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iOS Platform

Complete guide to building C++ libraries for iOS with CCGO.

Overview

CCGO provides comprehensive iOS support with:

  • Multiple architectures: arm64, x86_64 (simulator)
  • Output formats: Static/Dynamic Framework, XCFramework
  • Build methods: Local (Xcode) or Docker (cross-platform)
  • Swift interop: Easy integration with Swift code
  • Package managers: CocoaPods and Swift Package Manager
  • Code signing: Automatic handling of signing requirements
  • Bitcode: Optional bitcode support (deprecated in Xcode 14+)

Prerequisites

Option 1: Local Build (macOS Required)

Required: - macOS 12.0+ (Monterey or later) - Xcode 13.0+ with Command Line Tools - CMake 3.20+

Installation:

# Install Xcode from Mac App Store
# Then install Command Line Tools
xcode-select --install

# Verify installation
xcode-select -p
# Should output: /Applications/Xcode.app/Contents/Developer

# Install CMake (via Homebrew)
brew install cmake

Option 2: Docker Build (Any OS)

No Xcode required! Build iOS libraries on Linux or Windows using Docker.

Required: - Docker Desktop installed and running - 10GB+ disk space for Docker image

Advantages: - Build on any operating system - No Xcode license required - Consistent build environment - Isolated from host system

Limitations: - Cannot run/test iOS apps - Larger initial download (~2.5GB image) - Slower than native Xcode builds

See Docker Builds section for details.

Quick Start

Basic Build

# Build for all iOS architectures (arm64 device + x86_64 simulator)
ccgo build ios

# Build with Docker (no Xcode needed)
ccgo build ios --docker

# Build specific architectures
ccgo build ios --arch arm64                    # Device only
ccgo build ios --arch x86_64                   # Simulator only
ccgo build ios --arch arm64,x86_64            # Both

# Build types
ccgo build ios --build-type debug             # Debug build
ccgo build ios --build-type release           # Release build (default)

# Link types
ccgo build ios --build-as static             # Static framework only
ccgo build ios --build-as shared             # Dynamic framework only
ccgo build ios --build-as both               # Both types (default)

Build with XCFramework

XCFramework bundles multiple architectures into a single package:

# Build XCFramework (recommended)
ccgo build ios --xcframework

# Build with both Framework and XCFramework
ccgo build ios --xcframework --framework

Generate Xcode Project

# Generate Xcode project for development
ccgo build ios --ide-project

# Open generated project
open cmake_build/ios/MyLib.xcodeproj

Output Structure

Default Output (target/ios/)

target/ios/
├── MyLib_iOS_SDK-1.0.0.zip          # Main package
│   ├── frameworks/
│   │   ├── static/
│   │   │   ├── MyLib.framework/     # Static Framework
│   │   │   │   ├── MyLib            # Fat binary (arm64 + x86_64)
│   │   │   │   ├── Headers/         # Public headers
│   │   │   │   │   └── MyLib.h
│   │   │   │   ├── Modules/
│   │   │   │   │   └── module.modulemap
│   │   │   │   └── Info.plist
│   │   │   └── MyLib.xcframework/   # XCFramework (if built)
│   │   │       ├── ios-arm64/
│   │   │       │   └── MyLib.framework/
│   │   │       ├── ios-arm64_x86_64-simulator/
│   │   │       │   └── MyLib.framework/
│   │   │       └── Info.plist
│   │   └── shared/
│   │       ├── MyLib.framework/     # Dynamic Framework
│   │       └── MyLib.xcframework/   # Dynamic XCFramework
│   ├── include/
│   │   └── mylib/                   # Header files
│   │       ├── mylib.h
│   │       └── version.h
│   └── build_info.json              # Build metadata
└── MyLib_iOS_SDK-1.0.0-SYMBOLS.zip  # Debug symbols
    └── symbols/
        ├── static/
        │   └── MyLib.framework.dSYM/
        └── shared/
            └── MyLib.framework.dSYM/

Framework Structure

Static Framework: - Contains .a static library - Must be linked at compile time - Smaller app size (dead code stripping) - Easier distribution (no dynamic linking issues)

Dynamic Framework: - Contains .dylib dynamic library - Loaded at runtime - Can be shared between app and extensions - Requires code signing

XCFramework: - Unified package for device and simulator - Xcode automatically selects correct architecture - Recommended for library distribution - Supports multiple platforms (iOS, Catalyst, etc.)

