I updated to Xcode 5.0 and I can't seem to be able to include the GL/glew.h file. In previous Xcode version one had to set the base SDK to current OSX, but that option is no longer available (at least I can't find).
The file glew.h is in /usr/include/GL and I already set the header search paths to /usr/include, but it still doesn't work.
Can anyone help?
Thank you
Got it to work.
Find in the Project Build Settings > Search Paths > Always Search User Paths and set it to yes.
Also, I couldn't link with libGLEW so I had to go into the XCode.app and create a symbolic link to the the file.
Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk/usr/lib
It is definitely not a great solution but is a work-around for me.
Edit:
Here, I suppose that one is working with the Mac OSX 10.8 SKD. For other SDKS, the path should be another one.
In the terminal I created a link to my libGLEW.dylib (which was in /usr/lib) in this way
cd Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk/usr/lib
sudo ln -s /usr/lib/libGLEW.dylib libGLEW.dylib
Afterwards, back in XCode, in my project's "Build Settings" I set "Other Linker Flags" to -lGLEW
Related
I build a Xcode Application in Objective C, which uses a lot of libraries using rpath to find dependent dylibs. Now i want to add a few rpath settings to my binary, so that it always finds the corresponding libs.
When i use this command:
install_name_tool -add_rpath /Path/to/Lib
It works perfectly.But i don't want to run install name tool after each build to be able to debug. Is it possible to set the rpath settings somewhere in Xcode ?
I found the setting "Runpath Search Paths" in xcode settings. But if i set the pathes there, xcode does not write them to the binary. If i run "otool -l" after building there is no rpath set. If i check with otool after using install_name_tool all is fine and the rpath is set up.
Could anyone tell me how i can tell xcode to set up the rpath things correctly ?
At the moment i use Xcode 7.3.1 due to compatibility reasons in our company.
I found the solution meanwhile.
I did not add it to Debug or Release in the "Runpath Search Paths" settings. I added it to the "Any architecture" setting which obviously was ignored. After setting it to Debug / Release it worked fine. Maybe it helps someone.
For posterity: A very interesting answer to this can be found here: https://stackoverflow.com/a/54994662/465916 the linked pages are very interesting for really understanding what's going on
The extremely helpful guidelines posted at http://www.vtk.org/Wiki/Cocoa_VTK and via the readme file by Sean McBride and Mike Jackson inside the VTK repo were slightly out of date for VTK 6.1. So in case this helps anybody, I'm posting instructions for installing VTK 6.1 on OSX 10.8 with support for the SimpleCocoaVTK Xcode project.
* Installing VTK 6.1 for OSX 10.8 with Cocoa support *
These instructions slightly modify Ryan Glover's instructions at http://www.vtk.org/Wiki/Cocoa_VTK and the README.rtf in the VTK/Examples/GUI/Cocoa/Documentation folder by Sean McBride and Mike Jackson.
Clone the VTK git repo into a directory of your choice:
cd /Users/you/
git clone https://github.com/Kitware/VTK.git
cd VTK
git checkout tags/v6.1.0
make a build directory
mkdir VTKBuild
cd VTKBuild
Run the VTK cmake script
You will now be inside /Users/you/VTK/VTKBuild, run cmake from here (using the parent directory's CMake files):
cmake ..
Edit lots of lines in the newly generated CMakeCache.txt (in the current VTKBuild directory). One issue I had was that there were error if I didn't use a full path for the CMAKE_INSTALL_PREFIX. So make sure to use "/Users/you/" instead of "~":
CMAKE_INSTALL_PREFIX:PATH=/Users/you/VTK/VTKBuild
BUILD_SHARED_LIBS:BOOL=OFF
CMAKE_BUILD_TYPE:STRING=Debug
VTK_USE_SYSTEM_ZLIB:BOOL=ON
CMAKE_OSX_ARCHITECTURES:STRING=i386;x86_64
CMAKE_OSX_SYSROOT:STRING=/Applications/XCode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk
Compile the VTK project (this might take over an hour to run!):
make
Copy headers to an include directory:
make install
VTK should now be completely installed in the VTKBuild directory and ready to use in an XCode project!
Go to your finder, navigate to Users/you/VTK/Examples/GUI/Cocoa/ and double click to open SimpleCocoaVTK.xcodeproj in XCode.
