This was seen in xcode 9.3 version.The reason i found out was xcode is not picking up libraries dynamically so i had to do it manually which solved my crash issue.
Follow the below steps:
Step 1: Go to Build Phases
Step 2: Hit the '+' button at the top and select "New Copy File Phase"
Step 3 : Select Destination as Frameworks and Hit the '+' button below to add files.
Step 4 : Select Add Other at below, click CMD+SHIFT+G and paste the below path,
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphoneos
Now you will be able to see some swift dylibs, Select all the swift libraries with .dylib extension and click on open.
These will get added to the embedded binaries in the general tab of app.
Create a new group in project folder and add all these libraries.
Now run your app.
Happy Coding
answered May 18 '18 at 7:24
Miya MirzaMiya Mirza
1
1
add a comment |
add a comment |
For anyone experiencing the same thing with a different library or package, @user3835452 is on the right track. I found this message while trying to run composer
:
dyld: Library not loaded: /usr/local/opt/openldap/lib/libldap-2.4.2.dylib
Referenced from: /usr/local/opt/php@7.1/bin/php
Reason: image not found
Abort trap: 6
After trying a lot of different ways I just ran brew install openldap
and it fixed it. Note that I had already ran brew update
and brew upgrade
but only after I manually installed openldap
did it actually work.
add a comment |
For anyone experiencing the same thing with a different library or package, @user3835452 is on the right track. I found this message while trying to run composer
:
dyld: Library not loaded: /usr/local/opt/openldap/lib/libldap-2.4.2.dylib
Referenced from: /usr/local/opt/php@7.1/bin/php
Reason: image not found
Abort trap: 6
After trying a lot of different ways I just ran brew install openldap
and it fixed it. Note that I had already ran brew update
and brew upgrade
but only after I manually installed openldap
did it actually work.
add a comment |
For anyone experiencing the same thing with a different library or package, @user3835452 is on the right track. I found this message while trying to run composer
:
dyld: Library not loaded: /usr/local/opt/openldap/lib/libldap-2.4.2.dylib
Referenced from: /usr/local/opt/php@7.1/bin/php
Reason: image not found
Abort trap: 6
After trying a lot of different ways I just ran brew install openldap
and it fixed it. Note that I had already ran brew update
and brew upgrade
but only after I manually installed openldap
did it actually work.
For anyone experiencing the same thing with a different library or package, @user3835452 is on the right track. I found this message while trying to run composer
:
dyld: Library not loaded: /usr/local/opt/openldap/lib/libldap-2.4.2.dylib
Referenced from: /usr/local/opt/php@7.1/bin/php
Reason: image not found
Abort trap: 6
After trying a lot of different ways I just ran brew install openldap
and it fixed it. Note that I had already ran brew update
and brew upgrade
but only after I manually installed openldap
did it actually work.
answered Nov 25 '18 at 6:42
brunounobrunouno
327414
327414
add a comment |
add a comment |
Maybe someone need this:
if you use cmake, add DYLIB_INSTALL_NAME_BASE "@rpath"
to target properties:
set_target_properties(target_dyLib PROPERTIES
# # for FRAMEWORK begin
# FRAMEWORK TRUE
# FRAMEWORK_VERSION C
# MACOSX_FRAMEWORK_IDENTIFIER com.cmake.targetname
# MACOSX_FRAMEWORK_INFO_PLIST ./Info.plist
# PUBLIC_HEADER targetname.h
# # for FRAMEWORK end
IPHONEOS_DEPLOYMENT_TARGET "8.0"
DYLIB_INSTALL_NAME_BASE "@rpath" # this is the key point
XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer"
DEVELOPMENT_TEAM "${DEVELOPMENT_TEAM}"
)
or in xcode dynamic library project Target -> Build Setting set Dynamic Library Install Name Base to @rpath
I create a cocoa framework dynamic library project, it works, and compared with my bad cmake generated project find this different, and fixed it, it works on iOS.
