Adding Custom Framework in to playground - swift 3.0 - ios

I am facing issues while importing my custom framework in to the playground. It always says 'No such module'. I have tried adding playground to workspace as well as to the project target but found no luck. In swift files it is working perfectly fine. I have even tried with cocoapods as well(other is manual approach).
I have gone through many post but none of the solution worked for me.
These are some of the links which I referred:
http://help.apple.com/xcode/mac/8.0/#/dev188e45167
Issues mentioned in this post and mine are similar but solution
didn't worked.
Anyone has any idea about this :/

Related

How to create framework with inner frameworks?

I absolutely can not understand how it works. I started with a simple one: created framework using "Cocoa Touch Framework" template and add some code to source files. Then using cocoapods I installed some pods to this framework-project. All looks good (maybe not so good actually) and build fine. After that there was an attempt to connect my framework to other xcode project. I did this as follows: just took my test.framework file from Product folder and transferred to another project. At first everything was not bad. The import was successful and I can use my framework-code in another project. But when I run it I have error: dyld: Library not loaded: Reason: image not found. I tried all of the answers to this problem, but nothing helped me.
After that, it was decided to try to connect my framework to other project. This time I got a completely different behavior: namely, I was able to connect the framework, but I could not access the code inside it. I'm completely confused, because I did not change anything. I just did the same with another project.
Please help me. What am I doing wrong?
A related questions:
Can I connect the framework just moving test.framework file into
another project?
For some reason, I should use the approach described above, is there a chance in the theory of success or all that I have done before is not correct?
I tried it a lot with the same result you get , until I posted the problem in Apple forums and they respond with Nested frameworks are not supported in IOS

Can't see debug info Xcode 6.4?

I think I've accidentally removed some kind of setting or something on a project level. In project A I can see debug info, but in project B I can't see a damn thing while debugging. Local variables can't be expanded to see what they contain, and neither variabels located in self.
As stated earlier, it works fine in one project, but not at all in another. I have no idea what I've done, or how to solve it. I asked around with a few coworkers and none has experienced this before. Kind of need to fix this in order to work efficiently.
Here is a screenshot displaying what I mean:
I don't have any variables in self here, but if I add some or store some, it doesn't work anyway. I can't see anything in self since I can't expand it at all.
Help appreciated!
I found the solution for this. Or rather I found the issue. The issue seems to be with either Xcode 6.4 and above, or GoogleMaps in general. When importing GoogleMaps SDK the debugger stops working properly. Simple as that. Comment out your import of GoogleMaps SDK and the debugger will be back to normal.
Another way of solving this is to bridge GoogleMaps SDK from ObjC to Swift rather than importing it in Swift. I didn't try this, but I saw this as a possible solution here: https://code.google.com/p/gmaps-api-issues/issues/detail?id=8524
Hope it helps someone. Took me days to find this information.

Adding Mapbox to iOS project

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?

xcode 6.01 Mach - O linker error

Hi I have been trying to solve this problem for the past 2 days...
I am using the aubio.framework for an app I am trying to build and I keep getting the errors below
I tried all of the solutions I have found on SO but nothing worked. The aubio.framework seems to be linked correctly and no other frameworks are linked (started a new project)
Please help me!
I just had the same problem, you have to add following frameworks:
Accelerate.framework
AudioToolbox.framework
It seems that aubio doesn't work without it.

Adding Chipmunk Files to XCode NSObjCRuntime NSZone Parse Issue

Im working on SpaceViking project from Ray Wenderlich's Cocos2D Book and the project has worked fine so far. Near the end we are told to add Chipmunk files to the Xcode project and compile & run to test everything is fine without adding any new code yet.
As soon as I do that I get many Parse Issue errors coming from NSZone, NSObject and NSObjCRuntime which I don't get otherwise.
Can anyone help me out on this one? It should be an error on some of the added files. How do I find which one and where the error is being generated so I can fix it?
I would check and make sure the added files are 'typed' correctly by Xcode. Make sure they are set to Objective-C, C++ or C (whatever is appropriate in this case). I used to get tons of errors when importing C files that were mistakenly recognized as Objective-C by Xcode. Just changing the file type would solve most of the compile errors. Just and idea.

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