I'm trying to build the compile environment of .proto files for grpc on my macbook. My current local protobuf version is 3.11.4 in my iOS project, but the latest grpc direct to protobuf 3.15.8. I have customized my protobuf code for some reason, so I don't want to upgrade it, and so does the compile environment.
my question is: can I keep my local old version protobuf(3.11.4) environment while install grpc environment at the same time?
When I use pod install to generate xx.pbobjc.h xx.pbobjc.m xx.pbrpc.h xx.pbrpc.m, it shows an error in the file
#error This file was generated by a newer version of protoc which is incompatible with your Protocol Buffer library sources.
and when I use cmd in terminal like this
protoc -I . --objc_out=./output --grpc_out=./output --plugin=protoc-gen-grpc=grpc_objective_c_plugin search.proto
it goes
dyld: Library not loaded: /usr/local/opt/protobuf/lib/libprotoc.26.dylib
Referenced from: /Users/rose/Documents/Code/JobProjects/grpcProto/grpc_objective_c_plugin
Reason: image not found
looks like it has linked to a higher version protobuf.
here's my protobuf version
$ protoc --version
libprotoc 3.11.4
'brew install grpc' dependent the latest protobuf(3.15.8), I guess I should clone grpc down and build the environment by myself and so I did, but it seems grpc doesn't link with my old protobuf still when I try to generate code from .proto file, can anybody tell me how to make it happen? Have I make this clear? please tell me if i don't
I finally get the answer. it's the Homebrew's fault, the grpc_objective_c_plugin generated by 'brew install grpc' only relies on 3.15.8 protobuf, lower versions won't work. my colleague has the 3.11.4 protobuf environment, and he runs the newest compile plugin successfully which is downloaded from github...After modify some #import code, compiled files build in my project with no errors.
For an iOS developer, no need to 'make install' grpc project, what u need to do is just create .podspec file as grpc document and modify the podfile, after 'pod install' there will be a grpc_objective_c_plugin file under the Pods/!ProtoCompiler-gRPCPlugin/, this plugin relies on the protobuf environment on your computer, the limitation of Protobuf version should be >=3
hope this will help whoever comes to this.
Related
I am trying to build an iOS app that is exposed to a fairly extensive Rust project, but I am having issues with one of the dependencies in the project. The Rust project has a ZMQ dependency, and while I am able to build the project on my Mac, when I try to incorporate the Rust project I get the following error:
error: failed to run custom build command for `zmq-sys v0.8.3`
Caused by:
process didn't exit successfully: `/Users/lisa/company/project/project_detail/target/debug/build/zmq-sys-16dfc88dff84d855/build-script-build` (exit status: 101)
--- stdout
cargo:rerun-if-env-changed=LIBZMQ_NO_PKG_CONFIG
cargo:rerun-if-env-changed=PKG_CONFIG_ALLOW_CROSS_aarch64-apple-ios
cargo:rerun-if-env-changed=PKG_CONFIG_ALLOW_CROSS_aarch64_apple_ios
cargo:rerun-if-env-changed=TARGET_PKG_CONFIG_ALLOW_CROSS
cargo:rerun-if-env-changed=PKG_CONFIG_ALLOW_CROSS
cargo:rerun-if-env-changed=PKG_CONFIG_aarch64-apple-ios
cargo:rerun-if-env-changed=PKG_CONFIG_aarch64_apple_ios
cargo:rerun-if-env-changed=TARGET_PKG_CONFIG
cargo:rerun-if-env-changed=PKG_CONFIG
cargo:rerun-if-env-changed=PKG_CONFIG_SYSROOT_DIR_aarch64-apple-ios
cargo:rerun-if-env-changed=PKG_CONFIG_SYSROOT_DIR_aarch64_apple_ios
cargo:rerun-if-env-changed=TARGET_PKG_CONFIG_SYSROOT_DIR
cargo:rerun-if-env-changed=PKG_CONFIG_SYSROOT_DIR
--- stderr
thread 'main' panicked at 'Unable to locate libzmq:
pkg-config has not been configured to support cross-compilation.
Install a sysroot for the target platform and configure it via
PKG_CONFIG_SYSROOT_DIR and PKG_CONFIG_PATH, or install a
cross-compiling wrapper for pkg-config and set it via
PKG_CONFIG environment variable.', /Users/lisa/.cargo/registry/src/github.com-1ecc6299db9ec823/zmq-sys-0.8.3/build.rs:31:17
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
warning: build failed, waiting for other jobs to finish...
I am trying to build the appropriate library for the iOS and iOS simulator architectures without relying on pkg-config, but if someone can provide useful instructions for configuring pkg-config for cross-compilation, I am not opposed to it, I just don't know how and can't find any up to date resources.
I have cloned the libzmq project from this github: https://github.com/zeromq/libzmq.git, then navigate into libzmq.
Inside libzmq, I run ./autogen.sh followed by ./configure --prefix [directory location] --target "aarch64-apple-ios", then make and make install.
The above procedure without the --target flag is how I got the project to compile on my Mac in the first place, and with the target flag in place make and make install both complete successfully, but when I try to build the project using PROJECT_DIR="${PWD}/ProjectName" ./ProjectName/build-rust.sh,
I get the previously posted error.
