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
Related
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.
I am currently trying to learn root for my research team and getting installed on my mac. I have been following the instructions detailed at this website and hit a snag. I've successfully installed the root package and command line tools, as well as assigned ownership of the folder to my user, however whenever I try to run
./configure
it gives the following error report:
Checking for Xcode OSX SDK ... no
configure: no Xcode OSX SDK found at /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.15.sdk
Run xcode-select to update the developer directory path
or make sure the desired SDK version is installed
After re-downloading Xcode and the command line tools, I've hit an impasse. The folder is obviously there, albeit seemingly as an alias (as can be seen here) despite not being that before I started writing this and running
xcode-select -s '/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.15.sdk'
it only responds with:
invalid developer directory '/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs'
Anything you can tell me to get this going will be a great help.
My xcode download keeps failing. It gets downloaded completely, but then says 'Failed - Network error'.
I have tried to download twice, switched off and on my mac.
My internet connection is fine.
I am downloading from developer.apple.com
Please suggest how to download Xcode. Mine is an older version of mac - version 10.10.5
so I am trying to download xcode_7.2.1
Apple seems to be having a network issue.
In this answer, they show you how to download the file using curl, and how to resume an ongoing download using -L -C -: https://apple.stackexchange.com/a/253269
Since it's "just" a network issue, you can simply retry until you have the full file. Or you can write a script:
until <curl command copied from chrome> -L -C -
do
echo retrying
done
Hope it helps!
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.
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.