mirror of https://github.com/python/cpython
344 lines
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ReStructuredText
344 lines
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ReStructuredText
.. _using-ios:
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===================
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Using Python on iOS
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===================
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:Authors:
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Russell Keith-Magee (2024-03)
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Python on iOS is unlike Python on desktop platforms. On a desktop platform,
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Python is generally installed as a system resource that can be used by any user
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of that computer. Users then interact with Python by running a :program:`python`
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executable and entering commands at an interactive prompt, or by running a
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Python script.
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On iOS, there is no concept of installing as a system resource. The only unit
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of software distribution is an "app". There is also no console where you could
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run a :program:`python` executable, or interact with a Python REPL.
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As a result, the only way you can use Python on iOS is in embedded mode - that
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is, by writing a native iOS application, and embedding a Python interpreter
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using ``libPython``, and invoking Python code using the :ref:`Python embedding
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API <embedding>`. The full Python interpreter, the standard library, and all
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your Python code is then packaged as a standalone bundle that can be
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distributed via the iOS App Store.
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If you're looking to experiment for the first time with writing an iOS app in
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Python, projects such as `BeeWare <https://beeware.org>`__ and `Kivy
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<https://kivy.org>`__ will provide a much more approachable user experience.
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These projects manage the complexities associated with getting an iOS project
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running, so you only need to deal with the Python code itself.
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Python at runtime on iOS
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========================
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iOS version compatibility
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-------------------------
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The minimum supported iOS version is specified at compile time, using the
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:option:`--host` option to ``configure``. By default, when compiled for iOS,
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Python will be compiled with a minimum supported iOS version of 13.0. To use a
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different minimum iOS version, provide the version number as part of the
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:option:`!--host` argument - for example,
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``--host=arm64-apple-ios15.4-simulator`` would compile an ARM64 simulator build
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with a deployment target of 15.4.
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Platform identification
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-----------------------
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When executing on iOS, ``sys.platform`` will report as ``ios``. This value will
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be returned on an iPhone or iPad, regardless of whether the app is running on
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the simulator or a physical device.
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Information about the specific runtime environment, including the iOS version,
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device model, and whether the device is a simulator, can be obtained using
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:func:`platform.ios_ver()`. :func:`platform.system()` will report ``iOS`` or
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``iPadOS``, depending on the device.
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:func:`os.uname()` reports kernel-level details; it will report a name of
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``Darwin``.
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Standard library availability
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-----------------------------
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The Python standard library has some notable omissions and restrictions on
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iOS. See the :ref:`API availability guide for iOS <iOS-availability>` for
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details.
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Binary extension modules
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------------------------
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One notable difference about iOS as a platform is that App Store distribution
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imposes hard requirements on the packaging of an application. One of these
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requirements governs how binary extension modules are distributed.
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The iOS App Store requires that *all* binary modules in an iOS app must be
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dynamic libraries, contained in a framework with appropriate metadata, stored
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in the ``Frameworks`` folder of the packaged app. There can be only a single
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binary per framework, and there can be no executable binary material outside
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the ``Frameworks`` folder.
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This conflicts with the usual Python approach for distributing binaries, which
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allows a binary extension module to be loaded from any location on
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``sys.path``. To ensure compliance with App Store policies, an iOS project must
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post-process any Python packages, converting ``.so`` binary modules into
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individual standalone frameworks with appropriate metadata and signing. For
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details on how to perform this post-processing, see the guide for :ref:`adding
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Python to your project <adding-ios>`.
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To help Python discover binaries in their new location, the original ``.so``
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file on ``sys.path`` is replaced with a ``.fwork`` file. This file is a text
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file containing the location of the framework binary, relative to the app
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bundle. To allow the framework to resolve back to the original location, the
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framework must contain a ``.origin`` file that contains the location of the
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``.fwork`` file, relative to the app bundle.
