Integrating WireGuard into Swift macOS App - swift

I'm attempting to integrate the wireguard-apple package into my macOS Xcode project. enter link description here. I've followed the instructions in the README, but I keep getting this error when building the project:
This is how I have the project structure set-up:
And how I have the External Build System target configured:
It's not clear to me what other steps if any are needed that aren't included in the repository's readme. Any help is appreciated!

Have you installed the command line tools for XCode?
https://developer.apple.com/download/all/?q=xcode

Related

Error compiling MAUI project - missing MonoAOTCompiler.Task

I'm creating a MAUI application targeting iOS and Android. I have been using Visual Studio 2022 for Mac version 17.3. That version doesn't really support archiving the app, so I installed version 17.4 preview 2.1. When I try to compile my app I get the following error:
Unable to find Microsoft.NET.Runtime.MonoAOTCompiler.Task
I found a post that indicated I should run the command:
dotnet add package Microsoft.NET.Runtime.MonoAOTCompiler.Task --version 7.0.0-rc.2.22472.3
When I run that command in terminal I get the error:
error: Value cannot be null. (Parameter 'version')
Everything I have found indicated that the problem should have been fixed in Preview 2.1 of Visual Studio 2022 for Mac, but it is still occurring.
Can anyone help me resolve this? I need to publish my app to the stores and can't get it to compile in release mode or create the archive because of that.
You need to add the package to your project.
First, you should right click your project name and choose the Manage Nuget packages button.
Second, you can search the package Microsoft.NET.Runtime.MonoAOTCompiler.Task and install it.
Then you successfully add the package to your project.

error CS0234: The type or namespace name `iOS' does not exist in the namespace `UnityEditor'. Are you missing an assembly reference?

I have installed the latest versions of Unity (2017.3.1), Daydream SDKs (GVR SDK for Unity v1.130.0) and followed the steps here: https://developers.google.com/vr/develop/unity/get-started#configure_build_settings_and_player_settings
However when I press Play I get the following error, ideas on what is the reason & how to fix it?
Assets/GoogleVR/Editor/GvrBuildProcessor.cs(20,19): error CS0234: The type or namespace name 'iOS' does not exist in the namespace 'UnityEditor'. Are you missing an assembly reference?
Edit: Issue fixed after a few hours of submission on GitHub with the release of GVR SDK for Unity v1.130.1
If you're facing with this problem there are 2 steps to solve it:
Make sure that "iOS Build Support" is checked in Unity Hub -> Installs as Adam mentioned (if U're developing for iOS platform then this option most definitely is already checked).
Place your script in Assets -> Editor folder. UnityEditor.iOS.Xcode namespace cannot be used in your main project. It works only in special Assembly-CSharp-Editor project intended to modify native Xcode project. (That's the option that worked for me after searching a ton of forums).
The Official Solution:
https://forum.unity.com/threads/unityeditor-ios-xcode-ios-namespace-doesnt-exist.365381/
Step by step I did:
Figure 1 shows the Unity Download Assistent installation file that should be run.
Figure 2 shows the "iOS Build Support" option that should be checked for installation.
I went ahead and changed the "Current Platform" to "iOS" in Unity Hub, This is a quick fix and it works now.
Change "Current Platform" to iOS Image:
If you have installed IOS build through unity hub while the project is open, try restarting Unity Hub and Unity Editor. This solved my issue.
I met this issue When useing unity-arkit-plugin to develop something, i did nothing but import this plugin it throw this error .
And after i installed UnitySetup-IOS-Support-for-Editor-2017.3.0f3.pkg ,the issue fixed.
This usually happens when iOS Build Support is not installed in Unity Hub

Where to get .xap file in Windows using ionic build?

I am using Ionic framework for my project. As per ionic build I have used the build command for windows:
ionic build windows
After the build I get the file structure as below:
The issue is I'm not able to figure out were do I get the .XAP file inside the platform/windows folder and I'm completely new on Windows build.
I'm just posting this as an answer, to which we came in the comments under the OP's question:
Add the windows phone platform: ionic platform add wp8.
Build for wp8: ionic build wp8.
The file CordovaAppProj_Debug_AnyCPU.xap is the one you're looking for.
However, I would like to turn your attention to these few posts:
http://blog.vjrantal.net/2015/01/08/experiences-with-ionic-on-windows-phone-8-1/
http://blogs.msdn.com/b/msdn_answers/archive/2015/02/10/running-cordova-apps-on-windows-and-windows-phone-8-1-using-ionic-angularjs-and-other-frameworks.aspx
http://appfoundry.be/blog/2014/10/16/ionic-windows-phone
which basically confirm what the official Ionic team says that the platforms wp8 and windows in general are not yet fully supported; but they hope they soon will be.

No transports available

I recently was trying to upgrade my react-native app to use react-native 0.5.0 and firebase. According to this article the react-native sockets are working and the full firebase sdk should be available.
I was previously using firebase-debug and #badfortrains react-native fork with success following the example project https://github.com/badfortrains/wsExample.
Since upgrading to I now am getting this error
When looking at the issues on the react-native repo I came across this https://github.com/sjmueller/firebase-react-native/issues/1
#stephenplusplus says he pushed a bunch of buttons and activated magic. Any idea what he is referencing??
There is also this other SO question Error creating user: { [Error: There are no login transports available for the requested method.] code: 'TRANSPORT_UNAVAILABLE' }
Any help on understanding the issue between using badfortrains with firebase-debug and the newest version of react-native with firebase would be appreciated.
I don't know if I am implementing something incorrectly or if the article mentioned above is a bit overzealous.
Thoughts???
Thanks.
Oddly enough starting a new project from scratch using the react-native-cli generator I was able to copy and paste all of my components over to the new project and have everything work perfectly.
I am not sure where the problem is but I will assume for now that there is an issue with the xcode project settings when trying to upgrade. Despite cleaning the project, resetting xcode to default settings, removing all derived data, restarting the package bundler, nothing worked until I created a new project.
This should prove there is nothing wrong with the JavaScript frameworks but rather it is some obscure xcode project setting. I will continue to look for a solution other than spinning a new project but for now it works.

Invalid or corrupt jarfile android.jar issue

I am trying to build and run an android project using the phonegap framework.
I have configured the IDE and followed the steps described in an official tutorial (see link above).
The problem is that I never had a chance to build the project since it contains errors. The major one is (see screenshots):
Archive for required library: 'C:/Program Files/Android/android-sdk/platforms/android-8/android.jar' in project 'xxx' cannot be read or is not a valid ZIP file
Also, I have tried to manually run the aforementioned android.jar but got the same error:
The problem keeps reproducing through several SDK versions: r14, r15.
BTW, I experience no troubles building a project using other android versions, e.g., 2.3.
Would someone help me out? Thanks!
Use the Android package manager to remove and then re-download the Android 2.2 SDK as something is corrupt with that package.