How to resolve this Xcode Server Bot Integration Error? - swift

I am new to CI. I am trying to integrate. I am using Xcode Server & Bots btw. I have followed this tutorial:
Xcode 10 CI- Medium
So, when I integrate I get this error:
As you can see these are the errors which I am getting. I do not have these pods now as I have removed both these pods. Why does it give me errors?
When I started developing I pushed pods to the source control and now, these a days I just push the Podfile and not the pods. Is this the reason? How can I resolve it?
And, if everything goes well, what will happen when I integrate like the new code will add up in my Xcode, like when we pull?

Related

Unity Hololens project missing SDK (that is certainly installed)

I made a stackoveflow account just to post about this since it's been bothering me for 3 days time (tinkering after work so not much time every day). And this is my first post so please be forgiving if I break a few rules :)
My problem is that after I have installed and configured everything and I have followed the official guide I get these errors thrown by VS
I have researched as much as I can and still nothing. Things I have tried:
Reinstalling VS
Reinsatlling and manually installing the Windows 10 SDK
Adding all the sdk folders to the Path Env. Variable
Rebuilding the project
Building a new project
Changing the version of the UWP
Has anyone else had this issue or know a way to fix it? I really want to start developing for MR after doing a ~10 page documentation on why its the most promising technology...

The flutter project cannot run IOS devices, but it can run Android devices,why?

I can't see what caused it. I hope I can get your help. Thank you.
Enter ./ios folder and run pod install. Try and see the output, it's the one you see in AS. I guess you are using a library that needs Pods.
Cocoapods is one of default library dependency tool (along with Carthage).
Flutter uses Cocoapods.
The reason why on Android all is fine, is because the flutter library you are using on the Android side acts different rather than on iOS side.
On iOS side, as I said before, talks to the native layer using a library added with pods. And this has errors.
Here something is wrong, you need to figure out why pods have errors.
Specifically you have a problem with MTBBarcodeScanner.
See the ./ios/Podfile (you can also post it on your question so we could see it) and try figuring out what's the problem with this pod dependency.

Obscure issue, Google AdMob SDK, XCode 8.2 + Cocoapods integration

I have come across a really strange issue that has kept me busy for over a week which i believe to be a bug with the GoogleAdMob SDK, Xcode 8.2, cocoapods or a combination of those.
I am posting it here, in hopes an engineer can confirm the bug and point our team in the right direction to resolution.
The problem goes like this:
Create an empty Xcode project
Add/Install GoogleAds-IMA-iOS-SDK-For-AdMob pod
Commit everything and delete the repository from local machine
Check out repository again
Hit Build. Project will fail to build with error ld: framework not found GoogleMobileAds
To fix, comment out the GoogleAds-IMA-iOS-SDK-For-AdMob pod and run pod update, then uncomment it again and run pod update again, project will build.
If you try to commit at this point, git will pick up no changes
Repeat steps 3 and 4, and you will be back at step 5
I have created a repository here https://github.com/piterwilson/testAdmob where the bug can be reproduced.
The 'fix' that i have found will not work for our team as we commit our code and send it to a Jenkins server that creates a lot of builds with different code signatures required by our business.
The Jenkins build always fails with ld: framework not found GoogleMobileAds
Extra information : This has only happened starting this year. Maybe because of Xcode 8.2 (?) but we can't be sure where the problem is exactly.
I created a PR that resolves the issue in a reliable manner: https://github.com/piterwilson/testAdmob/pull/1
The repository was missing the GoogleAdMobs binary. It's a rather large file (38M), so perhaps the submitter of the question has some local configuration that automatically ignores large files? The binary should have been in this commit: https://github.com/piterwilson/testAdmob/commit/a0834a4d2f2b82da98add1bc3c49d8c0c28ffd86 (at least that's when it appeared for me when I tried to reproduce the issue.)

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.

iPhone build failed on using Aviary SDK

I am creating an Iphone application wherein I need to process image and display it on application. I went through Aviary SDK which indeed really appeals to me as a developer. I went through its documentation which I understood very clearly.
The problem I am facing is in building the application. I receive a build failed when I try building application. I also went through GitHub repository CSPicker. Build also fails for that. I did every specific change mentioned in Prerequisites in the documentation. Still no success.
Following is the error I am getting:
Command /Xcode4.2/Platforms/iPhoneSimulator.platform/Developer/usr/bin/clang failed with exit code 1
I am using XCode 4.2 and iOS 5.0.
It's hard to say what is the problem. Likely you did not add necessary libraries to build with. Or used old compiler in settings (not LLVM)
As of right now Aviary has new version of SDK with decent description what needs to be done at http://www.aviary.com/ios-documentation