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For example, consider the case of an import ``from foo.bar import _whiz``,
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where ``_whiz`` is implemented with the binary module
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``sources/foo/bar/_whiz.abi3.so``, with ``sources`` being the location
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registered on ``sys.path``, relative to the application bundle. This module
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*must* be distributed as ``Frameworks/foo.bar._whiz.framework/foo.bar._whiz``
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(creating the framework name from the full import path of the module), with an
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``Info.plist`` file in the ``.framework`` directory identifying the binary as a
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framework. The ``foo.bar._whiz`` module would be represented in the original
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location with a ``sources/foo/bar/_whiz.abi3.fwork`` marker file, containing
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the path ``Frameworks/foo.bar._whiz/foo.bar._whiz``. The framework would also
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contain ``Frameworks/foo.bar._whiz.framework/foo.bar._whiz.origin``, containing
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the path to the ``.fwork`` file.
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When running on iOS, the Python interpreter will install an
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:class:`~importlib.machinery.AppleFrameworkLoader` that is able to read and
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import ``.fwork`` files. Once imported, the ``__file__`` attribute of the
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binary module will report as the location of the ``.fwork`` file. However, the
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:class:`~importlib.machinery.ModuleSpec` for the loaded module will report the
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``origin`` as the location of the binary in the framework folder.
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Compiler stub binaries
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----------------------
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Xcode doesn't expose explicit compilers for iOS; instead, it uses an ``xcrun``
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script that resolves to a full compiler path (e.g., ``xcrun --sdk iphoneos
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clang`` to get the ``clang`` for an iPhone device). However, using this script
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poses two problems:
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* The output of ``xcrun`` includes paths that are machine specific, resulting
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in a sysconfig module that cannot be shared between users; and
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* It results in ``CC``/``CPP``/``LD``/``AR`` definitions that include spaces.
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There is a lot of C ecosystem tooling that assumes that you can split a
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command line at the first space to get the path to the compiler executable;
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this isn't the case when using ``xcrun``.
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To avoid these problems, Python provided stubs for these tools. These stubs are
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shell script wrappers around the underingly ``xcrun`` tools, distributed in a
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``bin`` folder distributed alongside the compiled iOS framework. These scripts
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are relocatable, and will always resolve to the appropriate local system paths.
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By including these scripts in the bin folder that accompanies a framework, the
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contents of the ``sysconfig`` module becomes useful for end-users to compile
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their own modules. When compiling third-party Python modules for iOS, you
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should ensure these stub binaries are on your path.
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Installing Python on iOS
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========================
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Tools for building iOS apps
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---------------------------
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Building for iOS requires the use of Apple's Xcode tooling. It is strongly
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recommended that you use the most recent stable release of Xcode. This will
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require the use of the most (or second-most) recently released macOS version,
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as Apple does not maintain Xcode for older macOS versions. The Xcode Command
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Line Tools are not sufficient for iOS development; you need a *full* Xcode
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install.
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If you want to run your code on the iOS simulator, you'll also need to install
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an iOS Simulator Platform. You should be prompted to select an iOS Simulator
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Platform when you first run Xcode. Alternatively, you can add an iOS Simulator
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Platform by selecting from the Platforms tab of the Xcode Settings panel.
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.. _adding-ios:
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Adding Python to an iOS project
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-------------------------------
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Python can be added to any iOS project, using either Swift or Objective C. The
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following examples will use Objective C; if you are using Swift, you may find a
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library like `PythonKit <https://github.com/pvieito/PythonKit>`__ to be
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helpful.
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To add Python to an iOS Xcode project:
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1. Build or obtain a Python ``XCFramework``. See the instructions in
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:source:`iOS/README.rst` (in the CPython source distribution) for details on
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how to build a Python ``XCFramework``. At a minimum, you will need a build
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that supports ``arm64-apple-ios``, plus one of either
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``arm64-apple-ios-simulator`` or ``x86_64-apple-ios-simulator``.
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2. Drag the ``XCframework`` into your iOS project. In the following
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instructions, we'll assume you've dropped the ``XCframework`` into the root
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of your project; however, you can use any other location that you want by
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adjusting paths as needed.
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3. Drag the ``iOS/Resources/dylib-Info-template.plist`` file into your project,
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and ensure it is associated with the app target.