Build Metadata

build_info.json contains:

{
  "project": {
    "name": "MyLib",
    "version": "1.0.0",
    "description": "My iOS library"
  },
  "build": {
    "platform": "ios",
    "architectures": ["arm64", "x86_64"],
    "build_type": "release",
    "link_types": ["static", "shared"],
    "timestamp": "2024-01-15T10:30:00Z",
    "ccgo_version": "0.1.0",
    "xcode_version": "15.0"
  },
  "outputs": {
    "frameworks": [
      "frameworks/static/MyLib.framework",
      "frameworks/shared/MyLib.framework"
    ],
    "xcframeworks": [
      "frameworks/static/MyLib.xcframework",
      "frameworks/shared/MyLib.xcframework"
    ],
    "headers": "include/mylib/",
    "symbols": [
      "symbols/static/MyLib.framework.dSYM",
      "symbols/shared/MyLib.framework.dSYM"
    ]
  },
  "dependencies": {
    "spdlog": "1.12.0",
    "fmt": "10.1.1"
  }
}

Swift Integration

Using Framework in Swift

Add to Xcode Project:

  1. Drag MyLib.framework or MyLib.xcframework into Xcode project
  2. Select "Copy items if needed"
  3. Add to "Frameworks, Libraries, and Embedded Content"
  4. For dynamic frameworks, set "Embed & Sign"

Import in Swift:

import MyLib

class MyViewController: UIViewController {
    override func viewDidLoad() {
        super.viewDidLoad()

        // Call C++ code through bridging
        let version = MyLib.getVersion()
        print("Library version: \(version)")

        // Create C++ object
        let lib = MyLibWrapper()
        lib.initialize()

        // Call methods
        let result = lib.processData("Hello from Swift")
        print("Result: \(result)")
    }
}

C++/Swift Bridging

Option 1: Objective-C++ Wrapper (Recommended)

Create wrapper in your C++ library:

// MyLibWrapper.h
#import <Foundation/Foundation.h>

@interface MyLibWrapper : NSObject

+ (NSString *)getVersion;
- (instancetype)init;
- (void)initialize;
- (NSString *)processData:(NSString *)input;

@end
// MyLibWrapper.mm
#import "MyLibWrapper.h"
#include "mylib/mylib.h"

@implementation MyLibWrapper {
    std::unique_ptr<mylib::MyLib> _impl;
}

+ (NSString *)getVersion {
    std::string version = mylib::get_version();
    return [NSString stringWithUTF8String:version.c_str()];
}

- (instancetype)init {
    self = [super init];
    if (self) {
        _impl = std::make_unique<mylib::MyLib>();
    }
    return self;
}

- (void)initialize {
    _impl->initialize();
}

- (NSString *)processData:(NSString *)input {
    std::string cppInput = [input UTF8String];
    std::string result = _impl->process(cppInput);
    return [NSString stringWithUTF8String:result.c_str()];
}

@end

Option 2: Pure Swift Wrapper (Swift 5.9+)

// MyLibSwift.swift
import MyLib

public class MyLibSwift {
    public static func getVersion() -> String {
        return String(cString: mylib_get_version())
    }

    private var handle: OpaquePointer?

    public init() {
        handle = mylib_create()
    }

    deinit {
        mylib_destroy(handle)
    }

    public func processData(_ input: String) -> String {
        let result = input.withCString { cString in
            return mylib_process(handle, cString)
        }
        return String(cString: result!)
    }
}

Requires C interface in your library:

// mylib_c_api.h
#ifdef __cplusplus
extern "C" {
#endif

const char* mylib_get_version(void);
void* mylib_create(void);
void mylib_destroy(void* handle);
const char* mylib_process(void* handle, const char* input);

#ifdef __cplusplus
}
#endif

Module Map

For Swift import to work, your framework needs a module map:

// module.modulemap
framework module MyLib {
    umbrella header "MyLib.h"
    export *
    module * { export * }
}

CCGO automatically generates this in your framework.

CocoaPods Integration

Publishing to CocoaPods

# Generate podspec
ccgo publish apple --manager cocoapods

# Validate podspec
pod spec lint MyLib.podspec

# Publish to CocoaPods Trunk
ccgo publish apple --manager cocoapods --push

# Publish to private spec repo
ccgo publish apple --manager cocoapods \
    --registry private \
    --remote-name myspecs \
    --url https://github.com/mycompany/specs.git

