Library not found for -lwebsockets - xcode

I am trying to integrate custom library to a cocos2dx project. The project builds before giving a macho-o-linker error.

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The static iOS library must be linked into Xamarin.iOS project

We have a static library to link to Xamarin.Ios.
First of all we proceeded to the creation of a link project to generate the library.
Then integrate this library into our Xamarin.IOS project when compiling for deployment we have these errors.
Please help so that we can see if it can solve our problem.
See error
No action has been taken if we cannot find out what the problem is

Using custom .dll file produces Unable to resolve reference 'Windows.Foundation.UniversalApiContract' and other errors

I'm currently developing a Unity app for the Hololens 2. Here I want to send data to the Hololens through Bluetooth. To do this I have made a small Bluetooth library and compiled this into a .dll file. I then tried to import this .dll file into my assets, but multiple errors occur:
Unable to resolve reference 'Windows.Foundation.UniversalApiContract'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Unable to resolve reference 'Windows.Foundation.FoundationContract'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Unable to resolve reference 'System.Runtime.WindowsRuntime'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
I have updated the SDK version and have targeted the newest all around, but the error persists.
This happens because the WinRT API is only available when building to Universal Windows Platform, and it’s not available in Unity Editor. When using the API from Windows Runtime, it’s advisable to conditionally include any WinRT-leveraged code with preprocessor directive ENABLE_WINMD_SUPPORT define.
For more information about how to make use of WinRT APIs in your Unity project for HoloLens please refer to here: WinRT APIs with Unity for HoloLens

ArcGIS Runtime SDK for Xamarin?

I downloaded ArcGIS Runtime SDK for Xamarin (Quartz Beta).
On installing it out of the box in portable project I get following error :
Could not install package 'Esri.ArcGISRuntime.Xamarin.Forms
100.0.0.1369-beta'. You are trying to install this package into a project that targets '.NETPortable,Version=v4.5,Profile=Profile7
I tried to change the profile number but it doesn't seem to work. How should I proceed?
The sample code from their github project shows that they set up their projects using a shared code approach rather than a Portable Class Library. I'm not sure they designed their library with PCL support in mind.
In the beta forums, an esri employee answered this with regards to whether the SDK could support PCL:
Unfortunately PCL isn't possible for the Runtime due to some of the native dependencies. We recommend using shared projects to share the code you otherwise would have put in a PCL.

Xamarin Android binding project and Android support libraries

When creating a binding project for a java library that requires the Android Support Library, how should the reference be added? Should the Xamarin Support Libraries be used or should the suport lib jar file be included in the project with a ReferenceJar build type?
I've done it by including the appropriate Xamarin Support Library via Nuget. (You might be able to do it by including the reference jar but I'm not sure)

Using a windows.dll in a Xamarin project to deploy on an iPad

I have a C# library that I want to use in my Xamarin project to deploy to an iPad.
Lets suppose the C# library is stored as MyUtilities.dll.
For a regular Windows app, I'd add MyUtilities.dll to my project Resources and then have a
using MyUtilities;
statement in the class where I wanted to use classes from that library.
How do I accomplish this same thing using Xamarin in an iPad app?
You will need to rebuild your library from the source using the Xamarin.iOS compiler. After that you would reference the same way you do in a Windows app - by either including a Reference to the dll in your project, or by including the Library project in your solution and referencing the project.

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