I am new here and this is my first topic. I am very new on iOS platform and i am trying to use spatialiate extension with sqlite3 but i couldn't do this. It is making me crazy. I don't know how and where do i start. Can someone give me suggestion?
Thanks.
I'm the guy who shared the libs on http:// ;-)
I did some good progress on easing the integration of spatialite for iOS.
Now I'm able to build a fully standalone static library of spatialite (2.3.1 that embeds the required GEOS and PROJ so that don't have to take car of them).
Just download the zip http://lionel.gueganton.free.fr/spatialite/spatialite2.3.1.zip and you'll get the .a for x86 and arm + headers so that you can use directly the spatialite interface from those headers.
Once you've drag n drop the .a (both are required to work in the simulator AND on the real hardware), you can initialize spatialite by just invoking spatialite_init(1).
The following should be displayed on your console log:
SpatiaLite version ..: 2.3.1 Supported Extensions:
- 'VirtualShape' [direct Shapefile access]
- 'VirtualText [direct CSV/TXT access]
- 'VirtualNetwork [Dijkstra shortest path]
- 'RTree' [Spatial Index - R*Tree]
- 'MbrCache' [Spatial Index - MBR cache]
- 'VirtualFDO' [FDO-OGR interoperability]
- 'SpatiaLite' [Spatial SQL - OGC]
PROJ.4 version ......: Rel. 4.6.1, 21 August 2008
GEOS version ........: 3.1.1-CAPI-1.6.0
Roll up, Roll up, get them while they're hot!
Masters, the Google-fu is strong in this one!
Can't say I wrote this (I do plan on having CMake scripts for both iPhone SQLite and Spatialite, sometime real soon), but I suggest you get yourselves over to this site, before 404:
http://lionel.gueganton.free.fr/spatialite/
go download you some goodies, including pre-compiled Spatialite + extensions 2.3.1 binaries!!!.
There is an SQLite-on-OSX Cmake script (originally found here), which, with probably little work, should be re-targetable at SQLite-iPhone builds (I'll do it, just as soon as I get the time). This should allow you to use the latest SQLite version (I've read that the Apple-included version is slightly crippled). Then, supposedly, you just have to reference the new header files in a local manner, i.e. using quotes
(e.g. "sqllitexxx.h")
instead of using angle brackets:
(<sqllitexoldx.h>)
So, do I get those juicy points ;-) ?
Cheers
Big Rich
Spatialite for iOS in 3 easy steps:
Get the Makefile and patch from https://github.com/gstf/libspatialite-ios
Type make
There is no step 3
Hat tip to Gustaf Lindqvist for making this available!
You may have to compile to armv7 target (optimised build), you should also link with stdlib++.dylib.
Related
I want to install a previous, specific version of k8slens (https://k8slens.dev/) but impossible for me to find this (neither for mac nor windows !) Do I have to download the source code and rebuild it? Even with this there is no "install" section in the makefile !
Why is it so difficult to find a specific version?
Yes, you can easily download the source code for a specific version tag and the compile and use it. The list of tags is here.
Once you get the source code of your desired version you can generate the binary with :
make build
And then simply run that binary to get your required version. Just know that install simply means copying a compiled binary in a known Path of the system so it can be executed. There is nothing special about it.
The question was made some time ago but just in case you haven't reached the answer yet, One thing I did to solve this problem was that i went to the lens repo : https://github.com/lensapp/lens/releases and search through the old release versions seeking for a binary asset (.exe) (the news version provide the source code but not the binary) then i managed to find the binary of the version 4.2.3. ( release in Apr 26, 2021)
Worked perfectly for me. Hope it helps
I'm currently trying to create an executable for my Vapor application, but I just can't run it on my server.
My expectation was that it would be able to create a single application with all my code and the dependencies. My current references are .NET and Go, where you can create a single executable from the code and deploy this standalone file - which makes it amazingly simple to deploy.
I tried compiling and executing it on Docker, but no such luck - it failed with some libSwift something missing.
