I have downloaded assimp source code. How to import assimp to Xcode project - ARToolKit5 downloaded from ARToolkit official website? I am trying to load external models - made by blender,maya,3dmax - to this project.
(ps: I am a beginner of Xcode, so please explain it in detail. )
Thank you! :)
I know it's late, but it might benefit someone else.
Here are the steps :
Download and extract the source code from(for version 3.3.1)
https://github.com/assimp/assimp/archive/v3.3.1.zip
Download CMake Gui, and select source as the folder you got after extracting above. Create a build folder inside the assimp folder, and select it to be the build directory.
Select Configure and select XCode. Then Click on generate to generate build files in the build folder.
Open Assimp.xcodeproj file in build folder in XCode and build it.
Now you have got the library and include files. The library files are located in assimp(which you extracted)/build/code/Debug, and the include files are at two locations, one set is at assimp/include and other at assimp/build/include. Make a separate folders library and include at your desired location and copy all these files in the corresponding folders you created.
Now open your project in XCode. Select your project from the left panel, and click on Build phases, click on + inside 'Link Binary with libraries', and click on add other, now select the libassimp.4.0.1.dylib(select the latest version) file.
Now click on Build settings, inside search paths, add your include folder(which you created) to the header search paths, and the library folder to library search paths.
If you followed the steps correctly, you could use these statements inside your project
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
Assimp is available in homebrew. After installing it, add assimp to your Library Search Paths and link it in the build phase tab.
brew install assimp
In your Xcode project, click your Project name in the sidebar > Build Settings tab > Library Search Paths
Double click on the third column of "Library Search Paths" to edit it
Click "+" and add /usr/local/Cellar/assimp/VERSION/lib/. Replace VERSION with your version.
At the top, click on the "build phases" tab
Open "Link Binary With Libraries"
Click the "+"
On the bottom click "Add Other" > "Add Files..."
Add the file /usr/local/Cellar/assimp/VERSION/lib/libassimp.VERSION.dylib, replacing VERSION with your version.
Also make sure you have /usr/local/include in the Header search paths, found before "Library Search Paths" in the instructions above.
Related
I have trouble including the ShowcaseView library in my Android application with Android Studio.
On the GitHub repo (https://github.com/Espiandev/ShowcaseView), it says it should be easy to install with Maven. But when I search for showcaseview, Maven finds no result.
So I clone the repo on my computer and try to include it's library folder as a java library in my project's module dependencies. But when I try to use it in my code, it says
Cannot resolve symbol 'ShowcaseView'
My guess is because the actual ShowcaseView library is not compiling due to errors (the cloned repo is showing in multiple files the error
Cannot resolve symbol 'R'
event after adding the NineOldAndroids as a module dependency as showed on the GitHub repo.
Is there something I am missing?
You shouldn't include library folder as a java library.
try following way to add ShowcaseView library as a module to your project:
Go to file > Project Structure...
in the left panel select Modules and in the middle panel click plus icon and then select Import Module
from browsing dialog select path of ShowcaseView library
click next... to finish importing (but notice the directory /gen of library unchecked)
Then goto the Library section in left panel and select libs in middle panel
if the library robolectric-2.2-20130909.210745-40-jar-with-dependencies.jar existed in right panel then you should remove it.
Goto the Modules section and select your main project module in middle panel and click plus icon in right panel and select Module Dependency... then select ShowcaseView library that previously included.
Now you should rebuild your project...
Go to ShowcaseView Manifest and change the package name to com.espiandev.showcaseview
the rebuild, re-organize imports, R would resolve to the new package.
I want to work with some frameworks like glew and cg so i manually added
the needed frameworks to my project by right clicking the project -> Add files to ...
and choosing the correct framework. The problem is, when i try to include the header files,
Xcode cant find any of them. I hope this picture will help to understand:
And:
The error given is for the glew framework, but it also happens on Cg.
As you can see on the left, The needed frameworks were added.
Any idea on how i can include these headers?
After trying to add the header files manually i got an architecture error:
I dont know if this is how it should look like.
Thanks!
Before starting, remove the framework and all files you have added while trying to make it work.
Then, you have to add the frameworks in the Build Phases of your target. Then go into Link Binary With Libraries and select your framework from there.
This should do it. Your headers should be available as auto-completion after each #import directive.
If it does not work (it sometimes happens), there are additional steps I can provide to you.
Additional steps:
Go to your project settings, in the build settings:
Complete the Framework Search Paths with the path of your framework
Do the same with User Header Search Path
Then, it should work. If it does not, you will need to add the full path of your header in the #import directive. Example:
#import "/path/to/my/header.h"
Apple's documentation available here states:
In the project navigator, select
your project
Select your target
Select the 'Build Phases' tab
Open 'Link Binaries With Libraries'
expander
Click the '+' button
Select your framework
(optional) Drag and drop the added
framework to the 'Frameworks' group
In my case I have added Framework Search Paths for Target, but it should be added to Project
Also Always Search Users Path should be yes
For those whose autocomplete fails after adding framework.
