BlackBerry Dynamics - do the Xamarin bindings work with the new Dynamic Framework beta? - blackberry

I maintain several iOS apps that use BlackBerry Dynamics Bindings for Xamarin.iOS. One of our apps has a production version that was build against version 6.0.1.6 of the bindings, along with an earlier version of the SDK and targeted iOS 12.
With iOS 14 coming out, it is time to rebuild the app, which means it is time to update the SDK, the bindings, and the dlls in my project. When I went to the developer portal, I found the SDK download page now has two options for the "BlackBerry Dynamics SDK for iOS". There is a "Static Framework v8.1.0.37" and a "Dynamic Framework beta v8.1.0.37".
According to the documentation, the dynamic framework, while in beta, does eliminate much of the complicated linking required in previous versions, and does away with the custom LD scripts for FIPS compliance. I would like to try it out, but I could not find an indication anywhere in the documentation files on the developer portal as to whether or not the Xamarin bindings work with this version of the SDK. Do they?
The currently available bindings are version 7.0, which target iOS 13; the iOS 14 readiness blog post says newer bindings are planned for mid-October of 2020. If the current bindings do not work with the dynamic framework sdk, is there any plan to have the next release do so?

The BlackBerry Dynamics SDK 8.1.x for Xamarin will not support using the dynamic library found within the BlackBerry Dynamics SDK for iOS. It currently only supports the static library. We do plan to add support for the dynamic library to our SDKs for Xamarin, Cordova and React Native in a future release.

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Error in using Speech to text functionality in xamarin ios

I am trying to use "speech-to-text" functionality in xamarin ios. But I am getting following error after adding "Using Speech;" in my class file.
Your application is using the 'Speech' framework, which isn't included in the iOS SDK you're using to build your app (this framework was introduced in iOS 10.0.0, while you're building with the iOS 10.0 SDK.) This configuration is only supported with the legacy registrar (pass --registrar:legacy as an additional mtouch argument in your project's iOS Build option to select). Alternatively select a newer SDK in your app's iOS Build options.
How I can use "Speech" in xamarin ios app?
Check your Xcode version first. Whether is the latest version.
Check also iOS project Options->iOS Build->SDK Version, whether is using correct SDK version. For mine, it is set to Default which is 10.3 now.

Delphi 10.1 berlin multiple ios SDKs

I have latest delphi and xcode etc running iphone sdk 10.2. Is there a way to setup a new platform and build to say ios 9? My list of sdks only shows 10.2. Not sure about supporting olders phones etc
You do not need to install earlier versions of SDK. The application compiled with Delphi Berlin will work at all versions of iOS, as stated in Options/Delphi Compiler/Linking/Minimum iOS version supported.
FMX library will work with iOS API 8..10 (there are some checks for version in source code - look for "TOSVersion.Check"). So as long as you will not use any extra iOS API "by hand", it will work for all devices running iOS 8..10. It is also possible, that basic applications will work for earlier versions, but it is of course unsupported.
For iOS 10 remember about extra security-related settings: http://docwiki.embarcadero.com/PlatformStatus/en/Main_Page
Summary: you do not need separate SDK nor extra version of the app for different iOS versions.
Remark about iOS development: in fact, xcode 8 also limits the target to iOS>=8, while you can setup it regardless of SDK in the project options in range 8..10. It is possible to force xcode 8 to compile and link against iOS 7 devices, but it is very hard to test and deploy, thus useless.

