ZipKit and Xcode 4 - iphone

We're trying to set up ZipKit as part of our Xcode 4 project using these instructions and we're having trouble getting our application to compile.
Here's the setup we currently have (as I'm not allowed to post images, I'll just give you the links to them):
Project Setup
All builds are set to go into a shared directory:
Xcode Preferences.
When building the app, we get the following error:
UIUpdateDownloadDialog.m:10:9: fatal error: 'ZKDataArchive.h' file not found 1
That line in UIUpdateDownloadDialog.m says #import "ZKDataArchive.h".
Any ideas on what we're doing wrong?
Thank you!

I'm sorry it took so long to respond, but my schedule has been very hectic.
We managed to get ZipKit working under XCode 4 and be able to build for both the simulator and devices.
Here's how we did it:
We opened the Demo project from ZipKit and went all the way down to find the included ZipKit.xcodeproj.
Once we had that, we opened our project and [dragged ZipKit into the frameworks folder of our project. http://i.stack.imgur.com/zcbYR.png
We changed the build settings of both the targets in our project (as well as the static library touchzipkit) to Build Active Architecture Only.
We were then able to build everywhere.
In fact, last night we were about to send the app update to Apple, but when trying to create the archive we got a linking error! But that's a question on its own.
Thank you all for trying to help!

It looks like there is a ZipKit framework - try adding that to your project instead of the whole project and importing like so:
#import <ZipKit/ZipKit.h>
The other alternative is to try adding the Zipkit directory to the include path, though having ZipKit as sub-project should include all the classes and header files.

Related

No such module 'IQKeyboardManagerSwift'

New to Xcode (dabble a little). I paid a developer to build an iOS app for me. He sent me the source code and I have opened it in Xcode 13.2.1. I needed to edit the info.plist to include a description why location was required (got this done). When I try to run the build, I get the error 'no such module 'IQKeyboardManagerSwift'. In AppDelegate, I see 'import IQKeyboardManagerSwift --- No such module 'IQKeyboardManagerSwift'. I went to the Podfile directory and ran 'pod install'. Output says:
Analyzing dependencies
Downloading dependencies
Generating Pods project
Integrating client project
Pod installation complete! There are 7 dependencies from the Podfile and 8 total pods installed.
I'm still getting the error when trying to run the build. I tried cleaning the build folder and running the build again but still, same error. What am I missing?
I'm not sure why this happens, but one way to solve your issue is to go into your build settings and define the Framework Search Paths to a folder that contains the frameworks in question. If the frameworks are placed in your project directory, simply set the framework search path to $(SRCROOT) and set it to recursive.
Is the codebase completely in Swift?, else you will have to include import in the Bridging header file
If in swift you can try:
Select project name -> Select Build Settings(tab) and search Framework Search Paths double click and set the desired path($(SRCROOT)) to recursive
The missing module handles a number of keyboard behaviors so you don't have to reinvent that wheel. Check out the developer's website and get it for yourself. I've been using it for years. The developer has helped me more than once get past some obstacles.

How to link custom framework within UITest target in Xcode - another "Library not loaded - #rpath"-issue

