Errors with Alamafire SDK with XCode 6.3 and iOS 8.3 - frameworks

Anyone please let me know what is this all about? I am stuck since a week on this and no help from searching. I posted my query to the developer of Alamofire but still no response. Please help! I am totally confused what is wrong in the integration of Alamofire. I have followed every step and this issue is coming with XCode 6.3 as before it was running properly.
When I am adding the Framework under "Copy Frameworks", it is adding the Framework twice showing different paths but when I am Going to there location, it is taking me to the same location. Here is the screen shot.
I have also created the video for that issue. May be that can help in a better way. Please see HERE
Moreover, latest SDK contains framework for MAC OS as well but I didn't add that. I hope all the above information will help you in helping me. Thanks!

This is going to be incredibly difficult to debug without a sample project that is set up in the same manner as your actual one. If you had imported Alamofire project into your project, you wouldn't see two versions of Alamofire appear when you add it to the Copy Frameworks build phase. If you truly want to resolve this quickly, you have two options.
Option 1
Push up a sample project to Github and link it here. We can then take a look at the project and pretty quickly access what the issue is. The main reason it's so difficult here is that there are roughly 10 different things that could be the cause of the issue. Therefore, it's much faster for you to create a sample project than for us to go round-and-round (which we've already started with #Masterfego).
Option 2
Take the leap and try out CocoaPods. It is a fantastic dependency management system that will forever alleviate these annoying types of project management issues. CocoaPods itself has fantastic documentation. Also, the Alamofire README breaks down in detail how to add Alamofire to your project using CocoaPods.
Recommendation
I would highly encourage you to choose Option 2. That is definitely the fastest way forward and you won't regret moving to a more robust dependency management system. It makes managing library updates and new installations extremely simple.
If you do end up going with Option 1, then I'll take a look at your sample project and revise my answer.

Related

Error Build Swift code with GoogleCast

I don't know whats wrong with my GoogleCast API. When i imported GGCast into my project it was OK. Everythin good. but it had problem when i built it.
My error dialog
I think that's an integration issue. From my point of view, the best solution would be to use CocoaPods and to integrate google-cast-sdk with it.
If you're not familiar with CocoaPods, please take some time to look at this introduction.
It will not take you more than an hour to understand how CocoaPods works, and to integrate it. But it will save you lots of time in the future.

Which files to keep under source control for google-chrome-app?

https://github.com/MobileChromeApps/mobile-chrome-apps allows Chrome Apps to work on mobile.
Their getting started wiki is really good to get things working but it generates a lot of files with absolute paths. Nothing is said about which files to keep under source control.
At the moment I'm using each build: $ cca create YourApp --link-to=path/to/manifest.json which seems just wrong (for example the config.xml is lost).
TLDR; www/ is by far the most important. For the rest, just control what you edit, and trust that cca create --link-to= will re-create the project in a good state.
The files generated during cca create fall into two main buckets:
Your application; This obviously includes everything in the www/ folder, but also config.xml, merges/ (optional), and hooks/ (optional).
cordova/cca build artifacts; This includes plaforms/ and plugins/, and, well, anything else :)
Absolutely you should version control #1. Many developers don't actually use merges/ or hooks/ (at least at first), and config.xml is actually auto-generated during cca create using values from your www/manifest.json, so its fine to not version it unless you made manual edits. We realize its common to add <preference>'s there, so we are working on adding support for importing merges/ hooks/ and config.xml using --link-to=path/to/config.xml. Sorry if you need this feature today, please follow this issue to find out when it is resolves in cca.
As for #2, that depends on your preference. If you are making edits directly to the native bits of the platforms, then you should absolutely add those to version control. Or, if you want 100% control over how those bits evolve and you are 100% happy with the way the projects are working for you today, then sure, add them to version control.
However, we (cca and cordova developers) are constantly fixing, evolving, and improving platforms/ and plugins/, and by far the easiest way to "upgrade" your project right now is to just re-create it. We try very hard to be backwards compatible (and yell loud when we aren't), so you should have considerable confidence that a project today will work at least as well created next week.
Personally, I keep only #1 in version control, and re-create projects often (whenever the tools update, hey its quick!). Its not been an issue yet. I think the cca create --link-to=path-to-app syntax really helps here, and we are considering adding support for a cca update to make this even easier, eventually.
Finally, one developer working with cca has blogged about his experience, and one of the topics he covers is what to check in. He came to the same conclusion as we suggest.
Good Luck!

restkit installation into xcode - is it always this complex?

