I'm trying to get the example project for an SoundCloud API wrapper working using XCode 3. There are some few basic instructions at the start, but I'm having trouble:
QuickStart
In your terminal:
git clone
git://github.com/soundcloud/cocoa-api-wrapper.git
SoundCloudAPI cd SoundCloudAPI git
submodule update --recursive --init
In your Xcode project:
drag SoundCloudAPI.xcodeproj into your project
add it as a build dependency
add the static library as
a liked target
add "[relative path to
SoundCloudAPI]/Sources/SoundCloudAPI"
to your header search path in the
build settings
you can also include
the OAuth2Client headers by adding
"[relative path to
SoundCloudAPI]/Outsourced/OAuth2Client/Sources/OAuth2Client"
too (although you might not need
them)
I've completely ignored the part before In Your Xcode project. I think I've done everything correctly to add the build dependency following this post, the frameworks are still marked in red as if they were missing. Any advice?
Also the three points after that are also not very clear? Could someone explain these in a bit more detail? For example, where is the header search path? and where are the build settings?
Thanks so much!
Tip: Given that you've tagged this question with iphone, I'll assume you're building an iPhone app. In that case, you need to add libSoundCloudAPI.a as a direct dependency, but not SoundCloudAPI.framework.
To set the header search path in Xcode 3:
Ctrl-click your app's target (inside Targets in the Group & Files panel on the left hand side) and choose Get Info
Click the Build tab - these are the build settings! :-)
Set Configuration: to All Configurations, Show: to All Settings
In the Search Paths section, update Header Search Paths
Related
I want to ask how to take a framework from one project and implemented it in my project. So I am interested in using AntMedia, and I look it up in their website about how to implement it on my project, and all i get is a sample project. Right now I am having a problem at how to basically take the framework that is needed from this sample project to my project
screenshot of the sample’s project folders
In your project root, copy the Podfile from the sample and update it with your app target. I’m not sure I found the right pod, so here’s a guess of what might be in it.
target 'MyApp' do
pod 'AnyMediaToolbox', '~> 1.1'
end
Replace MyApp with your app target.
Then run a pod install inside your terminal
If you don’t have cocoapods installed, see: https://cocoapods.org
This will force you to use a workspace. See cocoapods documentation for more details
the simplest way would be to go to Project Settings, select target, choose General and under Frameworks, Libraries, and Embedded Content click on plus and in drop down menu where you will see Add Other... select Add Files and select the framework that you want to add
Is it posible to integrate local dependencies with SPM in xcode 11,
File > Swift Packages > Add Package dependency...
It only seems to populate and let me select git repos hosted on bitbucket
I am just not sure if I am approaching the issue the correct way, maybe I should be using a Package.swift file instead? I have a lot of experience with Cocoapods but I would like to branch out and try other tools, especially if they are going to be supported in xcode as it seams SPM will be (Im using xcode11 beta 5)
This is the way I did it :
Drag and drop your package folder (in my example "DataStructures") from the finder directly into the Frameworks group of your target. You will see that the dropped item take a brown folder color (you can use the arrow to "get into it").
Go to your project target page, in the "Framework and Libraries" click the "+" button. Your package should show up in the "Workspace" area as a library.
Xcode 12
If you have a remote version of your package already in the project and want to work on a local. There are a few extra steps...
1. Make sure your local package's version is higher than the remote version
If you don't do that, it will continue to fetch the remote package
Select your project in Project Navigator
In the main window select Swift Packages
Select the package you want to replace with a local and remove it
Go to File > Swift Packages > Add Package Dependency...
Drag the your local package folder to the package search bar and add the prefix file://
Click on Next
Confirm that the minimum version is higher than the remote one.
Yep, Xcode makes this rudimentary task unnecessary difficult.
The trick is simple, though: in the sheet that pops up when you select 'Add Package Dependency…', in the URL field, you can enter a file:// URL. e.g. drag the package's folder into that field, which will place the path in it - e.g. '/Users/me/Documents/myShinyPackage/', then stick 'file://' to the front of it, and you'll be able to proceed.
Addendum: as some folks note in the comments below, this is problematic if you share the project with others, unless you standardise on paths. For individual use, however, it's fine.
Local Swift Package Manager(SPM)
[Dependency manager]
Key point is: file:// + git which you can use it in URL field
file://<path>
//e.g.
file:///Users/alex/Desktop/MyProject
Notes:
It works with git repository that is why please make sure that you committed your changes beforehand
when you add a SPM dependency File -> Swift Packages -> Add Package Dependency it is added into project -> Swift Packages and implicit dependency[About] is added to Frameworks, Libraries, and Embedded Content
when you committed new changes into framework do not forget File -> Swift Packages -> Update to Latest Package Versions
Product folder
<path_derived_data>/<randomizer>/Build/Products/Debug
//e.g.
