Twillio framework compression issue while pushing the code to github - ios

I am creating one project using Twilio framework for creating the conference room, I integrated framework manually as guided in Twilio documents link "https://www.twilio.com/docs/api/video/ios" its working fine able to create room and everything working fine but when trying to push the file to GitHub its stuck with compression error. it's not Github problem as I am able to push related files (View Controller changes) and also framework size is 153MB can this be an issue.
Screenshot attached with the error message
error message while pushing code
Twilio framework files
Edit I have also tried with git commond line. Problem is twilio exceeds GitHub's file size limit of 100.00 M Is there any other way I can add twilio framework or can I remove unwanted files and then just drag and drop required files?
I am using Xcode 8.3.3 and Gitbox and Twilio version1.x

Twilio developer evangelist here.
In the case where you can't use CocoaPods there is a file size issue. While there's nothing that can be done about this right now (sorry!) we are aware of the issue and want to fix it. I can't promise any timeline, but we are going to work on supporting Carthage, which should solve this for you.
I'll try to let you know when this support is released.

In case if anyone has same issue you can temporary add Twilio/video file in ignore files while pushing the code on Github and then while pull can manually add that file in Twilio framework file,
I know this is hectic and time-consuming but you will not be stuck and anyway, you don't want to push and store such big file in your repository. Just and the comments in the code so if another developer is working on the same branch can follow the same steps.
PS: Always use cocoa-pods instead of manual. I have to do it manually because of some other cocoa-pods lib was getting updated, #so many code changes and I had time constraints.

Related

The alerts in my Xcode project doesn't disappear

I'm working with the Google's Ios SDK, and recently i updated the file that contained the SDK. The problem is that i get these errors saying that the files doesn't exists, but they actually exist and works fine.
These are some of the errors (there is about 80 alerts)
So, what can i do?
Thanks!
This what i tried for the last error, but the alert doesn't disappear
If you're using XCode with source control integration ensure you have added those files to the repository. Once you have the files in question added/tracked in git/svn these warnings should disappear.
Also, it never hurts to Command-Option-Shift-K (clean) the project and re-open after you've tracked those files.
See this SO post for possible approaches.

How can you permanently change iOS app configuration in Meteor Cordova?

Every time I meteor build, I have to open XCode and do the following:
remove and add an item from "Link Binary With Libraries" (Facebook SDK)
add a URL Type (custom URL scheme for my app)
add a "Required device capabilities" to "Custom iOS Target Properties"
How can I edit my Meteor project to have these steps done automatically, and to auto add things to AndroidManifest.xml?
In some way use mobile-config.js or cordova-build-override?
I'm happy to see another guy who is trying to build a hybrid application using Meteor / extending a Meteor Cordova iOS app, since I'm facing the very same issues. So I'm very happy to share my experiences and approaches with you. :-)
So far, I ended up with the following approach:
I created a base template for my iOS app using meteor build (not meteor run ios-device, since I did not know if Meteor does some optimizations for production code).
Then, I copied the whole Xcode project under /platforms/ios to another loaction and used this new project as my "master" project from then on. This project is being enriched with native code, e.g. it also includes the Cocoa Pods I'm needing.
Of course, I also did not want to copy files each and every time I trigger a new Meteor build. At least, I would like to have the Staging/www folder updated, as this is happening quite frequently.
So my first (rather naive) approach was
delete the Staging/www folder in the master project
replace it with a relative link (using Xcode's linking functionality) to the Staging/www folder inside the .meteor/local/.../ios/ project
This approach did not work, since the shell script used in the Meteor Xcode project can't handle these links.
My second approach is to create a symlink on the filesystem level instead. This works as it should, and I'm able to build the project in Xcode as it should.
I could have followed the same approach for the Cordova plugins folder, but I've decided to replace the plugins manually in order to get a better control over them, even it means a bit more effort then.
Having the symlink in place also means that Xcode's version management (and also SVN which I am using for everything) will ignore everything below Staging/www, which is good in my opinion, because I'm already versioning the webapp code in the Meteor project itself.
BTW: I've started a discussion thread on hybrid mobile app on the Meteor forums as well, but so far it did not get too much attraction:
https://forums.meteor.com/t/building-a-hybrid-meteor-cordova-app-share-experiences/8212
Maybe we could follow up on Meteor-specific things there, to have the Meteor community participate in the discussion?
EDIT: I would also like to share an approach that failed completely, at least for me, maybe I was too dumb... Before I used Meteor's Xcode template as the starting point, I also tried it "the other way round", i.e. I started with my already existing Xcode app project and tried to include Meteor's / Cordova's part by hand. Using this approach, I never managed to set everything up correctly. I had lots of troubles and also had to tweak a lot of the compiler / linker flags to even get the code compiling. This grew me a lot of gray hairs. But even after I managed to get everything to compile, Meteor hang during startup - and I never figured out why.
One remaining problem I'm still facing is that Meteor's hot code push functionality seems to have some severe issues on iOS, that are also documented as GitHub issues. It can happen that the iOS app gets completely broken and needs to be reinstalled. I tried the mdg:reload-on-resume package, but this did not work as it should and made things even worse. As far as I can tell from the GitHub discussions, one should better disable hot code push until the Meteor team has addressed these issues. Breaking the app completely due to code pushes is not what my users would expect.
Unfortunately plist values (and assumably AndroidManifest.xml as well) can only be changed by a plugin:
Add entry to iOS .plist file via Cordova config.xml

