cocoapods in library not found in app extension - swift

I have an app and accompanying extension, with a cocoa touch framework in the same project containing most of the shared code. The problem I'm faced with is that the cocoapods that the framework depends on are not found when compiling the app extension. The framework target compiles just fine, but when I compile the extension target I get a bunch of 'unresolved identifier' errors.
The problem does not seem to be that the framework is not being linked as I can access classes defined within it just fine from the extension. I have looked at other questions such as this one, but nothing I've seen seems to solve my problem.
Any help would be greatly appreciated!
EDIT:
The problem was solved by creating a separate bridging header for the extension. Hope this can help someone else!
EDIT 2:
Unfortunately this solution causes the warning
Class AFHTTPRequestOperation is implemented in both path/myFramework and
path/myWidget.appex/myWidget. One of the two will be used. Which one is undefined.
An explanation of why this happens and how to avoid it would by much appreciated.

Your extension needs its own bridging header. Add one, import the cocoapod, follow this answer if you need to here, go.

Related

Import Swift Package in Xcode11

I'm trying to import an SPM package in Xcode11. I can fetch the library and see it in the project as Swift Package Dependencies but when trying to import, Xcode doesn't find it.
I read that the problem could be custom configurations and not the standard e.g. Debug.
Does anyone know how to solve this without renaming the configuration names?
The best advice at the moment is this post on the Swift forums where Ankit says:
This is a known issue that Apple folks are tracking internally. Currently, Swift packages default to the "Release" configuration when anything other than Debug and Release is used. In theory, adding $(BUILD_DIR)/Release to SWIFT_INCLUDE_PATHS build setting for the custom configurations should work around this issue but it can lead to some weird errors in case something unexpected gets picked from that directory.

Building pure Swift Cocoa Touch Framework

I'm exploring Swift with Xcode-6 and so far so good although I think the new collections need a little bit of work as I've managed to break the compiler a few times.
Problem is I'm now stuck trying to create the framework package to then use in another project. The project builds without issue and all tests pass successfully. When I go to create Archive (which I assume is what is required) I receive the error:
:0: error: underlying Objective-C module 'Sample' not found
Now I assume this has something to do with the contents of my Sample.h which tells me
// In this header, you should import all the public headers of your framework using statements like #import <Sample/PublicHeader.h>
which is fine except I have only used swift enums, structs and classes for this framework so therefore no .h files exist.
Can anyone shed some light on this one as I can't find any documentation available yet?
EDIT (7/27/2018)
The information in the answer below may no longer be accurate. Your mileage may vary.
I sat down with an engineer and asked this exact question. This was their response:
Xcode 6 does not support building distributable Swift frameworks at this time and that Apple likely won't build this functionality into Xcode until its advantageous for them to do so. Right now, Frameworks are meant to be embedded in your app's project, rather than distributed. If you watch any of the session videos or see the sample projects, this is always the arrangement. Another reason is that Swift is very new and likely to change. Thus your Swift-based framework is not guaranteed to work on the platform you originally built it on.
Slight Update
The engineer mentioned that it's not impossible to make a framework for distribution, just that it's not supported.
I was able to get past the error by going to the target for the framework and on the Build Phases tab under Headers, remove the MyFramework.h file
However I was getting the "Underlying Objective-C module not found" error when I was using a framework to share code between a containing app and an app extension, both of which were pure Swift.
Assuming you are creating a truly pure Swift module, you must disable the Objective-C Compatibility Header and any generated interface headers so the compiler doesn't go off assuming it can find an Objective-C module for the framework.
Do Not remove your public framework header. You'll get a module-map warning at link time if you do.
You might find this useful: Creation of pure swift module
In short: it's possible to make static framework, but there is one issue: it doesn't work in end user' project if "ProjectName-Swift.h" header included.
But, it works fine if you use only swift.
I think it's a bug in XCode 6, or that Apple does not allow archiving the Framework from XCode while in beta.
If you compile to profile XCode generates the framework correctly. (See the Release folder created in DerivedData)

Linking error using DDMathParser (iOS 5, Xcode 4.2)

I try to add DDMathParser library to my project, but i get two linking errors. I'm a newbie in Objective-C programming, and it's still tricky for me.
Below there is a snapshot of the errors i get:
What should i do?
I also tried CGMathParser but i didn't manage to solve some errors i get.
I asked here, but i didn't get any feedback
Any advice?
Thanks
It looks like you've copied in the headers, but not actually linked the source files in. In other words, Xcode isn't compiling DDMathParser into your project.
This page on the DDMathParser wiki has information on what you're supposed to do: https://github.com/davedelong/DDMathParser/wiki/Adding-DDMathParser-to-your-project

Can anyone help me with this Apple Mach-O Linker Error?

I know this is not a programming question, and I need help with setting up Chipmunk. I have already wasted half a day on this and tried solutions from other similar postings...
But can anyone help me with the following errors ?
You're not linking against the library that contains cpSpaceStep, cpInitChipmunk or cpSpaceNew. It looks like that is cocos2d. Make sure you've got the cocos2d library added to your project and that it is part of the "Link binary with libraries" build phase.
Delete the library and add once again. I have faced this issues couple of times.
Hope this helps.
I got the issue resolved with just initializing a project under chipmunk. I had write/copy all the methods from my previous class, and it took some time to do that... but it was worth it in the end !

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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.