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Objective-C bindings to libgit2
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Merge pull request #522 from slavikus/master

Adjusted GTMergeAnalysis type
latest commit f2adb0f77e
@joshaber joshaber authored


Carthage compatible Build Status

ObjectiveGit provides Cocoa bindings to the libgit2 library, packaged as a dynamic framework for OS X and iOS 8 or better.


A brief summary of the available functionality:

  • Read: log, diff, blame, reflog, status
  • Write: init, checkout, commit, branch, tag, reset
  • Internals: configuration, tree, blob, object database
  • Network: clone, fetch, push, pull
  • Transports: HTTP, HTTPS, SSH, local filesystem

Not all libgit2 features are available, but if you run across something missing, please consider contributing a pull request!

Many classes in the ObjectiveGit API wrap a C struct from libgit2 and expose the underlying data and operations using Cocoa idioms. The underlying libgit2 types are prefixed with git_ and are often accessible via a property so that your application can take advantage of the libgit2 API directly.

The ObjectiveGit API makes extensive use of the Cocoa NSError pattern. The public API is also decorated with nullability attributes so that you will get compile-time feedback of whether nil is allowed or not. This also makes the framework much nicer to use in Swift.

Getting Started


ObjectiveGit requires Xcode 6.3 or greater to build the framework and run unit tests. Projects that must use an older version of Xcode can use Carthage to install pre-built binaries or download them manually.

Other Tools

To start building the framework, you must install the required dependencies, xctool and cmake. We recommend using Homebrew to install these tools.

Once you have the dependencies you should clone this repository and then run script/bootstrap. This will automatically pull down and install any other dependencies.

Note that the bootstrap script automatically installs some libraries that ObjectiveGit relies upon, using Homebrew. If you not want to use Homebrew, you will need to ensure these dependent libraries and their headers are installed where the build scripts expect them to be.

To develop ObjectiveGit on its own, open the ObjectiveGitFramework.xcworkspace file.


There are three ways of including ObjectiveGit in a project:

  1. Carthage <-- recommended
  2. Manual
  3. Subproject


  1. Add ObjectiveGit to your Cartfile.

    github "libgit2/objective-git"
  2. Run carthage update.

  3. Mac targets

    • On your application targets' "General" settings tab, in the "Embedded Binaries" section, drag and drop the ObjectiveGit.framework from the Carthage/Build/Mac folder on disk.

    Embedded Binaries

  4. iOS targets

    • On your application targets' "General" settings tab, in the "Linked Frameworks and Libraries" section, drag and drop the ObjectiveGit.framework from the Carthage/Build/iOS folder on disk. Linked Frameworks

    • On your application targets' "Build Phases" settings tab, click the “+” icon and choose “New Run Script Phase”. Create a Run Script with the following contents:

    /usr/local/bin/carthage copy-frameworks

    and add the paths to the frameworks you want to use under “Input Files”, e.g.:


    Carthage Copy Frameworks

  5. Commit the Cartfile.resolved

The different instructions for iOS works around an App Store submission bug triggered by universal binaries.

Copying debug symbols for debugging and crash reporting

dSYM files are not currently included in the GitHub release zip files. You will need to pass --no-use-binaries to carthage in order to build locally and generate the dSYM files alongside the framework.

  1. On your application target's "Build Phases" settings tab, click the "+" icon and choose "New Copy Files Phase".
  2. Click the “Destination” drop-down menu and select "Products Directory".
  3. Drag and drop the ObjectiveGit.framework.dSYM file from Carthage/Build/[platform] into the list.

Copy dSYM Files


  1. Download the latest from releases.
  2. Unzip the file.
  3. Follow the Carthage instructions #3 or #4, depending on platform.

Note that the iOS framework we release is a "fat" framework containing slices for both the iOS Simulator and devices. This makes it easy to get started with your iOS project. However, Apple does not currently allow apps containing frameworks with simulator slices to be submitted to the app store. Carthage (above) already has a solution for this. If you're looking to roll your own, take a look at Realm's strip frameworks script.



  1. Add ObjectiveGit as a submodule to your project:

    git submodule add External/ObjectiveGit
  2. Run script/bootstrap.

  3. Drag the ObjectiveGitFramework.xcodeproj file into the Project Navigator pane of your project.
  4. Add ObjectiveGit-Mac or ObjectiveGit-iOS as a target dependency of your application, depending on platform.
  5. Link your application with ObjectiveGit.framework.
  6. Set the “Header Search Paths” (HEADER_SEARCH_PATHS) build setting to the correct path for the libgit2 headers in your project. For example, if you added the submodule to your project as External/ObjectiveGit, you would set this build setting to External/ObjectiveGit/External/libgit2/include. If you see build errors saying that git2/filter.h cannot be found, then double-check that you set this setting correctly.
  7. Add a new "Copy Files" build phase, set the destination to "Frameworks" and add ObjectiveGit.framework to the list. This will package the framework with your application as an embedded private framework.
    • It's hard to tell the difference between the platforms, but the Mac framework is in build/Debug whereas the iOS framework is in build/Debug-iphoneos
  8. Don't forget to #import <ObjectiveGit/ObjectiveGit.h> or @import ObjectiveGit; as you would with any other framework.


  1. Fork this repository
  2. Make it awesomer (preferably in a branch named for the topic)
  3. Send a pull request

All contributions should match GitHub's Objective-C coding conventions.

You can see all the amazing people that have contributed to this project here.


ObjectiveGit is released under the MIT license. See the LICENSE file.

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