Linphone SDK OS X - vcard_grammar - objective-c

I’m trying to integrate linphone-sdk-Mac from https://download.linphone.org/releases/macosx/sdk/ to my objective c app.
Basically what I’m doing is extracting zip file and import framework files to my project and then change all frameworks to “embed and sign” and then compile.
Program runs fine until I try to create the core, even using “ linphone_factory_create_core_with_config_3” or “ linphone_factory_create_core_3”, they all crash with the same error, that is “could not load grammar vcard_grammar because the file could not be located”.
Already tried to put grammar files in several places of the project, on different versions, including last one, but with no luck.
Anyone know anyway to solve this?
Sample code:
LinphoneFactory *factory = linphone_factory_get();
NSString *linphonecfg = [LinphoneManager bundleFile:#"linphonerc"];
NSString *fileStr = [NSString stringWithContentsOfFile:linphonecfg encoding:NSUTF8StringEncoding error:nil];
configDb = linphone_config_new_from_buffer(fileStr.UTF8String);
theLinphoneCore = linphone_factory_create_core_with_config_3(factory, configDb, NULL);
Already tried to compile linphone-desktop but that is failing in random places every time I try to compile it, so could not solve that way.
Thanks

So after a lot of tinkering with the SDK, I've figured out to fix the vCard issue and compile properly without it on macOS with Swift/Objective-C (for arm64 and x86_x64).
Compiling SDK
Install the following dependencies with homebrew:
brew install pkg-config cmake doxygen nasm yasm
Install pip3/python3 (if you haven't already) and it's dependencies:
curl https://bootstrap.pypa.io/get-pip.py -o get-pip.py
python3 get-pip.py
pip3 install pystache
pip3 install six
Clone the latest Linphone SDK and it's dependencies recursively
git clone --recursive https://gitlab.linphone.org/BC/public/linphone-sdk
Make and set the build directory (-DENABLE_VCARD=OFF is the key here):
mkdir build && cd build
cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo -DENABLE_VCARD=OFF ..
cmake --build .
Xcode Integration
(if the build succeeded, hopefully)
In your build folder, go into your linphone-sdk/desktop folder
You should see a couple of different folder but the most important ones are Frameworks and share
Add the Frameworks and share folder into your Xcode project with the following options checked:
If you're using Swift, you will need to create a Objective-C bridging header with the following lines to avoid a giant list of errors in your LinphoneWrapper.swift in the share/linphonesw folder:
#import "linphone/factory.h"
#import "linphone/types.h"
#import "linphone/core.h"
#import "linphone/call.h"
#import "linphone/tunnel.h"
#import "linphone/wrapper_utils.h"
#import "linphone/core_utils.h"
#import "linphone/vcard.h"
#import "belle-sip/object.h"
#import "bctoolbox/list.h"
#import "mediastreamer2/msfactory.h"
In the Frameworks, Libraries, and Embedded Content section of your apps target, every framework should be "Embed & Sign".
Try compiling and accessing Core, Factory, etc... in a Swift file and it should work, if it doesn't, comment below and I'll try to help you out!

Related

Compiling project that depend on LLVM using CMake on Windows

I'm a *nix user, installing LLVM is easy for me, just download the precompiled file, set LLVM_DIR, and you're done. But I'm having a lot of problems with Windows ...
I downloaded LLVM-<version>-win64.exe from the GitHub release, but I can't find LLVMConfig.cmake file. Then I tried to compile LLVM from the source following this documentation.
When I started compiling my own project, I got this error:
'C:/<...>/Debug/libLLVMSupport.lib', needed by '<...>.exe', missing and no known rule to make it
I guess maybe I'm missing some compile options. but I can't find the documentation for LLVM_ENABLE_PROJECTS or BUILD_SHARED_LIBS, not even a list of component names.
I tried to add -DBUILD_SHARED_LIBS=ON but CMake told me BUILD_SHARED_LIBS option is not supported on Windows.

Swift Package Manager with Xcode - Could not build Objective-C module

I have a swift executable package that has a dependency on objective-c library package. I'm trying to use Xcode for executable package development but I'm getting Could not build Objective-C module 'objcpackage' error while editing the swift file which imports objective-c module. Compiling works both from Xcode and also directly from command line using swift build but as soon as I open the swift file with import of that objc package the error pops up.
I have used the SPM to generate xcodeproj.
Clean nor clean build directory, deleting generated module map from the xcodeproj or restarting Xcode did not help.
I have created Objective-C package with the following:
$ swift package init --type library
It contains only one header Sources/include/Foo.h:
#import <Foundation/Foundation.h>
#interface Foo: NSObject
#end
and one .m file:
#import "Foo.h"
#implementation Foo
#end
The Swift package was created with $ swift package init --type executable.
The Package.swift file looks like:
import PackageDescription
let package = Package(
name: "swiftpackage",
dependencies: [ .Package(url: "../objcpackage", majorVersion: 1) ]
)
The main.swift contains only:
import objcpackage
Xcode project was created with $ swift package generate-xcodeproj
Xcode Version: 8.2.1 (8C1002)
Swift Version: 3.0.2 (swiftlang-800.0.63 clang-800.0.42.1)
How can I get rid of that error?
This sounds like a bug that was recently fixed in the package manager (https://bugs.swift.org/browse/SR-3121). Have you tried a recent snapshot from https://swift.org/download/?
I tested the package you describe with a recent version of Swift 3.1 and it worked fine.

