Missing library when using Google drive sdk - Xcode 5, iOS7 - objective-c

I followed the examples as well as watched the video. I have added the GTL project correctly. When I add the libGTLTouchStaticLib.a, it says it is missing. However, when I run it in the simulator, it is fine.
Is this a known issue with Xcode 5, iOS7?

No, It is not an issue with Xcode 7 and iOS7. The thing is that libGTLTouchStaticLib.a will be automatically added when u add GTL project.

Related

MapKit.framework linking error

Strange error happening on Xcode 8 with iOS 10. An app uses MapKit. I was working with simulator and all was fine. And I wanted to run on a device.
And I was getting these errors. After that, I restarted my Mac, and now I'm unable to run even on simulator.
OSX: El Capitan,
Xcode 8,
iOS 10
Check your Project's Capabilities and turn Map - ON.
Check Your Build Phases if you have MapKit framework imported.
If you already have the framework try to remove and re add .
Good luck :)

import CallKit crashes randomly on iOS 9

I have imported CallKit framework as optional only. But import CallKit crashes while running on iOS 9 at launch. But works perfectly on iOS 10.
It worked fine in XCode 8 beta 6 but this issue is happening only on XCode 8.
The code is in Swift 3.
Any help is much appreciated.
CallKit API is only for iOS 10.0+. It won't work for iOS 9.0. Use a condition for iOS version 9.0 and 10.0 to avoid the crash.
Reference : https://developer.apple.com/reference/callkit?language=objc
There is/was a bug in Swift 3 language that wrongly links module libraries github pull request, that is fixed now, but the fix is not yet implemented in XCode, not even in beta.
You could get latest swift toolchain build from link and install it to XCode to try and see the fix, but the app would not be approved for Appstore as it's stated here
You got two solutions;
wait for apple to release XCode with new version of swift 3.0.2+
or revert your code back to swift 2, where it works, with "Use Legacy Swift Language Version" flag in Build Settings
If you choose to revert back to swift 2, brace yourself with a lot of patience :D

Unity, XCode5.0.2 and iOS7 app submission problems

i created an app in unity, made the .apk for android and submitted to google play.
everything worked fine and without issues.
now i want to do the same for iOS and i only have problems! after breaking up my head with certificates and profiles i finally managed to run my app on my ipad and on the iOS simulator and finally tried to submit it to the appstore, just to realize that apple only allows iOS 7 apps and Xcode 5 since february 2014.
okaaay, so i downloaded xcode 5 and the iOS 7 sdk and submitted the app to the appstore. but now i got the next problem and i dont know how to solve it:
http://i1371.photobucket.com/albums/ag296/marauderkr/Bildschirmfoto2014-03-07um11047PM_zpsd9742709.png
i read a tutorial how to add the missing app icons. it said i should add the png files in my folder and add lines to the info.plist with the image names. so i did this:
(adding lines to the plist after adding pngs to the "library" folder)
http://i1371.photobucket.com/albums/ag296/marauderkr/Bildschirmfoto2014-03-07um11155PM_zps2e86dcb6.png
but is till get the same error. i dont know what to do as i am not into xcode (only into c#/unity)
i hope someone can help. maybe its just some stupid thing i am doing wrong?
(sorry for the links but stackoverflow says i cant post pictures before reputation 10+ and this is my first post...)
EDIT: problem solved!
it seems like the problem is solved! i found old xcode 3 versions on my desk and it seems like something interfered with the new ios 7 sdk OR the new xcode 5 stuff. anyway, it works now!
so if anyone else encounters this problem - be sure to absolutely have deinstalled all old xcode versions. it helped to delete the old stuff and the old sdk. i now run xcode 5.1 and the ios7 sdk and the latest unity update 4.3.4 everything works!

'NSInvalidUnarchiveOperationException', reason: 'Could not instantiate class named UIKeyCommand'

My app is crashing when I try to display another view controller. It does work correctly when the iOS SDK is set to 7.0 and I am targeting iOS 7.0. But I need the app to target iOS 6.0. UIKit is (obviously) declared in the imports. The UITableViewController I am trying to present works perfectly fine as far as I'm aware - I created it for another app, using XCode 4.6.3, targeting 6.0 and it compiled without error (as does this one) but it also displays without crashing.
I could provide code, code which does nothing more than present the table view controller using a modal transition, but I even went to the point of connecting a UIButton to the UITableViewController - it worked on iOS 7, but not 6. It's my belief that when I compile with the iOS 6.1 SDK, it should be using iOS 6.1 frameworks?
UIKeyCommand is only available in iOS 7 and later, according to this. That gives me reason to believe that it is using the iOS 7.0 frameworks even though the iOS 6.1 SDK has been specified.
I've tagged this with the xcode tag as I believe it could possibly be caused by xcode incorrectly searching for the specified SDK's frameworks.
I had the same problem as you and here is what i did to solve it:
I opened the Storyboard as Source Code and searched for the tag : keyCommands , I found a tag similar to
<keyCommands> <keyCommand/> </keyCommands>
and i deleted it.
After that i runned the app in iOS 6 & 7 and it worked with no problem.
Let me know if this works on your app too!
Cheers!

Library not loaded

I added Social.framework in my application in the same way i use to add the other frame works. I have downloaded xcode 4.5 and iOS 6 . but my application crashes with follwing error only on device. It works fine on simulator.
dyld: Library not loaded: /System/Library/Frameworks/Social.framework/Social
Referenced from: /var/mobile/Applications/FC88291D-2052-45D6-A7BB-65CE340F07BF/Uploading Image.app/Uploading Image
Reason: image not found
I was getting this exact error. My app currently has a deployment target of 5.1. I wanted to add Facebook sharing. I found this old post, Conditionally including a library for different iOS SDK versions?. All I did was set "Social.framework" to 'optional' and it did the trick, then my app would run on ios 5.1 and ios 6.0. Of course you need to do checks at runtime for what OS the device is running otherwise you could run into a crash if you try to access social.framework in ios 5.1 or earlier. Hope that helps!
In Xcode go to targets, Go to build phase and search for Social frame work you will find that under "Link Binary with Libraries" section. There select social frame work and see there is an option on right hand side required/optional in that just change required to optional. Now you are able to run on all ios devices without any crashes.