adding libsdl to Xcode - xcode

I'm new to both Xcode and SDL so this may sound really NOOB!
I have tried to add sdl to Xcode but I'm not getting any good results, I found these two very good tutorials: 1st, 2nd
In both cases I do exactly as instructed in the tutorials linked above, but face the same problem: when I attempt to build the project, I get multiple errors listed the picture:
I'm really lost and don't know where to go from here... I'd be very grateful if someone would be kind enough to tell me what to do or to point me in the right direction...

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startup MAUI app loads packed with errors

I'm trying to start a dotnet MAUI app following the tutorial of MS in their official docs
I'm just opening the startup MAUI project(the built-in default one) and VS22 just won't have it. I get 40+ errors most of them about reference missing and duplication of classes/functions
glimps from the errors I get
now I have already seen a post here having somewhat of the same problem but the solutions(restarting and downloading workloads from the CLI using - dotnet workload intall) just didn't work for me.
I haven't done any changes to the code whatsoever so I really don't get what is the problem here.
any help would be appreciated.
Edit 1:
The app do seems to be working when I run the android simulator… which makes it even weirder
This is a bug in the tooling at the moment it seems. If you look at the errors, especially the ones in your screenshot you can see that these talk about Android. If you expand the Project column for a little you will see the list of target platforms that it's talking about.
Because everything is in 1 project now, it gives errors about platform-specific stuff because it is only looking at that one target that it's building. In this case, maybe you were building iOS and it gives errors about not being able to find Android types. This makes sense, however, we shouldn't see these errors in this case.
It's a bit hard to explain like this, I hope it makes any sense.
Long story short, it's a bug, it's being worked on. And you should be able to ignore them and it would still run as you've already discovered yourself. It gives a lot of noise however and if there is an actual error, you will have to find that in this list and fix that.

Unity 3D Build error in XCode

I am trying to build my first Unity 3D app to Xcode ever. I have tried looking at multiple different sources trying to make sure that I have all my settings correct, but for whatever reason I keep getting these errors in my Xcode workspace.
I have tried following these instructions from the Unity page to no avail. I feel like my problem is a common one that people face when first starting out. If someone could enlighten me to what I am doing wrong I would really appreciate it. Here is what my player setting looks like. Please let me know if there is another picture needed to figure out the problem. Thanks!
Good news! Those are not errors, those are warnings! Errors are red circles with exclamation points. GTMSessionFetcher is a "pod" - basically a plugin - so you can pretty much ignore those warnings, since that's not your code. The only warning you might want to look at is the top one, which is just Xcode encouraging you to update your project settings. Double click on that warning to get some suggestions on how to fix it.
Edit: you know I just now realized that Xcode error icons are octagons, not circles, like stop signs.

Archive with Xcode gives AdBanner errors

I've built and released a product for google play, I'm trying to release it to apple now. I've been following several guides through the long process but when I go to archive my product I get a lot of errors referring to Adbanners.
The most common one errors are Apple Mach-O Linker Error. I've been making apps for a year or so but this is my first attempt with Xcode so I'm probably overlooking something in the build settings or something but I've watched tutorials and searched the forums and I'm still stuck.
Thanks in advance for any feedback.
Figured it out. When I went to validate my project settings Xcode automatically selected the architecture for me which caused all the errors.
This link here helped me figure it out.
http://www.mobinett.com/2013/09/20/ios-7-xcode-5-project-build-settings-for-architectures-and-arm64-support/

Assist with: Interface Builder was unable to determine the type of "FileName.xib"

I'm working on source code for an IPA another developer is building for me. Hadn't made any adjustments as of yet because, knowing how temperamental the environment can be, wanted to do a test build first of the freshly unpacked project. I'm getting two errors right off the bat, saying:
Interface Builder was unable to determine the type of "FileName.xib"
("FileName" is a placeholder for the two files represented. Error message is the same for both.)
I've done some research and found this could be an XCode version issue between the developer and myself, but the developer won't be available to ask until next week, and I've got some critical testing to do this weekend. Need to get this one resolved as soon as possible.
Any advice would be helpful.
Thanks.
Cayce

What do I need to know to create Xcode project templates?

I know some of the tutorials for creating Xcode project templates, for example this one here: http://robnapier.net/blog/project-templates-364
This is the best one I could find. All others basically repeat the same info, or are no longer up to date, or worse tell me that even they don't know what they're doing. Possibly useful tools that are linked to here and in other places are no longer available.
I keep running into roadblocks, and would like to gather as much information as possible on the process of creating Xcode project templates. Info that is most importantly up to date (at least it must be relevant for Xcode 3 or higher).
For example, what I'd like to see is:
a description of the
TemplateChooser.plist and similar
plist files and what these options do
(in my case, once I add a
TemplateChooser.plist, my project
disappears from the Xcode project
template list)
how to create a project template that references another .xcodeproj (when I do that, the other .xcodeproj appears in the project template list even though it doesn't use the special naming convention)
processes that can be applied, for example is it possible to run a script during the creating of a project from a template? This would be useful to unzip certain files into the newly created project.
If you have the answer or suggestions to any of the issues above, I'd appreciate that. Otherwise any link to good Xcode project template resources would be highly recommended. Especially if there is an official documentation from Apple - I haven't found one yet which seems to imply that project templates are undocumented.
Have you seen these:
http://www.sodeso.nl/?p=895
http://www.codeproject.com/KB/iPhone/CreatingXcodeProject.aspx
If you say you have searched, I'm pretty sure you've already seen the links but these are the best resources I could find with my 'googlabilities'
You might try contact this guy - http://linkedin.com/in/mottishneor he has some related messages around the web
The links suggested by FX are also not bad at all!
There is indeed little XCode template info out there. What I have found of interest are the following links (I documented myself on the topic, but haven't yet gone any further):
a Google Code search reveals a few examples, but not much
in particular, I found interesting to look at the code provided by Three20; they have some basic examples, like here
referencing another project worked for me, so maybe you could open a specific question about that giving more details?
there is information scattered on the Apple mailing-lists
there is no official documentation from Apple, as is evidenced by the lack of results to this query
I'm sorry if this is not a Enlighting, concise answer. As you said, it's not well documented, and sources are all over the place. I just hope I could highlight some places to find information that your own searches might not have reached :)
I don't have a Mac anymore, so this is as much as I can give you without testing this myself. As far as I can tell, Xcode templates are undocumented by Apple.
This guy has some guides for messing with Xcode templates but the info is pretty sparse. My suggestion for working with templateChooser.plist is to try to only edit that file in the interface builder.
This guide is a good example of how to add a reference to another .xcodeproj. For the reason you were having trouble adding a reference to your project we probably need more information.
If you scroll way down in this doc you can that each template already includes a script called myscript.sh. This script will show up in the scripts menu for projects built with that template. That isn't quite as convenient as running scripts automatically, but it's better than nothing.
In conclusion, Xcode template documentation is a nightmare. It looks like there are a lot of powerful features there, but they are obscured because of lack of user friendlyness and because documentation lags far behind Apples updates of Xcode. It just doesn't seem to be a priority for them. I hope this helps.
And yet another video link http://howtomakeiphoneapps.com/2010/10/how-to-make-custom-xcode-templates-with-video/

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