/Users/alex/Library/Developer/Xcode/DerivedData/SPMExperiments-bmmqumztjedpekaajffnaegxzwzg/Build/Products/Debug
[Local CocoaPods]
[Local Carthage]
A new way(2022.11):
Simply drag the local package repo to your main project
Like this
Note: if you have that package open in another Xcode project you have to close it first.
By this way, Xcode will ignore the remote package in SPM. You can edit the local package repo directly and use it in main project.
In one of my Three20 project, I have the HEADER_SEARCH_PATHS
HEADER_SEARCH_PATHS = $(BUILT_PRODUCTS_DIR)/../three20 $(BUILT_PRODUCTS_DIR)/../../three20
But according to this: https://github.com/facebook/three20
I have must the following line in the path..
../three20/Build/Products/three20
I have re-created a project using ttmodule.py and confirm ../three20/Build/Products/three20 is the default but I am not sure why my existing project left it out.
Now the issue is:
Q. Why the project can build without error (Simulator/Device), what do you think is the reason?
in pre xcode 4 days the build folder would be under the project source directory which made sense to add a search header in a relative manner.
Three20 copies the header files into a specific place as part of a copy build phase.
Since xcode4 is out the build directory moved completely out of the project source tree into a temporary place configured as $(BUILT_PRODUCTS_DIR).
The reason you see 2 directories is because xcode generates 2 different paths for Archive builds and all the other kinds of builds (Run/Debug etc...)
$(BUILT_PRODUCTS_DIR)/../three20 $(BUILT_PRODUCTS_DIR)/../../three20
Notice that the manual instruction tells you to find that directory but it doesn't tell you where it is:
Finally, we need to tell your project where to find the Three20 headers. Open your "Project Settings" and go to the "Build" tab. Look for "Header Search Paths" and double-click it. Add the relative path from your project's directory to the "three20/Build/Products/three20" directory.
I followed the instructions on the github page but something is wrong (most certainly is me: P) but, Do you know about any good tutorial for integrate / use in Xcode4 RestKit?
Thanks!
Download the latest version from this Link http://restkit.org/
and extract the zip folder and you will find a ReadMe.md file which explains you steps to install for Xcode 4.x as shown below
Xcode 4.x (Git Submodule)
Add the submodule: git submodule add git://github.com/RestKit/RestKit.git RestKit
Open the project you wish to add RestKit to in Xcode.
Focus your project and select the "View" menu > "Navigators" > "Project" to bring the project file list into view.
Drag the RestKit.xcodeproj file from the Finder and drop it on your "".xcodeproj.
Click on your project's name in the sidebar on the left to open the project settings view in the right pane of the window.
In the middle pane you will see PROJECT and TARGETS headers for your project. Click on your project name, then select Build Settings along the top to open the Build Settings editor for your entire project.
Find the Header Search Paths setting. Double click and add a new entry. Add a search path to the "$(SOURCE_ROOT)/RestKit/Build" directory you have added to your project. DO NOT check the Recursive checkbox.
Find the Library Search Paths setting. Double click and add a new entry. Add a search path to the "$(SOURCE_ROOT)/RestKit/Build/$(BUILD_STYLE)-$(PLATFORM_NAME)" directory you have added to your project.
NOTE: This is only necessary if you are NOT using DerivedData.
Find the Other Linker Flags entry and double click it. Use the + button to add a new entry and enter -ObjC -all_load. Dismiss the editor with the Done button.
Locate the target you wish to add RestKit to in the TARGETS list in the middle of the editor pane. Select it to open the target settings editor in the right pane of the window.
Click the Build Phases tab along the top of the window to open the Build Phases editor.
Click the disclosure triangles next to the Target Dependencies and Link Binary with Libraries items.
In the Target Dependencies section, click the + button to open the Target selection sheet. Click on the RestKit aggregate target (it will have the bulls-eye icon) and click the Add button to create a dependency.
In the Link Binary with Libraries section, click the + button to open the Library selection sheet. Here we need to instruct the target to link against all the required RestKit libraries and several system libraries. Select each of the following items (one at a time or while holding down the Command key to select all of them at once) and then click the Add button:
libRestKitCoreData.a - Optional. Only necessary if you are using Core Data.
libRestKitJSONParserJSONKit.a
libRestKitNetwork.a
libRestKitObjectMapping.a
libRestKitSupport.a
CFNetwork.framework
CoreData.framework - Optional. Only necessary if you are using Core Data
MobileCoreServices.framework
SystemConfiguration.framework
libxml2.dylib - Optional. Only necessary if you are mapping from XML payloads and link libRestKitXMLParserLibxml.a into your app.
Verify that all of the libraries are showing up in the Link Binary with Libraries section before continuing.
Congratulations, you are now done adding RestKit into your Xcode 4 based project!
You now only need to add includes for the RestKit libraries at the appropriate places in your application. The relevant includes are:
#import <RestKit/RestKit.h>
// And if you are using Core Data...
