Having Problems Adding core plot to OS X project - macos

Hello I have developed for couple months my OS X project that includes a corePlot frameWork in debug everything works fine , the project compiles and runs flawlessly ,
however when I did product->archive->export as mac app I have received the .app file as needed but when I tried to run it the application is just never opens :-O
(I can see in doc that it tries to open and dies immediately).
I tried to discover what is wrong there , so I opened the .app context file and found an exe that said to me that it can't find the corePlot framework.
dyld: Library not loaded: #loader_path/../Frameworks/CorePlot.framework/Versions/A/CorePlot
It is sad i tried to re add the corePlot to my project several times, but the app doesn't find it :(
(I have done the corePlot integration according to a tutorial.
After playing with it , I found that I had to create and copy Frameworks folder inside the .app's context . However I have done it manually , how do I make Xcode to manage it for me ?

In your app target in the Xcode project, make sure you have a "Copy Frameworks" build phase and that Core Plot is one of the frameworks to copy.

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AudioKit 4.11.2 Playgrounds: "No such module AudioKitPlaygrounds"

It has been a year since updating so I downloaded AudioKit 4.11.2 yesterday. I built all of the frameworks, including the AudioKit and AudioKitUI xcframeworks.
Then I began playing with the Playgrounds. Right away Xcode tells me the build failed because it can't find the AudioKit frameworks. It appears that the Search Paths that are set in the original project file need tweaking so I set it to "$(inherited)../Frameworks".
Now it builds but still will not run, saying on the import AudioKitPlaygrounds statement that there is No such module AudioKitPlaygrounds.
Odd, because that is the target of the build and it exists in the Derived Data Products folder.
Searching through StackOverflow shows that AudioKit has had similar problems like this in the past but none of the proposed solutions seemed relevant to my situation.
What other tricks are necessary to get the Playgrounds running? Shouldn't it build and run straight out of the box without messing with the project search paths?
My environment is:
macOS 10.15.6
MacBookPro
Xcode 12.0.1
I ran through a similar problem with macOS 10.15.7, XCode 12.1 and AudioKit 4.11.2.
I got the same “No such module AudioKitPlaygrounds” message.
The "Build Active Scheme" option was unchecked in my File Inspector >> Playground Settings, so I checked it, rebuild the "Introduction and Hello World" .playground and it worked.
Edit (04/15/2021): David Thery gave a more complete answer in the following answers.
Also, make sure to:
run 'pod install' + automatically converting to swift5 in XCode
check "Build Active Scheme" as mentioned by Miguel FOR EACH single playgrounds you want to run.
run the playground with the play button in the editor, not the xcode main run button
If you want instead to use AudioKit in another XCode project, only two steps:
download AudioKit and AudioKitUI frameworks from here:
embed them in General > Frameworks, Libraries, and Embedded content, as shown on the screenshot below.
How did you build the frameworks? The assumption when it comes to the paths in other projects (including Playgrounds) is that they have been built via the build_frameworks.sh and build_xcframework.sh scripts in the Frameworks directory.
The end result should be a set of XCFrameworks in that same Frameworks directory, which is in turn referenced by examples and the playgrounds project.
To anyone still experiencing this issue, I just found a really simple solution. I was opening my playground files directly from 'Open Recent'. Problem is, Xcode doesn't automatically look at the parent directory and included files. Just close Xcode and open the AudioKitPlaygrounds.xcodeproj from finder. When you open your playground files from there they should work properly.

Unity 5.6 Mac 2D Project Build Won't Run

I have a Unity 5.6 2D project that I've created on my Mac (macOS Sierra). The game plays fine when I run it inside of Unity. However, when I "build and run", it appears to build fine (it creates the application), but it never runs. I have sent the project to another user who is able to successfully build his projects, but he has the same issue when trying to build mine. I've tried both an x86x64 and Universal build, but I have the same results. Application doesn't show in Activity Monitor either.
HELP - I need to turn this in for a class!!!!
Thanks!
Thank you #Programmer and #Coolq B for all your help. I was able to get it to work by exporting everything out of my project, and import it into a new project. Clearly, there was something corrupt in the original project.

How to add Core Plot as static library to Mac app?