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4. Add your application code as a folder in your Xcode project. In the
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following instructions, we'll assume that your user code is in a folder
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named ``app`` in the root of your project; you can use any other location by
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adjusting paths as needed. Ensure that this folder is associated with your
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app target.
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5. Select the app target by selecting the root node of your Xcode project, then
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the target name in the sidebar that appears.
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6. In the "General" settings, under "Frameworks, Libraries and Embedded
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Content", add ``Python.xcframework``, with "Embed & Sign" selected.
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7. In the "Build Settings" tab, modify the following:
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- Build Options
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* User Script Sandboxing: No
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* Enable Testability: Yes
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- Search Paths
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* Framework Search Paths: ``$(PROJECT_DIR)``
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* Header Search Paths: ``"$(BUILT_PRODUCTS_DIR)/Python.framework/Headers"``
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- Apple Clang - Warnings - All languages
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* Quoted Include In Framework Header: No
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8. Add a build step that copies the Python standard library into your app. In
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the "Build Phases" tab, add a new "Run Script" build step *before* the
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"Embed Frameworks" step, but *after* the "Copy Bundle Resources" step. Name
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the step "Install Target Specific Python Standard Library", disable the
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"Based on dependency analysis" checkbox, and set the script content to:
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.. code-block:: bash
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set -e
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mkdir -p "$CODESIGNING_FOLDER_PATH/python/lib"
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if [ "$EFFECTIVE_PLATFORM_NAME" = "-iphonesimulator" ]; then
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echo "Installing Python modules for iOS Simulator"
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rsync -au --delete "$PROJECT_DIR/Python.xcframework/ios-arm64_x86_64-simulator/lib/" "$CODESIGNING_FOLDER_PATH/python/lib/"
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else
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echo "Installing Python modules for iOS Device"
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rsync -au --delete "$PROJECT_DIR/Python.xcframework/ios-arm64/lib/" "$CODESIGNING_FOLDER_PATH/python/lib/"
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fi
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Note that the name of the simulator "slice" in the XCframework may be
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different, depending the CPU architectures your ``XCFramework`` supports.
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9. Add a second build step that processes the binary extension modules in the
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standard library into "Framework" format. Add a "Run Script" build step
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*directly after* the one you added in step 8, named "Prepare Python Binary
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Modules". It should also have "Based on dependency analysis" unchecked, with
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the following script content:
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.. code-block:: bash
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set -e
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install_dylib () {
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INSTALL_BASE=$1
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FULL_EXT=$2
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# The name of the extension file
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EXT=$(basename "$FULL_EXT")
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# The location of the extension file, relative to the bundle
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RELATIVE_EXT=${FULL_EXT#$CODESIGNING_FOLDER_PATH/}
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# The path to the extension file, relative to the install base
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PYTHON_EXT=${RELATIVE_EXT/$INSTALL_BASE/}
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# The full dotted name of the extension module, constructed from the file path.
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FULL_MODULE_NAME=$(echo $PYTHON_EXT | cut -d "." -f 1 | tr "/" ".");
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# A bundle identifier; not actually used, but required by Xcode framework packaging
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FRAMEWORK_BUNDLE_ID=$(echo $PRODUCT_BUNDLE_IDENTIFIER.$FULL_MODULE_NAME | tr "_" "-")
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# The name of the framework folder.
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FRAMEWORK_FOLDER="Frameworks/$FULL_MODULE_NAME.framework"
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# If the framework folder doesn't exist, create it.