My project uses Xcode 11.3.1 and is structured as followed:
MyProject
- MyProject.xcworkscapce
- MyFramework
- MyApp
-MyApp (main-target)
-MyAppUITests (uiTest-target)
MyApp imports MyFramework and can be built und run just fine. For this to work I added MyFramework to main-target into main-targets General/Frameworks and Libraries.
In my UITest target I need to access some classes (Accessibility-Identifier-Definitions) from MyFramework, so I need to import these somehow.
Both targets are building and the main-target works without any issues. I am also able to run ui-tests on a simulator. Unfortunately I am forced to run my tests on real devices, and here I get this runtime error:
The bundle “MyAppUITests” couldn’t be loaded because it is damaged or missing necessary resources. Try reinstalling the bundle.
(dlopen_preflight(/var/containers/Bundle/Application/E581B3BA-A9A2-4AA3-A1BA-91C57DCD3846/MyAppUITests-Runner.app/PlugIns/MyAppUITests.xctest/FHCommunityUITests): Library not loaded: #rpath/MyFramework.framework/MyFramework
Referenced from: /var/containers/Bundle/Application/E581B3BA-A9A2-4AA3-A1BA-91C57DCD3846/MyAppUITests-Runner.app/PlugIns/MyAppUITests.xctest/MyAppUITests
Reason: image not found)
I am fairly new to this framework-thing (and also to ui-tests) and it's been two days I am dealing with this issue now. Most posts about similar issues are related to misspecified Podfiles, but in my barebone sample project which I setup to not destroy my real project I am not using any Pods. I tried probably all of the suggested solutions (and almost all combinations :() and none of them seem to work.
It took me a while to figure out that in my uiTest-target build phases I can actually add a New Run Script Phase and I assume I need to somehow link MyFramework here.
Is this correct? Can someone help me defining the run script?
And yes, I tried to clean my app (and I also deleted derived data).
Help is highly appreciated. Thank you!
Ok, finally I figured it out. The solution is fairly simple and I haven't seen anyone suggesting this. Here we go:
To use your custom framework in your app target simply add it under Frameworks, Libraries, and Embedded Content:
Now you can access MyFramework from the main target.
I could also run my ui-tests from the simulator, but still got the error described above when executing my ui-tests from my real devices.
To get rid of the The bundle “xxxUITests” couldn’t be loaded because it is damaged or missing necessary resources. Try reinstalling the bundle.-Error I had to go to my uiTest-target and link the framework in my build phases.
As Destination choose Frameworks and select the Framework you want to use in your uiTest-target.
Now you should be able to run your ui-Test from your device.

