Migrate from a xcode codification to phonegap codification - xcode

I made originally an application in Xcode and I finished but I want to add more functionality, but now I want to use PhoneGap but reuse my interface that I had on the first version but this its made on Xcode directly, and now I will use Dreamweaver, is this possible?

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How to implement Steamworks API into an existing macOS / Xcode project?

I intend to submit an existing macOS game to Steam. It was made with Xcode using Objective-C and Swift.
According to the Steamworks documentation I need to link libsteam_api.dylib in the Xcode project.
However this does not seem to be enough. Several specific build and target settings need to be made, of which I can find no documentation. Also several other conditions need to be met, such as init calls that should be made.
The non-C++ language support page unfortunately has no information about Objective-C / Swift / Xcode and searching the web does not return any useful information other than how to code sign Mac games for Steam.
Is there any tutorial / help / step by step guide on how to do make the game submittable to Steam?
You can use Objective-C++ for easy integrate SteamWorks API to your Xcode project.
SteamWorks SDK has example named "steamworksexample" that show how to use it.

Using the Nativescript platform-specific project

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.

Is migration required from swift 2 to swift 2.1?

Xcode 7.1 is now available on app store but before I update xcode I need to be sure that my existing project won't breakdown because of the update. So would updating from xcode 7 to 7.1 run the migration assistant for swift 2 and breakdown my project?
It appears that there weren't any breaking syntax changes. Mostly just quality of life updates for the language (being able to put string literals in string interpolation statements, function covariance/contravariance, etc).

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.

How to add Core Plot as static library to Mac app?

I am working on a Mac App project using Xcode 5.0.2. Currently Core Plot 1.1 is integrated in the project. I did this following the instructions on the Core Plot project page: The Core Plot source code is integrated in my project and compiles alongside with my app.
Since I switched from Xcode 4 to 5 I have trouble starting my app. The receipt validation code that runs at startup cannot verify the apps receipt any more. The console shows a hint that the app is not signed properly:
storeagent[329]: Unsigned app (/Users/MyUser/Library/Developer/Xcode/DerivedData/MyApp-gvgullbzaekzujejuhfssrnmmmit/Build/Products/Debug/MyApp.app).
I found a hint that there is a problem signing nested bundles like Core Plot when using Xcode 5 on Mavericks.
Because of this I would like to integrate Core Plot as static library instead of as nested bundle. However the instructions on the Core Plot page (see link above) only describes this option for iOS projects.
Is it possible to use Core Plot as static library in an Mac App project as well? What would be the necessary steps to do this?
You have probably figured out a way to do this already, but as I was struggling with the same thing myself and the steps, while simple, don't seem to be explained anywhere I thought I would do so as an answer here. As you mentioned, this is not explained on the CorePlot Mac Setup Page, so it may cause complications or become obsolete down the road, but it is working for me as of right now. Steps are:
Download the latest CorePlot release
Copy the file Binaries/MacOS/CorePlot.framework into your project (drag and drop or by using "Add files to ..."
Make sure you enable "Copy items into destination group's folder (if needed)"
Make sure the new framework is added to the applications target membership
Set up the framework to be copied during build
Under Build Phases, add a Copy Files phase if there is none
Change the destination to "frameworks"
Drag the CorePlot.framework file from the Project Navigator into the file list

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