I am trying to use stripes UI example in my person swift project. I have tried to drag and drop the desired files inside of my project and update my headers and compile sources but I am still getting hit with errors I will leave screenshots below,
and most importantly, I am getting
I was wondering if someone has previously used Stripes BECS example UI in their own personal project and had any idea on why these issues would be popping up.
You need to install Stripe per the documentation, you can't just drag and drop files in to your project: https://stripe.com/docs/mobile/ios/basic#client-side
I'd recommend you try doing a basic example integration in a new project to figure out how the bits work, and then make use of those learnings to integrate it into your application.
My goal is to build a swift iOS framework which uses two other frameworks (included as separate projects) and which shouldn't reveal the source code after built.
Is there some text/guide/documentation which would explain and navigate me through the process of building such a framework properly and correctly?
I built framework with aggregate target adding and linking frameworks on which my custom framework is dependent using run script as indicated here. I was able to add built of my custom framework to my custom app, together with other two dependencies (again as a separate projects), and run it on the device. However, I am not convinced by the correctness of my custom framework built.
Moreover, I was not able to upload the archive to the Appstore due to the various errors of "Unsupported architectures...", "CFBundleIdentifier Collision...", "Invalid Bundle...", "Invalid Binary" and so on. After sorting these errors out according to the various stackoverflow answers and installing the app from the TestFlight, the app crashed after launch and wasn't working at all.
I was checking various blog posts, stackoverflow questions/answers and Apple Framework Programming Guide but nothing gave me comprehensive understanding on building custom framework under conditions described above.
Everything I did was just following step-by-step tutorials without explanation of the purpose of the steps. I am sure I am missing the basics. Could you please help me and give me some guides?
I can understand you frustration. I, a while ago too searched probably for many documents on how to write a framework correctly but like you I also didn't find anything really that satisfying. From my own experiences I can give a couple of advices.
NO External Libraries
In my opinion DO NOT use external libraries in your own framework. I don't really know what your frameworks purpose is but most of the stuff you want to do can be done without using external libraries. Depending on other libraries is not a good idea especially if its a framework you are working on. Anytime these libraries get updated or even worse if they don't you will have to wait for them to be updated or find another library.So rather than this happening later on I think its better if you do it from the start. So loose the external libraries.
Universal Framework Binary
Second one is pretty easy. Generating a universal framework. I suggest you don't use a script. Most of the scripts I found were either outdated or they didn't work at all. Later on I found out that actually it was pretty easy to generate one on your own. You can do this by building your project once for a real device and one for the simulator.Then you can generate a universal binary by using the command lipo -create "Your simulator executable path" "your iOS device executable path" -output "your framework name". What this does is that it combines your two executable files and generates a universal one. Then you can just go and copy your simulator documents from the modules file and paste them in you iphoneos modules file. I am going to share a link were you can go through the walkthrough yourself. https://medium.com/wireless-registry-engineering/create-a-universal-fat-swift-framework-b7409bbfa18f
Use Objective-C(If you can)
This one is bit of a tricky one unless you know objective-c. What I would recommend is that you implement your framework using Objective-C and writing a swift wrapper around it. I would not have said this if you were creating an iOS app but in case of a framework I still think you should go for objective-c. This is because Objective-c has been around for over 30 years and most of the very old apps are in objective-c. If you want your framework to easily be used by older apps coded in objective-c I recommend you go with it. I have read tons of posts on how people have problems trying to use frameworks written in swift in their objective-c apps. Swift will be the first and probably only choice in the near future but not just yet. On the plus side if you still haven't you will have learnt Objective-C which will give definitely give you a better understanding on how things work. It will be challenging but I promise you it will be worth your while .I have a good read on this which you can checkout yourself. https://academy.realm.io/posts/altconf-conrad-kramer-writing-iOS-sdk/
Naming Conventions
This is a pretty straight forward one. I suggest you stick to apples naming conventions. This is because you will be sharing your code this time and people will look for familiarity when trying to integrate your framework. This will make your code easier to understand. You can check out these two links for more info.https://github.com/raywenderlich/objective-c-style-guide (obj-c) https://github.com/raywenderlich/swift-style-guide (swift)
Access Control
This in my opinion is an important one. When working on you framework think before you implement a class or a function. Consider if you would like someone else to be able to use that part of your code. You may want to limit the user while they use your framework and correct access control is the way to do it. You can easily guide the users so the users do exactly what you want them to do with your framework.
Document Your Code
This is a must if you want your framework be a professional one. You should be documenting every function and variable the user will use. Documenting and explaining what your code does makes a lot of peoples lives easy. You don't one anyone trying to understand what your code does for half an hour while you could have easily written a small explanation for what the parameters do and one that function or variable should be used for.
Test Your Code
Last but not least do write tests for your code. This does take some time but it assures you that your code works the way it should.
Look at other good frameworks
You should definitely checkout other open source libraries and look at what they have done. Usually there is no point in reinventing the wheel unless you are doing something absolutely different but even then there are very familiar ways to do things. I can suggest you check out the mantle sdk(https://github.com/Mantle/Mantle). Another one is the very popular Alamofire sdk(https://github.com/Alamofire/Alamofire) and also the Realm sdk(https://github.com/realm/realm-cocoa). These are good examples of frameworks. Take a look at them. Look how they have done things. It will give you an insight on how your framework should look like.
