Build libarary Imagemagick on android - imagemagick

I am trying to compile this project https://github.com/lilac/Android-ImageMagick.I've tested but it still doesn't work.I would like to ask for your help

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How to get the ImageMagick library working with Swift 4/iOS 11?

I'm trying to get ImageMagick to work in my iOS project. Unfortunately everything I have tried so far has not worked.
Cocoapods
The most obvious approach would be to use the cocoapod. Unfortunately after installing the cocoapod there doesn't appear to be anything exposed to swift to import. Maybe I'm missing something obvious and if anyone has any ideas that would be great. Unfortunately the documentation is lacking as far as specific examples go.
Static library - approach #1
The official ImageMagick docs provide some instructions to compile the latest version of ImageMagick and include a static library in your Xcode project. Unfortunately the first step of the instructions requires running a bash script imagemagick_compile.sh which I cannot find. Once again I could be missing something obvious.
Static library - approach #2
After some additional searching I found the ~Claudio guy which the ImageMagick docs mention as the maintainer of the iOS version of ImageMagick. He has a repo with similar instructions as provided by ImageMagick but this repo includes a bash script to compile and generate a static library of ImageMagick. I tried running the script directly ./all.sh 6.8.8-9 but soon realized I hadn't setup a build directory they way his instructions outlined and I got stuck getting libpng installed correctly.
Static library - approach #3
The same repo with the instructions to compile and generate a static library also includes an old sample iOS project with a static library already included for an older version of ImageMagick. This just about worked except the ImageMagick library has a class Timer that clashes with the Timer class provided by Swift4/iOS so I couldn't get my project to compile using this static library of ImageMagick.
ImageMagick iOS Questions on SO
There are a handful of other questions on Stack Overflow that deal with running ImageMagick on iOS so I know other people have done it but nothing very recent. If anyone has any ideas that would be greatly appreciated, thanks!
Un-answered question on how to use ImageMagick on iOS: ImageMagick iOS image Potentially useful comment that includes some of the same links that I provided above.
Someone already using ImageMagick for iOS but gives no details on how it was implemented: ImageMagick circular dstortion on iOS
Un-answered question from someone already using ImageMagick in their app: Ios - ImageMagick - No Image Created after Distortion
More recent question related to warnings using the cocoapod version: iOS: ImageMagick compiler warnings in Xcode
Other questions: https://stackoverflow.com/search?q=imagemagick+ios Unfortunately I haven't found any of these that have helped.
To integrate ImageMagick into iOS you will need to do the following:
Install the library available here https://www.imagemagick.org/download/iOS/
You will need a Swift-Objective-C bridging header that includes:
#import "ImageMagick.h"
#import "MagickWand.h"
You will need to modify any functions that reference Timer to Foundation.Timer, this will resolve any conflicts with the ImageMagick library
You will need to add under Your target > Build Phases > Link Binary With Libraries > "libxml2.tbd".
Hope this helps

