Qt Creator 4.7.0 failed to create a new project - qt-creator

As a new Qt learner, I have installed Qt Creator (4.7.0) on my iMac (macOS High Sierra 10.13.5). When I was trying to create a new project (Qt Quick Application - Empty), it failed with a popup as below.
I searched through the local path and found out that instead of "~/Qt/Qt Creator.app/Contents/..." the wizard was looking for, the actual path should be "~/Qt/Qt Creator 4.7.0-rc1/Contents/...". I believe there must be a configuration somewhere indicating the correct installation path but don't know where and how. Asking for help. Any advice would be highly appreciated.

I had a work-around by adding an alias "Qt Creator" for "Qt Creator 4.7.0-rc1" but it seems awkward. Still waiting to see if there is any elegant solution.

Related

HttpUtility.ParseQueryString Mono 4.8 Xamarin Mac Upgrade Issue

I have an app I have been working on that was running fine.
I upgraded to the latest Xamarin with mac support and now I get an error when I try to use HttpUtility.ParseQueryString.
I have an App.config file and it is telling me that it can't parse it, but this happens when trying to call ParseQueryString. How are those 2 related?
I thought I had found the problem because my app also has a ServiceReferences.ClientConfig file for http client settings. I copied my App.config section to the ServiceReferences.ClientConfig file and that fixed it until I went to show my fellow dev the new error.
The new error was saying something about Path.Combine path1 being null.
I looked up that error and found a reference to a page talking about MacSupport in xamarin here: https://searchcode.com/codesearch/view/8556026/
I don't know if they are related, but that is the closest I found to the stack trace I was seeing.
Can anyone tell me what changed in Mono 4.8 for Mac in Xamarin that would cause an issue with HttpUtility.ParseQueryString and how to solve it?
System.Configuration is a common point of pain during mono upgrades, as it's behavior sometimes subtly (or not so subtly) changes.
You'll need to post a much larger chunk of information here for anyone to be able to help you.
Or you could post on the XM Forms or file a bug if you believe this is a bug, as those are a more appropriate place for such reports.

How to use different versions of QtCreator?

I know there is usually no point to have older IDE versions, but in my team we had issues with our environment and cmake architecture when we tried to upgrade from 3.6 to 4.0 so we stepped back.
Now I want to test the new version of QtCreator to see if it's working fine, but without removing my current version because I could need it to work on urgent tasks.
The Qt install folder allows to have different Qt versions but there is only one Tools folder for QtCreator. Is there any simple way to add another version ? Or if I just install it somewhere else by myself, can it mess up my configuration and Qt installation ?
(I'm on windows btw)
Thx !
Just grab the Qt Creator stand-alone package and install that somewhere.
Do make sure to keep you user settings though, as Creator will upgrade those and your older version will not be able to read all of them afterwards. You can either:
Make a copy of (%APPDATA%/.../QtProject or ~/.config/QtProject IIRC) of your existing settings
Specify a different setting folder for QT Creator by starting the new Creator with the option: -settingspath /some/dir.

GStreamer SDK installation on Mac

Can someone please let me know the proper steps for installing Gstreamer SDK on Mac. I followed the steps on the following
website:http://docs.gstreamer.com/display/GstSDK/Installing+on+Mac+OS+X
After installing the Runtime and development files I cannot find: Library/Frameworks/GStreamer.framework/Current/share/gst-sdk/tutorials. Cannot see the Current folder.
New to GStreamer as well as Mac.
First of all, gstreamer.com ist not part of the official GStreamer project. The project's URL is http://gstreamer.freedesktop.org/.
The SDK available on gstreamer.com is based upon the GStreamer 0.10.x release. These versions have not been maintained by the GStreamer project for a couple of years already. The current stable version is 1.4.x.
I strongly suggest getting the SDK from the official GStreamer project page and start reading the documentation found there.
Returning to your original question. Apple decided to hide your personal Library folder. You can reach it as described in this KB:
https://support.apple.com/kb/PH18928
The Library folder is hidden. If you need to open it for some reason,
click the desktop to make sure you’re in the Finder, hold down the
Option key, then choose Go > Library.

Android Development Tool (ADT) Plugin is not showing in Eclipse

The Android Development Tool (ADT) Plugin is not showing in Eclipse 4.4.0 on Ubuntu Linux, despite being installed.
I have tried:
sudo /opt/eclipse/eclipse -clean
and several complete re-installs of Eclipse.
On my several retries, the ADT sometimes did show up in the preferences, and asked for the SDK Location. Which I don't know, since I used Eclipse's Install new software interface. I've never been pointed to any install location. I can't find any file named android-sdk*.
1) How can I make the ADT show up?
2) When the ADT shows up in preferences, which directory is the SDK Location?
I've searched far and wide on Stackoverflow and elsewhere, but question 1) was always answered with 'un-install and re-install the ADT', which doesn't work, and question 2) was always considered a given; no actual directory was indicated in anything I found.
So much kudos to who can tell me!
One common problem is being in an Eclipse perspective other than Java. For example, if you are in perspective Java EE, Android ADT menu won't show.
Not sure about the SDK location when installed from ADT but it is probably an android directory in your home directory (/root/android or /home/user/android)

The template is broken -OpenAL.framework--UPDATE--How to create new mac project manually?

EDIT: It seems like no one knows the answer. New question: can anyone post a step by step tutorial how to create a mac project manually?? The answer to that question will of course get the "tick" as accepted answer..
I have the latest cocos2d version installed.
I made a new mac template and without changing anything I just build it. But I get 26 errors and 7 warnings.
The most important one (I think) is this one:
ld: warning: ignoring file /Developer/SDKs/MacOSX10.7.sdk/Library/Frameworks//OpenAL.framework/OpenAL, file was built for unsupported file format which is not the architecture being linked (x86_64)
I get lots of CDSoundEngine and audio stuff errors.
In the warning I copied above...before the "OpenAL.framework" is a double backslash..strange.
I tried to re-add the OpenAL framework but I get the same error.
I also tried to make a new one but I get the same errors..
I also reinstalled cocos2d..didn't work either.
This only happens with the mac templates...
Does anyone know how to fix this?
Edit: (Added screenshot)
link to screenshot: http://dl.dropbox.com/u/3951219/screenshot_mac_template_error.png
http://dl.dropbox.com/u/3951219/screenshot_mac_template_error.png
A tad late, but I just had the same problem.
For your original question, try this answer here...
My OpenAL Framework is broken
Oh, and btw, the // is normal. It happens when a program opens a directory like {Frameworks}/OpenAL.framework, and "Frameworks" is /Developer/SDKs/MacOSX10.7.sdk/Library/Frameworks/. The OS takes a // as a /

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