iOS 64-bit support for unity integrated application

Since 1st of February 2015 Appstore ask for the 64-bit support and be built with the iOS 8 SDK. We had integrated our iOS app with unity and works fine. Currently we are using 32-bit version of unity and we use asset bundles which built from it in our iOS app.
According to new regulations we have to change "Architectures" in iOS app to “Standard architectures (armv7, arm64)”. It doesn't support unity parts in the application. As a solution unity suggest to select IL2CPP for Scripting Backend which is available from Unity 4.6.2 .
Is there any solution instead of upgrading Unity to latest version ?
You'll definitely need to upgrade to a Unity version that supports IL2CPP, as this is the only option to create an ARM64 build.
But you won't need the latest version (e.g. 5.x) of Unity for that, as you already pointed out, 4.6.2 would be sufficient.
But I'd recommend at least to stick to the latest 4.6.x version, as there are tons of bugfixes from 4.6.2 to that version related to IL2CPP

Unity vuforia xcode (iOS: armv7, arm64)

If you have built an app for iOS(armv7, arm64) recently using these softwares, care to share: what versions of unity, vuforia, xcode you used.
Note: This answer is based on the information from the questions comments.
iOS 64-bit requirement
Since Feb 1, 2015 Apple forces iOS developers to supply a 64-bit binary when submitting new apps to the App Store.
Source: https://developer.apple.com/news/?id=01192015a
For app updates this got relevant on June 1, 2015.
Source: https://developer.apple.com/news/?id=04082015a
So, you're right, you'll need a 64-bit binary to submit an update of your app.
Unity3D 64-bit support
iOS 64-bit support was added in version 4.6.2
Source: http://blogs.unity3d.com/2015/01/29/unity-4-6-2-ios-64-bit-support/
Unity coded a new compiler IL2CPP that is capable of 64-bit, and that's the only way to create 64-bit builds with Unity.
As this new compiler is quite new (and still has a lot of bugs), I'd recommend to stick to the latest version of Unity 4.6.x (or 5.x, if you want to). The newer version include a lot of bug fixes, especially for IL2CPP.
How to make it work
We're using Vuforia SDK 4.0 together with Unity 4.6.6 (I'm sure it also worked with 4.6.5) and Xcode 6.3.1.
Create a 64-bit build with Unity
Enter Player Settings ➔ iOS Platform ➔ Other Settings
Select IL2CPP from Scripting Backend
Choose Universal from Architecture
Note: The IL2CPP compiler doesn't really deliver feedback on its progress, so the build may freeze Unity for a couple of minutes (depending on the projects size). Just wait until its finished.
LLVM optimization level in Xcode
As Xcode stripped to much code by default, we needed to reduce the optimization level in the Xcode project.
Click on the project ➔ Build Settings
Scroll down to Apple LLVM 6.1 - Code Generation (alternative: use the search function)
Change the Optimization Level to Fast for Release
See also: https://developer.apple.com/library/mac/documentation/General/Conceptual/MOSXAppProgrammingGuide/Performance/Performance.html
If you got this far, it should be working now ;-)

robovm binding admob iOS libgdx

I'm trying to set up my admob ads in my iOS libgdx project but i can't see no ads on iOS emulator I'm using the files from here https://github.com/BlueRiverInteractive/robovm-ios-bindings
and they are the latest i know there is 7.0.0 admob iOS sdks but the binding are for lower version that suppose to work... or not?
any idea?
or i might shall use different adnetwork?
<Google:HTML> You are currently using version 6.12.2 of the SDK, which doesn't officially support iOS 8. Please consider updating your SDK to the most recent sdk version, 7.0.0, to get iOS 8 support, including a fix for smart banner rendering in landscape mode. The latest SDK can be downloaded from http://goo.gl/iGzfsP. A full list of release notes is available at https://developers.google.com/mobile-ads-sdk/docs/admob/ios/rel-notes.
2015-03-22 10:41:59.822 IOSLauncher[12856:751391] [debug] com.funkymonkey.game.IOSLauncher: didReceiveAd
2015-03-22 10:42:30.217 IOSLauncher[12856:751391] [debug] com.funkymonkey.game.IOSLauncher: didReceiveAd
I came across the same problem too. First I downloaded the newest iOS sdk for google mobile ads. Then I made a static library in Xcode. Then created my own bindings.

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