How to prevent framework to jump into the .m file when crashing in iOS - ios

I am using XCode 6 to develop a SDK using static library. I grabbed the script from this link: http://www.raywenderlich.com/65964/create-a-framework-for-ios.
When I tried to crash it intentionally, the actual implementation is exposed. However, we wanted to hide it. Just like crashing a third party framework, for example Parse iOS SDK, it will jump to something like assembly code instead of the actual implementation file.
Here is image when crashing in Parse:
Any advances would be appreciate.

I think your setting is all correct, you can still see your implementation because you are using the same computer as you did development and being symbolicated automatically. It will be hidden when other users try to crash it.

Related

Created a custom framework in swift and app is getting crashed

The only error it is throwing is "dyld[1233]: missing symbol called". The digits inside braces get changed all the time. The code I have checked on the App side works perfectly without any crashes. But the same code when I migrate to SDK (with public specifier) it crashes.
Please help me, This is my first time working on SDK.
Note: - The agenda of SDK is to pair with the BLE device (via Bluetooth) and update its firmware(DFU).
The pairing code in SDK works well, but while updating the DFU of the device, the app crashes.
Things which I tried,
General-> Frameworks, Libraries,Embed contents -> embed and sign
Cross checked whether any issue from the code side, seems it is an SDK issue
Rearranged the order of custom wayband SDK under General-> Frameworks, Libraries, Embed contents

How to use Swift Pod in Unity exported iOS App

I have reach experience in iOS native app development, My company have a unity app. Unity app developer exported the app for iOS and shared with me. I wanted to use my own created cocoa-pod library (which I have already using in my another iOS App) into Unity iOS project.
So Unity developer exported by File -> Build Settings, choose iOS and click Build, and now I am trying integrated pod (which is written in Swift 4.2) into Unity exported of iOS project.
I have taken medium post and many more reference, I have implemented the same as conclusive direction. Please look the attached screenshot below.
Reference - https://medium.com/ios-os-x-development/swift-and-objective-c-interoperability-2add8e6d6887
Please look the below screenshot for autogenerated file
Now when I am going to import this autogenerated header file to make connection between Objective C to Swift, then it is showing error as attached screenshot below
Please help me to resolve this issue. Thanks in advance.
One thing that has hung me up on this in the past is if you get an error during the initial build, then sometimes it doesn't create the -swift.h file and then subsequent builds also get an error that it's missing. Make sure you've deleted your derived data and cleaned the build folder to reset so everything gets built from the beginning.

Flash Builder SDK issues

So I needed to install a new SDK to use the Compass ANE that I purchased. Which I did and the issue that I had with it was that the "TabbedViewNavigatorApplication" was not a supported component. So, after some research, the problem was with the new framework file. I took the framework file from the original 4.6.0 (file location shown below):
C:\Program Files\Adobe\Adobe Flash Builder 4.7 (64 Bit)\sdks
and put that in the new SDK file. This fixed this issue but now I have another issue where the old code I had working has now broken.
GeolocationEvent.UPDATE is no longer being called
Camera.setMode() causes a crash
UIComponent.addChild(Video) causes a crash
I am able to run the program with no errors.
Event is not being triggered for Geolocation in Flex
This person had a similar problem to me and he says he fixed his issue but I can't work out what he did:
I worked out the ultimate cause of this specific problem. It stems from Flash Builder not installing the complete Android SDK or the IOS SDK. Once I manually installed these by copying the SDK folders to their correct paths in Adobe Flash Builder, my GPS events were called successfully.
To sum up, if you get this trouble where the code and everything looks alright but it wont call up your events, then check to make sure that your latest SDKs for Flex are installed correctly for Android and or iOS
I haven't done any work with flex SDKs and if anyone can either recommend a place to download one which supports these features or has any advice on how to fix my issue I would be most grateful.
Solved issue. In case anyone looks for this, my old SDK would allow me to run the app from a device without requesting for permission for geolocation event. The new SDk forces you to use the permission status event.
Makes sense to me now. Just wish I had an error pop up asking for permission rather than just doing nothing.

Unable to debug a framework in Xcode 8

I have a framework project I built in debug mode. I added such resulting framework to another iOS project. My iOS project builds correctly and the framework is called, I get its methods results. However, some of the results are not the expected and I need to debug the framework's code from the iOS project.
I am also running the iOS project in debug mode and setting a breakpoint at the framework's method call I want to debug. But "step into" instruction in the debugger does not enter into the framework's code. In addition, if I "command-click" the name of the method to try to go to its code, I get an:
Couldn't Generate Swift Representation
My issue is similar to this one, but the answer there is not working for me. Is somebody experiencing the same? Could somebody provide another solution?

After migrating to xcode 7 cocoa pods libraries stopped working

Recently new ios and xcode appeared so I decided to update to have a latest version. First of all migration manager popped out and left many syntax errors. But after one hour I fixed them all. App compiled and it was a disaster. I use several external libraries (written in objc) using cocoa pods. They mostly don't work now.
I'm using facebook image picker to get images from facebook - doesn't work, same for instagram image picker. As of my code also now ALAssets aren't working - well partially they are - I'm just not getting posterImages of groups and thumbnails of all photos. I can see correct amount of photos just thumbnails are all nils now.
There are more problems. Sometimes back button in navigation controller is not appearing. Anyone maybe I'd be able to fix that errors of 'my' code, but there's no way I'd fix all issues in these external libraries (especially in such a short time). I thought only swift will be impacted, but objc libraries are also under attack.
So is there an issue with some cocoa pods settings or just libraries will no longer work? I heard there's no way to use swift 1.2 in xcode 7. So I decided to downgrade back to 6.4. App compiled without any problem (after cleaning up derivedData). In simulator (ios 8.4) works like a charm. But on device with ios9 all the same issues are present. No photos thumbnails from gallery etc :)
Anyway there's one more thing. My app has to offer similar functionality to the one client has sent me few weeks ago. I may be unexperienced in ios programming, but this app isn't working as well! No photos from gallery :) And it's from appstore. It looked very professional. I smell serious changes under the ios 9 hood.
So I don't think it's something wrong with swift 2.0 - it's an ios itself.
I fixed all the problems! I just want to say they were not related to migration from swift 1.2 to swift 2.0. Going one by one:
nil thumbnails from ALAssetsLibrary - not sure why this was happening, but I restarted device and problem never came back. So good advice is to check if they're not nil (as I did).
Not working instagram and facebook libraries. Well first of all there's nothing wrong with cocoa pods. Reason of all this mess is App Transport Security. I had to add this to Info.plist file (last one not related to facebook/instagram):
http://pastebin.com/rWgyiKXH
You simple have to add all servers that app connects.
Not working back button - well that was a problem with my storyboard. I had many push segues, but every viewController was embeedded in navigationController. That worked on ios8, but not on ios9. I had to get rid of them and left first one and ones that were appearing by replace segue.
No need to downgrade :)

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