Using the Nativescript platform-specific project - nativescript

To my understanding, Nativescript takes the javascript (or typescript) + nativescript code and creates project files for both android and ios in order to be able to run them as native apps. I also know that these files all seem to be located in the Resources directory. However when I try to run a simulator from the xcode project that is created, it fails.
I don't want to know how to fix the simulator failure, I just want to know if it's possible for a swift developer to take the xcode project created by Nativescript and continue developing as a regular native app.
If so, is this possible with the android project as well?

Please check this out
https://www.nativescript.org/blog/using-nativescript-in-an-existing-native-ios-android-applications
The two articles explain in detail how you can embed the NativeScript runtimes in native Objective-C and Android applications.

Related

Is the AgoraRTMWrapper in XCode necessary?

I have been dealing with the same issue for a few days now. I'm unable to upload any app store connect files due to the libAgoraRTMWrapper file. To be clear, this entire app has been built through Unity using agora SDK. The reason for failure, according to XCode, is that the wrapper "doesn't have the correct file type for this location". Invalid Swift support.
This leads me to wonder if the libagoraRTMWrapper is even necessary. Yes, I would like to keep using RTM but not at the expense of several build failures.
As a sidenote, XCode does mention that the build is being made for iOS but the wrapper was built for iOS + iOS simulator. I don't remember ever specifying that but it could just be the way the SDK was initially imported.
this library is necessary for RTM to work. Do you have a custom build setting for the project? It is verified that the included SDK Demo works on iOS builds. Perhaps you can build that and compare the build setting to yours to find out what went wrong?

Libgit2sharp in Xamarin iOS

I'm trying to run Libgit2Sharp in a Xamarin.iOS project (I'm currently running it on Xamarin.Droid).
For doing so, I was trying to follow the same approach than for Android (generating a custom native binaries package) but I have faced some doubts/problems.
First, iOS doesn't allow the use of dynamic libraries at least if you want to upload the app to the market.
Is there any "easy" way no rebuild libgit2sharp to make it run static libraries?
Probably the App will not go to the official App Store, but it would be nice to know if it is possible.
Another thing I have realized while checking the libgit2sharp source code is that iOS is not in the list of possible Operating Systems, so should I make any other modification to make it run on iOS?
Thanks in advance
So in the end I found a way to run libgit2 in Xamarin.iOS.
Basically what I did was to generate the iOS libgit2 static libraries (you can use the Objective-git repository for doing so, as it is part of the process) and then modify LibGit2Sharp project to look for "__Internal" instead of the .dll/.so dynamic libraries.
The you just need to add the libgit2 static library to your Xamarin.iOS project, and that's all.
Hope someone finds this info helpful.

how to ensure backward-compatibilty in a xamarin forms application?

How do i make sure my app can run on android devices below Lollipop( version 4.03 to 4.42). I watched a xamarin university video that says xamarin forms supports android version 4.03(ice-cream sandwich) and upwards. I also read about runtime checks and feel like this might be the answer to my problem, but how can i write runtime checks for android when basically all my ui and logic is contained in the PCL project?
The first thing to do is ensure you are using the Android AppCompat library. I think new projects use this by default now. If you have an older project that doesn't follow these instructions to update. This will allow your app including any Material Design look and feel to run on older versions of Android.
If you do things differently based on Android version, put the code for this in the Android project and use dependency service to call it.
Like this:
if (Android.OS.Build.VERSION.SdkInt >= Android.OS.BuildVersionCodes.Lollipop)
{
// level specific code here
}

Vungle and Facebook not working together in iOS

I have a game which is made with Unity, using both Facebook and Vungle SDKs. This works fine for me in the Android build.
However, when I port this to an iOS project and try to build it, I am getting link errors. Looking through the errors I can see that one of either Vungle or Facebook is always missing. Moreover when i first make the XCode project it has Vungle SDK included but not Facebook and, if I build again to XCode it will have Facebook but no Vungle SDK.
Any subsequent builds come with Facebook only. I have tried many times to rebuild the project. Now is there a way that i could merge these two projects if at all it is possible?
This is giving me the link errors. Can any one tell me whether i am doing something wrong.
The screenshots for the images can be downloaded from the links below:
Also, I can see that Facebook is replaced by a StoreKit framework. Did anyone come across this issue?
It sounds like both SDKs are rebuilding the Xcode framework search paths / linked frameworks from scratch.
You might be able to get around the issue by exporting the project with Facebook included, and then manually adding the Vungle SDK framework into the Xcode project (outlined at https://support.vungle.com/hc/en-us/articles/204430550-Get-Started-with-Vungle-iOS-SDK).

MQA fails after archiving application in XCode

Short Version: I'm having issues while archiving my application. The debug works, the archive doesn't. There is nothing to troubleshoot, anyone has ideas?
Log Version:
I have a hybrid worklight app, fully functional and archiving was working just fine until I've added MQA and I'm using iOS.
Versions are:
Worklight 6.2, MQA 6.3, Xcode 6.1, and iOS 8.1.2
Now I've added MQA following the steps here.
I've copied the framework into my project directory and added in the other_linked_flags a force load for it.
I've also added a few lines of code to for it to work following the same instructions. Basically everything works just fine when I run it from xcode. When I run the app that xcode deploys on iphone, it the app runs normally and MQA also works.
I only have some kind of problem when I try to archive the app to deploy it in a ad hoc environment.
When I do that the iPhone screen remains black after asking me which user it should use on the MQA. It seems that it can load the webview but can't load the html app.
Unfortunately this doesn't even generate a crash log an as such I'm left in the dark about what is happening.
Can someone give me some light on what can I do to troubleshoot this issue?
You may be trying to integration the wrong library into your project.
Right now it looks like you are working on a Hybrid app but try adding the native libraries into it, which is incorrect.
If you are working on a Hybrid app, you need to download the Hybrid SDK.
If you are working on a Native iOS app, you need to add the native library
There is a library specific to Hybrid apps. You can find it in the following link: http://www-01.ibm.com/support/knowledgecenter/SSFRDS_6.3.0/com.ibm.mqa.uau.doc/topics/t_download_wrklight_libraries.html?lang=en
All what is required is to do is removing the native library if added, and integrate the worklight SDK into the app code under the common folder in the main.js file.

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