In the XCode menubar (at the top of the screen) Go to Preferences->Locations->Source Trees and use the + button to add in two source trees:
vtk-debug-include vtk-debug-include Users/you/VTK/VTKBuild/include/vtk-6.1
vtk-debug-lib vtk-debug-lib Users/you/VTK/VTKBuild/lib
Click on the XCode project and delete all the references to vtk 6.0:
In the project view, select Targets->SimpleCocoaVTK and then press "Build Phases" and then open the "Link Binary With Libraries". Delete all the files that begin with "libvtk" and end with "6.0.a"
In the file view of the SimpleCocoaVTK project, hightlight and delete all the files in the vtk-libraries folder.
Make sure the XCode file view is active. Then in the finder, navigate to /Users/you/VTK/VTKBuild/lib, and select all the files that begin with "libvtk" and end with "6.1.a". Drag these files into the folder "vtk-libraries" in the XCode file view.
In XCode, do a Product->Clean
You can now build and run the sample SimpleCocoaVTK project.
I also had to set
VTK_WRAP_PYTHON:BOOL=ON
in CMakeCache.txt
It depends on what user you are too on your machine (computer) and the permissions relevant to that user. I did a find and replace on the CMakeCache.txt file and changed all /usr/local references to /Users/myusername/Develop/VTKInstall. That way everything's at your fingertips and you don't have to change permissions on things.
When you open up the Cocoa example make sure to set in you preferences these paths (e.g. Preferences->Locations->Source Trees). Also you'll need to re-import your vtk-libraries into the project.
I'm running Yosemite with XCode 6.1.1. I hope this helps someone!
If you get error messages likes this, when trying to build VTK:
#error: garbage collection is no longer supported
make[2]: *** Rendering/OpenGL/CMakeFiles/vtkRenderingOpenGL.dir/vtkCocoaRenderWindowInteractor.mm.o] Error 1
make1: *** [[Rendering/OpenGL/CMakeFiles/vtkRenderingOpenGL.dir/all] Error 2
You need to remove a flag in the source CMakeLists.txt:
#IF(APPLE)
SET(VTK_OBJCXX_FLAGS_DEFAULT "-fobjc-gc")
SET(VTK_REQUIRED_OBJCXX_FLAGS ${VTK_OBJCXX_FLAGS_DEFAULT} CACHE STRING "Extra flags for Objective-C++ compilation")
MARK_AS_ADVANCED(VTK_REQUIRED_OBJCXX_FLAGS)
ENDIF(APPLE)#
Either outcomment or delete it all together. Then run cmake again in an empty build directory. Check in the generated CMakeCache.txt in your build directory if it contains a key like VTK_REQUIRED_OBJCXX_FLAGS, it shouldn´t, try running cmake in an empty build directory again.
This 'bug' maybe fixed in future VTK versions.
Source: [Solved] Build Qt 5.2.1 + VTK 6.1.0 + CMake 2.8.12.2
I'm getting the following error:
ld: library not found for -lGoogleAnalytics
clang: error: linker command failed with exit code 1 (use -v to see invokation)
I've spent some time googling but can't find how to fix this problem. I'm new to xcode and this is an existing project that I need to work on.
In my case, the project uses CocoaPods. And some files are missing from my project.
So I install it from CocoaPods: https://cocoapods.org/.
And if the project uses CocoaPods we've to be aware to always open the .xcworkspace folder instead of the .xcodeproj folder in the Xcode.
You need to set the "linker search paths" of the project (for both Debug and Release builds). If this library was in, say, a sibling directory to the project then you can set it like this:
$(PROJECT_DIR)/../GoogleAnalytics/lib
(you want to avoid using an absolute path, instead keep the library directory relative to the project).
All in all, the Xcode cannot find the position of library/header/framework, then you tell Xcode where they are.
set the path that Xcode use to find library/header/framework in Build Settings --> Library/Header/Framework Search Paths.
Say, now it cannot find -lGoogleAnalytics, so you add the directory where -lGoogleAnalytics is to the Library Search Paths.
In my case I had a project with lots of entries in "Build Settings > Other Linker Flags"
I needed to reduce it down to just
$(inherited)
-ObjC
Old settings:
Updated settings:
For me, I open the projectname.xcworkspace file and it all works.
If you have pods installed, make sure to open the workspace folder (white Xcode icon) not the project folder. This resolved the library not found for ... error. Very simple issue but I was stuck on this for a long time.