Finding boost framework with Cmake for iOS

I have Boost built as a framework for iOS. This is currently installed in Applications/Xcode.app/Contents/Developer/Library/Frameworks/.
When I create a "hand-generated" XCode project, I have no problems using this framework.
I'm now trying to use CMake to generate an XCode project. I found this helpful, cross-compiling toolchain (https://github.com/cristeab/ios-cmake). This works as long as I do not include
find_package( Boost )
But when the above line is added to my CMakeLists.txt file, I get a "Boost_INCLUDE_DIR-NOTFOUND"
So question is: has anyone had success in using CMake with Boost for iOS? If so, any help on how to go about it is greatly appreciated.
I found another SO user trying to do something similar here: How to find a iOS/mac OS X framework via Cmake
But it does not offer much details other than using "CMAKE_FRAMEWORK_PATH".
So any help is much appreciated.
Thanks...
find_package cannot find boost built for ios (tested on cmake 3.13 and 3.14)
Was able to solve it in following way.
Build boost using https://github.com/faithfracture/Apple-Boost-BuildScript
set BOOST_ROOT to Apple-Boost-BuildScript/src/boost_x_xx_x
for iOS:
set(Boost_INCLUDE_DIRS "${BOOST_ROOT}")
set(Boost_LIBRARIES "${BOOST_ROOT}/iphone-build/stage/lib/libboost_date_time.a")
set(Boost_LIBRARIES "${Boost_LIBRARIES};${BOOST_ROOT}/iphone-build/stage/lib/libboost_regex.a")
set(Boost_LIBRARIES "${Boost_LIBRARIES};${BOOST_ROOT}/iphone-build/stage/lib/libboost_system.a")
iOS simulator:
set(Boost_INCLUDE_DIRS "${BOOST_ROOT}")
set(Boost_LIBRARIES "${BOOST_ROOT}/iphonesim-build/stage/lib/libboost_date_time.a")
set(Boost_LIBRARIES "${Boost_LIBRARIES};${BOOST_ROOT}/iphonesim-build/stage/lib/libboost_regex.a")
set(Boost_LIBRARIES "${Boost_LIBRARIES};${BOOST_ROOT}/iphonesim-build/stage/lib/libboost_system.a")
I hope it's not too late:)
I came across almost same issue, find_package always complain that can not find the lib, even the search path is correct, notice that the similar issue also exist for Android NDK
For the ios I suggest:
Enable boost debug by set(Boost_DEBUG ON), then check the path specified is correct or not, ref to this link for more info
How can I get CMake to find my alternative Boost installation?
Try find_host_package instead of find_package, I found some clue in ios.cmake which may lead to the issue:
# only search the iOS sdks, not the remainder of the host filesystem
set (CMAKE_FIND_ROOT_PATH_MODE_PROGRAM ONLY)
set (CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set (CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)

Compiling rabbitmq-c with ios-cmake

I have been trying to compile rabbitmq-c as per hte instructions from R_R (Not able to build rabbitmq-c for iOS application) but I get the following error:
CMake Error at /Users/karela/appDir/ios-cmake/toolchain/iOS.cmake:101 (message): No iOS SDK's found in default seach path /Developer/Platforms/iPhoneOS.platform/Developer. Manually set CMAKE_IOS_SDK_ROOT or install the iOS SDK.
I have searched all I could but cannot figure out what's wrong. Probably something with ios-cmake toolchain but not sure why and how to fix it.
Thanks,
I'm using ios-cmake too, even if I didn't success yet, I can give you the solution of your problem.
When you use cmake, you should add this :
-DCMAKE_IOS_SDK_ROOT=/path/to/Platform/Developer/SDK
For exemple, this is my path :
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS9.2.sdk

Phonegap Torch for IOS refuses to compile

Hey I'm trying to make the phone gap IOS work together with the Torch plugin.
The cordova app(2.1.0) ready was displaying before i proceeded with the torch plugin installation.
Though now i get an error when trying to compile it. I know absolutely nothing about IOS developing, so I'm pleading you guys for help. Here is a screenshot of the errors in the Torch.h:
Also errors in Torch.m:
Screenshot of package explorer:
after using Elio' .h changes it resulted in it compiling, but .m file is now giving these errors:
I've written a torch plugin for Cordova 2.2.0. You cn find it here:
https://github.com/tomschreck/iOS-Torch-Plugin
I think the problem is in the preprocessor macro of the torch plugin, anyway saw that you use cordova 2.1.0 you can remove this part on the plugin : try this.

IOS - Phonegap - barcodescanner

I'm trying to make an app which uses the barcodescanner plugin for IOS which comes with the phonegap plugin library (latest build / phonegap 1.4). I have allready made the Android version with the same plugin for android, and it worked fine. I have followed the instructions step by step and it won't work for me.
I'm getting an com.phonegap.barcodeScanner not found, and i have checked that the plist is correct etc.
I have copied the new scanneroverlay.xib to the project so i don't have to play with the overlay.
I have copied all the mm c h files to the plugin folder. No error when building. Does i have to compile the plugin or??? is there someone who has a test app or a good idea please.
Getting a little frustrated.
Kind regards.
/Mikael
Check that you have a reference to the barcodescanner.js in the index.html file, and that it is finding it okay.

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