Xcode clang error when adding SDWebImage framework

I am trying to compile an app that use SDWebImage, when I add the framework to xCode I keep getting the following error.
I have attempted to add the framework by clone the git repo
ld: framework not found SDWebImage
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Linking in Xcode requires a bit of work. We can tell what to do or suggest a better way. As I consider "dropping framework" solution a very bad habit, I'd strongly suggest a better way:
Use dependency manager!
This will help you to see whenever your dependencies get new updates. You'll also know which version are you using. This is a good practice.
You can eg use Cocoapods. Go to your Terminal, type:
$ sudo gem install cocoapods
Then go to your project folder (place, where you have xcodeproj) and type:
$ pod init
This creates a file named Podfile. Open it and paste:
platform :ios, '8.0' // or whatever you need
use_frameworks!
pod 'SDWebImage', '~> 3.7'
So when you have it ready, open Terminal and type:
$ pod install
From now you should work on xcworkspace instead od xcodeproj. Your dependency should work correctly.
BTW: There are many other solutions. You can simply use git submodules. You can also use Carthage. However most popular and as for me atm most convenient way is Cocoapods, so I wrote steps for this way.
You've added SDWebImage as a linked framework.
What you should be doing is adding it as an Embedded framework, and make sure that your build phase copies the framework into your app bundle.

Compile protobuf with xCode 5

I want to use protobuf(https://code.google.com/p/protobuf/) in my project
Did you successfully compile protobuf with xCode 5, Please help to share your experience?
Thanks.
You can add support for Google Protocol Buffers to an Xcode 5 project using Cocoapods by adding the following line to your Podfile.
pod 'GoogleProtobuf', '~> 2.5.0'
This will place the C++ version of the protobuf code into a Pod for your project. It will also add the protoc compiler in the folder Pods/GoogleProtobuf/bin/protoc within your project.
You can create a custom build rule in your project that automatically converts the .proto files into .ph.{h,cc} files. Here is how I did that:
Setup a build rule to "Process Source files with names matching: *.proto Using Custom Script". The script should include the following:
cd ${INPUT_FILE_DIR}
${SRCROOT}/Pods/GoogleProtobuf/bin/protoc --proto_path=${INPUT_FILE_DIR} ${INPUT_FILE_PATH} --cpp_out=${INPUT_FILE_DIR}/cpp
Set the output files to include the following:
$(INPUT_FILE_DIR)/cpp/$(INPUT_FILE_BASE).pb.h
$(INPUT_FILE_DIR)/cpp/$(INPUT_FILE_BASE).pb.cc
Any .proto files you include in your project will now automatically be converted to C++ and then compiled as part of your build.
If you don't mind building Google Protobuf yourself then a good alternative to using Cocoapods is to run the bash script here.
https://gist.github.com/BennettSmith/7150245
This script will produce a proper build of Google Protobuf that supports the i386, armv7, armv7s, arm64 and x86_64 architectures. It will produce a static library that is universal. It will also produce the protoc compiler for use on OS X.

Unable to Compile Objective C using Gnustep on windows

Hi i am a beginner learning objective c.
i am finding an error "hello.m:1:34: Foundation/Foundation.h: No such file or directory"
i came to know that i need to make a make file
may i know how to make the make file please
No need to create a makefile. If you start MinGW from "All Programs -> GNUstep -> Shell" as Pax indicates above, you can just compile your .m file.
My GNUstep installation is in c:\GNUstep\GNUstep\System. If yours is different, you should change the import of Foundation.h accordingly.
I did this:
Create c:\myprogs\obj-c\hello\hello.m that looks like this:
//---------- Hello.m
#import <../../GNUstep/System/Library/Headers/Foundation/Foundation.h>
int main(int argc, const char* argv[])
{
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
NSLog(#"Hello from Hello.m!");
[pool release];
return 0;
}
//----------
Start MinGW shell. (See above.)
On shell command line, change to directory where program code is located. (Note that, since this is not Unix, the Windows drive letter must be included.):
cd /c/myprogs/obj-c/hello
Compile the program:
gcc -o hello hello.m -I/c/GNUstep/GNUstep/System/Library/Headers \
-L /c/GNUstep/GNUstep/System/Library/Libraries -lobjc -lgnustep-base \
-fconstant-string-class=NSConstantString
(Note that "\" character allows us to extend command to multiple lines.)
I get the following informational messages when I compile:
Info: resolving ___objc_class_name_NSAutoreleasePool by linking to __imp____objc_class_name_NSAutoreleasePool (auto-import)
Info: resolving ___objc_class_name_NSConstantString by linking to __imp____objc_class_name_NSConstantString (auto-import)
Running resulting hello.exe gives me this:
2009-06-03 14:44:59.483 hello[1240] Hello from Hello.m!
That problem just looks like you haven't instructed gcc on where to find the relevant include files (i.e., the directory in which Foundation/Foundation.h resides).
Are you running gcc from under MinGW or from the command prompt. You should have a "All Programs -> GNUstep -> Shell" on your Start menu which brings up this shell.
A makefile for this should be as simple as:
include $(GNUSTEP_MAKEFILES)/common.make
TOOL_NAME = YourProg
YourProg_OBJC_FILES = source_code.m
include $(GNUSTEP_MAKEFILES)/tool.make
If you will put your source codes into home directory in GNUStep, you don't need to provide relative location of Foundation framework.
Using a makefile such as the one specified by paxdiablo is probably the easiest, because rather than trying to remember an arcane command line each time, you set up the makefile and then call make from the source folder.
However, my experience under Windows suggested that GNUStep and Windows, even with the shell, won't build using that because it can't find all the make files it needs - add an environment variable GNUSTEP_MAKEFILES with a value of /GNUstep/System/Library/Makefiles and restart that shell, and then any errors from it being unable to find the standard makefiles should be history.
(I had tried using full paths to the makefiles, but found that this included the specific makefiles but then failed when trying to include further ones, hence going the easy route and adding an environment variable.)