I used to add frameworks, by going to Build Phases and taking the Link Binary with Libraries option. Now in XCode 6.1, though project was building fine, autocomplete in XCode was not working.
So what needs to be done is:
Remove the already added framework from Project Navigator and also from Link Binary with Libraries.
Add framework to project by simply File -> Add Files to option in XCode.
And auto complete will start working.
In my case, the external framework had been downloaded with Windows and added to the project. Then it was transferred to OSX, where the Xcode project was built and the external framework didn't load properly. I guess it is because Windows changes the framework folder to be a regular folder, which OSX then has trouble with.
Solution for me was to simply download the framework with OSX and drag it into the framework folder in the XCode project.
In my case I had to update a framework version, so I just replaced the .framework in the filesystem and then I got the error you've mentioned in the question.
Removing the framework and adding it back again, playing with the search paths and all the other suggestions didn't help.
Eventually, cleaning the build folder did the trick:
Select "Product" from the xcode menu, hold the option key and click on: "Clean Build Folder".
After that I built and ran the project successfully.
It says "FacebookSDK/FacebookSDK.h file not found"
Yet I can jump-to-definition on the #import and it takes me to the file.
And once I added the #import it now knows what FBFriendPickerDelegate is and it now doesn't have an error on that line.
I have the facebookSDK.framework in my project and in the right folder. It's SDK 3.1.
I tried adding search paths to /FacebookSDK and /FacebookSDK.framework and /FacebookSDK/Versions/A/Headers etc. I also tried #import "FacebookSDK.framework/Versions/A/Headers/FacebookSDK.h" and it still says it can't find it. I also tried clean and restarting. I have the latest version of Xcode.
//
// FacebookView.h
//
#import <UIKit/UIKit.h>
#import <FacebookSDK/FacebookSDK.h>
#interface FacebookView : UIViewController <FBFriendPickerDelegate>
{
}
First, you have to remove your FacebookSDK.framework from your Project. Then start over again with these 5 steps. DO NOT re-link the framework.
Go to Build Phases in your Project Target.
In Link Binary With Libraries, click the "+" button.
Click on "Add Other..." button
Browse your FacebookSDK folder. Generally in ~/Documents/FacebookSDK/
Clik on (select) "facebookSDK.framework" and then OPEN.
That's it.
No need to remove anything.
In your project go to: "Build Settings”, then “Search Paths". Look for "Frameworks Search Paths". You probably have something fixed like this:
Frameworks Search Paths: /Users/john/Documents/exampleappxyz
Change it to:
Frameworks search paths: $(PROJECT_DIR)
Voila!.
I tried this but it did not work for me. I had to go into the Build Settings for the project and manually fix the FacebookSDK Framework Search Paths to find the FacebookSDK.
Ok guys, I think i got the answer. Follow the steps given below.
Copy your framework into your project.
Make sure it is under some directory. e.g. $(PROJECT_DIR)/project_name/Resources/Frameworks
Click on the target.
Goto Build Phases→Link binary with Libraries
Add the custom framework by clicking "Add Other"
Verify in the project navigator that the framework exists only once.
Now goto Build Settings→Search Paths→Framework Search Path and make sure that it has the following two things.
(a) $(inherited)
(b) $(PROJECT_DIR)/project_name/Resources/Frameworks.
Not to remind the framework exists inside the Frameworks folder
Make sure that there is nothing in the library search path.
Now click on the project (above target)→Build settings and repeat steps 7 and 8.
Now clean the project and build the project.
Hope it works.
Please remember not to keep any folder names with spaces. If you have kept them, make sure that you provide the correct escape characters.
How to remove facebook sdk links:
For those who like myself improperly added the facebook sdk. to remove the facebook SDK from your project,
check the link inside your frameworks folder, delete any facebook sdk link in there
go into Build Phases -> Link Binary With Libraries and delete any facebook sdk in there
Right click on the frameworks folder and select "show in finder" and delete any facebook sdk in there
Now follow "Fede Cugliandolo"'s steps and re add the facebook sdk
I got this problem today.
It turns out I need to have my Framework search path in all three places:
1) Project Build Settings
2) App Target Build Settings
3) UnitTests Target Build Settings
My search path is:
/Users/myusername/Documents/FacebookSDK
After ensure that, the error disappeared for me.
I use xcode 5 and when add sdk it not correct write self address in "project.pbxproj".
Instead local address for sdk it save global address.