Generated Podspec

# MyLib.podspec
Pod::Spec.new do |s|
  s.name             = 'MyLib'
  s.version          = '1.0.0'
  s.summary          = 'My iOS library'
  s.description      = 'A cross-platform C++ library for iOS'
  s.homepage         = 'https://github.com/myuser/mylib'
  s.license          = { :type => 'MIT', :file => 'LICENSE' }
  s.author           = { 'Your Name' => 'you@example.com' }
  s.source           = { :git => 'https://github.com/myuser/mylib.git', :tag => s.version.to_s }

  s.ios.deployment_target = '12.0'
  s.swift_version = '5.0'

  # XCFramework (recommended)
  s.vendored_frameworks = 'target/ios/frameworks/static/MyLib.xcframework'

  # Or regular framework
  # s.vendored_frameworks = 'target/ios/frameworks/static/MyLib.framework'

  # Dependencies
  s.dependency 'Alamofire', '~> 5.0'
end

Using in iOS Project

Podfile:

platform :ios, '12.0'
use_frameworks!

target 'MyApp' do
  pod 'MyLib', '~> 1.0'
end

Install:

pod install
open MyApp.xcworkspace

Swift Package Manager Integration

Publishing to SPM

# Generate Package.swift
ccgo publish apple --manager spm

# Push to Git (creates tag)
ccgo publish apple --manager spm --push

Generated Package.swift

// swift-tools-version:5.9
import PackageDescription

let package = Package(
    name: "MyLib",
    platforms: [
        .iOS(.v12)
    ],
    products: [
        .library(
            name: "MyLib",
            targets: ["MyLib"]
        ),
    ],
    targets: [
        .binaryTarget(
            name: "MyLib",
            path: "target/ios/frameworks/static/MyLib.xcframework"
        )
    ]
)

Using in iOS Project

Package.swift:

dependencies: [
    .package(url: "https://github.com/myuser/mylib.git", from: "1.0.0")
]

Or in Xcode:

  1. File → Add Packages...
  2. Enter repository URL
  3. Select version rule
  4. Add to target

Code Signing

Automatic Signing

CCGO automatically handles code signing for frameworks:

# Sign with default identity
ccgo build ios

# Specify signing identity
export CODE_SIGN_IDENTITY="Apple Development: Your Name (TEAM123456)"
ccgo build ios

Manual Signing

# Find available identities
security find-identity -v -p codesigning

# Sign framework
codesign --force --sign "Apple Development" \
    --timestamp \
    target/ios/frameworks/shared/MyLib.framework

# Verify signature
codesign --verify --verbose target/ios/frameworks/shared/MyLib.framework

Distribution Signing

For App Store distribution:

# Sign with distribution certificate
export CODE_SIGN_IDENTITY="Apple Distribution: Company Name (TEAM123456)"
ccgo build ios --build-type release

Troubleshooting Signing

# Check current signing
codesign -dvv target/ios/frameworks/shared/MyLib.framework

# Remove existing signature
codesign --remove-signature target/ios/frameworks/shared/MyLib.framework

# Sign with specific entitlements
codesign --force --sign "Apple Development" \
    --entitlements Entitlements.plist \
    target/ios/frameworks/shared/MyLib.framework

Docker Builds

Build iOS libraries on any OS using Docker with OSXCross:

Prerequisites

# Install Docker Desktop
# Download from: https://www.docker.com/products/docker-desktop/

# Verify Docker is running
docker ps

Build with Docker

# First build downloads prebuilt image (~2.5GB)
ccgo build ios --docker

# Subsequent builds are fast (no download)
ccgo build ios --docker --arch arm64

# All standard options work
ccgo build ios --docker --xcframework --build-as static

How It Works

  1. CCGO uses prebuilt ccgo-builder-apple image from Docker Hub
  2. Project directory mounted into container
  3. Build runs inside container with OSXCross toolchain
  4. Output written to host filesystem

Advantages

  • Cross-platform: Build on Linux, Windows, macOS
  • No Xcode: Skip 40GB+ Xcode installation
  • Isolated: Clean build environment
  • Reproducible: Same results on any machine

Limitations

  • Cannot run: No iOS runtime in Docker
  • No simulator: Cannot test in iOS Simulator
  • No Xcode: Cannot open generated Xcode projects
  • Larger builds: Docker image is ~2.5GB
  • Slower first run: Initial image download

Docker Image Details

Image: ccgo-builder-apple:latest - Base: Ubuntu 22.04 - Toolchain: OSXCross (Clang 15) - SDK: iOS 16.0 SDK - Supported: iOS, macOS, watchOS, tvOS - Size: ~2.5GB compressed

Platform Configuration

CCGO.toml Settings

[package]
name = "mylib"
version = "1.0.0"