– cn00
Feb 27 at 6:54
add a comment |
Maybe someone need this:
if you use cmake, add DYLIB_INSTALL_NAME_BASE "@rpath"
to target properties:
set_target_properties(target_dyLib PROPERTIES
# # for FRAMEWORK begin
# FRAMEWORK TRUE
# FRAMEWORK_VERSION C
# MACOSX_FRAMEWORK_IDENTIFIER com.cmake.targetname
# MACOSX_FRAMEWORK_INFO_PLIST ./Info.plist
# PUBLIC_HEADER targetname.h
# # for FRAMEWORK end
IPHONEOS_DEPLOYMENT_TARGET "8.0"
DYLIB_INSTALL_NAME_BASE "@rpath" # this is the key point
XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer"
DEVELOPMENT_TEAM "${DEVELOPMENT_TEAM}"
)
or in xcode dynamic library project Target -> Build Setting set Dynamic Library Install Name Base to @rpath
I create a cocoa framework dynamic library project, it works, and compared with my bad cmake generated project find this different, and fixed it, it works on iOS.
– cn00
Feb 27 at 6:54
add a comment |
Maybe someone need this:
if you use cmake, add DYLIB_INSTALL_NAME_BASE "@rpath"
to target properties:
set_target_properties(target_dyLib PROPERTIES
# # for FRAMEWORK begin
# FRAMEWORK TRUE
# FRAMEWORK_VERSION C
# MACOSX_FRAMEWORK_IDENTIFIER com.cmake.targetname
# MACOSX_FRAMEWORK_INFO_PLIST ./Info.plist
# PUBLIC_HEADER targetname.h
# # for FRAMEWORK end
IPHONEOS_DEPLOYMENT_TARGET "8.0"
DYLIB_INSTALL_NAME_BASE "@rpath" # this is the key point
XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer"
DEVELOPMENT_TEAM "${DEVELOPMENT_TEAM}"
)
or in xcode dynamic library project Target -> Build Setting set Dynamic Library Install Name Base to @rpath
Maybe someone need this:
if you use cmake, add DYLIB_INSTALL_NAME_BASE "@rpath"
to target properties:
set_target_properties(target_dyLib PROPERTIES
# # for FRAMEWORK begin
# FRAMEWORK TRUE
# FRAMEWORK_VERSION C
# MACOSX_FRAMEWORK_IDENTIFIER com.cmake.targetname
# MACOSX_FRAMEWORK_INFO_PLIST ./Info.plist
# PUBLIC_HEADER targetname.h
# # for FRAMEWORK end
IPHONEOS_DEPLOYMENT_TARGET "8.0"
DYLIB_INSTALL_NAME_BASE "@rpath" # this is the key point
XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer"
DEVELOPMENT_TEAM "${DEVELOPMENT_TEAM}"
)
or in xcode dynamic library project Target -> Build Setting set Dynamic Library Install Name Base to @rpath
answered Feb 27 at 6:48
cn00cn00
13
13
I create a cocoa framework dynamic library project, it works, and compared with my bad cmake generated project find this different, and fixed it, it works on iOS.
– cn00
Feb 27 at 6:54
add a comment |
I create a cocoa framework dynamic library project, it works, and compared with my bad cmake generated project find this different, and fixed it, it works on iOS.
– cn00
Feb 27 at 6:54
I create a cocoa framework dynamic library project, it works, and compared with my bad cmake generated project find this different, and fixed it, it works on iOS.
– cn00
Feb 27 at 6:54
I create a cocoa framework dynamic library project, it works, and compared with my bad cmake generated project find this different, and fixed it, it works on iOS.
– cn00
Feb 27 at 6:54
add a comment |
I fixed this by reinstalling Homebrew
Uninstall
ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/uninstall)"
Install
/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
add a comment |
I fixed this by reinstalling Homebrew
Uninstall
ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/uninstall)"
Install
/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
add a comment |
I fixed this by reinstalling Homebrew
Uninstall
ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/uninstall)"
Install
/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
I fixed this by reinstalling Homebrew
Uninstall
ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/uninstall)"
Install
/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
edited Mar 14 at 15:11
answered Mar 14 at 15:02
sidonaldsonsidonaldson
14.3k73749
14.3k73749
add a comment |
add a comment |
I fixed this issue by simply pressing Command + Shift + K, which makes a new clean build, really odd.
add a comment |
I fixed this issue by simply pressing Command + Shift + K, which makes a new clean build, really odd.
add a comment |
I fixed this issue by simply pressing Command + Shift + K, which makes a new clean build, really odd.
I fixed this issue by simply pressing Command + Shift + K, which makes a new clean build, really odd.
answered Mar 21 at 5:27
Douglas PfeiferDouglas Pfeifer
2816
2816
add a comment |
add a comment |
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