Akavache Sqlite linking errors - ios

I am having an issue with SqlCipher and Akavache on iOS. When I add the Akavache library to my project with an existing implementation of SqlCipher I get a number of duplicate sqlite errors during linking.
What is the current behavior?
When I build iOS with Link SDK assemblies I receive the following
Sqlite Linking Errors
If the current behavior is a bug, please provide the steps to reproduce and if possible a minimal demo of the problem
Install/Implement SqlCipher
Install Akavache
Build Xamarin.iOS project
What is the expected behavior?
That Akavache Sqlite and SqlCipher Sqlite just work together.
Which versions of Akavache, and which platform / OS are affected by this issue? Did this work in previous versions of Akavache?
Akavache 5.0.0
iOS 10.3
I wouldn't know. SqlCipher was implemented months ago, and we are just now adding Akavache to the project.
Other information (e.g. stacktraces, related issues, suggestions how to fix)
Linking is set to SDK Asemblies only
This is a Xamarin Forms project and the Android Linking does not produce the same result.
I am actually able to execute the code on Android and have proven that the technologies play nice (from what I can tell)
I contacted SqlCipher and the recommended approach is to fork Akavache and swamp the following line of code with another
implementation.
https://github.com/akavache/Akavache/blob/develop/src/Akavache.Sqlite3/SQLite.cs#L224
Before I go down the road of maintaining a fork, I was wondering if there is better way?

What you're effectively doing here is adding Akavache, which contains a custom SQLite build, to an app which already contains a custom SQLite build. And because of the way iOS linking is done, that's a problem.
I doubt you actually need a "fork" of Akavache. What you really need, IMO, is an implementation of Batteries_V2.Init() which talks to the SQLCipher instance you already have in your app.
This is doable, as SQLitePCL.raw already contains multiple implementations of this "bundle" concept, and uses bait and switch to change from one to another.
Your question is equivalent to one I get from time to time: "How do I use a custom SQLite build with SQLitePCL.raw?" The only difference in your situation is that you already have such a custom build as part of your app. Anyway, it's similar, and unfortunately, SQLitePCL.raw doesn't make this as easy as it should.
Anyway, explaining how to bridge the gap between Akavache and your existing SQLCipher build is probably beyond the scope of this SO answer, but I might be able to help you head in the right direction. You can post an issue on https://github.com/ericsink/SQLitePCL.raw and I will see it.

I have minimal interest in adding Cipher support to Akavache. If you can find a non-terrible way to do it then release it on GitHub for others. Akavache already has an encryption API via http://kent-boogaart.com/blog/password-protected-encryption-provider-for-akavache
It's a little concerning that the authors of Sqlite Cipher are recommending removing that line as it means you'll also run into and experience problems with the greater Sqlite ecosystem, including azure mobile services.

Related

How to compile `.framework` file?

I searched through existing Stackoverflow questions related to this problem but didn't find any help to solve it.
So here's the problem:
I am trying to integrate .framework file into the project but it's giving me an error saying that module compiles with 4.0.3 can't be imported by swift 5.0 compiler.
I wanted to know how to compile that.framework file? so that it will become compilable to swift 5.0
Please help if you come across such a problem.
Note: .framework file is created by a third-party developer
If the framework you're trying to integrate is binary only, then your best option is to check with the 3rd party developer regarding their support for Swift 5.0.
In case there are sources available, you can try checking if there is any work being done in their repository (usually a separate branch), or you can try forking the sources yourself.
Note that with the source option, you'll have access to possibly unstable and untested code, and depending on the experience I'd be very careful in this case.

Basic Mechanics of iOS Frameworks and Xcode (and Swift)

I think I just must be stupid.
I'm having a lot trouble understanding very basic things concerning frameworks in Xcode/iOs/Swift. While I've certainly gotten some things to work, I've gotten more and more confused about what I'm actually doing. And the documentation on the web just confuses me more.
When I see discussions about how to import particular frameworks (e.g. https://github.com/danielgindi/Charts is the library I'm playing with, but I've seen this pattern repeated in other libraries) they seem to always tell me include the Xcode project file as a child project of my project, in addition to linking things as an embedded binary. This confuses me. Is it not possible to link an already compiled framework to my project without including all the source code of the project?
That is, can't I just take a library.framework file, and add it to my embedded libraries list and be done with it?
In the frameworks I've played with (again https://github.com/danielgindi/Charts is my primary example, but this is true in many others I've played with) I can't seem to use the framework without Carthage or CocoaPods. For me at this stage, that is just confusing... I accept that they are useful tools to automate a difficult process, but I'd really like to understand what that process actually is before I let a tool automate it for me. As I search the web I just seem to always be led back to these tools as being the correct way to do things.
So here are my questions.
If I find a framework library on the web... do I need its source code or can I somehow just link to a compiled version of the framework?
In my reading, it seems that libraries made with Swift are somehow second-class citizens because Swift is a newer thing. Is that still the case? (The articles I read about this seems to date from 2014-2015).
Is there are good place to understand how Apple expects me to add a framework to a project, without using CocoaPods or Carthage?
No need to add source code. Just add the framework to Target ->
General -> Linked Framework and Libraries -> Tap on + and select
your framework.
In my opinion, many new libraries are being written is Swift. So you won't be left behind for using swift.
Apple has documentation about adding frameworks to XCode. But I would suggest to use Cocoapods , as its easy to manage libraries.
Cheers :)

How to create framework with other frameworks and library dependency?

