7. 在 iOS 上使用 Python¶
- 作者:
Russell Keith-Magee (2024-03)
Python on iOS is unlike Python on desktop platforms. On a desktop platform, Python is generally installed as a system resource that can be used by any user of that computer. Users then interact with Python by running a python executable and entering commands at an interactive prompt, or by running a Python script.
On iOS, there is no concept of installing as a system resource. The only unit of software distribution is an "app". There is also no console where you could run a python executable, or interact with a Python REPL.
As a result, the only way you can use Python on iOS is in embedded mode - that
is, by writing a native iOS application, and embedding a Python interpreter
using libPython
, and invoking Python code using the Python embedding
API. The full Python interpreter, the standard library, and all
your Python code is then packaged as a standalone bundle that can be
distributed via the iOS App Store.
If you're looking to experiment for the first time with writing an iOS app in Python, projects such as BeeWare and Kivy will provide a much more approachable user experience. These projects manage the complexities associated with getting an iOS project running, so you only need to deal with the Python code itself.
7.1. Python at runtime on iOS¶
7.1.1. iOS version compatibility¶
The minimum supported iOS version is specified at compile time, using the
--host
option to configure
. By default, when compiled for iOS,
Python will be compiled with a minimum supported iOS version of 13.0. To use a
different minimum iOS version, provide the version number as part of the
--host
argument - for example,
--host=arm64-apple-ios15.4-simulator
would compile an ARM64 simulator build
with a deployment target of 15.4.
7.1.2. Platform identification¶
When executing on iOS, sys.platform
will report as ios
. This value will
be returned on an iPhone or iPad, regardless of whether the app is running on
the simulator or a physical device.
Information about the specific runtime environment, including the iOS version,
device model, and whether the device is a simulator, can be obtained using
platform.ios_ver()
. platform.system()
will report iOS
or
iPadOS
, depending on the device.
os.uname()
reports kernel-level details; it will report a name of
Darwin
.
7.1.3. Standard library availability¶
The Python standard library has some notable omissions and restrictions on iOS. See the API availability guide for iOS for details.
7.1.4. Binary extension modules¶
One notable difference about iOS as a platform is that App Store distribution imposes hard requirements on the packaging of an application. One of these requirements governs how binary extension modules are distributed.
The iOS App Store requires that all binary modules in an iOS app must be
dynamic libraries, contained in a framework with appropriate metadata, stored
in the Frameworks
folder of the packaged app. There can be only a single
binary per framework, and there can be no executable binary material outside
the Frameworks
folder.
This conflicts with the usual Python approach for distributing binaries, which
allows a binary extension module to be loaded from any location on
sys.path
. To ensure compliance with App Store policies, an iOS project must
post-process any Python packages, converting .so
binary modules into
individual standalone frameworks with appropriate metadata and signing. For
details on how to perform this post-processing, see the guide for adding
Python to your project.
To help Python discover binaries in their new location, the original .so
file on sys.path
is replaced with a .fwork
file. This file is a text
file containing the location of the framework binary, relative to the app
bundle. To allow the framework to resolve back to the original location, the
framework must contain a .origin
file that contains the location of the
.fwork
file, relative to the app bundle.
For example, consider the case of an import from foo.bar import _whiz
,
where _whiz
is implemented with the binary module
sources/foo/bar/_whiz.abi3.so
, with sources
being the location
registered on sys.path
, relative to the application bundle. This module
must be distributed as Frameworks/foo.bar._whiz.framework/foo.bar._whiz
(creating the framework name from the full import path of the module), with an
Info.plist
file in the .framework
directory identifying the binary as a
framework. The foo.bar._whiz
module would be represented in the original
location with a sources/foo/bar/_whiz.abi3.fwork
marker file, containing
the path Frameworks/foo.bar._whiz/foo.bar._whiz
. The framework would also
contain Frameworks/foo.bar._whiz.framework/foo.bar._whiz.origin
, containing
the path to the .fwork
file.
When running on iOS, the Python interpreter will install an
AppleFrameworkLoader
that is able to read and
import .fwork
files. Once imported, the __file__
attribute of the
binary module will report as the location of the .fwork
file. However, the
ModuleSpec
for the loaded module will report the
origin
as the location of the binary in the framework folder.
