How to integrate cocos2d-iphone-3.1.0 into existing iOS project? - ios7

I am working on old project in which i need to update code. The project also uses cocos 2d older version. When i build project with latest Xcode 6.0, it gives many errors. I tried the old way to integrate. I followed the steps given into Adding Cocos2D only to already existing project? not solves my problem. I am getting error like "Could not build module 'UIKit' " and many more similar error for other framework. So i decided to integrate new version of cocos 2d 3.1.0. Thanks in advance.

Related

Compiling Titanium Modules from GitHub

After a few days of failure I realize I need more insight than google can deliver.
I am attempting to include a module in my otherwise working fine Titanium project but am not having any luck. The module in question is Ti.MapPlus, a fork of the standard Ti.Map module that I am already using. The GitHub repository does not have a compiled release, and it is not available via Gitt.io.
I have tried to create a new Mobile Module Project without success; but suspect that this is the best route.
Can anybody walk me through the steps of getting the module working globally?
There are some releases here: https://github.com/AppWerft/Ti.MapPlus/releases

Use Legacy Swift Language Version

I am using Swift libraries in Objective-C Project with CocoaPods.
I tried running them in the recently released Xcode 8 GM and I am getting the following error:
I tried all the solutions in the below link and also from other SO Answers but nothing seems to work.
http://www.ios-blog.co.uk/tutorials/xcode/quick-tip-fix-use-legacy-swift-issue-in-xcode-8-beta-3/
Libraries I am using are Charts and XLPagerStrip.
You need to update your "Pods" project. For each Pod, choose the target and set it to use the legacy compiler. Note that if you do a "pod install" later, the workspace that gets generated will overwrite the legacy compiler settings, so you have to redo them.

Upgrading from cocos2d v3.0 to v3.3 without SpriteBuilder

I try to upgrade from v3.0 to v3.3 without Sprite builder as my current project has been started one year ago. I installer Sprite builder, opened a basic new project in xCode and copied the cocos2d files into the old project.
The files and folders I copied are these ones :
cocos2d/
cocos2d.xcodeproj
cocos2d-ui/
external/
I had to change the header search paths for chipmunk. It took me a while but I fixed all the issues.
Now I have another problem : xCode give me an error : "SSZipArchive.d, Dtrace error". Nowhere in my project I can find a file named like this.
Anyone has an idear about that ?
You can use this template for creating new Cocos2D projects without SpriteBuilder. Just run a few git commands and import your files.

Cordova 2.1.0 not getting included in the project after install

I am creating an IOS app with cordova 2.1.0.
I installed cordova 2.1.0, by following the steps mentioned in http://docs.phonegap.com/en/2.1.0/guide_getting-started_ios_index.md.html#Getting%20Started%20with%20iO
Now i made changes to files like AppDelegate.m, AppDelegate.h, etc. and www folder. When i see the physical folder structure in the project, the CordovaLib.xcodeproj does'nt get included in the project. Why is this happening? Why is it not getting included in the project. Every user will not download cordova and follow the steps.
Any help will be appreciated.
Thanks.
What do you mean by "user will not download". The developer (you) have to downlod it nd create the app. Cordova is packaged within your *.ip file.
If the cordov project is not oincluded, you will be unabvle to build. If you cn build it, it is included.
If you don't want to handle the complete xcode project stuff, use build.phonegap.com

How do I use a new framework I have built?

I have had some issues with the AWS IOS SDK framekit, since it was not built to work with OSX apps. I found a modified version of the SDK that Brad Larson created.
The directory structure looks something like:
AWSiOSSDK.framework/
src/
--Amazon.Runtime/
--Amazon.S3/
..
--AWSCocoa/
----AWSCocoa_Prefix.pch
----AWSCocoa.xcodeproj
----etc
--include/
So if I go into the xcode project, and build AWSCocoa it compiles. But when I look at the timestamp on the AWSiOSSDK.framework, it hasn't changed. So I don't know what compiling this AWSCocoa gets me, or where I can find the files it creates. So assuming that building AWSCocoa.xcodeproj is supposed to build a new version of the framework compatible with OSX development, where do I find and link what I've built?
The AWSiOSSDK.framework bundle is a precompiled framework, probably left over from my earlier experiments in making a Mac version of this (since you can't use frameworks like this with iOS, only static libraries). Ignore that.
If you are using Xcode 4, your built framework will be created somewhere in your ~/Library/Developer/Xcode/DerivedData/ directory. To find where it lies, go to your project navigator in Xcode 4, expand the Products group, right click on AWSCocoa.framework, and select Show in Finder. This is no different from any other third-party framework you would compile.
Nominally, you'll want to add this framework as a target dependency in your application so that it is built alongside that. You'll also have to make sure that the framework is copied into the appropriate location within your application bundle so that it can be used by your application at runtime.