[library]
type = "both"                  # static, shared, or both

[build]
cpp_standard = "17"            # C++ standard

[ios]
deployment_target = "12.0"     # Minimum iOS version
enable_bitcode = false         # Bitcode support (deprecated)
enable_arc = true              # Automatic Reference Counting
frameworks = [                 # System frameworks to link
    "Foundation",
    "UIKit",
    "CoreGraphics"
]

CMake Variables

When building for iOS, these variables are available:

${PLATFORM}                    # "ios"
${ARCHITECTURE}                # "arm64" or "x86_64"
${BUILD_TYPE}                  # "Debug" or "Release"
${LINK_TYPE}                   # "static", "shared", or "both"
${IOS_DEPLOYMENT_TARGET}       # "12.0" (from CCGO.toml)
${CMAKE_OSX_SYSROOT}           # Path to iOS SDK
${CMAKE_OSX_ARCHITECTURES}     # "arm64" or "x86_64"

Conditional Compilation

// In your C++ code
#ifdef __APPLE__
#include <TargetConditionals.h>

#if TARGET_OS_IOS
    // iOS-specific code
    #import <UIKit/UIKit.h>
    UIDevice *device = [UIDevice currentDevice];

#elif TARGET_OS_SIMULATOR
    // iOS Simulator-specific code

#endif
#endif

Best Practices

1. Use XCFramework

XCFramework is the modern way to distribute iOS libraries:

# Always build XCFramework for distribution
ccgo build ios --xcframework

Benefits: - Single package for device and simulator - Xcode automatically selects architecture - Supports multiple platforms - Better Xcode integration

2. Version iOS SDK

Match your deployment target to user base:

[ios]
deployment_target = "12.0"  # Covers 95%+ of users

3. Static vs Dynamic

Use Static when: - Distributing standalone library - Want smaller app size - Don't need shared code between app/extensions

Use Dynamic when: - Sharing code between app and extensions - Need runtime plugin loading - Want faster incremental builds

4. Code Signing

Always sign dynamic frameworks:

# Distribution builds need proper signing
export CODE_SIGN_IDENTITY="Apple Distribution: Company"
ccgo build ios --build-type release

5. Minimize Dependencies

Keep your library focused:

[dependencies]
# Only essential dependencies
spdlog = { git = "https://github.com/gabime/spdlog.git", tag = "v1.12.0" }

# Platform-specific dependencies
[target.'cfg(target_os = "ios")'.dependencies]
ios-utils = { path = "./ios-utils" }

6. Test on Device

Simulator and device behave differently:

# Build for both
ccgo build ios --arch arm64,x86_64

# Test on simulator (x86_64)
# Test on real device (arm64)

7. Debug Symbols

Always build with symbols for debugging:

# Symbols included by default
ccgo build ios --build-type debug

# Symbols in separate package
# MyLib_iOS_SDK-1.0.0-SYMBOLS.zip

Advanced Topics

Bitcode Support (Deprecated)

Deprecated

Bitcode is deprecated in Xcode 14+ and not recommended for new projects.

[ios]
enable_bitcode = false  # Keep disabled

Universal Binary

Build a fat binary with multiple architectures:

# Build both architectures
ccgo build ios --arch arm64,x86_64

# Result is universal Framework
lipo -info target/ios/frameworks/static/MyLib.framework/MyLib
# Output: arm64 x86_64

Minimum OS Version

Set deployment target based on features needed:

[ios]
deployment_target = "12.0"  # iOS 12+
# deployment_target = "13.0"  # For SwiftUI
# deployment_target = "14.0"  # For Widgets
# deployment_target = "15.0"  # For async/await

Framework Resources

Include resources in your framework:

MyLib.framework/
├── MyLib
├── Headers/
├── Modules/
├── Resources/         # Add resources here
│   ├── images/
│   ├── configs/
│   └── Info.plist
└── Info.plist

App Extensions

Build separately for app extensions:

# Main app framework
ccgo build ios

# Extension framework (limited APIs)
export IOS_APP_EXTENSION=1
ccgo build ios

Troubleshooting

Xcode Not Found

Error: Could not find Xcode installation

Solution:

# Install Xcode from App Store
# Install Command Line Tools
xcode-select --install

# Set Xcode path
sudo xcode-select --switch /Applications/Xcode.app

# Verify
xcode-select -p

Architecture Mismatch

Error: Building for iOS, but linking in object file built for iOS Simulator

Solution:

# Clean build
ccgo clean -y

# Build for specific architecture
ccgo build ios --arch arm64        # Device
ccgo build ios --arch x86_64       # Simulator