7.1.5. Compiler stub binaries¶
Xcode doesn't expose explicit compilers for iOS; instead, it uses an xcrun
script that resolves to a full compiler path (e.g., xcrun --sdk iphoneos
clang
to get the clang
for an iPhone device). However, using this script
poses two problems:
The output of
xcrun
includes paths that are machine specific, resulting in a sysconfig module that cannot be shared between users; andIt results in
CC
/CPP
/LD
/AR
definitions that include spaces. There is a lot of C ecosystem tooling that assumes that you can split a command line at the first space to get the path to the compiler executable; this isn't the case when usingxcrun
.
To avoid these problems, Python provided stubs for these tools. These stubs are
shell script wrappers around the underingly xcrun
tools, distributed in a
bin
folder distributed alongside the compiled iOS framework. These scripts
are relocatable, and will always resolve to the appropriate local system paths.
By including these scripts in the bin folder that accompanies a framework, the
contents of the sysconfig
module becomes useful for end-users to compile
their own modules. When compiling third-party Python modules for iOS, you
should ensure these stub binaries are on your path.
7.2. Installing Python on iOS¶
7.2.1. Tools for building iOS apps¶
Building for iOS requires the use of Apple's Xcode tooling. It is strongly recommended that you use the most recent stable release of Xcode. This will require the use of the most (or second-most) recently released macOS version, as Apple does not maintain Xcode for older macOS versions. The Xcode Command Line Tools are not sufficient for iOS development; you need a full Xcode install.
If you want to run your code on the iOS simulator, you'll also need to install an iOS Simulator Platform. You should be prompted to select an iOS Simulator Platform when you first run Xcode. Alternatively, you can add an iOS Simulator Platform by selecting from the Platforms tab of the Xcode Settings panel.
7.2.2. Adding Python to an iOS project¶
Python can be added to any iOS project, using either Swift or Objective C. The following examples will use Objective C; if you are using Swift, you may find a library like PythonKit to be helpful.
To add Python to an iOS Xcode project:
Build or obtain a Python
XCFramework
. See the instructions in iOS/README.rst (in the CPython source distribution) for details on how to build a PythonXCFramework
. At a minimum, you will need a build that supportsarm64-apple-ios
, plus one of eitherarm64-apple-ios-simulator
orx86_64-apple-ios-simulator
.Drag the
XCframework
into your iOS project. In the following instructions, we'll assume you've dropped theXCframework
into the root of your project; however, you can use any other location that you want by adjusting paths as needed.Drag the
iOS/Resources/dylib-Info-template.plist
file into your project, and ensure it is associated with the app target.Add your application code as a folder in your Xcode project. In the following instructions, we'll assume that your user code is in a folder named
app
in the root of your project; you can use any other location by adjusting paths as needed. Ensure that this folder is associated with your app target.Select the app target by selecting the root node of your Xcode project, then the target name in the sidebar that appears.
In the "General" settings, under "Frameworks, Libraries and Embedded Content", add
Python.xcframework
, with "Embed & Sign" selected.In the "Build Settings" tab, modify the following:
建置選項
User Script Sandboxing: No
Enable Testability: Yes
Search Paths
Framework Search Paths:
$(PROJECT_DIR)
Header Search Paths:
"$(BUILT_PRODUCTS_DIR)/Python.framework/Headers"
Apple Clang - Warnings - All languages
Quoted Include In Framework Header: No
Add a build step that copies the Python standard library into your app. In the "Build Phases" tab, add a new "Run Script" build step before the "Embed Frameworks" step, but after the "Copy Bundle Resources" step. Name the step "Install Target Specific Python Standard Library", disable the "Based on dependency analysis" checkbox, and set the script content to:
set -e mkdir -p "$CODESIGNING_FOLDER_PATH/python/lib" if [ "$EFFECTIVE_PLATFORM_NAME" = "-iphonesimulator" ]; then echo "Installing Python modules for iOS Simulator" rsync -au --delete "$PROJECT_DIR/Python.xcframework/ios-arm64_x86_64-simulator/lib/" "$CODESIGNING_FOLDER_PATH/python/lib/" else echo "Installing Python modules for iOS Device" rsync -au --delete "$PROJECT_DIR/Python.xcframework/ios-arm64/lib/" "$CODESIGNING_FOLDER_PATH/python/lib/" fi
Note that the name of the simulator "slice" in the XCframework may be different, depending the CPU architectures your
XCFramework