I open "project.pbxproj" and finde the places of it and leave address only for sdk in project.
<project name>/src/external/facebook
<project name>/src/external/testflight
to edit the entry was as follows
/Users/<user Name>/myProjects/.../ios/<project name>/src/external/facebook
You have to change the property "Framework search path" in your build settings, and specify where the file FacebookSDK.framework is located (you can then use the SRCROOT variable to point to the root of your project directory, and thus, avoid using absolute paths ;)) e.g. :
$(SRCROOT)/SampleProject/src/Utils/Facebook/
this is normally done automatically by Xcode when you import a third part framework, but it messes sometimes, (eg: when your modify your project directory tree...)
Hope that helps...
besides adding the search path I also had to set the paths to recursive and remove "*.framework" from the "Sub Directories to Exclude" option for this to work.
This happens if you have imported the facebookSDK twice and after having deleting some files.
For example, I imported the facebookSDK in $project/framework but I deleted it for some reasons. Then I imported it via ~/Documents/FacebookSDK but Xcode kept the old folder and search in it by default.
I have to remove all references and files of the old import to resolve my issue.
I ended up checking my project directory, remove any old references to the framework file. Then, remove it from Build Phases/Search paths. Also remove the linked Framework. Restart Xcode, and do the process over again: drag Framework to Frameworks, don't copy in. Check the Build Phases/Search paths. include "#import ". Finally worked. Whew.
Follow the instruction
At step 4 Configure your Xcode Project
I think you missing something. Delete the Facebook.sdk in your project and try again.
I had the same issue when I updated XCode, but in my case I didn't want to make any manual changes to the project settings as I use CMake to create it. You can find the way I fixed it here: https://stackoverflow.com/a/25564152/525873
it is simple, you have to remove your FacebookSDK.framework from your Project.
Go to Build Phases in your Project Target.
In Link Binary With Libraries, click the "+" button.
Click on "Add Other..." button
Browse your FacebookSDK folder.
Generally in ~/mohit/Documents/FacebookSDK/
Clik on (select) "facebookSDK.framework" and then OPEN.
Now copy this Target settings > framework search path into Project setting > framework search path.
None of all answers above worked for me.
What finally did the trick for me was to change the structure of the plugin folder:
Create folder: com.phonegap.plugins.facebookconnect/FacebookSDK
Copy all content from:
com.phonegap.plugins.facebookconnect/FacebookSDK.framework/Headers
to com.phonegap.plugins.facebookconnect/FacebookSDK
Copy com.phonegap.plugins.facebookconnect/Facebook.framework
to com.phonegap.plugins.facebookconnect/FacebookSDK
And finally, change
#import <FacebookSDK/FacebookSDK.h>
to
#import "FacebookSDK/FacebookSDK.h"
The only solution I found was:
Remove the phonegap plugin: ionic plugin rm phonegap-facebook-plugin
Clone the next plugin git clone: https://github.com/jeduan/cordova-plugin-facebook4.git
Add the plugin manually: cordova -d plugin add PATH/cordova-plugin-facebook4 --variable APP_ID="*****" --variable APP_NAME="*****"
Before this a tried to re add FacebookSDK.framework and installed the phonegap plugin facebook through a locally cloned, but the error continues.
Just follow these steps:
Open Xcode's Build Settings tab in your project.
Add ~/Documents/FacebookSDK to the project's Framework Search Paths setting.
Is there an easy way of getting Three20 v1.1 to work under xCode 4?
I followed the steps on http://three20.info/article/2011-03-10-Xcode4-Support but that seems to be for the master. I use v1.1 as I use the TTLauncher.
The project builds fine with a normal build, and runs perfect on an iPhone.
But when I want to create the archive (for the IPA for distribution) then I get 18 errors and 8 warnings.
The first one is:
../scripts/Protect.command: line 23: cd: /Users/XXX/Library/Developer/Xcode/DerivedData/iDoms-cmyivarwxpbvqdfnyclqdrikrtmw/ArchiveIntermediates/iDoms/BuildProductsPath/Release-iphoneos/../three20/Three20UICommon: No such file or directory
Most others are 'no such file or directory' on e.g.:
#import "Three20Core/TTGlobalCoreLocale.h"
or 'undeclared (first use of function)' which comes from the 'no such file or directory issue I presume'.
In my 'Header search paths' I have:
$(BUILT_PRODUCTS_DIR)/../three20
$(BUILT_PRODUCTS_DIR)/../../three20
../../three20/Build/Products/three20
/usr/include/libxml2
Any help would be very appreciated!
Just to add to Colin's answer: you can use Xcode's dependent projects feature to use three20, even though the three20 website says it's not "officially supported":
In your workspace, right-click on the empty space in your project navigator. Select "Add files to "My Workspace", and select the three20 project (three20/src/Three20/Three20.xcodeproj). This is the only project you need to add: it is not necessary to manually add the three20 subprojects.
