Test flight SDK Updated but deprecated in ios - ios

I had using TestFlight SDK 2.0 before,After that I had download TestFlight SDK 2.2.1 and replace the all files, integrated in my App.And removes the old files also.
But I'm facing a problem while uploading latest build to TestFlight.
Still The SDK is showing 2.0 and deprecated.
Please suggest me to resolve this.

I had the same problem where I updated the SDK, but the old SDK was still showing up in TestFlight. Turns out I had to go into Build Settings --> Search Paths --> Library Search Paths and sure enough, this was still pointing to the old SDK folder. I just updated this to the new folder.

The odds are pretty good the old one is still around somewhere in your project.
Once trick that I've used before to find out if something is still in the project somewhere is to open the project file with a text editor. (BareBones Softeware's BBEdit is great, but their freeware Text Wrangler will also work just fine for this.)
Once it is open just search for the "bad" file and search the entire project. You might find it there and that will help you track it down. You can edit this file but be careful, it is XML and it had better still be valid XML when you save it.

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]

How can you permanently change iOS app configuration in Meteor Cordova?

Every time I meteor build, I have to open XCode and do the following:
remove and add an item from "Link Binary With Libraries" (Facebook SDK)
add a URL Type (custom URL scheme for my app)
add a "Required device capabilities" to "Custom iOS Target Properties"
How can I edit my Meteor project to have these steps done automatically, and to auto add things to AndroidManifest.xml?
In some way use mobile-config.js or cordova-build-override?
I'm happy to see another guy who is trying to build a hybrid application using Meteor / extending a Meteor Cordova iOS app, since I'm facing the very same issues. So I'm very happy to share my experiences and approaches with you. :-)
So far, I ended up with the following approach:
I created a base template for my iOS app using meteor build (not meteor run ios-device, since I did not know if Meteor does some optimizations for production code).
Then, I copied the whole Xcode project under /platforms/ios to another loaction and used this new project as my "master" project from then on. This project is being enriched with native code, e.g. it also includes the Cocoa Pods I'm needing.
Of course, I also did not want to copy files each and every time I trigger a new Meteor build. At least, I would like to have the Staging/www folder updated, as this is happening quite frequently.
So my first (rather naive) approach was
delete the Staging/www folder in the master project
replace it with a relative link (using Xcode's linking functionality) to the Staging/www folder inside the .meteor/local/.../ios/ project
This approach did not work, since the shell script used in the Meteor Xcode project can't handle these links.
My second approach is to create a symlink on the filesystem level instead. This works as it should, and I'm able to build the project in Xcode as it should.
I could have followed the same approach for the Cordova plugins folder, but I've decided to replace the plugins manually in order to get a better control over them, even it means a bit more effort then.
Having the symlink in place also means that Xcode's version management (and also SVN which I am using for everything) will ignore everything below Staging/www, which is good in my opinion, because I'm already versioning the webapp code in the Meteor project itself.
BTW: I've started a discussion thread on hybrid mobile app on the Meteor forums as well, but so far it did not get too much attraction:
https://forums.meteor.com/t/building-a-hybrid-meteor-cordova-app-share-experiences/8212
Maybe we could follow up on Meteor-specific things there, to have the Meteor community participate in the discussion?
EDIT: I would also like to share an approach that failed completely, at least for me, maybe I was too dumb... Before I used Meteor's Xcode template as the starting point, I also tried it "the other way round", i.e. I started with my already existing Xcode app project and tried to include Meteor's / Cordova's part by hand. Using this approach, I never managed to set everything up correctly. I had lots of troubles and also had to tweak a lot of the compiler / linker flags to even get the code compiling. This grew me a lot of gray hairs. But even after I managed to get everything to compile, Meteor hang during startup - and I never figured out why.
One remaining problem I'm still facing is that Meteor's hot code push functionality seems to have some severe issues on iOS, that are also documented as GitHub issues. It can happen that the iOS app gets completely broken and needs to be reinstalled. I tried the mdg:reload-on-resume package, but this did not work as it should and made things even worse. As far as I can tell from the GitHub discussions, one should better disable hot code push until the Meteor team has addressed these issues. Breaking the app completely due to code pushes is not what my users would expect.
Unfortunately plist values (and assumably AndroidManifest.xml as well) can only be changed by a plugin:
Add entry to iOS .plist file via Cordova config.xml

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.

Extension project templates not appearing in Xcode 6

I'm not sure if I am the only one experiencing this program, but I have tried searching and have not been able to find anyone in my current situation. I downloaded Xcode 6 beta and was interested in Extension programming for iOS 8. However, I have been unable to locate the extensions in my project templates when creating a new project in Xcode, I saw a YouTube video (unrelated to extension programming) but I did notice that the option was not there for the said video. Now, I have had a look through the contents of the Xcode 6 beta package and have been able to locate the actual templates themselves, so I have no doubt they are present, it just seems that they are not actually being loaded.
For the record, I also downloaded some example custom keyboard code from GitHub in order to see whether Xcode will recognise it and it does, going as far as actually displaying the 'E' icon beside the build target. I should also mention that I do have a build of Xcode 5 also present on my machine.
Is anyone else experiencing this issue, or does anyone know how to overcome it?
Thanks
You create a extension by creating a new target in an existing project.
Check this link for more information
I had the same problem. The solution was to not try to add the extension in File/new/File... menu but in File/new/Target... menu.
You can add extension to any existing project.

xcode build settings for imported libraries (xcode 5)

I'm having a small issue with xcode (I'm assuming it's mostly due to being unfamiliar with xcode itself) and was hoping someone could lend me a hand.
I'm working with a group of people and we're using the GPUimage framework.
The problem is this:
For every person referencing GPUimage we get additional entries in the build settings for the xcode project.
For example build products path would be:
/Users/username/project/application_name/GPUImage-master/GPUimage.framework
I would rather it be:
/application_name/GPUImage-master/GPUimage.framework
The reason I want to fix this is because we need to package up our application and library together so that whoever wants to use it only needs to open the xcode project file to see what we've done (to mark it, school project).
Can anyone suggest what I should do or look for here?
Try adding the following to the beginning of the user path:
$(SRCROOT)/application_name/GPUImage-master/GPUimage.framework
That should instruct XCode to use the user path of whoever is using the library
Hope this helps!

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