I want to create an app with multiple SiriKit-Intents. Some of those need a 3rd party framework which, sadly, I cannot install using spm so I did it quick and dirty and downloaded the latest release and manually imported it into Xcode. And everything worked just fine until I wanted to upload to ASC.
That's what it said and I guess the root is in my project settings... There I have the same Framework in both Intent-extensions like I normally do and everything works fine in development but I just can't upload it...
Thanks
I'm kinda embarrassed but here's how I managed it:
1. Add the Framework to the main app (even tho I don't use or need it there). And make sure it's Embedded & Signed (see 2nd screenshot in question)
2. In the project settings for all extensions which need the framework, make sure the Framework status is: Do not Embed.
It's simple and easy if you know what to do....
Related
How can I remove the web component part of a Flutter project? I have a project that when it was created was automatically created with web support. Now I am 100% certain the app won't be used for web and I just want to remove support for it. Is there a command in the terminal to help me do that?
I tried checking through the other questions but the others were asking how to disable web support altogether. I just want to remove web support on one project.
In order to fix this, I followed this link. The reason why I can't recreate the project easily is that the project has grown so much that it would be a big hassle to move it into another project. This happened after we updated all of our libraries to their latest versions respectively.
FirestoreWeb caused our project to stop compiling but since we aren't using Flutter web and we don't plan to use it for this project, it wouldn't make sense for us to implement it.
This answer was posted as an edit to the question Remove Web Part from Existing Flutter Project by the OP kobowo under CC BY-SA 4.0.
I have downloaded this https://github.com/MichelDeiman/Programming-Project-4_-Smashtag-Mentions Twitter project to use the Twitter.framework it comes with. When I open it from the download, it loads fine. However, when I move the Twitter.xcodeproj to my Xcode workspace, it turns the framework red and doesn't allow me to use it.
I have searched for a solution and think it has to do with finding the correct path for the framework but have been unsuccessful. Any thoughts?
Red means it hasn't been built yet. I suspect you can't use it because it hasn't been imported in the Build settings. I'd check there first. If it's imported correctly then it should built when you build the targets that refer to it.
Our team has made a big app. This app has been a success with previous client.
Now other clients will be using this app, but with added requirements and/or different needs.
I would like to focus on making the current app into a generic Engine so that we can maintain this engine up-to-date across those different client-apps.
How should I:
Tackle this?
Bearing in mind that some viewControllers will need to reflect for new client
Changing all the graphics across the app
Any hint of how I can achieve? Been googling since long, could not arrive at a decent solution.
I already did something similar in the past, here is how we did:
part 1A: create a template project using demo assets (images has to have a default names ex:background_home.png).
part 1B: make sure that "special texts" are loaded from a plist (example:[HOME_TITLE:"your title"]) in this way you will be able to load customizable texts from a plist in the app bundle programmatically.
part 2: ask your designer to make a special design for the client respecting the name used by the developers in the code (ex:part 1A => background_home.png) or ask your designer to generate more or less 20 themes.
part 3: make a MACOS app or a script which will copy the original project and replace demo assets and plist by the correct one in the original project. You want the script to generate an xcode project as you will need to double check with your developer team that the project is properly setted-up, build and deployment is much easier when you have an xcode project. In other words, the script just take the folder of the original project your team made and replace some file inside. So you won't struggle with xcode project architecture, you just replace defaults assets. Also remember that storyboard files or pbxproj are xml so you can parse and edit them, but you might have some headache doing this, that's why I recommand you to just modify the assets in the project folder.
Then you can compile that project, configure it with the provisioning you want and deploy it to your clients. Thats what we did when we needed and it worked like a charm. Basically we made a MACOS app that the sale's force could use directly with the client. They just had to send to the developer team the generated xcode project in a zip and we were in charge of the compilation and deployment. We "developed" more than 600 products using that trick.
PROBLEMS:
- The code was fully visible in the xcode project and anybody could read and/or steal it.
- The projects were very similar to each others as they came from the same source code, only the texts and assets were differents.
WORKAROUND-SOLUTIONS:
- You can imagine implementing crypto when saving the archive of a project, in this way only authorized personal can unzip the archive containing the source code.
- You can create multiple projects and do the same process with different types of project. In this way you can change the type of a generated project according to client wishes ...
Hope this help!
The examples are not working for me, why?
It tells me loadDocSet.scpt => Shell Script Invocation Error.
I have build an own example in my project and it works, but I can't open the examples.
The Linking and everything else for the configuration of core plot is done well.
Googled that problem but didn't find a solution till now.
It sounds like you're trying to build the documentation set instead of the proper application or framework target. In Xcode, make sure your build scheme is set to CPTTestApp-iPhone or whatever the example application is that you need to build, and not Documentation.
Based on the latest version in the Mercurial repository, the sample applications compile just fine for me when the scheme is set as I describe above.
I realise that the view/controller stuff will be different between Mac and IPhone apps but the model code may well be similar/the same. So whats the best way to organise a project(s) so that the model code is/can be shared?
Copy/paste - just duplicate it and manually keep it in sync
Have 2 xcode projects point at the same workarea - one for Mac and one for IPhone and share the code.
Common library - presumably you can't do this (or can you)
Thanks for any tips.
There are a few ways to do this. The first thing you can do is is create a project that builds as a framework on Mac OS X. Since you cannot use frameworks on iPhone, you can make static library target that contains the same code files. That basically works, but the header paths will be different. If you want the header paths to be the the same (i.e. <Myframework/MyFramework.h>) you will need to modify the the install path of the static library headers so that they are copied into "$SDK_ROOT/usr/local/include/MyFramework", and make sure /usr/local/include is an included header search path. You will then need to install the library and headers into each SDK_ROOT.
I started out doing the above, but I found it to be a royal pain. So I ended up doing something that is a variant of #2. Basically, I get the header paths to be equivalent by making a directory named "Externals" in my iPhone project root, then a directory named with the appropriate name ("MyFramework") in the externals folder. That is the folder I copy I drag the framework files into.Findally I add the Externals folder as a system header path (which is admittedly sort of a gross hack). You need to manually add new files to the iPhone project, but I have found that to be less of a pain the installing static libs into my build root.
I'm not sure if the suggestion from the previous answer would work. If you look at my previous question, you'll see that I've failed to load a custom framework on the iPhone even though the framework works fine on Mac.
I would go with method 2.
You could develop your application in JavaScript, CSS, and HTML. You would use the WebView and UIWebView objects on the Mac and the iPhone respectively. You can do pretty much anything you want in the WebView objects, even make calls down to Objective-C.
The QuickConnectiPhone installer, found here https://sourceforge.net/projects/quickconnect/, installs QuickConnectMac and QuickConnectiPhone templates into Xcode.
This way you can quickly create an application in one environment and then migrate the view to the other. In fact the QuickConnect framework is highly modular.
If you don't want to develop in JavaScript the same modular framework is found on the Objective-C side of the templates installed.
It should make it much easier for you to do what you are attempting.