Trying to use the restkit framework into my xcode project, and they have an "installation guide" at their github page (https://github.com/RestKit/RestKit, scroll down to xcode 4.2)
OK, so being a 2-weeks objective-c coming in from the Java world, please excuse me:
This guide is 10 steps, half of it i don't even understand what it is... Is it just me, or is this extremely complex, just to be able to use a third-party api?
If something goes wrong, i'll stand as much chance as a snowman in hell to understand whats going on let alone fixing it...
have you tried the visual guide? Installing-RestKit-in-Xcode-4.x
Follow the instructions under "Xcode 4.x (Git Submodule)"
https://github.com/RestKit/RestKit
Seems to be the simpler of the two to follow from a new user perspective. Although I'm not sure what's not to get in the top one? Perhaps explain where it is you're having trouble. i.e. which step of the 10/12 steps do you need assistance with?
in their documentation recommended to use cocoapods for installation: https://github.com/RestKit/RestKit/wiki/Installing-RestKit-v0.20.x-via-CocoaPods

Which OAuth library do you find works best for Objective-C/iPhone?

I have been looking to switch to OAuth for my Twitter integration code and now that there is a deadline in less than 7 weeks (see countdown link) it is even more important to make the jump to OAuth. I have been doing Basic Authentication which is extremely easy. Unfortunately OAuth does not appear to be something that I would whip together in a couple of hours.
http://www.countdowntooauth.com/
So I am looking to use a library. I have put together the following list.
MPOAuth
MGTwitterEngine
OAuthConsumer
I see that MPOAuth has some great features with a good deal of testing code in place but there is one big problem. It does not work. The sample iPhone project that is supposed to authenticate with Twitter causes an error which others have identified and logged as a bug.
http://code.google.com/p/mpoauthconnection/issues/detail?id=29
The last code change was March 11 and this bug was filed on March 30. It has been over a month and this critical bug has not been fixed yet. So I have moved on to MGTwitterEngine.
I pulled down the source code and loaded it up in Xcode. Immediately I find that there are a few dependencies and the README file does not have a clear list of steps to fetch those dependencies and integrate them with the project so that it builds successfully. I see this as a sign that the project is not mature enough for prime time. I see also that the project references 2 libraries for JSON when one should be enough. One is TouchJSON which has worked well for me so I am again discouraged from relying on this project for my applications.
I did find that MGTwitterEngine makes use of OAuthConsumer which is one of many OAuth projects hosted by an OAuth project on Google Code.
http://code.google.com/p/oauth/
http://code.google.com/p/oauthconsumer/wiki/UsingOAuthConsumer
It looks like OAuthConsumer is a good choice at first glance. It is hosted with other OAuth libraries and has some nice documentation with it. I pulled down the code and it builds without errors but it does have many warnings. And when I run the new Build and Analyze feature in Xcode 3.2 I see 50 analyzer results. Many are marked as potential memory leaks which would likely lead to instability in any app which uses this library.
It seems there is no clear winner and I have to go with something before the big Twitter OAuth deadline.
Any suggestions?
I've used bengottlieb's Twitter-OAuth without issues.
Build+Analyse finds only one issue (in SA_OAuthTwitterController.m) and that's just a variable that has a value stored during initialization that is never read. I've not seen any leaks in my use of it. It was simple to implement and so far (two apps in the store using it, a third in development) no problems at all.
A new single-file solution is TDOAuth: http://github.com/tweetdeck/TDOAuth.
It's well-tested in that it is used in the TweetDeck iOS clients.
I recently had to implement "post to Twitter".
What I found was that none of the various projects would work out-of-the-box. They're all close, but not quite there.
Eventually I settled on OAuthConsumer, Stig Brautaset's SBJSon, with some ideas more than code borrowed from Ben Gottlieb's Twitter-OAuth-iPhone for pin processing.
I probably would have looked at MGTwitterEngine, but I didn't need to hit that much of the API - just status updates.
I seem to recall having to hack OAuthConsumer to set a few parameters correctly - that was the biggest stumbling block.
Try this Framework out for size: https://github.com/materik/meauth-ios, works well for BitBucket's API and am in progress of testing it with more sites. Please give feedback and contribute.

Three20 dependency problem

I checked out the three20 source and was trying to follow this
guide to build an iphone app using the framework. Within this guide, Templates are used which I checked out too. They ought to compile properly, but I get the following error:
File /Users/myUser/programming/three20/src/build/Debug-iphonesimulator/libThree20.a depends on itself. This target might include its own product.
Did anyone ever solve that issue? I read it was about including something you want to create which is not possible. Anyway any solution I found did not help here.
I actually did not even change anything! Any ideas?
Okay I fixed this by opening the three20.xcodeproj and unchecking the target box for libThree20.a (while leaving it checked in my project that is using three20).
This has at least got me building and running, will report if any problems come up later.