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.

iOS app archive fails due to openldap and openssl makefile errors

I am currently building an iOS app written in Objective-C and Swift containing the openssl and openldap frameworks, which builds and runs without any issues.
However, when I try to archive the app for release, the below errors occur:
Here is some additional information:
The Xcode version is 7.3.1 (7D1014)
The project is an Xcworkspace (contains a podfile, but the frameworks are not integrated through Cocoapods)
UPDATE:
After further testing, another makefile error occurred (similar issue in any case)
This image illustrates all the frameworks and libraries used and the errors that occur.
Here is the build log:
I appreciate any assistance and would be happy to provide any additional information.
Note: I am still looking for answers in order to solve this issue
I'd actually recommend something completely different. Making opens and openldap as standalone universal static libraries that you just link to. Presumably, this is what Makefile-openssl and Makefile-openldap are doing (making the universal lib)
"Why would I do such craziness?" you may be thinking. The code for openssl and openldap are not changing ... unless you have a unique case where you have forked the code and have some modification (which would probably be a bad thing). Thus there is no need to continually re-build it.
"Ahh but what about if I want to update the version?" you may be thinking. Then get the latest source and build it once. Done.
The benefits are that you are not wasting time building those libraries. While you could say it is not big deal right now, as projects get bigger, you're just wasting time re-building libraries that are not in active development. Additionally, you don't have to worry about any weird build issue like this.
For some projects I've been working on, I've convinced them to even make a pre-built library of all the cocoa pods libs we need in the project. Which has had the added benefit of keeping our main project a bit cleaner of the pods nastiness (I know some people will disagree) in your project.

Can someone please explain the differences between Cocos2d-Swift, SpriteBuilder, Xcode and CocoaPods?

I'm completely confused and I don't know where to start asking questions. I tried googling, but the terminology is confusing and I'm not sure what either of these things do (except for Xcode). Can someone explain like I'm 5?
I'm on the cocos2d-swift website and after reading the getting started section it says "From this point onwards, using SpriteBuilder is optional.". I don't know what they mean by that.
How do each of these correlate with each other?
Also, how is an API Documentation Browser and Code Snippet Manager useful to an everyday iOS Developer?
cocos2d-swift is a framework that enables you to build things like sprite-based games quickly.
SpriteBuilder is a tool that helps you build your own multilayered sprites (images and animations grouped into a single package -- i.e. Mario, a Goomba, a Fireflower fireball, etc.).
Xcode is a developer environment in which you write your source code, compile, distribute, and test.
CocoaPods is a tool that fetches and manages framework/SDK dependancies.
You would use CocoaPods to fetch the cocos2d-swift framework so that you could build a sprite-based game in Xcode using sprites you generated in SpriteBuilder.
Not sure what Cocos2d is, but swift is the latest programming language by Apple for both OS X and iOS development.
http://en.wikipedia.org/wiki/Swift_(programming_language)
SpriteBuilder is a framework used to create games for iOS very quick. Think of it as a game engine.
http://www.spritebuilder.com/about
Xcode is the IDE (integrated development environment) that you use when writing native OS X and iOS applications. It's awesome!
CocoaPods is a way to load in third-party libraries and frameworks without having to manually install them on your own. It also makes it very easy to keep the frameworks up-to-date. Pods also allows your project to be more portable as it's much easier to install an application with multiple dependancies via Pods.
http://cocoapods.org
A documentation browser is good if you want to have access to documentation while offline. However, I almost always use Google to find what I'm looking for regardless of what technology I'm working on. Google is just the best way to search.
Finally, I'd start off with this book. I read the first edition years ago, and made things very easy for me to understand.
http://www.bignerdranch.com/we-write/ios-programming.html
Hope this helps!
Here are some basics:
XCode (A Program)- Most of your iOS development will happen here. Coding, creating the app etc.
Think of an SDK as a suite of commands or tools you can use-API's (API - Application programming interface)
Cocoas2d (An SDK) - Game engine. A software development kit for creating games. you would pull this library of code and tools into xcode to use it.
SpriteBuilder (An SDK) - Suite of tools for building games. Just like Cocoas, you would pull this into xCode to make use of it as you code.
CocoaPods - A tool for linking/loading SDK's into XCode and easily updating them.
Moral of the story: XCode is the software you will use for everything. Everything else are just additional libraries of code you can pull in.

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