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if [ ! -d "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER" ]; then
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echo "Creating framework for $RELATIVE_EXT"
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mkdir -p "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER"
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cp "$CODESIGNING_FOLDER_PATH/dylib-Info-template.plist" "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER/Info.plist"
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plutil -replace CFBundleExecutable -string "$FULL_MODULE_NAME" "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER/Info.plist"
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plutil -replace CFBundleIdentifier -string "$FRAMEWORK_BUNDLE_ID" "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER/Info.plist"
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fi
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echo "Installing binary for $FRAMEWORK_FOLDER/$FULL_MODULE_NAME"
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mv "$FULL_EXT" "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER/$FULL_MODULE_NAME"
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# Create a placeholder .fwork file where the .so was
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echo "$FRAMEWORK_FOLDER/$FULL_MODULE_NAME" > ${FULL_EXT%.so}.fwork
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# Create a back reference to the .so file location in the framework
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echo "${RELATIVE_EXT%.so}.fwork" > "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER/$FULL_MODULE_NAME.origin"
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}
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PYTHON_VER=$(ls -1 "$CODESIGNING_FOLDER_PATH/python/lib")
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echo "Install Python $PYTHON_VER standard library extension modules..."
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find "$CODESIGNING_FOLDER_PATH/python/lib/$PYTHON_VER/lib-dynload" -name "*.so" | while read FULL_EXT; do
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install_dylib python/lib/$PYTHON_VER/lib-dynload/ "$FULL_EXT"
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done
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# Clean up dylib template
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rm -f "$CODESIGNING_FOLDER_PATH/dylib-Info-template.plist"
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echo "Signing frameworks as $EXPANDED_CODE_SIGN_IDENTITY_NAME ($EXPANDED_CODE_SIGN_IDENTITY)..."
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find "$CODESIGNING_FOLDER_PATH/Frameworks" -name "*.framework" -exec /usr/bin/codesign --force --sign "$EXPANDED_CODE_SIGN_IDENTITY" ${OTHER_CODE_SIGN_FLAGS:-} -o runtime --timestamp=none --preserve-metadata=identifier,entitlements,flags --generate-entitlement-der "{}" \;
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10. Add Objective C code to initialize and use a Python interpreter in embedded
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mode. You should ensure that:
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* :c:member:`UTF-8 mode <PyPreConfig.utf8_mode>` is *enabled*;
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* :c:member:`Buffered stdio <PyConfig.buffered_stdio>` is *disabled*;
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* :c:member:`Writing bytecode <PyConfig.write_bytecode>` is *disabled*;
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* :c:member:`Signal handlers <PyConfig.install_signal_handlers>` are *enabled*;
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* ``PYTHONHOME`` for the interpreter is configured to point at the
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``python`` subfolder of your app's bundle; and
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* The ``PYTHONPATH`` for the interpreter includes:
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- the ``python/lib/python3.X`` subfolder of your app's bundle,
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- the ``python/lib/python3.X/lib-dynload`` subfolder of your app's bundle, and
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- the ``app`` subfolder of your app's bundle
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Your app's bundle location can be determined using ``[[NSBundle mainBundle]
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resourcePath]``.
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Steps 8, 9 and 10 of these instructions assume that you have a single folder of
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pure Python application code, named ``app``. If you have third-party binary
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modules in your app, some additional steps will be required:
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* You need to ensure that any folders containing third-party binaries are
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either associated with the app target, or copied in as part of step 8. Step 8
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should also purge any binaries that are not appropriate for the platform a
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specific build is targeting (i.e., delete any device binaries if you're
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building an app targeting the simulator).
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* Any folders that contain third-party binaries must be processed into
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framework form by step 9. The invocation of ``install_dylib`` that processes
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the ``lib-dynload`` folder can be copied and adapted for this purpose.
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* If you're using a separate folder for third-party packages, ensure that folder
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is included as part of the ``PYTHONPATH`` configuration in step 10.
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App Store Compliance
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====================
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The only mechanism for distributing apps to third-party iOS devices is to
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submit the app to the iOS App Store; apps submitted for distribution must pass
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Apple's app review process. This process includes a set of automated validation
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rules that inspect the submitted application bundle for problematic code.
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The Python standard library contains some code that is known to violate these
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automated rules. While these violations appear to be false positives, Apple's
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review rules cannot be challenged; so, it is necessary to modify the Python
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standard library for an app to pass App Store review.
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The Python source tree contains
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:source:`a patch file <Mac/Resources/app-store-compliance.patch>` that will remove
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all code that is known to cause issues with the App Store review process. This
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patch is applied automatically when building for iOS.
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