Xcode - Umbrella framework - missing modules - swift

I built an umbrella framework using Xcode 10.1, it works fine as long as computer the framework is built and the project it goes in are the same computer. As soon as I hand the framework off to someone else, on a different computer, it errors saying that the main framework can’t find the sub-frameworks "Missing required modules:".
I’ve tried changing the import paths and framework search paths in the project, but nothing seems to work. Same error.
This is the tutorial I followed, https://medium.com/#bittudavis/how-to-create-an-umbrella-framework-in-swift-ca964d0a2345, and if you search for "Missing required" it seems someone is having the same issue on his example project.
Thanks for any input.

Related

How to fix "Debug symbols for assembly nunit.framework could not be loaded correctly. Mono runtime doesn't support full pdb?"

I installed Unity game engine and Rider IDE, after setting up everything. Then I created a new unity project and then that warning started popping. Everything is fresh installed and created. Every time I click on debug that warning shows up.
I tried searching in JetBrains forums, and here in StackOverflow some answers for this warning, I've tried many times with many keywords in Google but there are no answers
I also tried to download nunit framework from the official website and from nuget packages, also downloaded mono and configured in Rider, but the warning still there
I know it's something related to nunit and mono, but I don't exactly know what it is
Is it good? is it bad? how does it affect my projects? Can I remove the warning?
Debug symbols for assembly nunit.framework could not be loaded correctly. Mono runtime doesn't support full pdb
Just ignore it and vote this issue. https://youtrack.jetbrains.com/issue/RIDER-12236

Can't execute "swift test" in non-XCode Swift project

I'm beginning in Swift development (server side, no iOS). I have created the minimal package with swift package init and then swift build.
So far, so good. Now, when I run swift test, I get this error:
cannot load underlying module for 'XCTest'
I'm not using XCode, but just Visual Studio Code. How can I solve it? I have seen some solutions using XCode but I didn't found anything for "standalone" projects
Even if you're not using Xcode's editor, you still need the tools that come with it. Make sure you keep everything up-to-date, as the language is still evolving.

No such module 'FBAudienceNetwork' in XCode 9 Swift 4

I installed the FBAudienceNetwork (version 4.26.0) with CocoaPods (version 1.3.1). I followed the official manual as published at https://developers.facebook.com/docs/audience-network/ios, but the Xcode still not recognized the framework.
Just to be clear - I opened the project from xcworkspace file.
I tried the following steps with no success:
Install the framework manually, adding the ~/Documents/FacebookSDK path to Framework Search Path
Make sure that the pods project compiled using Swift 4
Added also FBSDKCoreKit (with Bolts) and FBSDKShareKit (both frameworks imported successfully)
Clean the project, delete DerivedData and also clean the pods cache and reinstalling the pods
Nothing worked so far. Anyone faced the same issue and know the reason?
Fixed in v4.27.0
Another solution that uses latest SDK (until Facebook fixes this) is to add a line to your Objc bridging header:
#import <FBAudienceNetwork/FBAudienceNetwork.h>
Of course this assumes you are using a bridging header, and if you're not then you could add one but that defeats the point of using modules. Hopefully Facebook fixes this soon.
I'm also seeing the same problem. I'm watching the Facebook bug report, but it's already been closed so I don't have high hopes of it being fixed anytime soon. Facebook suggested adding "$(SRCROOT)" to your Framework Search Paths as a work around, but it didn't work for me.
For now, I've manually locked my "FBAudienceNetwork" pod to version 4.25.0 with the following line in my Podfile:
pod 'FBAudienceNetwork', '4.25.0'
Try this solution it will fix your issue.
You need to rename FBAudienceNetwork.modulemap to module.modulemap in FBAudienceNetwork.framework/Modules folder.
v4.26
From the audience network installation guide
Good luck
Following this post:
https://developers.facebook.com/bugs/185968218614056/
and after downgrade to version 4.23 (supported by MoPub mediation as written here: https://github.com/mopub/mopub-ios-sdk/wiki/Integrating-Native-Third-Party-Ad-Networks) the integration is working (by adding the framework manually).
This is a bug in 4.26 version, so anyone that encourage the same issue, you have to wait for Facebook fixing this bug. I recommend to subscribe and follow the discussion I posted.
It works when I'm using only the framework within the "static" folder.

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.

How to debug into Cordova.framework in xcode

I'm having a problem where cordova is failing to start the camera app on iOS. A simple case works fine, but in my app, not so much.
So I'd like to debug into the Cordova.framework to see what the problem is.
But I can't figure out how to do it. I've built the Cordova project that's sitting next to the installed framework, and I've replaced my framework reference in my project to point at it. That seems to be fine. But I can't step in or set breakpoints.
With the cordova project, i"m building UniversalFramework and it looks like it's set to debug in the scheme config, even though it always builds to release (this seems to be in the script), I see --DDEBUG in the clang output, so I think it's debug. I'm fairly new to xcode so I don't know if it's building a symbol file or how to verify it's a debug framework, etc.
Latest Cordova (2.0.0) has it like a seperate project and linked as static library.
Use that version, you can put breakpoints in the library code.