I've been trying to build an iOS universal framework that includes a CocoaPod dependency, namely SQLite. However, the problem that I keep getting is that I cannot use the framework as such either when building the app within the simulator, or physical device. This greatly depends on the type of device I've chosen when building the framework.
To solve this issue, I've followed these script: iOS universal framework script
Any piece of advice onto what is the best common practice for building an universal iOS framework that includes a CocoaPod dependency?
Related
Our project uses several 3rd party packages using Swift Package Manager. Some of them are shared among the iOS and watchOS project, but several packages depend on UIKit, so they are not included in the "Frameworks, Libraries, and Embedded Content" part of the WatchKit Extension target in Xcode project settings.
I can build the iOS or the watchOS app and run in Simulator or on a device, but when I want to preview SwiftUI files included in the watchOS application, building fails.
What I read from the build log is that Xcode wants to build all of the packages added to the iOS project against watchOS too, which will fail obviously.
Is some of my project settings bad or is this a bug?
It seems to be an unresolved bug on Xcode 14.
There is an opened discussion on Apple Developer forums
I want to integrate Airwatch SDK 1.4.0.1 in one of my project, how can I integrate AWSDK in cross platform application which will support both iOS and android, or is there any work around to do it so.
While trying to integrate native SDK's that don't have nuget packages, you are entering the territory of Intermediate Xamarin Development. What you need to do is create "native bindings in C#".
There's many ways of doing it, and can take between 30 minutes to a 5 days to do. If you watch this video starting around 50:00, presented by the Lead of the Xamarin Components team, Jonathan Dick, you will learn one way of doing the entire binding process for iOS cocoa pods and Android Maven packages.
I have to integrate one third party sdk in xamarin project.
They are providing the native sdk's for android and ios. I need to use them in Xamarin project to develop app for ios and android.
Xamarin offers in depth documentation for linking native libraries.
Linking native library iOS here and Binding a java Library here.
If you want to go further and use these sdk's in Xamarin.Forms you can make a wrapper in each platform dependent project and link them to your Forms project using Xamarin.Forms.DependencyService.
To use Firebase Crashlytics in your application follow the steps:
Install packages: Xamarin.firebase.iOS.Crashlytics and Xamarin.firebase.iOS.Core
Download GoogleService-Info.Plist file and add it to your project.
Set the build action as "Bundle Resource".
Build the project and run.
I recently updated Xamarin. Ever since that time, I have been unable to build my iOS application due to this error:
Your application is using the 'HealthKitUI' framework, which isn't
included in the iOS SDK you're using to build your app (this framework
was introduced in iOS 9.3, while you're building with the iOS 9.2
SDK.) This configuration is only supported with the legacy registrar
(pass --registrar:legacy as an additional mtouch argument in your
project's iOS Build option to select). Alternatively select a newer
SDK in your app's iOS Build options.
Has anyone else seen this? I haven't changed anything in my code.
Looks like you need to upgrade to Xcode 7.3. Could you perform that update and let us know?
iOS 9.3 requires Xcode 7.3 support, these were added in Xamarin.iOS 9.6.0.0: https://releases.xamarin.com/stable-release-ios-9-3-xcode-7-3-support/
Also, check out the following for information on iOS SDK releases against Xcode releases.
I have a project which greatly depends on ServiceStack, unfortunately the V4 releases, which includes PCL release for most platforms(especially after forking out for a Xamarin Licence), is just way out of my price range as an ISV. I have cloned the MvvmCross code but before I start messing around I would like to know what pitfalls I could run into when attempting to create a Non PCL based version compatible with the platforms I target (Currently Xamarin.Android, WPF and WinRT). The idea would be to able to reuse the code for the WPF project to build Android and WinRT clients.
Does anyone have any pointers?
I don't think there is any problem or pitfall with what you are describing - and I don't think you'll need to fork the MvvmCross source.
You should be able to build your apps as native code, and should then be able to reference the MvvmCross PCL libraries directly from the native libraries you are building - you don't need to rebuild MvvmCross to do this. Plenty of people already use MvvmCross using "file linking" rather than PCLs - it's not the default setup encouraged by the Nuget packages, but it still works fine.