I'm using Carthage and would like to manually install GooglePlaces. I cannot seem to find a Swift build anywhere or a way to build the swift binary for 4.2. The manual binary framework on Google's docs is for Obj-c.
https://issuetracker.google.com/issues/35827791
Google denying support for now.
Repo with directions for updating to latest. Places needs Maps it looks like.
https://github.com/kgnadinger/GooglePlaces-Carthage
https://github.com/joselinoneto/GoogleMaps-Carthage
Related
I know, there are so many same questions but I didn't get answer for my requirement.
First time I am creating framework. I have created test framework using Raywenderlich example. But my requirement is little bit different. I used so many different frameworks and also used SQLCipher in my project. Now, I want to convert this project into framework. I followed all the steps but the problem is occur when I am trying to build. Getting an error for SQLCypher because I didn’t add to my framework to avoid conflicts. Finally, I have added SQLCypher library to create build without error and it worked but now I am getting linker error when I am using that framework to test in testProject. I didn’t find any example with third parties. Please help me to solve this issue.
I had the same issue.
One solution is to change all method names of other frameworks or libs, but some lib is not open source.
Another solution is work for me which is to use cocoapods. But the user
who wants to use your framework will be forced using cocoapods, depending iOS 8.0 or above, depending the same version of 3rd libs. I have nothing to do with this restriction.
Seems the best way is do not depend 3rd libs in a framework.
I want to know which is the best and most reliable method. i have looked on here for an answer but didn't come across any.
I Want to use multiple API'S in my project so please keep that in mind when answering. Any advice about the best way of doing this and most reliable method will really be appreciated. Thanks in advance!
Isit possible to download multiple SDK's into an iOS application through Xcode?
Pros of SDK:
Can be used offline
Most SDKs are small in file size
All of the functioning code is visible to you, the SDK developer can't keep many secrets
Cons of SDK:
Larger binary
More clutter in your Xcode project
Pros of API:
Smaller binary
Less 3rd party frameworks cluttering your Xcode project
Cons of API:
Can't be used offline
Tends to be a blackbox
App will need to be updated every time the API is updated
In terms of reliability, the SDK will always be functional assuming
It worked in the first place
It doesn't rely on an API in the background
You can integrate SDK using Cocoapods library.CocoaPods is a ruby gem that downloads all the third party libraries that you want for your project.
Getting a specific version of a pod is done by specifying the version number, and CocoaPods downloads that specific version for you saving you from searching through commits for it.
With CocoaPods, updating your dependancies is easily done with the pod update command.
CocoaPods also provides a central place where third party libraries can be found. This improves discoverability of open source libraries that you can use in your projects. You can use the search engine at cocoapods.org to search for pods.
There are several questions addressing this issue already, but all of them (I think) are in reference to earlier versions of Parse using an objective-C bridging header to connect the framework. I am using the latest version of Parse that has support for Swift directly, which is a different setup process.
I've downloaded and added Parse to Xcode in the Build Phases -> Link Binary With Libraries. The directions on their website are extremely straightforward...download the SDK, add it to Xcode, import it, and done.
Parse seems to be added properly everywhere it should be:
But alas, when I use import Parse, I get a no such module error. I've tried adding the framework search path $(PROJECT_DIR) under Build Settings both recursively and non-recursively, and a few other recommendations from the other questions addressing this issue, but with no luck.
I'm wondering if this could be an issue with Parse or the Xcode beta, since both are extremely new, but I'm assuming the error is on my end, just not exactly sure where to look since the quickstart guide on Parse.com seemed so simple.
Apparently if you drag the Parse library to the 'Link with Binary Libraries' section, you will continue to get this error.
You have to drag Parse to the project navigator for it to properly import.
Since it should work regardless of where you drag it into Xcode, it is possible this could be a problem with the Xcode 7.1 beta or the updated Parse API for Swift support. I'm not entirely sure, but either way, it's a really simple fix, so not a big deal.
Our team is in process of electing programming language to develop a new iOS application in which we have to write features to support video conversation.
The backend is written using WebRTC, now we have to decide which language to use in the iPhone app and we prefer Swift in this case.
However, I'm not sure Swift supports WebRTC or not.
My initial research show that we can implement the features using Objective-C. I found an example written in Objective-C which you can find the source code here.
However, I'm not sure about Swift. Does Swift also support WebRTC?
UPDATE 2023
Unfortunately, as of 2023 there still appears to be no completely Swift framework that implements the WebRTC protocol. Although the iOS framework hosted at webrtc.org can be fairly easily used in Swift apps, it is written mostly in objective C.
For those stumbling on this question, who just want to get webRTC running in your app this is still relatively easy using the cocoapod
UPDATE 2016
The easiest way is to get webRTC in your project is to simply install the CocoaPod using the directions at https://cocoapods.org/pods/WebRTC
If you have never used CocoaPods before you will need to first follow this guide: https://guides.cocoapods.org/using/getting-started.html
Original Answer
The simple answer to the question is that there are currently no open source libraries written in Swift conforming to the WebRTC protocol. You can still compile the code from the official WebRTC project into your app. Directions which may not lead to a successful build can be found here: https://webrtc.org/native-code/ios/
Finally, to clarify Omkar Guhilot's answer: Skylink is a company with a closed source SDK that is designed to work only with their paid stun-turn service, and https://github.com/alongubkin/phonertc requires cordova, which may not be ideal for many native ios developers.
Webrtc comes with Objective C interface. I dont think they will move to swift interface anytime soon. But You can always use them via bridging headers. I have written apprtc (webrtc's demo) in swift 2.3 version with help of bridging headers in github link with a description in this blog . I have planned to write 3.0 version and a swift wrappers over it.
Current version of webrtc framework doesn't require any pods or any extra bridging headers.
The framework can be generated by following instructions on this Link :
https://webrtc.github.io/webrtc-org/native-code/ios/
If you follow them correctly you will generate a framework add that framework in your project and follow the webrtc necessary steps and you will have a WEBRTC integrated project.
To know what all steps are necessary follow this link from appear.in
:
https://tech.appear.in/2015/05/25/Getting-started-with-WebRTC-on-iOS/
This will get you to a stage where you will be able to make calls between a browser and any iOS 8+ device
Yes swift supports WebRTC and there is one more library which you can use in swift link:- http://skylink.io/ios/
And the link that you have shared to which is written in Objective C, we should be able to use that as well in swift by creating a Bridging header
Have a look at this as well https://github.com/alongubkin/phonertc
Thanks
Omkar
So, ... I went through the tutorial, using the binary steps to go through this.
I went through some answers here and that's where it gets confusing as there are even more variations on which linker flags to add and header paths, etc.
I tried these: MapBox iOS SDK within your own Xcode no help.
The project doesn't find the classes/headers.
The only project I found that works is their sample XCode project. I replicated all those dependencies, no luck.
I could put all my code into the iOS example, but it over a year old and not indicated to include the latest version 1.6.1.
I hate cocoapods as they add too much setting up into the project and if I get the same issue with other 3rd party frameworks, (there's plenty ill documented out there) how woudl I add that?
So, anyone else having those issues of the Mapbox tutorial not working and what was your solution?