error: unable to spawn process (Argument list too long) in Xcode Build

I am getting this error:
"error: unable to spawn process (Argument list too long)
** ARCHIVE FAILED **
The following build commands failed:
CompileSwiftSources normal arm64 com.apple.xcode.tools.swift.compiler
(1 failure)
Exitcode =65 "
I went through this link:
Xcode export localization throws error "Argument list too long"
This article provides a good temporary solution of the problem stating to reduce the path hierarchy. But this does not seem to be an appropriate approach. Can anyone provide me with a different approach to the solution for this problem?
In my case, it was about custom configurations in .xcconfig files.
My config files were including Pods configurations like:
// Development.xcconfig
#include "Pods/Target Support Files/Pods-MyProject/Pods-MyProject.debug (development).xcconfig"
#include "Pods/Target Support Files/Pods-MyProjectTests/Pods-MyProjectTests.debug (development).xcconfig"
#include "Pods/Target Support Files/Pods-MyProject/Pods-MyProject.release (development).xcconfig"
#include "Pods/Target Support Files/Pods-MyProjectTests/Pods-MyProjectTests.release (development).xcconfig"
// Production.xcconfig
#include "Pods/Target Support Files/Pods-MyProject/Pods-MyProject.debug (production).xcconfig"
#include "Pods/Target Support Files/Pods-MyProjectTests/Pods-MyProjectTests.debug (production).xcconfig"
#include "Pods/Target Support Files/Pods-MyProject/Pods-MyProject.release (production).xcconfig"
#include "Pods/Target Support Files/Pods-MyProjectTests/Pods-MyProjectTests.release (production).xcconfig"
This produced the error you mentioned, when I added Firebase pods into my Podfile.
So to make this compile again I had to:
remove all inclusion (#include ...),
set them explicitly in the Project -> Info -> Configuration, as follows:
Quick tip:
If you don't want manually setting up corresponding target configurations (those with red icon), mark them as None and run pod install. This will automatically change it for you.
A few days ago I faced a similar challenge. I want to provide details and share my research with SO community.
First of all I found this thread and I followed the link in the asked question.
And yes, thats right, the answer marked in the link is correct, but the solutions to this problem did not suit me.
Problem
In my case, I had this problem when I changed the folder hierarchy in my project to be more convenient and suitable for me.
#oOEric option did not suit me, because according to the rules, the hierarchy of groups in Xcode should coincide with the hierarchy of folders in the system.
But I've already had about 1680 swift files to compiling.
The problem was that I had too long path to the compiled files and their number was too large.
Research
Then I start research and found swift jira with the same bug.
Here some links:
Main
Linked Issue 1
Linked Issue 2
Linked Issue 3
Bug on Open Radar
But here I didn't find some solutions for me.
Most of all I was pleased with this response of the swift developers.
Again, this is an Xcode-side issue, not a Swift-side issue. Commenting here won't make the Xcode engineers work any faster!
(We're not all the same people at Apple.)
Okey, after this answer, I was finally convinced that if it is an Xcode bug, then the solution should be sought in Xcode.
Solutions
Temporary solution
You need to move your project higher in the hierarchy of your system.
I choose this one, because I have really big project and the use of other solutions will require more than one day from me.
In my case, I conducted an experiment and calculated that the length of the path to the project should be no more than 50 characters.
But this is a temporary solution. If your project grows further, you will have to shorten the path or use other solutions.
Cocoa Touch Framework target
This solution is suitable for files that do not use dependencies.
First of all you need to add Cocoa Touch Framework as a target to you main project.
This target should be added automatically to Embedded Binaries and Linked Framework and Libraries.
After this you need to find some files without dependencies and change target membership to your "TestTarget".
Don't forget classes, properties, methods, enums, protocols from cocoa touch framework should have open or public access.
And don't forget clean your DerivedData folder.
Modular iOS
This solution has a more integrated approach.
If you want to use any dependencies in your Cocoa Touch Frameworks you should go to this guide and make more complex refactoring for your big project!
Link to solution
I think this is the best solution.
I hope this big answer will help someone!
I solved this by setting build system to Legacy build system
in file-> workspace setting -> select workspace setting
I solved this by reducing the hierarchy of groups in Xcode.
e.g. original files at project_name/project_name/About/Model/Text
I removed the groups "Model", "Text" and moved files under project_name/project_name/About/
I made simple script for temporary fix that problem. https://github.com/gregoryvit/flatter
It simply move all swift files in Xcode project to root group.
Error - unable to spawn process (Argument list too long)
There are many reason for this error. Some of these are mentioned below:
Your project might have many swift files (say more than 2000)
Most of the Swift source files may be deeply nested inside directories
Many of these files have absolute paths with more than 150 characters (eg. /Macintosh HD⁩/⁨Users⁩/jayprakashnd⁩/⁨mySampleProject/Module1…)
Xcode swift complier takes the absolute paths of all source files while so compiling, the ARG_MX limit is reached and build fails.
This has been fixed in Xcode 11 wherein a flag is used to set unlimited number of swift files.
Solutions:
Switch to Xcode 11 and add USE_SWIFT_RESPONSE_FILE to YES in build settings - User Defined Section
If you cannot switch to Xcode 11 then take a new checkout of your project in Macintosh HD⁩ ▸ ⁨Users⁩ directory with folder name as minimal as possible.
Solution 2 worked for me like a charm!
It happened to me when I use Xcode 11 beta version using Live Preview. Then I solved it by restarting Xcode after that error has gone.
I have fixed this issue, moving my folder of My Xcode project to the mac root and changing my name Folder to less characters.
Terminal: cd /
Change name folder to BX (example).
xcode11
-build setting
-user-defined
-add setting: USE_SWIFT_RESPONSE_FILE
-setValue: YES
Doing this you enable xcode to have more files than is allowed. But im not sure if this always solve the problem.
I have changed build type to legacy and it also resolved problem for me, both locally and on our CI builder. For me it was caused during checking Podfile.lock and Manifest.lock. Probably this could be skipped in our pipeline since we are always installing pods on CI.
If you faced this issue on your Flutter project while building in Release mode (or Archive) check out my this answer: https://stackoverflow.com/a/61446892/5502121
Long story short:
set your build system to New Build System in File > Project Settings…
remove ios and build_ios folders
run flutter create . to init new ios module
run pod install
run flutter pub get
check your Xcode build config (it should be Release mode and General iOS Device)
and you're good to go
I have the same problem. I fix it using a temporary solution, however that work for me.
My solution is to change the Derived Data folder to a directory with a shorter path.
The Steps is as the following:
Xcode -> File -> Workspace Settings... -> Select Custom Location for Derived Data and give a shorter path as the location.

