I downloaded the SwiftCSV parser.
I want to work with this software. I don't want install with CocoaPods.
How should I proceed?
I would really suggest using CocoaPods, as it just keeps your file & folder structure cleaner.
If you still want to avoid using CocoaPods with Swift you just need to drag and drop the file into the file navigator in Xcode. By doing so, you automatically add the file to the target and the autocomplete functionality should pick it up when using the methods in other files, classes, functions etc.
In your case, take the CSV.swift file and drag and drop it into Frameworks Folder in Xcode.
Related
Im brand new to iOS development, and Im in a conundrum. I need to add an iOS library from Github into my project to use. However, it does not support Carthage or CocoaPods.
I have tried dragging and dropping the source files into my project, but have had no luck. Ive even tried dragging the entire 'Source' folder into the project, but with the same results.The most common error occurs when I have added the files into my file structure like so:
The error is: Cannot find MathExprParser in scope.
The link to the Git repo is this: https://github.com/softyde/MathExprParser.
I don't really know what Im doing in this respect, Im used to using CocoaPods and Cartfile...
Note Parser.swift, Scanner.swift, and String+Char.swift are the files in question.
EXPRTESTING is my main project, not part of a workspace.
This was unfortunately, an act of stupidity... =(
According to the repo, you have to copy and past some items into the project structure. I copied the entire folder MathExprParser into my project.
Now, I had tried this before, but I was hung up on trying to import the MathExprParser module.
I realized that since the classes I needed to use were physically inside the project, I didn't need to import it, or use MathExprParser.Parse. I could use just Parse().
How do I reference another project which has code I wish to leverage in XCode 4. In particular I'm trying to make use of the NSDate extensions from here.
Some notes:
I was assuming I should probably reference rather than trying build a framework
I tried copying the existing "Hello World" xcode project file across into my project, however this didn't seem to work
Do I need to create a new "Target" based on "coco touch static library" option?
Then would I need to Edit the current Product Scheme so that when I build the new target would build
What do I need to do on my project side exactly - should going Add Files, and choosing the extensions Xcode Project File be enough?
thanks
I was assuming I should probably reference rather than trying build a framework
yes, reference and link with it, unless you need only a bit of it. at this stage, separating the bits you want may be an advanced topic (depends on the lib's layout/depends as well). you should prefer to reference and link because it will normally minimize your maintenance time, especially if you use it in multiple projects.
I tried copying the existing "Hello World" xcode project file across into my project, however this didn't seem to work
you don't create a project, you add the library's xcode project to your app or library, set the lib as a dependency, add the library to your search paths if needed, then link with the library.
Do I need to create a new "Target" based on "coco touch static library" option?
no
Then would I need to Edit the current Product Scheme so that when I build the new target would build
no. you configure it as a dependency. you may need to alter the lib's build settings if there is a major conflict, which the linker or compiler would point out.
What do I need to do on my project side exactly - should going Add Files, and choosing the extensions Xcode Project File be enough?
start with the process outlined above.
There is no reason to bring in an actually project. Either you can bring in the source files themselves and you could even use the same exact files instead of copying them if you want. However, if you have more than just a few files, and you don't think you will be changing the code much, then creating a static library would probably be the best option.
is there any way to create an XCode project without using XCode?
I want to create an XCode project from scratch i.e. I want to put together some .m & .h files and create a project that would run in XCode.
What do you mean by "without using Xcode"?
If you mean writing your own program that builds Xcode project documents completely independent of Xcode, you could reverse engineer the Xcode project file format. The Xcode project file format is rather simple. It's a package with a few XML like text based data files. The format is not documented, so you'd have to reverse engineer the file format. It sounds like a nice hobby that will greatly assist you in procrastinating from completing the actual project.
If you mean creating an Xcode project without manually operating the Xcode GUI, you could write an AppleScript script to automate the process. Xcode has an extensive AppleScript dictionary, allowing you to fully script the creation of an Xcode project and populate it with some .m and .h files.
I'm currently stuck trying to get my objective c generated files to compile in my iPhone project. Basically it keeps telling me there is no such directory for the following four imports:
Thrift/TProtocol.h
Thrift/TApplicationException.h
Thrift/TProtocolUtil.h
Thrift/TProcessor.h
I'm following all the instructions on the Thrift wiki and have downloaded and compiled the Thrift framework in XCode but there is no information specific to iPhone development. I'm almost certain it's a problem specific to an iPhone project because if I create a new command line project in XCode, I can import those files just fine.
After retaining the services of some kind of sorcerer I have figured out how to get Thrift to work with the iPhone/iPad (or at least get it to compile okay).