This worked for me:
Go to build setting -> Linking -> Other Linker Flags -> Remove all other than $(inherited)
Cd ios && pod update
If you are using Pods to include the GoogleAnalytics iOS SDK into your project, it's worth noting that since the 3.0 release your Other Linker Flags needs to include -lGoogleAnalyticsServices not the old -lGoogleAnalytics
If your library file is called libGoogleAnalytics.a you need to put -lGoogleAnalytics so make sure the .a file is named as you'd expect
None of the above worked for me, what did was making sure the Pod file platform :ios, '11.0' matched with the minimum deployment target in the XCODE setting
You can also try to lint with the --use-library option, as cocoapods lint libraries as framework by default since v0.36
The problem might be the following: SVN ignores .a files because of its global config, which means someone didn't commit the libGoogleAnalytics.a to SVN, because it didn't show up in SVN. So now you try to check out the project from SVN which now misses the libGoogleAnalytics.a (since it was ignored and was not committed). Of course the build fails.
You might want to change the global ignore config from SVN to stop ignoring *.a files.
Or just add the one missing libGoogleAnalytics.a file manually to your SVN working copy instead of changing SVNs global ignore config.
Then re-add libGoogleAnalytics.a to your XCode project and commit it to SVN.
In XCode 10.1, I had to set "Library Search Paths" to something like $(PROJECT_DIR)/.../path/to/your/library
For me it was a silly thing: my mac uploaded the file into iCloud, and that is why Xcode did not find it.
If you turn off the automatic upload, it wont happen again.
I'm using the XCode 4.2 beta (build 4D199) on Lion, and can't access the Developer Documentation in XCode 4.2 anymore. When I attempt to log-in, I get a pop-up telling me the (remote) file is "locked", in the fashion that Lion does these things.
Does anybody have a suggestion what I can do to access the documentation from within the Organizer?
I used to be able to access it without any issues, not sure what changed.
The situation was fixed for me by Apple / XCode itself, as it automatically downloaded the (newly available?) "iOS 5.0 Library" documentation files. Documentation now runs from a complete local copy.
To be sure you get this too you need to have the automatic download of documentation files turned on.
Preferences > Downloads > Documentation > Check for and install updates automatically
(You can also download the files manually by clicking on "Check and install now")
Same here.
To work around this issue, right click on the sign in page and choose "Open Page in Browser". This will open the same resource in Safari.
1.- Download library from: http://developer.apple.com/rss/com.apple.adc.documentation.AppleiPhone5_0.atom
2.- Open with The Unarchiver
3.- Copy file in "Developer/Documentation/DocSets
4.- Open Xcode
Had the same problem. To solve it (well seems like that), i went in
Xcode -> Preferences -> Downloads -> Documentation
Download the parts you need, for me it worked.
As other commenters have stated you should be able to fix these problems by downloading the documentation again. However, given that a complete set of iOS & MacOS documentation clocks in at around 2.0GB here is an alternative method that avoids re-downloading.
Jump to the documentation folder:
cd /Library/Developer/Shared/Documentation/DocSets
Recurse through all the documentation sets and set the current user as the owner:
for f in *.docset; do sudo chown -R $USER $f; done
Unlock the documentation sets:
for f in *.docset; do SetFile -a l $f; done
N.B. Your documentation path may be different (check ~/Library/...), you should make sure that $USER is correctly set to your username, you will need the root password
I managed to get my C++ project running in Xcode using cmake -G Xcode. Now I would like to debug it, because of the nice gdb fronted it provides.
However I need to change the working directory where gdb is executed otherwise it wont work. (It needs to read some data from files relative to the path of the working directory) What I can do is after gdb has stopped typing cd working_dir and then run it manually typing r. This works, but Xcode will complain constantly and is also not an elegant solution.
So somewhere in the build settings I should be able to set the working directory..but where?!
Just updating this solution to XCode 4.x
You go on Product -> Scheme -> Edit Scheme
On the tab Options you choose your working directory.
In Xcode 4 the working directory settings is under Scheme Settings.
In Xcode 3.x do a "Get Info" on the executable and look at the first tab - there is a setting there for working directory.
The default debug working directory is somewhere under ~/Library/Developer/Xcode/DerivedData/project-/Build/Products/Debug. You're better off using the full path.