Select your project in the navigator, go to Build Phases, open "Link binary with libraries", click on the "+" in the bottom left corner, and add the Three20 libraries: libThree20.a, libThree20Core.a, libThree20Network.a, libThree20Style.a, libThree20UI.a, libThree20UICommon.a and libThree20Navigator.a. This will cause Xcode to build Three20 when you build your project.
Add ${BUILD_DIR}/three20 to your include path as per Colin's answer: go to build settings, double click on "Header Search Paths", and add ${BUILD_DIR}/three20 (it will show as build/three20 when you close the dialog).
Add three20/src/Three20.bundle to your resources.
It's probably also a good idea to add the linker flags -ObjC and -all_load if you haven't already done so (same dialog, setting "Other Linker Flags").
The steps above are good enough for compiling the code. To make "Archive" work too, you will need to:
Add $(BUILT_PRODUCTS_DIR)/../three20 and $(BUILT_PRODUCTS_DIR)/../../three20 to the Header Search Paths setting. If you don't you will get compilation errors that the three20 headers cannot be found.
For all Three20 projects (so not just the top-level project), go the Build Settings and set "Skip Install" to YES. If you don't, the project will build, but you will not be able to create an IPA.
Make sure that your product name (select your target, go to Build Settings, then setting "Product Name") does not contain spaces, otherwise archiving will not work.
Finally, if you're getting errors such as ld: library not found for -lThree20 and you are using a custom build configuration (such as AdHoc), make sure to add the same build configuration to each of the Three20 projects too (just duplicate the Release configuration).
You should check out this StackOverflow question.
I've reproduced the accepted answer below:
So it looks like the easiest way
to get old Xcode 3.2 projects to work
with Xcode 4 is to do the following:
Go into Xcode 4's preferences (Cmd+,).
Select the "Locations" tab. Where it
says "Build Locations", select the
drop down and pick "Place build
products in locations specified by
targets" I'll write up a three20.info
article going into more details about
this.
Add these two paths to your header search paths in the build settings for your target:
"$(BUILD_DIR)/three20"
"$(BUILD_DIR)/../three20"
The first entry is needed for regular builds and the second entry is needed for archives.
It's that easy.
Incidentally, to create a file in your home directory with a list of all of Xcode's environment variables for your target's environement, add the following Run script build phase to your target with contents:
ENV > ~/xcode-environment.sh
Note that in this case, if your project is not making it through the compile phase of the build process, and your Run script comes later, the script won't get executed, so put it first.
Im playing around with the soundcloud api, in its instructions it says to
drag SoundCloudAPI.xcodeproj into your project
add it as a build dependency
I can drag the project in pretty easily, but how does one accomplish the next step?
To add it as a dependency do the following:
Highlight the added project in your file explorer within xcode. In the directory browser window to the right it should show a file with a .a extension. There is a checkbox under the target column (target icon), check it.
Right-Click on your Target (under the targets item in the file explorer) and choose Get Info
On the general tab is a Direct Dependencies section. Hit the plus button
Choose the project and click Add Target
Select your project in the navigator on left.
Open up the drawer in the middle pane and select your target.
Select Build Phases
Target Dependencies is an option at that point.
Tough one for a newbie like me - here is a screenshot that describes it.
Xcode 10.2.1
Under TARGETS in your project, right-click on your project target (should be the same name as your project) and choose GET INFO, then on GENERAL tab you will see DIRECT DEPENDENCIES, simply click the [+] and select SoundCloudAPI.
Just close the Project you want to add , then drag and drop the file .
Xcode add a project as a dependency
Xcode 10
drag-n-drop a project into another project - is called cross-project references[About]
add the added project as a build dependency - is called Explicit dependency[About]
//Xcode 10
Build Phases -> Target Dependencies -> + Add items
//Xcode 11
Build Phases -> Dependencies -> + Add items
In Choose items to add: dialog you will see only targets from your project and the sub-project
Today I faced with the same problem.
As the result of the first run I got next error:
Lexical or Preprocessor Issue: 'SDKProjectName*/*SDKProjectName.h'
file not found.
But before running, I, obviously, added my SDK into the demo project, just drag&drop .xcodeproj file into my test project's source tree. After that, I moved into Build Phases tab in setting of the main xcodeproj file (of the demo) and added my SDK as target dependency and embed framework into corresponding tabs.
But at the result, I got an error above!
So, the problem was into empty line on the Header Search Paths option. I just wrote "../**" as value for this key and project compiled successfully. So, after that, you can add #include <SDKName/SDKName.h> into any project, which includes this SDK.
ps. My test app was created into root SDK folder.