GPUImage won't compile on iOS 12 - cocoa

I have these errors:
Cocoa.h File Not Found (in GPUImageView.h)
Unknown Type Name: **NSOpenGLContext, CVOpenGLESTextureCacheRef (GPUImageContext)
Now, I tried to fix all these errors, but ended up making things worse.
I know OpenGL ES is deprecated in iOS 12, but as I understand deprecation, it should still be working for the moment, right?
For error #1, I don't understand what's a MAC OS framework (cocoa.h) doing in here (some of the references are not surrounded with #IFDEF MAC_OS statements).
As for error #2, these types are defined within the AppKit framework (also a MAC_OS framework, not an iOS framework).
I have considered switching to GPUImage2, but it's a ton of work as it's not as easy as swapping the frameworks, I'll have a lot of code to rewrite. I also see Brad Larson (the semi-God behind this framework) has already started working on GPUImage3 which will use Metal instead of OpenGL ES but it's still work-in-progress but it won't be a simple swap from GPUImage v1 to GPUImage v3.

I found a way to fix it. Maybe it will help someone with the same problem. The GPUImage main folder contains the iOS and the MAC projects.
Go to the framework folder, and delete the GPUImageMac.xcodeproj file.
Then go to the Source folder located within the framework folder, and delete the whole folder named Mac.
Clean your project and rebuild. VoilĂ !
Good luck!

Related

XCode doesn't archive unity build

I am trying to push a unity app to the app store (this is a first for me).
Unity builds the project fine, however when I import it in XCode, Archiving or building doesn't work.
The problem occurs when precompiling Prefix.pch
I need to use the geolocalization of the device in order to run my app.
I think that is what creates the framework related issues I am getting (it seems that the errors are in the APK and not in my code).
There files that are giving me errors are located in ios15.5>Frameworks>CoreLocation
I suppose CoreLocation is not imported ?
I did however try to Embed the CoreLocation framework in the Targets>General Tab like so but I have no idea if that is the way to do it:
I am definitely missing something but I don't know what to do at this point.
I am trying to do this using a mac mini with Monterrey OS, XCode 13.4, unity 2021.3.7.
My target os is iOS14.
If someone could give me some advice it would be greatly appreciated !
It seems this question was already answered here:
In the files generated by the unity builds, in
Libraries>Plugins>iOS>NAtiveToolkit
there are files named Locale.h and locale.mm that are conflicting with the Locale.h file of the project.
Renaming them to LocaleTools.h and LocaleTools.mm seemed to do the trick

Applovin tvOS LIbrary Issues

I apologize but I am new to tvOS development, an programming in general.
IDE: Xcode 7.2.1
language: Swift 2
platform: tvOS
I am currently trying to integrate the AppLovin SDK for my tvOS app.
I have followed the documentation and have everything set up for Swift.
However, there is one glaring problem. when downloading the SDK the static library File: libAppLovinTVOS.a does not populate as a library.But rather a generic Document file.
I have downloaded it a couple times to see if it was just an error in downloading. Even tried to go to their gitHub to no avail. Any help will be deeply appreciated.
(sorry for breaking up the text it helps with my dyslexia)
when downloading the SDK the static library File: libAppLovinTVOS.a does not populate as a library.But rather a generic Document file.
There's nothing wrong. The file is a static library, not a framework, and it's completely normal for those to appear as plain old document files. I've got several similar libraries in my iOS project right now and they have exactly the same generic icon.

How to update Kobold2D 2.1 project to MacOS10.10 / XCode 6.1?

we've got a major project written in Kobold2D by Steffen Itterheim, (which is itself a wrapper for Cocos 2.1), and since upgrading to XCode 6.1/OS X 10.10, the new iOS 8 framework seems to render many parts of the Kobold-library and the Cocos implementation unusable, or it seems to need a rewrite.
Has anyone updated a Kobold2D project successfully to iOS8 yet?
Are there simple ways to upgrade it, or is it necessary to rewrite the entire library?
If there are no simple ways to upgrade, has anyone migrated a project from Kobold to cocos 3 yet?
Any hints would be much appreciated!
Averett
PS. I have seen this question: How to convert Kobold2D into a new Cocos2D 3.x project? - but the answer is not very helpful, as this solution would omit iOS 8.
We actually have created a script to make the necessary changes to Kobold2D. You can find it in this post:
https://www.makegameswith.us/gamernews/406/xcode-6-fixes-for-kobold2d
Basically all you need to do is run
curl https://s3.amazonaws.com/mgwu-misc/xcode6_kobold_patch.sh | sh
in the terminal, when you are in the root folder of your project.
I have just compiled my Kobold2D 2.1 project using XCode 6.0.1. It breaks initially at several lines, but it's easy to fix. I only found a couple of errors:
Multiple methods named 'setPosition:' found
Example:
[_target setPosition: newPos];
Fix: cast the object to CCNode
[(CCNode*)_target setPosition: newPos];
Do this for all errors found
You also need to import "ccNode.h" at the top of the file.
Use of undeclared identifier 'MPMovieControlModeHidden'
I found that the #ifdef__ #endif enclosing the offending line was commented out. Uncomment them to fix the problem.

Xcode not verifying code or suggesting classes in certain classes

I have a folder I imported into Xcode using the folder reference method. I'm having no trouble importing all the classes inside of it to other files and using them on the Storyboard however there is a quite annoying Xcode bug that makes it hard to do anything.
That Xcode suggestion system that has made me so fond of using Xcode and Objective C doesn't show up. So if I start to type "NS...." it doesn't recommend all the NS Classes! or Anything else for that matter.
How do I fix this?

How to go about making audio units since Xcode 4.3?

I noticed since Xcode 4.3, the audio unit templates are gone and the audio unit headers and helper apps are a separate download from Apple's website.
I have no idea what to do with the downloaded folder... I tried putting AU Lab And HALLab in Xcode.app/Applications and they don't show up in the new developer tools menu; I tried placing the CoreAudio folder with the headers in Xcode.app/Developer and even recreating /Developer in my root and Xcode doesn't see AUEffectBase.h anywhere (unless I actually add the file).
I saw someone's post on how to come up with a new from-scratch template but I won't even go there yet since Xcode doesn't even find the headers right now.
Any ideas on how to go about making it all work again?
And about the templates.. I can forget about them right, meaning, the ones we used to have from Apple?
Thanks!
If they are in your project, and referenced by Xcode, then you will have to update those project references. Xcode may refer to them as absolute path, relative to project, relative to SDK and a few others.
At this point, you might consider creating a static library for these dependencies, if you have multiple AUs to build out. Then you just create a static lib to link to, rather than managing a handful of sources per AU.
Templates: It appears they have been removed (temporary? permanent? idk). I moved off distributed template dependence years ago. Perhaps you can scan or hit the CA-API list and see if a dev has one handy.

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