I am working on building an app that needs to use a C library that I have.The C code is designed for Linux platform and has Linux system calls.
Firstly, I would need to port this C code to run on iOS. Is it possible to do so? Are iOS apps allowed to use system calls? (I read elsewhere that apps using syscall.h are not permitted on the appstore)
Secondly, once I have ported the code can I include them directly in my swift code? Or would I have to create .so files or any such thing.
Related
I have an Ionic v1 / Cordova mobile app and I need to obfuscate all sources. For obfuscation of Javascript I have used https://github.com/javascript-obfuscator/javascript-obfuscator and for Java for Android I have used https://github.com/greybax/cordova-plugin-proguard. As I couldn't find any cordova plugin for obfuscation of Objective C and I decided to use https://github.com/preemptive/PPiOS-Rename.
However, after obfuscation with PPiOS-Rename, there seems to be a problem with obfuscation of cordova plugins and I'm unable to run the app correctly. If I remove the plugins from obfuscation process the app would work but I need to make obfuscated also the code of plugins.
Does anybody have experience with obfuscating the Objective C code of Cordova app please?
Thanks!
The problem that you have is that Cordova relies on a bridge between your app code written in Javascript and the underlying native code in order to function.
By obfuscating all of the Objective C code, the Javascript layer is unaware of this, and can no longer find the native class names it is looking for.
For example, let's suppose you have included cordova-plugin-device in your app.
Its <feature> definition for iOS maps the Device feature name to the CDVDevice class.
Let's suppose your Cordova app calls the plugin method device.getInfo().
This in turn invokes a call to cordova.exec() which calls the Device feature with the getDeviceInfo action.
Under the hood, Cordova looks up Device to find the native class name it's mapped to (CDVDevice) and then on the iOS platform it attempts to call the getDeviceInfo() member function on this class.
However, by running the PPiOS-Rename tool, you have obfuscated both the class name (CDVDevice) and the function name (getDeviceInfo()) so Cordova cannot find the class or function to invoke, so will throw an error.
In this case you'd need to exclude the CDVDevice using the filter option provided by PPiOS-Rename, for example:
ppios-rename --analyze -F 'CDVDevice' /path/to/program.app/program
If you wish to proceed with obfuscating the Objective C layer of your Cordova app, you will have to add exclusions for all of the class and function names which Cordova calls explicitly from the Javascript layer.
This includes any Cordova plugin interface classes in your project, and possibly classes belonging to the Cordova framework itself (as cordova-plugin-proguard does for ProGuard on Android.
I have not used Xamarin before, I'm coming from a native development background.
I have a question about the feasibility of binding a native iOS library written in Swift, in order to use it in an Xamarin project. Is this possible and more importantly is it possible to do without any access to a Mac OS computer?
As a side question, is Objective-C library binding doable without Mac OS?
To do the entire process: No.
You can create a Xamarin Binding project from within Visual Studio, but there are a lot of dependencies you will need that you can only get by having access to a macOS.
1 - If you don't have the compiled and fat library you will need a macOS to build using Xcode and use Lipo to create the fat library.
2 - Supposing you already have it, you will need to create the ApiDefinition.cs, to do so you might use Objective Sharpie (macOS only). You can get around it by creating it manually, but unless you are binding a very tiny library - just for the sake of proving the point - you will not want to do so.
Those two apply to any Xamarin.iOS Binding, as it is the same process for Objective-C Bindings
3 - For Swift Bindings you will also need to include all Swift dependencies inside SwiftSupport folder inside your IPA file. This step is required before publishing the App, not creating the binding - I have only tried to do so using a shell script. But for this case you need a macOS to publish the app to App Store as well.
So just to prove the point: Maybe.
Subject line pretty much describes it. I'm looking for a toolchain to build a cross-platform business logic library that would be consumed by (among others) an otherwise native iOS application.
I'm thinking about using F# for this library, as I like its functional approach and what I've read about performance seems at least reasonable.
I'm wondering how feasible it is to write this library in F# and then invoke/consume it from an otherwise native (probably Swift) application on iOS.
You can use Fable to compile your library and then write your app in React Native to consume it as a native app in iOS. Here are some interesting things you can do with Fable. http://www.navision-blog.de/blog/2016/08/14/fable-sudoku-creating-a-sudoku-solver-app-with-f/
If you don't want React Native, then your other option is to call the generated JS code directly from your native code, but that's a bunch of boilerplate and casting for each function call. How to call JavaScript Function in objective C
The solution I think you're hoping for is to be able to compile to Xamarin and use the library from an iOS app like a native library, however that's not possible.
I am running out of time can anyone suggest me a good solution for my problem
Problem:
I am working in a ios project in which they have a UI designed already in flex a year ago..Now I have done all the backend coding with objective-c using apple native (IDE) xcode ,Now i dont know how I am going to combine the flex UI with the backend Objective c coding to integrate into a single application.
With Adobe Native Extensions you can do it, but I warn you, it'll be a hard game to get it start. http://www.adobe.com/devnet/air/articles/building-ane-ios-android-pt1.html
I have a C lib and dll file from windows application. No source code with me.
Is it possible to use that in an IOS application.
I have seen mixed responses and am confused.
If we have source code , i think we need to create dylib and then we can use the same after including relevant header file.
Please share any expert ideas to guide me in right direction.
Appreciate your help .
mia
Dynamic Libraries are not permitted on iOS to begin with, but above that, the DLL file format is not recognized by Darwin or the underlying XNU Kernel at all, as the binary format is different.
Windows APIs are not usable on the Darwin OS either (Both Mac OS X and iOS are wrappers around the basic Darwin OS). You will need to rewrite the code from the DLL to use the POSIX and/or Objective-C APIs and compile it as a static library to use it.
You need to get a iOS compatible library, no other way around it. There are several reasons:
iOS doesn't support DLLs as they are windows format, but moreover, you can't use any dynamic library on iOS, as Apple restricts it.
DLLs are usually for intel CPUs, while iOS devices have ARM CPUs.
Most dlls are calling windows APIs - are you sure this one's not?
No. If you all you have is a compiled binary DLL, there is no way to use it on iOS. Unless you happen to have an ARM DLL for the upcoming Windows 8, your DLL contains either x86 or x86-64 machine code (or maybe IA64 if you have a lot of money), which absolutely will not run on iOS devices, which are all ARM architectures. Plus many more reasons.
If you have the source code, you can recompile it for iOS, either directly into your app, as a static library that can be linked in with your app, or as a dynamic library as part of a framework. But in all cases, you need to recompile it from source code using the iOS compiler.
You are going to have to recompile it as a static library (.a file). Apple doesn't allow dynamic libraries except for their own frameworks (so you can't compile it as a dylib).