FBSDKCore can't find RCTBridgeModule.h - ios

In my project I am having a problem with the fbsdk. Upon linking the fbsdkcore to my project in xcode using the rnpm as shown here: https://facebook.github.io/react-native/docs/linking-libraries-ios.html
My build now fails due to my RCTFBSDKCore cannot find the RCTBridgeModule.h, even though I think I have gone through all the neccessary steps to include this, even in the Header Search in build settings as shown below:
Linking Binary w/ Lib:
And the Header Search:
After this I am quite lost. I have also tried to update all of my packages without success. And as one can see in the picture below, I have two fbsdkcore, is this one too many, because it is only when I try to build the RCTFBSDKCore that it fails, it is successfull in the other case.
Ok, so to my question. Could it be that the library should not be included like that in the first place? If not, what have I done wrong/missed?

rnpm does not support linking multiple libraries at the moment. Check this article for setting up RN & fbsdk.

Related

GoogleMobileAds.h file not found

I know that there must be a whole bunch of questions like this, but I tried everything, and nothing would work.
I'm creating a iOS app, and I use Google Ad Mob. I built my Xcode project from Unity, but when I tried to archive it in Xcode, there is this annoying error "GoogleMobileAds.h file not found"! I have the Google Mobile Ad Framework, but when I put it in the project, the error still shows! I looked up this problem, and tried to follow some of the people to fixed it, but the error still wouldn't go away.
Could anyone help please?
Here is the link to the project you can download.
Xcode project
I fixed this by going to Framework Search Paths in build settings, and putting in the GoogleMobileAd.framework!
as #SullyBully already correctly mentioned.
You have to add your folder with the Admob SDK to Framework Search Paths in Build Settings.
Additionally you have to include your GoogleMobildeAds.framework into your frameworks section in xcode (no ideas whats that called)
See screenshot 1 and 2 (I literally spent now hours because of it, hopefully this finds a soul helpful :P)
By the way it is completely neccessary just to include GoogleMobildeAds.framework.
You dont need to include the others like GoogleUtilities, or GoogleAppMeasurement etc.
After you build the the game in Unity.You also have to add google admob iOS library to your Xcode project. You can get from : [https://developers.google.com/admob/ios/download][1]

Why am I getting an unavailable declaration using framework

I'm making a swift .framework, but I'm running into what I believe is a build problem. So I've simplified everything to isolate my troubles. I've attached a screenshot of my newframework.framework project (top) and my example usage of the framework (bottom). The problem I'm having is that Whatever class is unavailable when I include newframework.framework. I can confirm that Whatever.swift is indeed included in target>>buildphases>>compile Sources
What could cause this not to work?
EDIT - Adding App Build phases screenshot
Your problem, as we figured out in comments, was that you were building your framework for "Generic iOS Device" and building your app for the simulator. Xcode can't make the app build without matching architectures, so you need to choose one over the other or produce a framework that includes every architecture.
(This was posted to help people who come here from the future find the answer quickly. Hello, future people!)

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.

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?

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.

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