I am on Mac OSX 10.7 however I believe this would also appear in 10.8+
Try running (within erlang)
wx:demo().
Which will produce the following output:
beam.smp[2733:f0b] CFURLCreateWithString was passed this invalid URL string: '/System/Library/CoreServices/CommonCocoaPanels.bundle' (a file system path instead of an URL string). The URL created will not work with most file URL functions. CFURLCreateWithFileSystemPath or CFURLCreateWithFileSystemPathRelativeToBase should be used instead.
Now the demo runs just fine but why output this line then?
It speaks nothing of erlang and after some browsing around it seems as if this is a wxWidgets bug as people have the same issue in python and that it is Mac OSX centric due to the CommonCocoaPanels.bundle in the output.
Its really just an annoyance for now as everything runs just fine. But it is more than likely a bug, no?
How can it be fixed?
As far as I know wxErlang is currently broken on MacOS and maintainers promise to fix it after wxWidgets 3.0 release.
Which version of wxWidgets are you using? I used wxWidgets 2.8.12 under Mac OS 10.6.8, custom build for Carbon with -arch i386.
In wxWidgets 2.8.x, Carbon is the recommended library because it is the
more stable. Cocoa is incomplete in wxWidgets 2.8.x. If you are interested
in using Cocoa, you should start with wxWidgets 2.9.x where Cocoa is
much more complete.
The framework itself looked somehow alien to Max OS (maybe because of Carbon), a small part of API was broken (this does not prevent programs to actually run - just small annoyances).
For my future reference, and that of others..
The following will work without displaying the above error message.
P = wx:new(),
F = wxFrame:new(P, 1, "main", [{size, {600,600}]),
WindowOpts = [{size, {600,600}}, {style, ?wxSUNKEN_BORDER}],
W = wxWindow:new(F, ?wxID_ANY, WindowOpts),
wxFrame:connect(F, close_window, [{skip,true}]),
wxWindow:connect(W, paint, [{skip, true}]),
wxFrame:show(F),
wxFrame:centre(F).
Strangely enough even with all my trial and error debugging, line by line, there is really no easy way to get to the bottom of it. It turns out to be the inclusion of a:
process_flag(trap_errors, true)
Will generate that error. I am positive there is nothing crashing that would invoke the actions of the flag.
Deep error. Little consequence.
Lets hope they get it fixed along with the 3.0 upgrade.
Related
While developing an application in MAC. In which i display too many pop-ups notifying system internal information like CPU usage, sytem settings.For which i am using NSalert to show popups and get the display information from background thread. My app is working properly in 10.8.X version. But when it comes to yesomite it gets crashed with an empty popup and there after app hangs. When i digged deeper in console i found this log. Is this relevant, if so please some one answer me with a way to make selector to return correct version
It is not clear what system & compiler you are using, or what the log you found.
The documentation for Gestalt states that the minor version number sticks at 9 - it's a single BCD digit after all.
Compiling:
SInt32 number;
if (Gestalt(gestaltSystemVersion, &number) != noErr)
number = 0;
NSLog(#"version = %8x", number);
on Yosemite with Xcode 6.1 produces the warning:
gestaltSystemVersion' is deprecated: first deprecated in OS X 10.8 - Use NSProcessInfo's operatingSystemVersion property instead.
You can test for operatingSystemVersion using respondsToSelector: and use that in preference to Gestalt when it is available.
HTH
There is nothing wrong with CRD's answer, but for completeness, an alternative is to use Gestalt to get the 3 parts of the version separately, using gestaltSystemVersionMajor, gestaltSystemVersionMinor, and gestaltSystemVersionBugFix.
I believe this is similar to the thread: Canon SDK 2.11 on OSX
However the solution there did not work for me. I'm perplexed because I'm not sure how to figure out what has changed. I had some working software, did not work on it over the holiday and now when I open it up to work it fails. Not only my software but the demo app included with the SDK, which I have never changed and indeed used to work just fine.
I have tried with two different cameras (5DmII and 5DmIII) with the same result.
when I try and run the application, the camera is recognized but, as it attempts to open a session it receives a EXC_BAD_ACCESS signal. In each program it happens when a call is made to EdsOpenSession() with this message...
*** -[NSConcreteData release]: message sent to deallocated instance 0x8157af0
Interestingly, when I tried to use the EOS Utility that would crash also. So I updated and now that works great. I followed the suggestion in the above thread and copied the EDSDK.framework from the working bundle to my program and recompiled but I get the same results.
I'm trying to figure out how to contact Canon to get some information but they don't make it easy to get help so I'm appealing to the one group I know is responsive.
The only thing I can think is that sometime over the holiday I updated some critical library without knowing it.
Has anyone else run into and been able to solve this?
I'm running OS X 10.7.5, xcode 4.1, and EDSDK 2.11.3
Solved this. It did turn out to be the same solution as the mentioned link. However, what I was missing was that I needed to also copy the new EDSDK.framework into /Library/Frameworks not just have it in my source directory. This may be because I don't have everything setup correctly in XCode.
first off, I really need to make a 64bit version of glfwdll.a and glfw.dll (so I can hopefully finally succeed in getting the Go glfw bindings to work under Windows ... was a breeeeze under Linux!)
Seems like I now succeeded in compiling 64bit versions of glfwdll.a and glfw.dll using mingw64, MSYS and their make scripts, even though I did get a couple of error messages along the lines of "maincrt entry point not found, using default 0xsomehexnumber instead" or some such. Entry points of course refer to executables, in this case those in the examples directory.
