How to generate barcode 128 for os x, objective c - objective-c

I'm working on a project for a OSX and I'm using xcode 4.6.3. I need to generate a barcode image with Encoding 128, and insert it in a pdf file.
I've been researching and I can't figure out how I can do that. I tried to use cocoabarcode, I solved ARC error, but stil have some error tried to replace
sAttr = [[NSMutableAttributedString allocWithZone:[self zone]] initWithString:leftCaption attributes:[NSDictionary dictionaryWithObjectsAndKeys:font,NSFontAttributeName,leftAligmentStyle,NSParagraphStyleAttributeName,[NSNumber numberWithFloat:kerning],NSKernAttributeName,nil]];
(error: zone is unavailable: not available in automatic reference counting mode),
and other warnings deprecated methods,
I want to know if someone it's ussing this library, if it's work propertly, or if there are other library like this one for iphone, but I need for OSX, or any other suggestion about what classes or library I should research.
Thank you in advance!

May spire.barcode could help you, it supports Code 128 Barcode

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Xcode / AppleScript / Objective-C (AppDelegate.applescript)

I am having a lot of issues following this video tutorial. I'm getting hung up on the AppDelegate.applescript file. AppleScript Facelift
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3.1 Options for interface
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5. "Template" files created
6. I can add frameworks and libraries (not sure if this is necessary? im doing things blindly...)
7. Then these are the AppDelegate files. (note- I can change the identity and type in the top right fields. if I select AppleScript Uncompiled Source, it does not change the extension)
I've tried creating a new "blank file" and saving it as AppDelegate.applescript, but I don't think this is working. Can someone point me in the right direction???
I've been working on an AppleScript project which works with my Apple Music. Someone mentioned I should look into Objective-C AppleScript, but this is making no sense. I think my end goal is having a window that allows more flexibility with input...
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The answer: I was taking a very dated approach to this and asking the wrong question.#has's suggestion to look at his project Swift-AppleScriptObjC is exactly what I needed.

The “Swift Language Version” (SWIFT_VERSION) build setting error with project in Objective C

So i just went to build my app after adding in core data to update my app to store and fetch some information and i got this error. (I am using XCode 9.2)
The “Swift Language Version” (SWIFT_VERSION) build setting must be set
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Now whats confusing me is this in an Objective C app and surely the swift version shouldn't matter. I have browsed some threads on here stating that i need to update build setting to Swift 3.0 or to set values to Yes then back to No, however i have none of these fields when i search for Swift in the search bar.
Is this just a bizarre bug or have i mistakenly added some swift code?
Any ideas would help, thanks.
I experienced this exact same issue after adding Core Data to an Objective-C framework I was working on.
I discovered that the reason I was getting the "Swift Language Version" warning was that the Code Generation language in the .xcdatamodel defaulted to Swift. Once I changed this back to Objective-C, the warning went away.
You can find this property in the File Inspector when you have the .xcdatamodel selected in the Project Navigator.
For Objective C Projects created using Xcode 8 and now opening in Xcode 9, it is showing the same error as mentioned in the question.
To fix that, Press the + button in Build Settings and select Add User-Defined Setting.
Then in the new row created add SWIFT_VERSION as key and 3.2 as value like below.
It will fix the error for objective c projects.

(ObjC) Unable to add libraries-Help please

I'm following an objC book and I need to use readline() to obtain a string.
However, before I can even get to that, I need to add the library that contains it. Therefore, I go into Build Phases -> Link Binary With Libraries -> Press the + ->Search and Add addlibreadline.dylib
After I do this, I have an icon under my top-level item that has the name of this library. BUT when I go into my code in main.m, NOTHING is imported. There is no #import
WHY? I have tried different things for hours and am frustrated!
Am I not understanding something about importing and libraries?
Btw: I am using Version 6.1.1 (6A2008a) and Yosemite 10.10.1 (14B25)
Thank you,
Since you've got the libraries linked, try adding this:
#import <readline/readline.h>
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http://forums.bignerdranch.com/viewtopic.php?f=148&t=7617

Where are the image and sound files inside XCode?

Are the images and sound files that are used inside the Unity IDE somehow compiled into libiPhone-lib.a inside XCode? I'm looking for a way to access the audio files and images inside XCode/Objective-C. As far as I can tell by looking at the exported XCode project, there are no sound files or other resources anywhere to be seen
They are compiled into the lib as a byte code which is then interpreted at runtime. Disclosure of this would destroy Unity's business model, as everyone would make corrections into unity-produced code. It is more easy for them to interpret bytecode rather than translating it into human-readable language like C or objective-c.
The answer is: yes, they are compiled into lib.
If you want to access them from objective-c layer, you have to add them to project again in a usual xCode way ,so their data will be doubled in the project.

Compiling/using libjpeg for iPhone (iOS 3.0+)?

I want to use the libjpeg (http://www.ijg.org/) library in an iPhone iOS 3.0 or greater project. I have tried a few different approaches, but being a bit naive, I'm not really sure how to begin.
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Can anyone link me to a tutorial or give me a push in the right direction?
My ultimate goal is to be able to manipulate the DCT coefficients of jpeg images somewhat similar to this MatLab libjpeg wrapper.
http://www.philsallee.com/jpegtbx
So I would like to start with something like
UIImage *cover = [UIImage imageNamed:#"cover.jpg"];
// convert to the libjpeg structs
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UIImage *stego = ... // save it back to iOS SDK equivalent image type
You can unpack the entire library into your project and add the files to XCode. There's a file 'filelist.txt' which describes the minimal set you need to link into your project. Have a look at 'example.c' for how to call the API. I don't see functions to tweak the DCT coefficients - that you'll have to hack in yourself.