I added DDMathParser as a submodule in my Git repository, and after running it, the code only seems to work with OS X. Right away it gives me the following error in DemoController.h, etc.:
'Cocoa/Cocoa.h' file not found
Can DDMathParser work with a mobile device using iOS7? If so, it isn't clear to me how to accomplish this. My google search online suggests that Cocoa is not possible with iOS. I was able to get it working with Mac OS X - how can I do the same for iOS with my app?
DDMathParser author here. You've copied over more than you need. As the name implies, DemoController is part of a demo showing how the parser works. You shouldn't be including it in your app.
It definitely works with iOS 7. I copied it into my Xcode project folder and it parses like a champ. Can you try that first, then work on Git?
Related
I want to implement FileMQ for file transfer from iOS to android in my iOS app.
I tried the steps given here but it causes errors at many steps. Also I need to know how should I use the downloaded library.
How should I compile FileMQ for iOS and use it?
Any information in this regard is appreciated!
I downloaded a C version of the library from the link mentioned in the question and compiled it on linux machine. I made some changes in the headers to make it iOS compatible as the headers were generated for linux. Now I am using the same copy in my iOS 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
I want to make plugin for Xcode6 but i don't know how to start and make that.Any one please share any link that explains this in detail for Xcode 6? I find for Xcode 4 but that method is not working for xcode6
I am the creator of IntelliPaste for Xcode.
Plugin development for Xcode is fun but will also be hard at times. There is no documentation that can be found, at least not from Apple. A lot is guess work and look at how other people's plugins are made.
To get started, I would recommend using this template. I haven't used it myself but I wished something like that was around when I got started.
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.
I've been search around how to setup panoramaGL for a whole day and none of these answers my questions. emm, maybe that's because I am new to ios developing and I start with ios5 with all ARC cool features. I did find a pretty comprehensive guide at http://www.codeproject.com/Articles/60635/Panorama-360-iPod-Touch-iPhone but it's a little bit out of date to me. I cannot follow this guide in xcode 4.3 with ios 5.0 sdk.
Emm, so here is the question, assuming panoramaGL and helloPanorama works perfectly fine in whatever xcode version and sdk version it is created in. Is there a way , without any code modification, I can import the library and using the api along with my app developed in ios5? Of course I don't mind some minor modification and I did dive into those code and comment all the retain or release stuff. but wired errors keep popping up. I really need help here.
If it finally turns out to be impossible to reuse it in ios5.0, I will probably need to write the whole thing line by line with my understand of the complicated panorama algorithm...
Thanks so much for the help!
It seems someone is working on another library based on panoramaGL. Works on IOS 5.
See http://code.google.com/p/tk-panorama/
The new version of PanoramaGL 0.1 r2 was released, please check http://code.google.com/p/panoramagl/. This version runs on iOS >= 4.x and supports Hotspots.
Please check HelloPanoramaGL example