Yeoman and Xcode: library not found for -lgcc_s.10.5 - gcc

I'm trying to use yo polymer for generate a new project scaffold, and in the process of installing the dependencies i get like 7 errors and all have these two lines.
ld: library not found for -lgcc_s.10.5
clang: error: linker command failed with exit code 1 (use -v to see invocation)
What library is -lgcc_s? Please some help here

yo polymer generated project include some dependency than need to compile for you platform, mostly image-min,this need three tools that write in no-js.You can remove these dependency from you package.json, then reinstall again.
You should paste more information about error.
The -lgcc_s error is tell you you don't have a full compiler env for dynamic compile dependency.

Related

Issues building ivtools

I'm trying to install the ivtools vector graphics editor (http://ivtools.sourceforge.net/ivtools/index.html) on macOS big sur. I'm trying to build it from source and I keep running into the issue below
ld: library not found for -lIV
clang: error: linker command failed with exit code 1 (use -v to see invocation)
I'm not entirely sure what the -lIV library is and can't find anything easily online. If anyone has done this before on macOS I'd appreciate some pointers.
Thanks!
Not finding the libIV library probably means this library was not successfully built. If it had built successfully you would see these files:
./src/IV-common/DARWIN/libIV-common.dylib
./src/IV-common/DARWIN/libIV-common.2.0.4.dylib
./src/IV/DARWIN/libIV.2.0.4.dylib
./src/IV/DARWIN/libIV.dylib
If you can locate the error message in building libIV I can probably be of more help.

ld: framework not found KudanAR

I have getting iOS SDK(1.3.1) for KudanAR.
I tried to builded the KudanARsample in Xcode.
However, you will see an error such as the following.
ld: framework not found KudanAR
clang: error: linker command failed with exit code 1 (use -v to see invocation)
I am installed already 'KudanAR.framework'.
I wonder if the packages is missing?
Download from:
https://github.com/kudan-eu/Simple-Samples-iOS
Development environment:
Xcode 8.0,iOS 10,OS X
Please answer....
As the README instructions say:
In order for this sample project to work, you will need to download the KudanAR framework from the Kudan website. Then simply drop the framework into the root project directory and run the Xcode project.
You can get it from the Kudan website

CMake generate Xcode project :ld: library not found for -lQuadProgpp

My CMake project works well independently in terminal. However, when I use CMake generate Xcode project. I cannot build the project.
It says:
ld: library not found for -lQuadProgpp clang: error: linker command
failed with exit code 1 (use -v to see invocation)
Who can tell me what the problem is? And how to fix this problem?
Thanks

ld: framework not found ModelIO for architecture x86_64 when compiling my app

I was moving a small number of Cocoapods dependencies' source files into the project, and when I tried to compile my project I got the error:
ld: framework not found ModelIO for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
What does this mean? ModelIO is not mentioned anywhere in my project, and my linked frameworks do not mention it either.
I got this error message after adding SupportKit to my Podfile. Per the SupportKit release notes, they require Xcode 7 as of 2.10.1 and trying to use it while still on 6.x can produce this error: https://github.com/radialpoint/SupportKit/issues/54.

Configuring wxWidgets for OS X 10.10

I am trying to build a program that relies on wxWidgets to run properly. I have the latest version of Xcode installed. I have tried building wxWidgets (both wxWidgets-3.0.2 and wxWidgets-2.9.4, the version originally used by the main program). However, in both cases, running the makefile for the main program gives the following error:
make: /Users/path to wxWidgets/wxWidgets-2.9.4/build-cocoa-release/utils/wxrc/wxrc: No such file or directory
As I understand it, I need to build wxrc to get my main program to build properly (I have tried this, but apparently some header files are missing). Is there any way to configure wxWidgets before this step that will automatically build wxrc as well? Or is that something I need to build separately? If it is separate, how would that be done?
I've pasted the code I originally used to configure wxWidgets below, with line breaks to make it easier to read:
../configure --with-osx_cocoa --with-macosx-version-min=10.7
--with-macosx-sdk=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.10.sdk
--prefix="$(pwd)" --with-opengl CC=clang CXX=clang++ CXXFLAGS="-stdlib=libc++ -std=c++11"
OBJCXXFLAGS="-stdlib=libc++ -std=c++11" LDFLAGS=-stdlib=libc++
There is one error while building wxWidgets:
../src/osx/cocoa/utils.mm:250:28: error: cannot initialize a parameter of type 'id' with an lvalue of type
'wxNSAppController *'
[NSApp setDelegate:appcontroller];
When I go into the samples directory and enter "make", I get: ld: library not found for -lwx_osx_cocoau_xrc-2.9 clang: error: linker command failed with exit code 1 (use -v to see invocation) When entering "make" in demos, I get: ld: library not found for -lwx_osx_cocoau_core-2.9 clang: error: linker command failed with exit code 1 (use -v to see invocation)
If I missed any steps I should have taken before these (something with Xcode maybe?) please let me know. Thank you very much in advance.
Similar question. I have sugested a workaround proposed on a forum as follows: you can use --with-macosx-sdk=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/".

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