First, you want to grab the objective-c files with this command instead of from the wiki:
svn co http://svn.apache.org/repos/asf/incubator/thrift/trunk/lib/cocoa/src/ thrift-cocoa
Then, make a new Xcode project by going to New Project, selecting Framework & Library and Cocoa Framework. Click create and save it somewhere nice. Right click on Targets and select Add -> New Target. Choose Cocoa Touch and then Static Library. Give it a nice name. Go to the target's Build tab in info and change the Base SDK to iPhone Device (I'm using 3.2 but you can use whatever) and change Architectures to either Standard (armv6 armv7) or Optimized (armv7). Under the General tab add the Foundation and Cocoa frameworks.
Drag all of the files and folders you got from the svn repository into the Classes folder in the project. Check the copy items box and check the boxes next to both targets. Remove TSocketServer.h and .m from the Static Library's Copy Headers and Compile Sources folders respectively. You can now build the Static Library (and Framework optionally).
Open the project you want to use Thrift in and go to your target's General tab in info. Add the Static Library you just created to the Linked Libraries list. It should be named libYOUR_TARGET_NAME.a. Under the build tab go to Header Search Paths and add the path to the Thrift project you just created and check the recursive box.
Finally you just need to change the import statements in the Thrift generated code by simply removing the brackets and replacing them with quotes. You can now build you iPhone project again.
Try adding those .h files to your Xcode project.
In my app, i currently have all my code separated into a static library, to make it easier to set up the xcode project targets for the actual app and for unit tests for my code. The problem with this is that i want to put most of my xib files in the static library as well, but it seems that when i run my app and try to reference the xib it can't find it unless it is included in the actual app's target instead of the static library target. Is it possible to have xib files and other resources included in static libraries that can be referenced by code in that same library, and if so, how?
No it isn't possible, because a static library is not the same as a "bundle".
A bundle is a directory that may contain all manner of files including resource files (xib), executable files and static libraries. It exists on the filesystem as a group of individual files.
A static library is a single file that contains classes, code and variables that were linked together by the library creator. It does not "contain" other files, it is essentially a database of compiled code.
Although it would be possible to put the data for the xibs in there, Xcode would have no way of knowing that it was in there, as it looks for them as individual files on the filesystem.
In Mac OS, you may create a "Framework" which is essentially a bundle of code, resources, settings etc which may be reused by multiple projects. However, Apple does not seem to support custom framework creation for iPhone OS.
Bundles
https://developer.apple.com/library/content/documentation/CoreFoundation/Conceptual/CFBundles/BundleTypes/BundleTypes.html#//apple_ref/doc/uid/10000123i-CH101-SW1
Static Libraries
http://en.wikipedia.org/wiki/Static_library
Reply to comment (won't fit in comment box)
No worries, I've been trying to do pretty much the same thing as you for the last week - I'd like to ship a "framework" of xibs, include files and .a libs to a client without giving them all the source code. I couldn't find a good way to do this with bundles either.
For whatever reason, Apple are being particularly obtuse about this - I can't see a reason for them to be so in the case of static libraries (dynamic libraries fair enough).
My solution for now is to manually create a package folder "Foo" that contains the following subfolders:
"include" -> put .h files here
"res" -> put .xib files here
"lib" -> contains "iphoneos" & "iphonesimulator" subfolders each with libFoo.a
Then zip this up and send to the client. The client then:
Unzips the package where ever they like.
Adds the "res" folder under the resources group.
Changes the following target settings:
Other Linker Flags = -Objc -lfoo
Header Search Paths = /include
Library Search Paths = /lib/$(PLATFORM_NAME)
I can probably automate the package creation with some build steps at my end, but the client is stuck with four slightly fiddly steps to get set up.
I found a perfect solution for this that does all the above automatically and more
https://github.com/kstenerud/iOS-Universal-Framework
Its an xCode plugin
It worked for me like a charm,
It works only for XCode 4 and above
Yes You can. add a xib file in your library as you would do for any normal project. Then in library project target add the xib file in copy Files section along with .a file.
In your main project where you are using the library, drag and drop the xib file where .a file for library is located.
Answer in including Xib files to your static library.
This time we have Xcode 11, you just create a bundle target in addition to your library target. The bundle template is available on macOS. Then from the library code, reference the bundle to be able to reference the nib. You distribute the library with the bundle.
A detailed video about using Xibs with static libraries below:
https://www.youtube.com/watch?v=WQI02KR9kQw
When distributing you could also create an SDK. JSON.framework did this in their SVN, and I successfully replicated this. You can see how this was done in http://hltypes.svn.sf.net/ in the hltypes-ios.xcodeproj and the iOS folder in the project.
Primarily you need to "install" into your build folder, and then you need to copy the specially formatted SDKSettings.plist. Then add the path to the SDK into "Additional SDKs" list in application project. Downside of composite SDKs are the need to restart Xcode 3.x whenever this mini-SDK is updated, and Xcode's insistence on constructing a composite SDK created from Apple's base SDK and your mini-SDK (which means you need to wait quite a bit).
Application project still needs to have .xib and other resources manually added.