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I'm going through the swift-bridge book, and ran into an issue. The Xcode + Cargo guide has one create an empty rust library, and then configure the Xcode project to import it. When my src/lib.rs does not have any contents, then when I try to build the project (Pressing the Run button should now open up the iOS simulator with Xcode's default "Hello World" iOS app.), then my Xcode build fails with a ton of errors: Undefined symbol: ___swift_bridge__$RustStr$partial_eq, ...$_free, ...$as_str, etc.
When I add the mod ffi code to the Rust lib, then the Xcode build succeeds, even when nothing in Swift calls into the lib.
Rust: 1.76.0 (07dca489a 2024-02-04)
Xcode: Version 15.3 (15E204a)
I think this would be solved by reorganizing the page to add the RustApp to the lib before trying to build in Xcode.
The text was updated successfully, but these errors were encountered:
I'm going through the swift-bridge book, and ran into an issue. The
Xcode + Cargo
guide has one create an empty rust library, and then configure the Xcode project to import it. When mysrc/lib.rs
does not have any contents, then when I try to build the project (Pressing the Run button should now open up the iOS simulator with Xcode's default "Hello World" iOS app.
), then my Xcode build fails with a ton of errors:Undefined symbol: ___swift_bridge__$RustStr$partial_eq
,...$_free
,...$as_str
, etc.When I add the
mod ffi
code to the Rust lib, then the Xcode build succeeds, even when nothing in Swift calls into the lib.Rust:
1.76.0 (07dca489a 2024-02-04)
Xcode:
Version 15.3 (15E204a)
I think this would be solved by reorganizing the page to add the
RustApp
to the lib before trying to build in Xcode.The text was updated successfully, but these errors were encountered: