Error while building erlang project with leveldb - macos

I am getting the error with leveldb while running the following.
./rebar3 shell

The dependency {eleveldb, "2.2.20"} compiled fine for me when I executed $ rebar3 shell on Mac OSX 10.13.6.
Your error message says that you should upgrade rebar3. Did you do that?
Finally, don't ever post screen shots of your output--instead post the output itself. Presumably, you know how to copy and paste text.

Related

Build phase in Xcode 13.3 started failing

I have a build phase that calls some python scripts.
This has been working fine for well over 2 years, but after recently updating to Xcode 13.3 it now fails.
the error I started receiving is:
/Users/me/Library/Developer/Xcode/DerivedData/MyApp-fsowouspdsdjjzfmlfafizjbkcae/Build/Intermediates.noindex/ArchiveIntermediates/MyApp/IntermediateBuildFilesPath/MyApp.build/Release-iphoneos/MyApp.build/Script-9002D8C42166BC850081D43D.sh: line 6: python: command not found
Command PhaseScriptExecution failed with a nonzero exit code
At a glance, it looks like xcode is attempting to run the script on the simulator instead of running in the local project directory.
python --version:
Python 3.8.3
I am wondering if there is some new configuration that I am unaware of for new xcode versions?
EDIT:
when i run the the lines in the script in my terminal, they run just fine.
You have installed Python 3 somehow (brew, perhaps), and it is in your PATH. That is why, when you say python, it is found.
But that same Python is not in Xcode's PATH! And it never has been. You've never noticed this, and you've never needed to notice it, because Xcode has always used the system Python, which was located in /SystemLibraryFrameworks. You and Xcode were probably using different Python versions (the system version stopped at 2.7), but this didn't matter.
But now (Monterey 12.3), it isn't. There is now no Python in Xcode's PATH. Thus, when your script says python plain and simple, it isn't found. You can fix this by using a complete path in your scripts that specifies where your Python is. You can find this out by saying which python.
So, Xcode seems to bundles its' own versions of python and python 3. It does not use the system version, so changes to Monteray 12.3 would not affect this.
Since that is the case, the correct solution is changing python to python3 since it looks like an Xcode update dropped python2.7 to parallel the OS dropping it later. I had to also update my python file to ensure compatibility.

AUv3 extension is not registered in MacOS

I am trying to write a small MacOS app with AUV3 extension.
I followed all the instructions, however, the extension is not registered in the system. I suppose to see it in the list when I execute:
pluginkit -mv | grep [MY_EXTENSION_NAME]
command, but I see nothing.
Trying to execute command:
pluginkit -a [MY_EXTENSION_PATH]
does not give any error or any other output at all.
syslog - w
also does not shows any error.
There are no compilation errors or even compilation warnings of any kind.
Maybe someone can direct me to some other error log or some tool or verification that can help me. Is there a place where I can read about the registration process and what can go wrong?
I tried:
Xcode 8.2 on El-Capitan
Xcode 9 Beta on High Sierra Beta

XULRunner 30.0 Upgrade

I have an Mac OS X app working fine on XULRunner ver 18.0.
Now I am upgrading the XULRunner version from 18.0 to 30.0. Have followed the steps below:
Downloaded the XULRunner 30.0 Runtime
Remove the content from XULRunner.Framework directory
Copied the latest files downloaded in XULRunner 30.0 Runtime
Now while launching the application, I am getting this error:
Dyld Error Message:
Library not loaded: #executable_path/libmozglue.dylib
Referenced from: /Users/USER/Desktop/*/MyApp.app/Contents/MacOS/xulrunner
Reason: image not found
Unfortunately XULRunner is not well supported, but I was able to get around most of the errors and get it working, except for one issue which I will get to later.
Basically, all the instructions I can find for how to structure the bundle are outdated. Mozilla had to restructure the binaries due to changes in the Mac code signing layout requirements. From this bug report and some trial and error I was able to determine the layout requirements.
The first error we can see when running the Contents/MacOS/xulrunner binary from the command line.
Error 1:
dyld: Library not loaded: #executable_path/libmozglue.dylib
The entirety of the XUL.framework contents must be placed into the App's Contents/MacOS/ directory. So to fix this error, copy everything from XUL.framework/Versions/Current into your app's MacOS directory.
Ok, now the binary will run. However, that brings us to the next error which can also be seen from the command line.
Error 2:
Couldn't load XPCOM.
This error is anything but descriptive, but to solve it you simple need to copy the dependentlibs.list file (now in your MacOS directory) to your Contents/Resources/ directory.
Error 3:
Now when you run by the command line, you will get something like the following.
Mozilla XULRunner 36.0.4
Usage: xulrunner [OPTIONS]
xulrunner APP-FILE [APP-OPTIONS...]
OPTIONS
--app specify APP-FILE (optional)
-h, --help show this message
-v, --version show version
--gre-version print the GRE version string on stdout
APP-FILE
Application initialization file.
APP-OPTIONS
Application specific options.
Unfortunately, xulrunner is not automatically finding the application.ini file in Contents/Resources. For testing, we can force it through the command line. Something like the following will do the trick:
./MyApp.app/Contents/MacOS/xulrunner MyApp.app/Contents/Resources/application.ini
At the moment, the only possible solution to this last issue I can offer at the moment is to make a stud loaded, either a shell script or compiled binary that executes the necessary command to run application.ini in xulrunner.

Running OSX Bundle via Open

I'm trying to make an OSX bundle using CMake/CPack on OSX that involves OpenCV and Qt (although I don't think those dependencies matter at this point). Everything compiles and the bundle is created fine, and I have a script that modifies the necessary library paths such the executable I'm making works if I run it from the Terminal within the bundle. The problem I'm having is if I try to run the MyApp.app file via the open command or by simply double clicking the app it gives me the error:
LSOpenURLsWithRole() failed with error -10810 for the file /Applications/
I've seen other solutions to other LSOpenURLsWithRole() errors involving modifying permissions, but that hasn't helped me. Also, this error code is an "unknown error" so I'm not sure how to proceed.
The solution for this ended up being that the libcocoa.dylib library was not finding the requisite libraries. See Building OSX App Bundle for a thorough answer on the subject. otool -L is your best friend.

Command libtool failed with exit code 1

I've created a static library C++ project but when I compile I get the following error:
XCode 4.1 (Lion) doesn't show me any more information what's going wrong. I'm using clang.
How can I find out what went wrong?
I have read elsewhere, and confirmed myself, that the problem is that Xcode is suppressing the output from stdout.
As a work around, in Xcode, flip open the display of the commands being executed and copy and paste them into a Terminal session and run lib tool from there.

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