I have developed a UIApplication that uses another project of type "library".
How do I package the Application and the library together in one package?
You can set the Build Configuration path of the application in the application settings to include the library you want to package with your application.
I hope this helps
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I need to use Wacom Bluetooth Stylus SDK to a FireMonkey Project (iOS) in Delphi 10.4. This framework includes the framework (obvious) and a '.bundle' resources. How do I add these framework to the project in order to use its classes and methods?
Thank you.
You need to run the framework through a transform tool which will generate the pascal header files for you and give you access to the classes you need.
https://community.idera.com/developer-tools/b/blog/posts/quickly-auto-generate-ios-osx-and-android-headers-for-delphi-and-c-builder
This tool is the best available for iOS but requires a bit of setup in terms of where to put your framework file (it needs to be in the same folder as the iOS SDK files Delphi uses) and the location of clang etc. The above article is helpful for this.
After being generated you then need to link in your .a framework file which is usually the file in the framework bundle with the same name as the framework but no extension. Just rename with a .a extension.
Linking in can be done two ways - statically by adding into the linker options field under the compiler section of your profile (you may need a -objc parameter too) or you can lazy reference it in your code so the compiler automatically pulls it in.
This SO reference explains the fake loader concept:
How to use 3rd party framework depends from dylib for IOS in Delphi Firemonkey
It can be a little bit of a black art to get it working as the error messages are vague if it goes wrong but hopefully the above helps.
I want to import a library from native C source code to be used Unity, for iOs. I expect to require the .a binaries and the .h header (and any other file required if I'm missing any), but I cannot find any guide around about how to build it.
I tried to build the source code directly on Xcode, but I was not able to create a library from that. XCode accepts native C only with command line project, while I need a library.
Then I tried to run this CMake command on mac terminal:
cmake . -DCMAKE_SYSTEM_NAME=iOS "-DCMAKE_OSX_ARCHITECTURES=arm64;arm64e" -DCMAKE_OSX_DEPLOYMENT_TARGET=9.3 -DENET_STATIC=1 -DENET_LZ4=1 -GXcode
This creates an Xcode project, I build it for generic IOS but the code does not work on unity when I deploy it on the device.
A good place to start is the Bonjour example from the Unity Manual. This at least gives you a working iOS plugin as a starting point.
You include the files in your Unity project, and build for iOS. You will notice that the files under Plugins/iOS are automatically included in the generated Xcode project. They will only be compiled when you build/run your Xcode project.
Careful, an iOS plugin is not the same as a MacOS plugin. For a MacOS plugin, you will need to create the bundle and include this into your UnityProject. The DllImport decorator will also be different on your C# code. For iOS it is "__Internal", but for MacOS it is the name of the bundle.
If you are trying to interface with a third party library, you may need to manually modify the library search paths of your Xcode project to correctly locate your .a and .h files when building and linking.
As a side note, when including a third party .a binary, verify that it conforms to the iOS architecture requirements, otherwise your app may be rejected when submitting to the app-store.
Is there a way to link the libcgunwind.1.0.dylib into the app that is compiled for MAC and not have a dependency? I want to be able to create a single console app that is not dependent on any dynamically loaded library. For windows application, we could uncheck the "Link with Dynamic RTL" and "Link with runtime packages" in project settings and that linked the .Lib and .Bpi files needed into the application, but those options do not exist for console applications.Any help would be greatly appreciated. By the way I am using Delphi 10.2.
Thank youSam
I'm using this URL to implement the App authenticity for iOS.
https://developer.ibm.com/mobilefirstplatform/documentation/getting-started-6-3/authentication-security/application-authenticity-protection/application-authenticity-protection-native-ios/
However, I need to know where to find the worklight.plist to make sure that the applicationId is matching what i'm putting in the application-descriptor.xml.
The worklight.plist file is available only after building the MobileFirst application using the MobileFirst Studio Eclipse plug-in (or CLI commandline tool).
For Hybrid applications,
You can then find the worklight.plist file in the your-project\apps\your-app\iphone\native folder.
For Native applications,
You need to only generate the NativeAPI for iOS and it'll be located in the generated folder, in your-project\apps\your-nativeapi\WorklightAPI folder. You then need to follow the native apps tutorial to copy over this (and more) files to the Xcode project.
Thank you,
I have found it after building the project inside the native folder.
I have some source codes from a friend that I would like to use as referenced library in my BlackBerry project. I'm not sure about how to package the source codes into a .jar file. I tried exporting the source to a JAR file and import it as external JAR in my project, it's giving me missing stack map error. I tried to preverify the .jar file generated from the source using the provided preverification tool from BlackBerry JDE, it didn't give me any output folder.
In fact, I'm not sure if the way I export the source is correct. Can anyone provide step-by-step instructions on how to package existing source code into a valid JAR file that can be imported into my project as a referenced library?
Again, I'm using eclipse.
I fought with this issue for months...
I have two solutions for you:
A-If you plan on having this library in more than one Application:
I posted my solution at the bottom of my original question: Blackberry Apps - Importing a code-signed jar into an application project
The basic solution was to build the library as a cldc project (plus some other magic), not as a library project. I actually had to open a case with RIM support to figure this out, it was a hot mess... Our case was complicated in that more than one application would have a copy of our "Library" and our library had to be signed. Which caused weird issues when two ALX files (from two different apps) both had the same signed library file.
The nice thing about this solution is that adding the library to the Application doesn't force you to have multiple COD files.
B - If your Jar is only going to be in one Application:
Then you should follow these instructions: http://supportforums.blackberry.com/t5/Java-Development/Eclipse-1-1-can-I-add-external-3-d-party-JAR-library/m-p/486787#M98033