#import <RestKit/CoreData/CoreData.h>
I found this tutorial very useful to make it work on xCode 4.0.
http://liebke.github.com/restkit-github-client-example/
I did my build following this steeps https://github.com/RestKit/RestKit/wiki/Installing-RestKit-in-Xcode-4.x and guoleii is right. But I needed to change the owner directory.
Have you seen this threads from RestKit's Google Group?
link 1
link 2
Try searching there. But for now, there seems to be A LOT of issues with RestKit and Xcode 4, there's even a YouTube video showing the problems (none showing a how-to).
did you build RestKit according to the wiki page "Installing RestKit in Xcode 4.x" on github.com/RestKit? i think there is a little mistake. here is my solution: 1. in "Build Phases" -> "Link Binary With Libraries", delete the RestKit.framework and add Security.frameWork 2. build again
then it works.
I just tried to install RestKit on a newly created Xcode 5 iOS 7.0 project. I tried downloading the project and following the steps above, but i was missing most of the content with in the RestKit/Vendor folder. After doing a bit of research i did the submodule tactic and that got me all of the information from those folders.
From the command prompt change directory into your project folder, for me it was
$ cd Documents/Projects/NewlyCreatedApp
From there you should run this command if you have no git repository
Note: you must download git to install this, if you have not already
$ git init
after that you must run these commands to download restkit into your project folder
$ git submodule add git://github.com/RestKit/RestKit.git
$ git submodule update --init --recursive
After that, you should go up to Nakkeeran's answer above and start from step 2, to set up the process. In step 7 you will be asked to add "$(SOURCE_ROOT)/RestKit/Build" to your header search paths, but upon closer inspection the RestKit framework no longer has the build folder so you should change that to "$(SOURCE_ROOT)/RestKit/Code" to fit the current version of Rest Kit
I hope this helps, and here is a link to the submodule information i posted.
RestKit Installation Submodule Method
I've used Clint Harris' tutorial to set up code sharing between projects, and everything works just as expected on my computer. But on my co-worker's machine, it seems the compiler doesn't find the header file from the static library project when he builds.
My co-worker got my project by cloning a git repository. We've gone through all relevant build flags and XCode settings n times, but the project simply refuses to compile on his machine.
This is what I asked my co-worker to do, mostly copied and pasted from the tutorial:
Make sure there is NO blank space in the complete path to the projects' directory.
Inside the projects directory, create another folder called "build_output".
In XCode, under “XCode > Preferences" choose the "Building” tab and set “Place Build Projects in” to “Customized location” and specify the path to the common build directory you created.
Set “Place Intermediate Build Files in” to “With build products.”
Choose the “Source Trees” tab and create a new Source Tree variable by clicking on the “+” button and filling in the columns. In both "Setting Name" and "Display Name", put
[the name of the shared project which created the static library]. In path, you put the full path to the framework folder.
Following these steps, the project that uses the static library should compile the same on his machine as on mine. But it doesn't. Basically, the error he gets is:
error: TheFrameworkHeader.h: No such file or directory
and then a string of other errors caused by the missing header.
Any strategies for trouble-shooting this? Or anyone who had a similar experience and could share some hard-earned knowledge? Is anything missing from the instructions I've summarized? Do I need to set the roles of headers in the Copy Headers build phase when compiling a static library?
Despite some helpful advice, I never figured this one out, but here's a little info for anyone in a similar situation. I created the library and dependent project by splitting an original project into two. At first, the library and application were just two targets within the same project. Later, I moved the app to a separate project. Everything seemed to work, and I pushed both projects to remote git repositories. When these were cloned on other computers, however, the library headers were not found.
Later, I discover that the same error occurred when I cloned the projects on the original computer. After a lot of struggle, I pinned it down to one scary detail: the name of the dependent project's folder! (That is, the project with the application, not the library.) Not the name of the .xcodeproject package, not the application identifier, but the name of the containing folder. As soon as I change that, everything works. If I change it back to the original name (on any computer), again the headers are not found.
If anyone has any insight on this, please post an answer!
EDIT: Since I posted this, the same problem occured with another project, and again, merely renaming the folder that contains the .xcodeproject folder fixed the problem.
I don't think it is Git, I think it's xcode. I got a very similar problem here, where xcode / xcodebuild resolves an include path falsely (making it a simple .) With the exactly the same library project and xcconfig files (clean checkout from svn repo) but another containing folder - it works. So, thanx for the solution and don't blame Git anymore ;-)
I often forget to check this: are you sure that the missing file (i.e., TheFrameWorkHeader.h" is in the git repository? It may well be that your build settings are correct, but the file somehow did not get added to git correctly.
If you're having trouble building on a particular machine, then the problem likely is a machine or user setting. Such as an environment variable (perhaps INCLUDE_PATH or one of its relatives -- XCode uses GCC). You may have a "." in one of these variables.
The best way to fix this would be to add the needed folder path to the -I switch in the build script.
Double check that the "Search Paths->User Header Search Paths" build setting (for all configurations) points to the directory containing the shared Xcode project (you can use the new Source Tree variable you created).