iOS linphone-SDK after adding run script error - ios

My project use cocoa pods to manager third library.
And I incorporating linphone-SDK in my object.
When I adding run script after embedded linphone frameworks,my project show some errors.
I listed the messages as below.
fatal error: lipo: can't open input file: /Users/zcon21/Library/Developer/Xcode/DerivedData/path/Frameworks/Alamofire.framework/Alamofire (No such file or directory)
rm: /Users/zcon21/Library/Developer/Xcode/DerivedData/flyingSoul-client-eaugkyhuzdcucvcjxkgjqyewjspt/Build/Products/Debug-iphoneos/flyingSoul-client.app/Frameworks/Alamofire.framework/Alamofire: No such file or directory
mv: rename /Users/zcon21/Library/Developer/Xcode/DerivedData/flyingSoul-client-eaugkyhuzdcucvcjxkgjqyewjspt/Build/Products/Debug-iphoneos/flyingSoul-client.app/Frameworks/Alamofire.framework/Alamofire-merged to /Users/zcon21/Library/Developer/Xcode/DerivedData/flyingSoul-client-eaugkyhuzdcucvcjxkgjqyewjspt/Build/Products/Debug-iphoneos/flyingSoul-client.app/Frameworks/Alamofire.framework/Alamofire: No such file or directory
It looks like third library problems.
enter image description here
enter image description here
How can I fix it?
Please help me out.

Related

Integrating Unity to Swift project with Push Extension using "jiulongw/swift-unity "

Good day!
I'm trying to integrate unity using jiulongw/swift-unity into my project, which has Notification Extension (OneSignal). When assembling, I get the following error:
<unknown>:0: error: error opening input file '/Volumes/DataDisk/TestOneSignal/IOSTemplate3OneSignal/OneSignalNotificationServiceExtension/Unity/Bridging-Header.h' (No such file or directory)
<unknown>:0: error: cannot open file '/Users/vitaliykozlov/Library/Developer/Xcode/DerivedData/DemoProject-haxduxdlnjguxkcogcuqaymwlynv/Build/Intermediates.noindex/PrecompiledHeaders/Bridging-Header-3KPPRZGOMOC4Z.dia' for diagnostics emission (No such file or directory)
Command PrecompileSwiftBridgingHeader failed with a nonzero exit code.
Although integration into a project without Notification Extension (OneSignal) works fine. I use the latest versions of Xcode and Unity.
Please help the question is very important, I've tried everything !!!
once i get this kinds of error may be this can help you
firs of all open your project in finder and give read,write,edit permission to this file Bridging-Header.h then also give permission this file using terminal by sudo chmod 777 /*path of yourfile */ or chmod -R 777 foldername or pathname

Xcode subproject cannot find its own header files

I have an sdk that is added to my project as a subproject in xcode. My main project's classes can import all the header files successfully into the code by using
#import "Filename.h"
because I added the sdk directory to my Header Search paths in the build settings of my main project.
However, the problem is that the classes of my sdk can't successfully import each other unless they are in the same directory. In my case, this is a problem because my sdk has folders within it with header files that the files in the main sdk folder want to import. As a result, I receive the error:
'Filename.h' cannot be found
when files in the main sdk folder try to import header files nested in deeper folders in the sdk. When I tried to move all the files into the main directory (I'm fine with sacrificing organization for functionality), the original error remained and I got two more errors:
clang: error: no such file or directory: '/Users/.../MainProjectFolder/SDKFolder/NestedFolder/Filename.m'
clang: error: no input files
It seems to know where to look for the files but the other files still can't access it.
Does anyone have any ideas to help?
Thanks, any help is appreciated!

Error when installing RestKit without CocoaPods

I'm new to RestKit and I'm trying to add it to my existing iOS Project - following this tutorial.
After installing it as a Git submodule (I'm not using CocoaPods as I already have multiple plugins manually setup) and adding the linker flags, search paths, I'm not able to build it.
Nothing appears in the Issue Navigator, but on the Report navigator I get these errors:
(Check Dependencies)
The file "Pods-RestKit.debug.xconfig" couldn't be opened because there is no such file.
(Run custom shell script 'Check Pods Manifest.lock')
Diff: /../Podfile.lock: No such file or directory
Diff: /Manifest.lock: No such file or directory
The sandbox is not in synch with the Podfile.lock. Run 'pod install' or update your CocoaPods Installation.
After this I tried to run 'pod install' in the subdirectory for RestKit, it installed with success, and when I then try to run the project, I get a 'normal' error that says:
error: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: can't locate file for: -lPods-RestKit
error: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: file: -lPods-RestKit is not an object file (not allowed in a library)
Been stuck at this for a week so would really appreciate any assistance - I've tried researching extensively online but can't find any solution this this.

not able to upload .c file to git

Hi am facing an issue while trying to upload my ios project to git.
All files get uploaded except a file called "sqlite3.c"
And when i try to build for device its throwing up this error
clang: error: no such file or directory:
When i change build target to ios simulator it builds fine and the missing file sqlite3.c gets generated automatically.
Please let me know if you have any info about the problem of file missing in git or about error while building for device as target in xcode.
Thanks
Santosh

Can't compile plcrashreporter in Xcode 4

I can use the prebuilt framework provided on the plcrashreporter project page when compiling for the device, but not for the simulator. I have the same problem described here.
I assume the prebuilt framework does not support the simulator's architecture, so I downloaded out the plcrashreporter source. I opened the Xcode project and selected the CrashReporter-iOS-Simulator > iPhone 4.3 Simulator target. When I try to build the project, I get this error:
libtool: unknown option character `D' in: -D__IPHONE_OS_VERSION_MIN_REQUIRED=30000
I get the same error when I try to build most of the other targets (such as for device).
My next step was to try adding the source files to my project. I no longer have the aforementioned problem; however, I get this error when I try to compile:
fatal error: 'crash_report.pb-c.h' file not found [2]
#import "crash_report.pb-c.h"
^
1 error generated.
Command clang failed with exit code 1
The crash_report.pb-c.h file which is mentioned in the error message simply does not exist; I've searched the plcrashreporter source tree and the internet. Therefore, I have to assume that this file is supposed to be generated somehow, but I cannot figure out how.
(Commenting out the line in PLCrashReport.m on which crash_report.pb-c.h is included results in numerous other compilation errors.)
You are correct in that the file does not exist normally, nor does crash_report.pb-c.c exist, which will be your next error after this one.
The crash_report.pb.h and crash_report.pb.c files are generated at compile time through a build rule. You need to add a custom script to your build process to make them.
First, make sure you have protoc-c in the plcrashreporter folder of your project (plcrashreporter-1.0/Dependencies/protobuf-2.0.3/bin/protoc-c). They buried it deep. This is what your script will be running.
Then find your crash_report.proto file. This is the main input that protoc-c will be using to create your missing files. You can take this directory and put it manually into your script, OR you can make a rule to run the script on every *.proto file. I do the latter.
Then edit your build rules to include a script that runs protoc-c with the flag --c_out="${DERIVED_FILES_DIR}" and your crash_report.proto file as two inputs, this will output crash_report.pb-c.h and crash_report.pb-c.c into the same directory as where your crash_report.proto file is, which should already be accessible in your project.
The build rules in Xcode 4 (and above) are under your project's target's build rules tab. You add a build rule before all your other build rules. Here's what mine looks like in Xcode:
You'll probably have to fiddle with the directory

Resources