So, can Swift do something like this?
Looking forward to your answers
You can build a binary that statically links the standard library or build a completely self contained binary using the static linking flags introduced in Swift 5.3.1 - -static-stdlib and -static-executable. See this forum post for more details.
Note that swift still has some dependencies on ICU and libc so aren't completely portable yet
i'm having some issues getting modules to work on my app - I keep on getting told that the requested module cannot be found.
It is entirely possible that i'm not installing the modules correctly - so, for the purposes of this question:
Once i've downloaded the zip file from git hub using the green "download" button, what do i do to import the module into my project? Not how do i tell tiapp.xml to use the module - just what do i do to install it?
Can you please run through using the facebook module found at https://github.com/appcelerator-modules/ti.facebook
thanks!
Inside the zip file of the download you'll see there is a folder called modules. This is the same folder that is in your root of the project.
So, an iOS module should be installed in the /modules/iphone folder. Once added, you can add Facebook to your app like this:
<module platform="iphone">facebook</module>
If you want to specify a version you can do so like this:
<module platform="iphone" version="1.1.0>facebook</module>
note: I made up the version number
You can also add it through the tiapp editor in Appcelerator studio, although it doesn't always seem to find the module. This might be a bug in studio though, usually it works great.
HMMMM
Two main issues here, one directly relating, the other less so.
Issue 1
The link i gave to get the codebase from github is wrong - well, it gets the codebase, but not in a form that can be used as a module. It is, in fact, the uncompiled version.
Versions for download can be found here.
So that takes care of issue one, what about
Issue 2
The latest version for use is a bit broken. Seems someone (from the appcelerator team???) decided to make the latest 6.0.1 release have a minsdk of the (at this time) as-yet-unreleased version 6.0.0, and sets the apiversion to 3.
This breaks the current release of 5.5.1, so for anyone reading this prior to 6.0.0 for appcelerator, you will want to use this release version.
I retrieved the latest build from the SVN trunk on Friday and attempted to build following the directions on the getting started wiki.
make dep seems to execute without any problems, but make fails on Samples.mak. It appears there are no rules to make any of the samples when the platform is "arm-apple-darwin9".
If I open the Xcode project at this point, libavcodec and all it's related libraries are missing as well as LibSDL. There's not mention of a requirement to install SDL and ffmpeg beforehand, so not sure what to do there.
Please add some framework is required for run pjsip and also checked config_site.h this file available or not if not found then add this file. some code also may to write in config_site.h file .
I'm trying to build libsrtp so that I can use it on the iPhone (I intend to use it with libav's implementation of RTP).
My configuration:
./configure
--build='arm-apple-darwin9'
The warning I get when I attempt to call srtp_init():
file was built for unsupported file
format which is not the architecture
being linked (armv7)
Followed by the error:
"_srtp_init", referenced from:
+[Manager initialize:] in Manager.o
Symbol(s) not found
Does anyone know the proper configuration for building the library correctly?
The problem is it's not being built for ARM (or not for the right ARM; you need to look at which compiler is bing invoked with which options, and compare it to one you know is working). Did you do rebuild configure with autoconf? See the GNU build system wiki page for a starting point on how to reconfigure the build for other systems/processors.
FYI, if you find a bug in the configure.in or other parts of libsrtp, please let me know - I'm an author on it with checkin privs.
For general guidelines on cross compiling libraries for iOS I recommend this article:
http://tinsuke.wordpress.com/2011/02/17/how-to-cross-compiling-libraries-for-ios-armv6armv7i386/
The same guy also wrote an updated version for iOS 5. This one is specific to the tesseract library, but the general principles are the same:
http://tinsuke.wordpress.com/2011/11/01/how-to-compile-and-use-tesseract-3-01-on-ios-sdk-5/.
Using these as a guide I've had some success compiling a few libraries. Key things to note are that you have to disable compiling shared binaries. Also I recommend using clang rather than gcc.