I know all of these points may also be valid if you were writing an app but what makes these a must is the fact that you will be sharing your code with others. You may manage by not doing some of these while implementing an app but for a framework things do change a little bit. It is always a pleasure to work with easy to use frameworks which make coding a pleasure. These types of small things will make your framework preferable. Happy coding.
I have 2 frameworks created by me that use (both of them) a library also created by me.
The first framework initialize the library and makes all its workflow. After finishing the first framework, the second one must start.
But when the second one is going to start, after initializing the library, the app using both frameworks crashes with a exc_bad_access error.
Apparently the library is created correctly, but if i comment the line of code to initialize the library in the second framework, the workflow continues (it crashes later because it has no library initialization).
Is there anything I'm doing wrong? Should I use two separate libraries instead?
EDIT:
Imagine the situation:
Framework A has this methods: start, stop. And while it works it delegate to the methods: infoFromA,frameworkAFinished.
Framework B has this methods: start, stop. And while it works it delegate to the methods: infoFromB,frameworkBFinished.
Both start methods initialize the static library mentioned (lets call it problematicLibrary).
Both frameworks present some views to make its functionality. So lets make an example of the app workflow.
At the app view viewWillAppear method, I start the Framework A just using:
[FrameworkA start]; , this will initialize the library and present a view. With this view (using my problematicLibrary) some info will be delegated to the infoFromA delegated method. And after all the info is delegated, it will delegate to frameworkAFinished.
When the FrameworkA has delegated to the frameworkAFinished I start the next Framework: [FrameworkB start]. As the other Framework, it will initialize the library and present a view. While debugging, all the initialization of the library is done (create the instances of the needed objects and a new instance of the library is created) and while its presenting the view it goes through the viewDidLoad method and then it throws an exc_bad_access error at the problematicLibrary initialization line (which has been done before and continued to present the view!!) without going into any other method from the view.
I have checked if the initialization is doing well, and all the variables were at null value before the initialization, and a new memory address is given to the library object.
This sounds strongly like a symbol conflict to me. I'm just surprised the linker didn't catch it, but I assume that's because you're using a static library in both your frameworks instead of simply yet another framework.
Generally speaking, I'd warn that "this is a bad idea™". What you're trying to introduce into your design is basically dependency management. Like a lot of blog articles and specifically this SO answer suggest, you should avoid packaging frameworks (and by extension libraries) into frameworks.
What most likely happens in your scenario is this (I admit I'm guessing a bit here): You linked the library into Framework A. Thus, the library becomes a fixed part of it. Its symbols are in it, even if you did not expose them to the app in any header files or the like. As long as you use only that, everything works smoothly. Then comes Framework B, of which the library is also a fixed part. Even though you can't see it from your app, the very same symbols are inside it. This, however, clashes with the symbols that were already loaded by Framework A, hence a crash (as said, this would usually be caught by the linker, but I guess you "tricked" it by building the frameworks beforehand and packaged the library in them). Maybe somebody else can explain this in more detail, but that quickly becomes besides the point as to how you would go for a solution. From how I see it, it just won't work this way.
So here's a suggestion for how you can solve your problem:
If you really, really need to split like this (two frameworks used in your app using the same dependency), I'd suggest removing the library from the frameworks (i.e. make them depend on it, but not package the actual .a file in them) and documenting that properly. Then add the library to your app project, just like you added the frameworks.
If you want to make this fancy and easily installable into other apps, I'd recommend setting up a private CocoaPods repository and turn your frameworks into private pods. You can then easily define the library (or rather "new Framework C") as a dependency for Framework A and Framework B. When you then pod install in your app, cocoapods figures out the dependency and adds Framework C automatically to your project. This scenario is exactly what cocoapods (or any dependency manager for that matter) was designed for. It automates and helps in the project setup, so that the final build (the app) doesn't have to figure out dynamically what it can and can't use. The end result is the same.
Trying to duplicate that "in code" quickly becomes messy. Frameworks trying to figure out things of the surrounding app/project that uses them (like "is my dependency so-and-so already linked? if not, can I load my own version of the library?") can lead to a lot of pain.
Okay, in response to your comment I'll try my hand at a more detailed How-To for the non-cocoapods setup. As a preface, though, let me say that that's kinda hard to do on top of my head, as I have no ready sample project to toy around with. Since this is one of those "set it up once and then forget aout it for a long time" I have to admit my recollection of these things is a bit fuzzy, so consider this as a sort of "rough direction". There might be things you need to configure differently than how I recall them. Other SO user are thus hereby invited to edit and correct my answer here, too. :)
First, I have to say I am not exactly sure whether you need to convert your static library into a framework or not for this, I think you don't so I'll go from here (I have never used a static library in that way).
That means you can leave the project that builds your library as is. On second thought, you probably have to do this to be able to link against the library without making it a part of the framework that uses it. I will still refer to this code as "library" in the below points, but assume that you're able to turn it into a dynamic framework as well.