I am following the Swift-Bridge Book (https://chinedufn.github.io/swift-bridge/building/xcode-and-cargo/index.html) to try to load the Rust libraries into Xcode.
One thing to note: In the libzmq git hub, there is a folder called builds/ios/ and inside this folder is what looks to be a build file for all of the iOS archs, but I haven't been able to get the repo to build with that file. I think figuring out how to use the build_ios.sh build file as opposed to the standard build.sh provided might be the answer, but I've tried dropping build_ios.sh where build.sh is, and ./autogen.sh doesn't work, because it complains that it can't find configure.ac, even though this file does exist.
I've been struggling to solve a problem.
I'm building a cross platform app (iOS and Android) using Kotlin Multiplatform (KMP) where I need a library from Google (https://github.com/google/libphonenumber).
For Android, I can point to a Maven repo (https://repo1.maven.org/maven2/com/googlecode/libphonenumber/libphonenumber/8.12.6/).
For iOS, I can use a ObjC port of libPhonenumber via Cocoapods.(https://cocoapods.org/pods/libPhoneNumber-ios).
But, I can't use Kotlin's (cocoapod plugin) to properly recognize the Pod. The plugin appears to fail to build.
Here's the details of my setup:
Xcode v11.5
IntelliJ IDEA v2020.1.2
Cocoapods v1.9.1
Gradle 6.0.1
Sample repo (https://github.com/touchlab/kotlin-native)
NOTE: Within the repo, I'm using ./samples/cocoapods
modify ./samples/cocoapods/kotlin-library/build.gradle.kts
commented out AFNetworking, remove AFNetworking pod
pod("AFNetworking", "~> 3.2.0")
add a new pod
pod("libPhoneNumber-iOS")
modify ./samples/cocoapods/kotlin-library/gradle.properties
change this line:
kotlin.native.home=../../../dist
to this:
#kotlin.native.home=../../../dist
in Terminal in this folder: ./samples/cocoapods/kotlin-library/
./gradlew podspec
This creates a podspec file (libPhoneNumber-iOS.def) in ./samples/cocoapods/kotlin-library/build/cocoapods/defs/
cd from kotlin-library to ios-app folder
cd ../ios-app/
Pod install using the command:
pod install
You'll see something like:
Downloading dependencies
Installing kotlin_library (1.0)
Installing libPhoneNumber-iOS (0.9.15)
Generating Pods project
Integrating client project
Pod installation complete! There is 1 dependency from the Podfile and 2 total pods installed.
When I build the sample 'ios-app' target: simulator in Xcode, I get the error:
fatal error: module 'libPhoneNumber' not found
I have tried other libPhoneNumber pods, such as:
libPhoneNumberSwift
LTPhoneNumberField
Both fail to build using Kotlin's cocoapods plugin, but work as a Pod without Kotlin's cocoapod plugin.
What am I missing?
This particular problem seems to be caused by the dash in the pod's name. There was already an issue reported on GitHub. For now, it's recommended to workaround this problem by re-naming the module. Changing your kotlin-library/build.gradle.kts like
pod("libPhoneNumber-iOS", moduleName = "libPhoneNumber_iOS")
should help. Please give it a try and tell here or on GH if it works.
I have obtained excellent results by adding the unchanged Javascript version of libphonenumber using JavaScriptCore in IOS. The only part of the library not available yet in Javascript is the geocoder.
I used the concept explained here: https://www.appcoda.com/javascriptcore-swift .
Performance is great and there is no porting involved. Always the latest version available.
I'm trying to build bazel 0.5.3 on Ubuntu 16.04, Linux ppc64le. I want to know the required PROTOC and GRPC_JAVA_PLUGIN versions for bazel 0.5.3.
With protoc 3.2.0 and grpc-java 1.0.0, I'm getting below error-
./compile.sh
INFO: You can skip this first step by providing a path to the bazel binary as second argument:
INFO: ./compile.sh compile /path/to/bazel
🍃 Building Bazel from scratch./opt/DL/protobuf/bin/protoc -Isrc/main/protobuf/ -Isrc/main/java/com/google/devtools/build/lib/buildeventstream/proto/ --java_out=/tmp/bazel_ltKtch3G/src --plugin=protoc-gen-grpc=/pkgbuild/bazel/protoc-gen-grpc-java --grpc_out=/tmp/bazel_ltKtch3G/src src/main/java/com/google/devtools/build/lib/buildeventstream/proto/build_event_stream.proto
src/main/protobuf/invocation_policy.proto: File not found.
build_event_stream.proto: Import "src/main/protobuf/invocation_policy.proto" was not found or had errors.
build_event_stream.proto:261:3: "blaze.invocation_policy.InvocationPolicy" is not defined.
I think it is because of incompatible protoc/grpc-java version. Kindly help me on this.
Thanks in advance,
Nishidha
You can check the versions here:
https://github.com/bazelbuild/bazel/tree/0.5.3/third_party/protobuf
https://github.com/bazelbuild/bazel/tree/0.5.3/third_party/grpc
So it seems Bazel 0.5.3 depends on grpc 1.3.0 and protobuf 3.2.0.
