After downloaded from github,
run the GenerateProjectFiles.command file,
it says
Setting up Unreal Engine 4 project files...
GenerateProjectFiles ERROR: It looks like youre missing some files that are required in order to generate projects. Please check that youve downloaded and unpacked the engine source code, binaries, content and third-party dependencies before running this script.
~/UDK_4.0/UnrealEngine
logout
But I already have Xcode 5.1
and officially they have no reference about third-party dependencies.
any ideas to try?
If you enter the github site again there should be a Getting started page / Readme. You need to follow the links to download the two required files and extract them into the folder where you have the source / command file.
Related
I'm trying to migrate an Angular app to a shared codebase with Nativescript using the new #nativescript/schematics, however, I'm having problems importing my Angular library when building the mobile version of the app. I used the angular-cli to create the library (ng generate library).
For the web version, all I had to do was build the library separately using ng build library-name which then allowed me to import it into the main application.
How can I build a mobile version of the library that can be imported into the main application when running tns run ios --bundle? I've already migrated the components and module of the library with appropriate *.tns files.
Any help is appreciated
I had the same problem. Nativescript cli do not have this feature where we can build an angular library into npm package and use it in other projects.
I tried a workaround and it worked for me. Write a script to copy all of your project files into another directory and replace all *.tns.ts, *tns.html and *.tns.scss. files with *.ts, *.html and *.scss respectively. Then build these files using regular ng command. You can add a build configuration for the same in angular.json file to build from the copied directory. I hope it helps.
I'm sorry this is just a hyperlink answer but the space required to answer this, in my opinion, is way too large. I just finished finalizing a repo I've been working on to do exactly this. I have a whole slew of angular web libraries that I now want to make available for use on mobile using NativeScript. I have put everything I have learned so far into this repo and I hope it helps you too.
Thanks for the final push/idea #Rohit, a script for doing what he suggests is in the test-lib/gulpfile.js of this repo.
I am working on XCode 9.1 project that uses IBM Watson swift-sdk SpeechToTextV1 package. After upgrading swift-sdk to the version 0.19.0 and building XCode project the compiler error has occured: Missing required modules: 'SSCZLib', 'SSCommonCrypto' pointing to the import SpeechToTextV1 statement. swift-sdk updated via Carthage.
Cartfile content: github "watson-developer-cloud/swift-sdk".
command line update: carthage update --platform ios --no-use-binaries.
How can I include SSCZLib and SSCommonCrypto modules into XCode project?
Please help. Thanks a lot.
Use carthage update --platform iOS --no-use-binaries. It takes a while, but it works.
I'm afraid that I haven't been able to replicate the problem on my machine. I started with a new, empty Xcode project and was able to transcribe audio with the Speech to Text service.
I uploaded my app here. Can you try downloading it, adding your Speech to Text credentials, and running the app?
Please make sure that the newly compiled frameworks are the ones being used. Carthage does not place the frameworks in a custom location that is referenced in the project or workspace.
For me - in addition to building the library using --no-use-binaries flag - I also had to ensure that under my target's
Build Phases->Embed Frameworks
Build Phases->Link Binary with Libraries
SpeechToTextV1.framework is included
In addition - I found that these two files made all the difference inside the Carthage folder:
Carthage/Checkouts/ios-sdk/Source/SupportingFiles/Dependencies/Starscream/zlib/include.h
Carthage/Checkouts/ios-sdk/Source/SupportingFiles/Dependencies/Starscream/zlib/module.modulemap
I could only get this to work after my project was directly referencing the Carthage folder. Deleting either of these two files caused the error to return.
The v0.21.0 release of the Watson Swift SDK fixes this issue. You should no longer have to add a link to the zlib folder in your project settings. However, you will need to copy Starscream.framework into your application in the same way that other frameworks are copied.
The solution was to externalize the Starscream dependency. Adding Starscream as a recursive dependency for the Swift SDK allows it to build independently with its own environment. When the Starscream library is copied into your application, it should automatically include the SSCZLib and SSCommonCrypto dependencies.
We test each SDK before it's release, but this problem slipped past us. Our test machine happens to have other software that adds SSCZLib and SSCommonCrypto to the path, making it available to the Xcode build. It wasn't until we refreshed the machine with a new macOS install that we were able to replicate the problem. And with v0.21.0, that problem has been solved.
Sorry for your trouble and thank you for your patience while we tracked down the solution!
Possibly basic question but I'm not sure where to begin for an answer. I am very much a newbie to Xcode, Cocoa, Swift and Objective-C.
I'm interested in developing an open-source Markdown editor for the Mac that will build from existing open-source code. I have gone to GitHub to download the source code for two existing projects, MacDown and WriteDown! For both projects I download the project .zip file (and am happy that the button to do so is now easily available), and extract the .zip file's contents on my hard drive. In each project there is an .xcodeproj file which I open up in Xcode... and I see tons of errors, mostly because of things that are missing, so I cannot build and run them.
With WriteDown I see "missing base SDK" (and get a corresponding error when I try to run it), and many other files missing (frameworks, products, and "pods"). With MacDown I get a lot of errors mentioning missing pod files.
If it were just the one project that gave me errors I would assume this was something specific to that project, but since they're both giving me errors it sure seems like I'm doing something wrong in general. Should I be downloading something other than the downloadable zip? Downloading extra frameworks? Taking an extra step in between?
I am using Xcode 6.1.1 on OS X 10.9.5, which MacDown seems to indicate it's compatible with.
Few things:
1) If an .xcworkspace is available, you should open that in lieu of the .xcproj. The workspace contains multiple projects that are important for the building of the application.
2)
Check out this answer for "Missing Base SDK" XCODE Base SDK Missing
3) Go to /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs and check to make sure you have the proper system SDKs available
4) It looks like those projects also require CocoaPods, a OS X Dependency Manager. You need to download the "pods" AKA 3rd party dependencies in order to build the application
I am following this link
https://github.com/processone/xmpp-messenger-ios
but am getting couple of errors which are as follows
1.Could not build ObjectiveC module 'XMPPFramework'
2.CocoaAsyncSocket/GCDAsyncSocket.h file not found.
I have tried out ways such as
Built Setting on your project, then setting it like
User Header Search Paths = $(SRCROOT) // recursive.
Always Search User Paths = YES
But still errors persist.
Please help
To build the project, you need to have Cocoapods installed.
Then, you can check out the latest version of the project with Xcode 7.2.1 and open Example/xmpp-messenger-ios.xcworkspace
On first build all dependencies should be properly downloaded, but you need to use workspace and not project with Cocoapods.
I have followed the following steps:
ran prepmac.sh examples
tried to build the FireBreath.xcodeproj got a lot many errors then added two header files and SpriteKit/SpriteKit.h to the BasicMediaPlayerPluginMac.mm only then i was able to build the project on success i linked it to Library/InternetPlugins folder. On opening the html page for the media player it says plugin missing. Application of x-vnd.fbBasicMediaPlayer not found, cannot read the plugin as error. I tried adding two other frameworks namely coregraphics/coregraphics.h and cocoa/cocoa.h but the build was unsuccesfull. I'm trying to look into the plugin and how it is developed.
Start from simplest possible setup. Build FBTestPlugin, it should not require any changes to the setup. Put the plugin to /Library/Internet-Plug Ins and restart your browser before trying to load it by the html sample supplied.
Note that project files should be never modified explicitly, only through cmake files and prep-scripts.
Good luck, these plugins are not simple to develop :)