Adding Mapbox to iOS project - ios

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?

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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]

FBSDKCore can't find RCTBridgeModule.h

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.

No such module Parse using Swift in Xcode 7.1

There are several questions addressing this issue already, but all of them (I think) are in reference to earlier versions of Parse using an objective-C bridging header to connect the framework. I am using the latest version of Parse that has support for Swift directly, which is a different setup process.
I've downloaded and added Parse to Xcode in the Build Phases -> Link Binary With Libraries. The directions on their website are extremely straightforward...download the SDK, add it to Xcode, import it, and done.
Parse seems to be added properly everywhere it should be:
But alas, when I use import Parse, I get a no such module error. I've tried adding the framework search path $(PROJECT_DIR) under Build Settings both recursively and non-recursively, and a few other recommendations from the other questions addressing this issue, but with no luck.
I'm wondering if this could be an issue with Parse or the Xcode beta, since both are extremely new, but I'm assuming the error is on my end, just not exactly sure where to look since the quickstart guide on Parse.com seemed so simple.
Apparently if you drag the Parse library to the 'Link with Binary Libraries' section, you will continue to get this error.
You have to drag Parse to the project navigator for it to properly import.
Since it should work regardless of where you drag it into Xcode, it is possible this could be a problem with the Xcode 7.1 beta or the updated Parse API for Swift support. I'm not entirely sure, but either way, it's a really simple fix, so not a big deal.

Is there any way to hack into static framework for Swift Project?

So, plenty of issues have been posted around this like:
Stack Overflow Question
Google Code Issue Report.
The problem in few words is the following: GoogleMaps SDK has an error when updating to XCode 7 GM (consequently using Swift 2), because when loading the bundle resources, apparently it can't find/read the '.mom'/'.omo' file.
'CoreData: Failed to load optimized model at path '.../APP_NAME/GoogleMaps.bundle/GMSCacheStorage.momd/Storage.omo'
This answer explains a workaround if I were to load the resources mannually or if using a POD, but my problem is that I'm linking to the static library manually to support iOS 7.x (long story, Pods on swift only work with dynamic libraries and iOS 7 doesn't support them, but it worked perfectly until XCode 7/Swift 2). Maybe someone knows a way to hack into the GoogleMaps.bundle inside the framework file...
I'm thinking of something like -> (right-click GoogleMaps.bundle + Show Package Contents + 'maybe change some file paths/extensions?')
Apart from the Log Error, Google Maps functionality (at least the features I'm using) work fine in the app. The problem is when uploading to the App Store, I receive an error because of this.
This issue is fixed in the new update of Google maps
https://developers.google.com/maps/documentation/ios-sdk/releases?hl=en
Check this Link and update your local repositories

How to build against the RestKit framework in Xcode 4.2?

I am trying to follow this tutorial for integrating RestKit into my project but I am running into some problems. When I add a target dependencies the dialog that popup does not have the bulls eye. I still select the RestKit one (this has a little building next to that's white. Then when I click on Link with Libraries, and I dont get the choices to add the libraries for restkit. Ive tried this in my current project, a blank project, and nothing seems to work. Any ideas what I am doing wrong?
That tutorial is a little out of date. They updated the way Restkit builds (simplified it). There's a thread about it on the Restkit mailing list.
That said, here's what it would look like with the latest Xcode:
So for iOS you'd select the first on the list, with the little house-looking graphic. For Mac you'd choose the framework.
I found the tutorial at https://github.com/RestKit/RestKit/wiki/Installing-RestKit-in-Xcode-4.x to work with Xcode4.2. Make sure you follow all the directions. But, here's the catch. I couldn't get it to work with a project that I convert from xcode3. Probably could have but gave up. I made a new project in 4, dropped all my sources in it, then followed the directions in the above tutorial.
You can just drag the libRestKit.a file from the Products Group of the RestKit project into the Link with Libraries Build Phase of the build target that needs it.

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