Carthage dependency build with custom flags - ios

I'm debugging a memory corruption issue in an iOS application using Carthage for dependency management.
The problem is most likely related to a 3rd party dependency. I've rebuilt the dependency with -configuration Debug but that didn't give me any more data.
What I'd really like to do is compile it with -fsanitize-address which will hopefully pinpoint the exact moment things start going wrong. Unfortunately I don't see how to do this with Carthage. Is this possible?

You can modify the dependency's source code and project in Carthage/Checkouts. Just open it up in Xcode and tweak away to change anything you like. Then do carthage build to update the frameworks in your project.
Just be aware that the next time you do a Carthage update it will blow away any of the mods you've made. Carthage/checkouts only contains exported versions of the dependencies. Not git repos.

Related

what's the purpose of “--cache-builds” in carthage?

As titled, what's the purpose of "--cache-builds" in carthage command line? if missing this, what could happen and what's the benefit to have this?
From docs:
Caching builds
By default Carthage will rebuild a dependency regardless of whether it's the same resolved version as before. Passing the --cache-builds will cause carthage to avoid rebuilding a dependency if it can. See information on version files for details on how Carthage performs this caching.
Note: At this time --cache-builds is incompatible with --use-submodules. Using both will result in working copy and committed changes to your submodule dependency not being correctly rebuilt.

Is it possible to distribute binary ios framework using carthage

Please bear with me because I spent considerable amount of time on this. I am also relatively a beginner with swift and iOS.
What I did
- built a framework using cocoa touch
- clean, build and it succeeds without a problem.
- made the scheme shared
- did carthage build --no-skip-current
- did carthage archive
- copied only the zip file to a fresh new directory and uploaded with release in git.
- In a different project tried to pull the framework using carthage
and I get the error Dependency "xxx-ios" has no shared framework schemes then I copied the scheme directly and pushed it in the git along the zip. nothing. Tried without the zip together with the scheme. nothing.
Then I created a fresh framework and I did carthage build --no-skip-current and I uploaded the whole thing in the project folder to git. That pulls properly with carthage. Then I removed some part of that folder so that the scheme inside .xcodeproj and the carthage build folder remain, then I get a different error. At this point it got me thinking if carthage does support binary framework distribution.
In my company, they want it so that I don't expose the code - so I am trying to distribute built binary of the framework.
I would really appreciate any help or guides of what different things I could try to single out the problem. Thanks.
Edit
someone had almost exactly the same issue as mine in their issues here but a couple of conversations later it is closed without a solution.
It sounds like you're using a github dependency in your Cartfile and attaching a binary of your framework to the GitHub Release. But you don't have any code in the repository, so Carthage is complaining because it can't actually build it.
That's as designed—Carthage doesn't support distributing binary-only frameworks that way. Binaries attached to GitHub Releases are only meant as a way to speed up builds.
However, Carthage does have a mechanism for binary-only dependencies: binary dependencies.

Firebase Unity xCode linking errors

I am having issues trying to make a build from Unity (version 5.5.2f1) with Firebase Auth / Database imported. I am using the newest Firebase SDK of 3.0.0.
The errors I get are as follows:
I believe it has something to do with cocoaPods. The XCode project compiles with a podfile. And the errors I believe are related to missing libraries? But all the required libraries are set to iOS, and are included with the XCode project.
Unsure of what to try next. Thanks in advance to anyone able to help.
When you build and run from within unity, it tries to run the pod installation for the dependencies needed, and patches the xcode project file (not workspace).
If there is an error with this process, you should see it in the console.
Normally pods are meant to be used with the workspace file, but since unity automatically opens the xcode project the plugin tries to make it work.
Try opening the .xcodeproj instead of the workspace.
So I finally figured out my issue. I had a previous build that worked all the way through to my device. So I eventually tried opening that one again, and I ran into the same errors with an older build.
So that got me thinking.. Why would a previous build that used to work fail this time around?
I came to the conclusion that the only things that changed were possibly me updated Unity to 5.5.2f1. So I updated again to the latest release at this time which is 5.5.2p3, and ran through the same steps:
1) Build to iOS
2) Install pods in the target folder
3) Run xc workspace
And it successfully built. So it must of been something on Unity's side. If anyone ever runs into a similar situation, hopefully this will help.
P.S. I also did update to the latest release (at this time) of Unity Firebase SDK of 3.0.1. Not sure if that had anything to do with making a successful build, but wanted to put that information out there.

