I need to create a gdal static library (libgdal.a) to use it in iOS. I tried this script Incorporating GDAL/OGR into an iOS project - A quick guide but it just work for iOS 6. And I also tried https://gist.github.com/lachlanhurst/745e1e1d196c3e697450 but I got a lot of warnings and errors and this script didn't generate the libgdal.a. Any suggestions?
Related
I'm trying to get ImageMagick to work in my iOS project. Unfortunately everything I have tried so far has not worked.
Cocoapods
The most obvious approach would be to use the cocoapod. Unfortunately after installing the cocoapod there doesn't appear to be anything exposed to swift to import. Maybe I'm missing something obvious and if anyone has any ideas that would be great. Unfortunately the documentation is lacking as far as specific examples go.
Static library - approach #1
The official ImageMagick docs provide some instructions to compile the latest version of ImageMagick and include a static library in your Xcode project. Unfortunately the first step of the instructions requires running a bash script imagemagick_compile.sh which I cannot find. Once again I could be missing something obvious.
Static library - approach #2
After some additional searching I found the ~Claudio guy which the ImageMagick docs mention as the maintainer of the iOS version of ImageMagick. He has a repo with similar instructions as provided by ImageMagick but this repo includes a bash script to compile and generate a static library of ImageMagick. I tried running the script directly ./all.sh 6.8.8-9 but soon realized I hadn't setup a build directory they way his instructions outlined and I got stuck getting libpng installed correctly.
Static library - approach #3
The same repo with the instructions to compile and generate a static library also includes an old sample iOS project with a static library already included for an older version of ImageMagick. This just about worked except the ImageMagick library has a class Timer that clashes with the Timer class provided by Swift4/iOS so I couldn't get my project to compile using this static library of ImageMagick.
ImageMagick iOS Questions on SO
There are a handful of other questions on Stack Overflow that deal with running ImageMagick on iOS so I know other people have done it but nothing very recent. If anyone has any ideas that would be greatly appreciated, thanks!
Un-answered question on how to use ImageMagick on iOS: ImageMagick iOS image Potentially useful comment that includes some of the same links that I provided above.
Someone already using ImageMagick for iOS but gives no details on how it was implemented: ImageMagick circular dstortion on iOS
Un-answered question from someone already using ImageMagick in their app: Ios - ImageMagick - No Image Created after Distortion
More recent question related to warnings using the cocoapod version: iOS: ImageMagick compiler warnings in Xcode
Other questions: https://stackoverflow.com/search?q=imagemagick+ios Unfortunately I haven't found any of these that have helped.
To integrate ImageMagick into iOS you will need to do the following:
Install the library available here https://www.imagemagick.org/download/iOS/
You will need a Swift-Objective-C bridging header that includes:
#import "ImageMagick.h"
#import "MagickWand.h"
You will need to modify any functions that reference Timer to Foundation.Timer, this will resolve any conflicts with the ImageMagick library
You will need to add under Your target > Build Phases > Link Binary With Libraries > "libxml2.tbd".
Hope this helps
I want to implement FileMQ for file transfer from iOS to android in my iOS app.
I tried the steps given here but it causes errors at many steps. Also I need to know how should I use the downloaded library.
How should I compile FileMQ for iOS and use it?
Any information in this regard is appreciated!
I downloaded a C version of the library from the link mentioned in the question and compiled it on linux machine. I made some changes in the headers to make it iOS compatible as the headers were generated for linux. Now I am using the same copy in my iOS project.
Trying to get Mapbox framework 3.0.1 working on Swift iOS 9.1 - Followed all the steps here : https://www.mapbox.com/ios-sdk/#binary
When rendering the xcode project, I am getting a weird error when the actual map view is called: Couldn't find resource mapbox.png in bundle.
Anyone any idea?
Sorry for the confusion here. I just updated the docs, but you want to use one of the static library downloads, with the libMapbox.a, not the framework. The framework is used for CocoaPods install and soon, in future, will be a standalone install method.
So, plenty of issues have been posted around this like:
Stack Overflow Question
Google Code Issue Report.
The problem in few words is the following: GoogleMaps SDK has an error when updating to XCode 7 GM (consequently using Swift 2), because when loading the bundle resources, apparently it can't find/read the '.mom'/'.omo' file.
'CoreData: Failed to load optimized model at path '.../APP_NAME/GoogleMaps.bundle/GMSCacheStorage.momd/Storage.omo'
This answer explains a workaround if I were to load the resources mannually or if using a POD, but my problem is that I'm linking to the static library manually to support iOS 7.x (long story, Pods on swift only work with dynamic libraries and iOS 7 doesn't support them, but it worked perfectly until XCode 7/Swift 2). Maybe someone knows a way to hack into the GoogleMaps.bundle inside the framework file...
I'm thinking of something like -> (right-click GoogleMaps.bundle + Show Package Contents + 'maybe change some file paths/extensions?')
Apart from the Log Error, Google Maps functionality (at least the features I'm using) work fine in the app. The problem is when uploading to the App Store, I receive an error because of this.
This issue is fixed in the new update of Google maps
https://developers.google.com/maps/documentation/ios-sdk/releases?hl=en
Check this Link and update your local repositories
I'm trying to create a static library of Openfeint for iOS, to use it in apps with only C++ calls. When I try to run the cocos2d-x test project with that library linked, the app is going frozen with any OpenFeint call. However, if I don't create the library and I add the sources directly to the test project, it works perfectly. I'm working with SDK 5.0, Xcode 4.2 and deploying target 4.2 (I think that it doesn't really mind, because I can run it without creating the library)
Thanks, regards!
Alternative: Use a wrapper provided on the official web to use ScoreLoop, like OpenFeint: HERE. It´s cross-plarform, work on Android, Blackberry and iOS.