# Or build both
ccgo build ios --arch arm64,x86_64

Signing Failed

Error: Code signing failed

Solutions:

  1. Check available identities:

    security find-identity -v -p codesigning
    

  2. Set correct identity:

    export CODE_SIGN_IDENTITY="Apple Development: Name (TEAM123)"
    

  3. For development builds, use ad-hoc signing:

    export CODE_SIGN_IDENTITY="-"
    

Module Not Found

Error: No such module 'MyLib'

Solutions:

  1. Ensure framework is added to target
  2. Check module.modulemap exists in framework
  3. Add framework search path in Xcode:
  4. Build Settings → Framework Search Paths
  5. Add path to framework directory

  6. For Swift Package Manager:

    // Ensure target depends on MyLib
    .target(
        name: "MyApp",
        dependencies: ["MyLib"]
    )
    

Dynamic Framework Not Loaded

dyld: Library not loaded: @rpath/MyLib.framework/MyLib

Solutions:

  1. Embed framework in app:
  2. Xcode → Target → General
  3. Frameworks, Libraries, and Embedded Content
  4. Set to "Embed & Sign"

  5. Check Runpath Search Paths:

  6. Build Settings → Runpath Search Paths
  7. Should include @executable_path/Frameworks

Build Extremely Slow

Build taking very long time...

Solutions:

  1. Use incremental builds:

    # Don't clean between builds
    ccgo build ios
    

  2. Build specific architecture:

    # Build only what you need
    ccgo build ios --arch arm64
    

  3. Use Docker for clean environment:

    # Sometimes native build is slow
    ccgo build ios --docker
    

  4. Check Xcode indexing:

    # Disable Xcode indexing
    defaults write com.apple.dt.Xcode IDEIndexDisable -bool YES
    

Docker Build Fails

Error: Docker daemon not running

Solutions:

  1. Start Docker Desktop
  2. Wait for Docker to fully start
  3. Verify: docker ps
Error: Cannot pull Docker image

Solutions:

  1. Check internet connection
  2. Check Docker Hub status
  3. Try with explicit pull:
    docker pull ccgo-builder-apple:latest
    

Performance Tips

1. Cache Dependencies

# Dependencies cached after first build
# ~/.ccgo/git/<repo>/

2. Incremental Builds

# Don't clean between small changes
ccgo build ios              # Fast incremental

# Only clean when needed
ccgo clean -y
ccgo build ios              # Full rebuild

3. Architecture Selection

# Build only what you need
ccgo build ios --arch arm64              # Device only (fast)
ccgo build ios --arch x86_64             # Simulator only (fast)
ccgo build ios --arch arm64,x86_64      # Both (slower)
# Static builds are faster
ccgo build ios --build-as static

# Dynamic needs signing
ccgo build ios --build-as shared       # Slower

5. Parallel Builds

CMake automatically uses parallel builds:

# Uses all CPU cores by default
ccgo build ios

# Limit parallelism if needed
export CMAKE_BUILD_PARALLEL_LEVEL=4
ccgo build ios

Migration Guides

From Manual CMake

Before (manual CMake):

mkdir build-ios
cd build-ios
cmake .. \
    -G Xcode \
    -DCMAKE_SYSTEM_NAME=iOS \
    -DCMAKE_OSX_ARCHITECTURES=arm64 \
    -DCMAKE_OSX_DEPLOYMENT_TARGET=12.0 \
    -DCMAKE_XCODE_ATTRIBUTE_DEVELOPMENT_TEAM=TEAM123
cmake --build . --config Release

After (CCGO):

# Simple one-liner
ccgo build ios

From CocoaPods Podspec

MyLib.podspec → CCGO.toml:

# Before (Podspec)
Pod::Spec.new do |s|
  s.name = 'MyLib'
  s.version = '1.0.0'
  s.ios.deployment_target = '12.0'
  s.source_files = 'src/**/*.{cpp,h}'
  s.dependency 'Alamofire'
end
# After (CCGO.toml)
[package]
name = "mylib"
version = "1.0.0"

[ios]
deployment_target = "12.0"

[dependencies]
alamofire = { git = "https://github.com/Alamofire/Alamofire.git", tag = "5.8.0" }

From Xcode Project

  1. Create CCGO project:

    ccgo new mylib
    

  2. Copy source files to src/

  3. Configure CCGO.toml:

    [ios]
    deployment_target = "12.0"
    frameworks = ["Foundation", "UIKit"]
    

  4. Build:

    ccgo build ios
    

See Also