The projects building Framework A and Framework B should be changed. I don't know how you have this set up (as one project with various targets, whether you have a "development application" as part of it to test the frameworks on themselves, etc.), but the important thing is that in the target that builds a framework, the library should be linked (i.e. in the "Link Binary With Libraries" build phase), but not copied (i.e. it must not be in the "Copy Bundle Ressources" build phase). It might be tricky to set up any development/test target you use to run, depending on how you did that so far. For example you might have to manually edit Library Search paths in your build settings to be able to properly compile the framework.
Lastly, you need to change your final app's project settings, obviously. The library that was originally part of Framework A and B now needs to be linked to from its project directly, and, obviously, it needs to be copied into the bundle as well. Note that any projects that include either of your frameworks (A or B or both) in the future must do so, otherwise they won't work, because these frameworks expect the library to be present (but no longer "bring it with them").
In spite of this long-ish text wall, it shouldn't be that complicated, I think, but you may still want to check out how cocoapods can support you with something like this, perhaps it's helpful in the future. The linked article expects basic knowledge on how to use a pod and write one, but the other guides on the site explain that pretty well. I am just saying this because in the end, when using cocoapods in a project to add multiple libraries/frameworks that introduce dependencies, it basically sets up your project in the way I described above. It uses some fancy shell scripts that ensure everything is copied to the correct folders and such, but overall speaking that's how it works: A pod's podspec tells cocoapods what additional pods to include in your app for it to work (a dependecy the pod expects to be there, but doesn't "bring in" by itself).
Check if they are both compiling for the same target.
Check if they have access to the same target membership.
Check build phases to see that they are both there.
I think because the first library is not 'well' referencing the second one.
Also i think that you can't import a framework inside another one.
To make things easier, you can merge the two frameworks on a single one.
Also you can add a callback (using protocols or closures) that informs for the end of the first workflow, and you use this callback to initialize the second framework. This way the initialization will not be made automatically.
EDIT: this question is outdated - TwitterKit is now available via CocoaPods
It seems to involve downloading an application, giving that application the path to my project, and adding one of their executables as a build phase.
It seems like that requires placing a lot of trust in Fabric...
Is there a good reason they're not providing the option to download TwitterKit in a more standard way, like a framework or a cocoapod?
Great question, the short answer is that we built the application to reduce friction when implementing any of the kits (TwitterKit, Crashlytics and MoPub).
Longer answer - there are various reasons for the Fabric application vs a "native" implementation. Currently the Fabric application provides a bunch of functionality that reduced friction for folks trying to implement any of the kits (i.e. Crashlytics, Twitter and MoPub). On the Crashlytics side we do a variety of things like take the dsym to replace the symbols in the crash logs with the appropriate methods names so crash reports are readable (also this makes it v.easy to provide a linkage between accounts, without the need for a key variable in the code). On the TwitterKit side it's fairly similar story, rather than take measures to get your keys/secrets from apps.twitter.com you can simply use the application that does some heavy lifting.
You can rest assured that the team isn't trying to do anything shady here. Feel free to reply here if you have any questions :-)
You are also free to download Twitter Kit as a CocoaPod: https://cocoapods.org/pods/TwitterKit
Just add the following to your Podfile:
pod 'TwitterKit`
I've developed and application for iPhone. It works fine on os4 but it does not work on os3.1. In fact works but there are some problems; after splash screen a what screen appears. while I leaving the application I can see the application is opened successfully but just see while exiting.
So I wonder if there is a tool which says which apis have problems with os3.1? So I have a chance to replace them.
If you want to check a specific API, just run this in your code somewhere with an appropriate response. For example, to see if print is supported, run this...
if (NSClassFromString(#"UIPrintInfo")) {
}
Set your project's Base SDK to iphone-os-3-1, then build. All the error messages about classes, methods, and functions that don't exist must designate things added since iphone-os-3-1, since your project built and linked fine against the iphone-os-4-0 SDK.
If you don't have the iphone-os-3-1 SDK, try this instead:
Open your project's Build Settings.
Find the "Preprocessor Macros" setting.
Edit it and add __IPHONE_OS_VERSION_MAX_ALLOWED=30100
Now, try building. This should cause everything introduced after iOS 3.1 to be labeled unavailable, producing the same errors as if you had switched to the iphone-os-3-1 SDK.
It's a good idea to get a second installation of Xcode for this situation, in this case you need 3.2.1 with SDK 3.1.3 - I wish I could help you with a download link since it is no longer shown on Apple's page, but I have googled in the past and found direct, official download links which will work as long as you are signed in with your developer account, so good luck.
The annoying bit is that you need to go through your project files and set "Base SDK" to 3.1.3 and then back once you have completed the exercise. But it is the easiest way to flag what you can't do in 3.1.3. "sudo rm -rf" (I feel nervous even typing that) has an excellent method there but you need to have an inkling of what might be safe and what might not before you implement it or else you end up with code 10x the size it needs to be.
Apple really needs to sort out this issue - hopefully by flagging methods that are prior to your specified "Deployment Target", in the same way that deprecated methods are flagged.