And indeed, most of them don't work! All got built however. The following executables work:
listmodes.exe mtbench.exe mthello.exe and particles.exe -- the latter being the only graphical (3d gfx) example working for me (the former ones just outputting some test infos onto the console window).
Now what's the issue with the other ones? They don't crash, they don't report anything to the console... I run them, they return immediately, silently.
Is my GLFW build broken? How to fix? What's the big difference between the 4 examples that work and the others that don't?
This is a fairly new, vanilla Win7 64bit installation. No crapware, everything up to date, UAC and Themes are off, not a lot of software installed at all, Nvidia GPU driver updated (GPU Caps Viewer and the likes run fine, so OpenGL is there).
I'm not yet allowed to add comments, so I'll post this as an answer.
The issue you're having is due to three separate bug in GLFW. I fixed them today and the fixes will be included in GLFW 2.7.6. Until then, you can use trunk from the GLFW Subversion repository.
To be sure that you really have no DLL-hell issues with the opengl32.dll, glu32.dll, glut32.dll etc., check out the Event Viewer tool and see if there are some warnings or errors for you app.
This is my thought because you are only able to run the mtbench and mthello which have nothing in common with the "real" OpenGL API.
No clue about particles.exe though - maybe GLFW checks for errors internally and call the exit() routine ? Check the %errorlevel% also.
Also take a look here:
http://glfw.svn.sourceforge.net/viewvc/glfw/trunk/examples/pong3d.c?revision=1110&view=markup
There is a GameMenu() function which may exit silently if "!glfwGetWindowParam( GLFW_OPENED )", which obviously means that OpenGL was not initialized.
The same function serves as an exit flag here
http://glfw.svn.sourceforge.net/viewvc/glfw/trunk/examples/wave.c?revision=1110&view=markup
Once again, double-check the DLLs !
I believe that you are experienced not to make "advanced" mistakes in the build process, so there just might be some funny thing happening at the "user level".
And another suggestion:
http://sourceforge.net/projects/glfw/forums/forum/247562/topic/3868944
Some parameters might not work exactly for you.
To "fix" the samples try commenting out the glfwGetWindowParam call.
I'm using an Intel Mac with Mac OS 10.5 and SBCL 1.0.29. I've done pre-1.0 Hunchentoot development here before, so I've had that installed (via asdf-install).
Recently I started a new project, and decided I'd start from Hunchentoot 1.0. I asdf-install'ed Hunchentoot, and it seemed to install 1.0 (and deps) just fine. I can load it in SBCL (via SLIME or Terminal), and I can write code against the new interface, and it compiles great, and everything seems fine.
That is, until I try to access the webpage: I only get empty responses. Firebug reports "200 OK" but Page Info shows size "0 bytes" (text/plain, ISO-8859-1, but I'm guessing those are defaults). So I tried netcat and telnet, and it seems to accept a connection on my port and then immediately disconnect.
Is there a problem with Hunchentoot 1.0 on Mac OS? Or with having 2 Hunchentoot versions asdf-install'ed at the same time? Or something else I'm not thinking of? I'm sure it's probably something obvious but I'm drawing a blank here.
Thanks!
I recently wrote a tutorial on how to write a Lisp webapp that includes a known working set of dependencies (including Hunchentoot, CFFI, etc).
You might want to check out the documentation. Try running the code from the linked github page and see if it works for you - if it doesn't then the problem is in your Lisp Compiler (not your libraries). I'd link directly to github, but I'm new here, and apparently I don't have enough reputation points to post two links in one answer.
Off the top of my heads, I know SBCL has trouble with threads on Mac OS X. I'd consider looking into Clozure Common Lisp - which is very optimized for Macs.
I've got a user reporting crashes in my Mac OS X application, and their console logs report the following:
Symbolication warning: error parsing FDE at 0x100052649 in:\n
Does anyone have any insight into what this might be? I assume that somehow the symbols have been stripped from my app in a way that gets in the way of Mac OS X's crash reporter, but I've not seen it before.
I can honestly say that I have never seen this one before. I have seen a number of other dynamic linking problems just not this one. If the user is amenable to helping you with this defect, you might want to write a shell script to enable some dynamic linking environment variables and then launch your application.
#! /bin/bash
export DYLD_PRINT_LIBRARIES=1
export DYLD_PRINT_LIBRARIES_POST_LAUNCH=1
export DYLD_PRINT_APIS=1
export DYLD_PRINT_BINDINGS=1
export DYLD_PRINT_DOFS=1
open -a Console.app > /tmp/link-log 2>&1
The output log might provide some hint as to what is going on. You could also capture the output of otool and other command line utilities to check for unexpected libraries and what not.
You might want to google Symbolication to get a better handle of what is going on here. I came across an interesting chunk of code from Darwin that points this to a dynamic symbol lookup warning. There is also a utility called Shark that may be of interest as well.
Good luck...
I just found this topic via Google because I'm having the same problem. The StarCraft installer crashes immediately. It points to /usr/libexec/oah/translate, which seems to work perfectly well. My guess is this has something to do with the fact the computer it doesn't work on runs iDeneb 1.3 (aka Mac OS X 86 for use on non-Apple hardware), whereas the computer that can run the application just fine has a genuine version of Leopard.