Three20.h file not found when building with xcodebuild

I build my project(include subproject Three20) successfully using xcode GUI,but when I use xcodebuild,it failed with this below:
/Users/***/MyProject/Classes/ComposeSMSViewController.h:14:9: fatal error: 'Three20/Three20.h' file not found [1] #import <Three20/Three20.h> 1 error generated.
my Header Search Paths are $(BUILT_PRODUCTS_DIR)/../three20 and $(BUILT_PRODUCTS_DIR)/../../three20 and Classes/Three20/Build/Products/three20
That works on GUI building but failed on xcodebuild.
How can I solve this? Thanks
I think you should restart three20's install , it need several steps and make sure it's without mistake. Best regards. It may help you: http://three20.info/article/2011-03-10-Xcode4-Support
If it still doesn´t work (and an error like "Three20.h file not found" is shown), try setting "Skip Install" to "Yes" for all of the Three20 dependencies and projects in your app (except your main project): graphically . This onle creates an .ipa for your project, but not for your three20 projects.
I resolved this issue today by accident. I tried all the solutions I found online and it didn't work. I was pretty confident that the problem was within xcode because the app built fine on my boss's machine. Turns out my scheme name didn't match my target name. This was a result of duplicating a target, which automatically named my scheme to "myapp copy". When I matched the scheme name to the target name, everything worked fine and the three20.h file was found. Hope this helps anyone with similar circumstances.
Product-> Manage Schemes... and rename the file

ZipKit and iPhone

I tried to use the ZipKit framework (http://bitbucket.org/kolpanic/zipkit/wiki/UsingZipKit) in the test application for iPad. I followed the "Traditional way" of the installation (as it is described on their page) with no success. Hope somebody can help me with it:
1/ I used hg to get sources
2/ I build the ZipKit project (Release build)
3/ After doing this there was created in the build folder the new ZipKit.framework folder
4/ I have created a new test project for the iPad 3.2 (XCode 3.2.4)
5/ I have drag&dropped the ZipKit.framework folder created in the step 3) into Frameworks section on my new test project
6/ In Targets section I have created new Copy File Build Phase and I drag&drop the ZipKit.Framework from Frameworks section to the new Copy Files folder.
7/ Then I build and run the project.
The project cannot be even started, it is being closed after I press the project icon - so I must do something terribly wrong. In the console output I can see the error - it is pretty clear what is missing, but I do not know what to do with that... Might be some XCode expert or someone, who used the ZipKit can help me - this must some really stupid mistake I am doing...
There is the console output:
dyld: Library not loaded: #rpath/Frameworks/ZipKit.framework/Versions/A/ZipKit
Referenced from: /Users/sten/Library/Application Support/iPhone Simulator/3.2/Applications/3C51FC4F-0E85-48D2-BC68-D01ADD73DAE1/ZipExample.app/ZipExample
Reason: image not found
Failed to launch simulated application: iPhone Simulator failed to find the process ID of com.yourcompany.ZipExample.
BTW - I have tried to run the ZipKit Touch example provided with the framework and it works perfectly...
Thanks a lot
BR
STeN
There is the screenshot of my test project - on the left side you can see the ZipKit.framework I drag&drop into my project:
Is there a basic page which shows some simple code for inflating and deflating files and directories for ZipKit?
UPDATE:
I figured this out but it was a scavenger hunt:
NSString *filePath = [userDocumentsDirectory stringByAppendingPathComponent:#"newFile.zip"];
ZKFileArchive *archive = [ZKFileArchive archiveWithArchivePath:filePath];
[archive deflateDirectory:exportDirectory relativeToPath:nil usingResourceFork:NO];
You should go back and read it again.
The "traditional way" is not the right way to do this - Apple don't allow iOS applications with external frameworks like this - you want to link against the static library instead using the process described under "Static Library Target".
I've updated the Using ZipKit page to make it clear which ZipKit target should be used for what type of product.