Just to make sure, you did download the distribution archive, right? compile.sh doesn't work with cloned git repo.
FYI, you can also try Bazel 0.5.4 as it was released recently.
I have an iOS application that needs to be integrated into CI/CD pipeline in CircleCI. Most of my dependencies have been added using CocoPods. There is one particular dependency of OpenCV2 that is manually compiled and used. On the local development machine, It is simple to use with drag & drop in Xcode. But, while running the build on a CI server. We don't have access to GUI and need to link dependency from the command line. I have not found much of the resources dealing with this issue.
I have tried few options from this link
https://developer.apple.com/library/content/documentation/MacOSX/Conceptual/BPFrameworks/Tasks/InstallingFrameworks.html
The framework that I am trying to use is compiled and zipped in an archive (opencv2.framework.zip and uploaded on Amazon S3. It is because the compiled framework is about 300 MB in size. So, I can't push it to the source repository. So, I download it using curl and unzip on CI machine. I have tried unzipping it to
/System/Library/Frameworks
/Library/Frameworks
~/Library/Frameworks
gym --scheme "project" --workspace "project.xcworkspace"
None of them really worked.I would like a way to register this framework in the system so that linker can find it while linking.
Suggest a way to extract framework into a location which linker can automatically look into.
Suggest a way where I can link framework manually from command line build
I have never used OpenCV but a quick pod search gives this result, so looks like they are already supporting cocoapods.....
pod search opencv
-> OpenCV2 (3.2.0)
OpenCV (Computer Vision) for iOS.
pod 'OpenCV2', '~> 3.2.0'
- Homepage: http://opencv.org
- Source: http://github.com/bcomeau/opencv/releases/download/3.2.0/opencv-3.2.0-ios-framework.zip
- Versions: 3.2.0 [master repo]
Second:
You can use Carthage https://github.com/Carthage/Carthage
You can use both Cocoapods and Carthage at the same time as long as they are not downloading the same dependencies.
Create a private repo, follow the carthage tutorial for uploading frameworks https://github.com/Carthage/Carthage#supporting-carthage-for-your-framework
then put opencv2 to your repo.
Then add your repo to your cartfile
Then before or after you install cocoapods, install carthage frameworks too.
It is a bit work but can solve your problem.
Third:
Looks like they also support Carthage
https://github.com/card-io/card.io-iOS-source/issues/32
Look at the last couple of comments..
After the update to the version 0.3.1_r17328 of Dart SDK and Dart Editor I have some trouble to import some library particulary Args library. I have the same problem both directly importing Args or importing Web_ui where Args is one of the dependencies.
Here is my pubspec.yaml:
name: notes
description: A sample application
dependencies:
web_ui: 0.3.0+1
or:
name: notes
description: A sample application
dependencies:
args: 0.3.1+1
Here is the error generate from build.dart
Unable to open file: C:/Users/Fabio/Dropbox/progetti/note/packages/args/args.dart'package:web_ui/component_build.dart': Error: line 25 pos 1: library handler failed
import 'package:args/args.dart';
'file:///C:/Users/Fabio/Dropbox/progetti/note/build.dart': Error: line 1 pos 1: library handler failed
import 'package:web_ui/component_build.dart';
I solved the problem. It seems that the Cache folder (Pub) has been corrupted.
I have deleted the folder Cache: C:\Users\<UserName>\AppData\Roaming\Pub
Then i run pub install from command line and it works.
Unfortunately, I was getting the same error with my windows XP machine.
In the end, I logged into my windows 7 machine and was able to
download the packages, zipped them up and pasted the libraries into my
windows XP dart editor. Success!
I had no reason to believe I had the exact proxy issue #shindokaku had as I am using my home computer.
I tried all the suggestions on deleting the .cache files, pub.lock files and the packages folder and retrying. I uninstalled dart editor and tried again. I also tried using the git resources to download web-ui and running commands through the command line to no avail
Including suggestions in this similar questions:
cannot-find-referenced-source-packages
is-there-a-workaround-for-pub-dependency-resolution-through-proxies
This problem has been haunting me over and over for a few weeks. I am not using Windows, so this answer is not intended to help the original poster who is using Windows 7.
If you are using Linux here are the steps I use to repair corrupted pub cache.
Go to the top level directory of your app. You should see at least pubspec.lock, pubspec.yaml, a folder named packages, and a folder named web.
Delete your pubspec.lock, and packages folder.
[Make sure you aren't storing your own libraries in the packages folder]
cd ~/dart/myApp/
rm -r packages
rm pubspec.lock
Now once you have removed these files:
pub cache repair
Note 1: if your dart-sdk is not in your systems $PATH, than you will want to use the absolute path to the sdk when using the above command. Comment if you need that explained.
Note 2: This is working solution with Dart 1.5.3. I have not tested this on earlier versions.
Try deleting your pubspec.lock file and packages directory in the root folder of the project. Then run pub install again, when things get wacky thats what I do.
You should try to run pub update. I have sometimes found that this doesn't work as expected from the editor, but generally works quite smoothly when called from the command line.