I am working on a Mac App project using Xcode 5.0.2. Currently Core Plot 1.1 is integrated in the project. I did this following the instructions on the Core Plot project page: The Core Plot source code is integrated in my project and compiles alongside with my app.
Since I switched from Xcode 4 to 5 I have trouble starting my app. The receipt validation code that runs at startup cannot verify the apps receipt any more. The console shows a hint that the app is not signed properly:
storeagent[329]: Unsigned app (/Users/MyUser/Library/Developer/Xcode/DerivedData/MyApp-gvgullbzaekzujejuhfssrnmmmit/Build/Products/Debug/MyApp.app).
I found a hint that there is a problem signing nested bundles like Core Plot when using Xcode 5 on Mavericks.
Because of this I would like to integrate Core Plot as static library instead of as nested bundle. However the instructions on the Core Plot page (see link above) only describes this option for iOS projects.
Is it possible to use Core Plot as static library in an Mac App project as well? What would be the necessary steps to do this?
You have probably figured out a way to do this already, but as I was struggling with the same thing myself and the steps, while simple, don't seem to be explained anywhere I thought I would do so as an answer here. As you mentioned, this is not explained on the CorePlot Mac Setup Page, so it may cause complications or become obsolete down the road, but it is working for me as of right now. Steps are:
Download the latest CorePlot release
Copy the file Binaries/MacOS/CorePlot.framework into your project (drag and drop or by using "Add files to ..."
Make sure you enable "Copy items into destination group's folder (if needed)"
Make sure the new framework is added to the applications target membership
Set up the framework to be copied during build
Under Build Phases, add a Copy Files phase if there is none
Change the destination to "frameworks"
Drag the CorePlot.framework file from the Project Navigator into the file list

Bundle can't find copied framework from XCode

I have an XCode project which copies SDL.framework to my app bundle and, up until recently, this worked fine. I could give my bundle to someone who didn't have SDL.framework and it would work. But yesterday a friend of mine said my app was crashing because it couldn't find SDL.framework. I removed SDL.framework from my /Library/Frameworks folder to test it on my machine and he's right. Even though SDL.framework exists in my bundle the app still crashes because it can't find it.
Why would this be? The only thing I can think of is that the last time I did a working build was on MacOS 10.6 and using XCode 3. I'm now on 10.7. I've tested a new build with XCode 3 and XCode 4 but both produce the problem listed above.
I had this happen to me the other day when I was building a tool for sending Email. I was linking against the Pantomime framekwork. Here are the settings that I had to set in order for it to start working and stop crashing with "could not find library" You can see where I have the framework in relation to the project files / workspace files.

GHUnit/GHTestApp.h: No such file or directory

I'm very new to objective-c, xcode, and mac development in general (I
come from a java development background). I'm attempting to integrate
GHUnit into xcode to write some simple unit tests for an objective-c/
cocoa project I've recently been tasked with.
I've attempted to follow the directions here :
http://gabriel.github.com/gh-unit/_installing.html for:
Installing (Mac OS X)
-- Installing in /Library/Frameworks.
I'm working with xcode 3.1.3 running under Mac OS 10.5.8
I have created the new Target "Tests", and Link Binary With Libraries
shows the GHUnit.Framework.
I've added the GHUnitTestMain.m to the project as the directions
describe. However, I get "error: GHUnit/GHTestApp.h: No such file or
directory" for the #import
I looked for this header file in the framework and I don't see it
included. #import is not causing any errors, and I
DO see this file in the framework directories.
Is the downloaded framework and the GHUnitTestMain.m out-of-synch with
each other? or have I missed something in the configuration?
As another note, in the directions:
"If your main target is an application, you will need to include these
source files in the Test project manually."
I don't understand what action is required from this statement. I
have no idea if it's related to my current compilation error.
Thanks for any help in sorting this out.
Make sure you downloaded the OS X version of GHUnit. The github page lists a few downloads for iOS aswell. At the time GHUnit-0.4.26.zip is the latest OS X version.
I encountered the same problem.
You might add the test class to the main application target. Uncheck the target and then, the error "GHUnit/GHUnit.h file not found" disappeared.

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