How to make future-proof project with Carthage

I have a project in which I use Carthage for my dependency management. I want it to be easy to clone and run right away for Future Me©. I'm commitning Carthage/Checkouts already, but some frameworks come with a prebuild binary. You can force downloading sources with ‑‑no‑use‑binaries flag, but adding a framework file would be easier. What (and why) should and should not be in my .gitignore to make the project future-proof?

Working with git submodules/cocoapods

I am working on a project which includes other repositories from Git.
I would like to keep up to date with these repositories. Know what are the latest features, bug fixes etc.
Qu 1) What is the best way to keep up to date with a repository on Git without receiving emails of all issues reported etc?
After this is complete I would like to know the best way to include these into your project. I understand you can copy the source code into the project, but what are cocoapods/sub modules used for? For example, what is the correct way to update your project with the latest changes to that included repository?
Are there any GUIs for either of these methods as opposed to terminal?
Cocoapods is a great way to include other projects in your Xcode project. The Cocoapods project maintains a list of pod spec files for a many open source libraries, which specify where to download the code and how to integrate them into an existing project. As you noted, you'd traditionally have to add a git submodule, manually add the source files to your project, update your build settings, and so forth. Cocoapods takes care of all of this for you.
I'm not sure of a way to track updates for Github projects without also being notified about issues, but Cocoapods can certainly tell you if any of your 'pods' have become outdated. It's then one command to update them to the latest versions. That said, it's generally best practice to 'lock' your external dependencies to a specific version that you know works correctly.
Using Cocoapods
To get started, first install Cocoapods. You then simply need to create a file in your root project directory (the same directory that contains your .xcodeproj file) called Podfile. Inside, you can specify your target OS, and your dependencies:
platform :ios, '5.0'
pod 'AFNetworking', '0.9.1'
pod 'OHAttributedLabel', '0.1.1'
The example above is targeting iOS 5.0, and pulling in the AFNetworking and OHAttributedLabel projects.
Then, in the Terminal, change to your project directory:
> cd path/to/my/project
And run pod install.
> pod install
This will check out the latest version of your dependencies for you. It will also generate you a .xcworkspace file. From now on, when you work on your project, you must open the .xcworkspace, not the .xcodeproj file.
Inside your new workspace, you'll have your existing Xcode project and a new Pods project - this contains all of your third party libraries. Just build and run your app as normal, and the Pods project will also be built and included.
Some other useful Cocoapods commands:
> pod outdated
Will list all dependencies that have an update available.
> pod search query
Will search all known Pod specs for 'query'. Useful for finding new libraries!
Tutorials
Looks like Tutsplus have a nice tutorial on getting started with Cocoapods
There's a free episode of NSScreencast on Cocoapods
GUIs
I'm afraid I don't know of any GUIs for Cocoapods, but there really aren't many Terminal commands that you need to know. It's worth getting comfortable with the command line, as it's such a useful developer tool.
That said, as far as I know, Appcode (Jetbrains' alternative IDE for Objective-C) is planning on adding Cocoapods support in their next update.
Good luck!
James Frost's answer is an excellent explanation of how to work with Cocoapods and their advantages over submodules.
A few important advantages submodules have over Cocoapods are:
submodules are sub-repos - not only does this mean that git and git GUIs implicitly recognize them and more and more support easily working with them, it also means that your dependencies stay connected the wonderful world their git repos, Cocoapods or not, reside in. This means that you are able to collaborate and test changes from within your project, your project usually being the source of inspiration for elaboration of a dependency.
Unfortunately Cocoapods do not maintain this link, to work on a dependency means to clone it from git, outside of the range of Cocoapods.
Edit: It's worth noting that Cocoapods does allow working on a local pod with the path or local fields or even building your own Spec repo but it still isn't as simple a process.
one less tool dependency - as mentioned in the previous bullet, submodules are a function of git and your using git means they are available to you. Any software's adoption of git implies that they will eventually support either all (important) features of git or all features that cover common use cases. Xcode 5 has brought in a basic support for git and GUIs (which are tool dependencies, it's true, but hopefully just dictate how information is surface, git dictates how it works) like Git Tower make working with sub-repos straightforward.
Cocoapods has come a long way and everyday is taking steps to becoming a stable, indispensable tool. However it hasn't yet gotten a nod from Apple and there isn't any reason why Apple won't release a change to Xcode that breaks Cocoapods. Additionally Cocoapods is dependant on Ruby. Aside, considering how much attention and community has been generated around Cocoapods it would be silly for Apple to ignore it.
It's also worth noting that using one does not lock you out of using the other. It might be a headache or it might be what you need, perhaps using Cocoapods for tiny one class libraries or libraries with complex dependancies and submodules for libraries with that you will be interacting with often.

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