supports.Add a second build step that processes the binary extension modules in the standard library into "Framework" format. Add a "Run Script" build step directly after the one you added in step 8, named "Prepare Python Binary Modules". It should also have "Based on dependency analysis" unchecked, with the following script content:
set -e install_dylib () { INSTALL_BASE=$1 FULL_EXT=$2 # The name of the extension file EXT=$(basename "$FULL_EXT") # The location of the extension file, relative to the bundle RELATIVE_EXT=${FULL_EXT#$CODESIGNING_FOLDER_PATH/} # The path to the extension file, relative to the install base PYTHON_EXT=${RELATIVE_EXT/$INSTALL_BASE/} # The full dotted name of the extension module, constructed from the file path. FULL_MODULE_NAME=$(echo $PYTHON_EXT | cut -d "." -f 1 | tr "/" "."); # A bundle identifier; not actually used, but required by Xcode framework packaging FRAMEWORK_BUNDLE_ID=$(echo $PRODUCT_BUNDLE_IDENTIFIER.$FULL_MODULE_NAME | tr "_" "-") # The name of the framework folder. FRAMEWORK_FOLDER="Frameworks/$FULL_MODULE_NAME.framework" # If the framework folder doesn't exist, create it. if [ ! -d "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER" ]; then echo "Creating framework for $RELATIVE_EXT" mkdir -p "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER" cp "$CODESIGNING_FOLDER_PATH/dylib-Info-template.plist" "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER/Info.plist" plutil -replace CFBundleExecutable -string "$FULL_MODULE_NAME" "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER/Info.plist" plutil -replace CFBundleIdentifier -string "$FRAMEWORK_BUNDLE_ID" "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER/Info.plist" fi echo "Installing binary for $FRAMEWORK_FOLDER/$FULL_MODULE_NAME" mv "$FULL_EXT" "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER/$FULL_MODULE_NAME" # Create a placeholder .fwork file where the .so was echo "$FRAMEWORK_FOLDER/$FULL_MODULE_NAME" > ${FULL_EXT%.so}.fwork # Create a back reference to the .so file location in the framework echo "${RELATIVE_EXT%.so}.fwork" > "$CODESIGNING_FOLDER_PATH/$FRAMEWORK_FOLDER/$FULL_MODULE_NAME.origin" } PYTHON_VER=$(ls -1 "$CODESIGNING_FOLDER_PATH/python/lib") echo "Install Python $PYTHON_VER standard library extension modules..." find "$CODESIGNING_FOLDER_PATH/python/lib/$PYTHON_VER/lib-dynload" -name "*.so" | while read FULL_EXT; do install_dylib python/lib/$PYTHON_VER/lib-dynload/ "$FULL_EXT" done # Clean up dylib template rm -f "$CODESIGNING_FOLDER_PATH/dylib-Info-template.plist" echo "Signing frameworks as $EXPANDED_CODE_SIGN_IDENTITY_NAME ($EXPANDED_CODE_SIGN_IDENTITY)..." 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 "{}" \;
Add Objective C code to initialize and use a Python interpreter in embedded mode. You should ensure that:
UTF-8 mode
is enabled;
Buffered stdio
is disabled;
Writing bytecode
is disabled;
Signal handlers
are enabled;
PYTHONHOME
for the interpreter is configured to point at thepython
subfolder of your app's bundle; andThe
PYTHONPATH
for the interpreter includes:
the
python/lib/python3.X
subfolder of your app's bundle,the
python/lib/python3.X/lib-dynload
subfolder of your app's bundle, andthe
app
subfolder of your app's bundleYour app's bundle location can be determined using
[[NSBundle mainBundle] resourcePath]
.
Steps 8, 9 and 10 of these instructions assume that you have a single folder of
pure Python application code, named app
. If you have third-party binary
modules in your app, some additional steps will be required:
You need to ensure that any folders containing third-party binaries are either associated with the app target, or copied in as part of step 8. Step 8 should also purge any binaries that are not appropriate for the platform a specific build is targeting (i.e., delete any device binaries if you're building an app targeting the simulator).
Any folders that contain third-party binaries must be processed into framework form by step 9. The invocation of
install_dylib
that processes thelib-dynload
folder can be copied and adapted for this purpose.If you're using a separate folder for third-party packages, ensure that folder is included as part of the
PYTHONPATH
configuration in step 10.
7.3. App Store Compliance¶
The only mechanism for distributing apps to third-party iOS devices is to submit the app to the iOS App Store; apps submitted for distribution must pass Apple's app review process. This process includes a set of automated validation rules that inspect the submitted application bundle for problematic code.
The Python standard library contains some code that is known to violate these automated rules. While these violations appear to be false positives, Apple's review rules cannot be challenged; so, it is necessary to modify the Python standard library for an app to pass App Store review.
The Python source tree contains a patch file that will remove all code that is known to cause issues with the App Store review process. This patch is applied automatically when building for iOS.