More FacebookSDK/Facebook.h issues - file not found

Alright, guys. I'm going freakin' crazy with this one. It is utterly ridiculous that the FacebookSDK causes so many issues. I know there are a couple questions on here regarding this issue, but they all seem to be outdated.
I pulled my Xcode project onto a new computer, and can't build it because I get the "FacebookSDK/FacebookSDK.h" file not found error. There are answers such as This one, but I've followed the steps in every single answer and haven't found one that works. I've just made a fresh pull from my working project from the original machine to the new one. I'll take some screenshots showing my current settings for various fields mentioned in other answers, and maybe I Just have something wonky that is interfering.
Here are the contents of the SDK that I just downloaded
Here are the contents of my Xcode project folder. There isn't anything else Facebook in here.
Here are the frameworks inside my Frameworks group and inside the Link Binary with Libraries section of Build Phases
There are a couple frameworks that are red, and that's OK for now. They were not in the repo, and are instead referenced from Documents or Downloads, and they played nice when I moved the files over and linked them. I just reset my repo to when I pulled it to make sure I didn't have anything from weird stuff I tried that prevents a proper solution from working.
Framework search paths. You can also see that my library search paths is empty. I labeled the stuff I wanted to hide, as it was identifying information
For some reason, my Documents for the new machine is already under the framework search paths. I did not add this myself.
Any ideas on what I can try? This is endlessly frustrating. I've wasted an entire day of development on trying to get Facebooks SDK re-integrated on a new machine.
I was also face the same problem every time I got the checkout for new version from svn.What I did was just removed the Facebook SDK and add again from the backup.It taken me out that time.Please try this might be it works for you.

SoundCloud iOS SDK fails to find all header files. libSoundCloudUI/CocoaSoundCloudUI

I have spent hours over the past week trying to figure out why SoundCloud suddenly stopped working in an app I'm working on. Figuring it might have been file-location related, I completely removed it and re-added the submodules. Then re-added after that didn't work. Then re-added. Then searched. Then nothing.
I've tried re-adding the SoundCloud submodules, and have followed the directions on the SoundCloud site to the T, and still, I get compiler error after error, warning after warning. I add the linker flags as stated, and include the needed frameworks and dependencies. I have absolutely no idea why I'm getting missing file errors.
Changing the Header Search Path (in either MY project file or libSoundCloudUI) just shifts what file can't be found, and when I somehow manage to get SoundCloud to compile with my program, anytime I commit my changes to my Git repository, the submodules are lost and the next person to open the project doesn't have the code, thus making me start over. Pointing the header search path directly to the source code doesn't work, even when it's recursive.
What could be happening? No matter what I do, specifically CocoaSoundCloudUI
Some of the errors I've been getting:
Use of undeclared identifier: 'kTermsofService' (This has a few other keys that aren't being found)
Header file not found: <insert random file include in headers and in source folder>
If my app didn't need SoundCloud support I would have dropped it already. This has been such a nightmare - any help would make my life a lot easier.
Hi Sean Michael Dorian,
indeed, we have updated CocoaSoundCloudAPI and CocoaSoundCloudUI lately and according to your error message you have not updated both repos, i.e. you need to run
git submodule update --init --recursive.
If you have issues w/ submodules in general I recommend you switching to CocoaPods it turns the management of your library dependencies into a no-brainer.
We also provide a Demo Xcode project to check out such a setup.
This should help you resolving the issues let me know if you are missing anything there.

Integration googleDrive in ios application

I use DropBox and SkyDrive in my applications and they work like a charme with a very good documentation, but GoogleDrive is really hard to integrate (to be polite :) ).
I'm not talking about coding but integration in xcode.
i follow this tutorial.
In step 3 i have 8 point to do, the problem is in point n°7, there's no Sources path, i search in the svn folder i download and it's not there. and of course without linking headers i have this issue "GTMOAuth2ViewControllerTouch.h no such file or directory"(i think that compiler stop there but there's more error).
what can i do ?
I know this is really old, but I had this problem and found a solution.
When you add the "User Header Search Paths" to the source directory, you need to make sure you set it to recursive so it gets all of the contents of that directory. Hope that helps.
The Source directory is immediately under the trunk that you checked out.
There is a Google Developer video (embedded at the bottom of the tutorial) that shows all the steps listed in the tutorial. Unfortunately the presenter does skip some troubleshooting and the steps he's following are very slightly different to the current version of the tutorial, but it is still helpful.

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