OBJECTIVEFLICKR: systemconfiguration.h not found - xcode

I'm implementing ObjectiveFlickr into my project and I'm very VERY new to all of this (C language and Xcode included).
I managed to fix a few compile errors and I'm down to this one that just popped up after I added some supporting files to get rid of the other errors:
systemconfiguration/systemconfiguration.h file not found
I have no idea what this means and have done much searching online before posting here, but the only resolution to another poster's issue was to re-install Xcode. I'm sort of doubting that will solve this problem as I've had no issue with Xcode up until this error.
Can anyone spare a tip or two in layman's terms to help me get past this? I've been searching for 24 hours and the only link to the Apple Developer forums isn't working, go figure.
Any help is appreciated. Thanks in advance.

XCode can be very picky about where to look at in terms of header files.
If you got yourself a .framework folder, then click in your project, choose "Build Settings", then look for one called "Header Search Paths". Put the framework's path in there, and change the box on the right from "non-recursive" to "recursive". This should get the build going, and works for almost all third-party libraries.
If, on the other hand, you're trying to compile the library with your app, double-check to see if you didn't forgot to include some file in your XCode project, or if it is not marked for compilation in the project settings (.h files do not count, but maybe the source of your problem are some extra .c or .m that shouldn't be there).
If all else fails, since XCode projects compile into a "flat" directory tree, you could try removing the folder indicator from the #include: from "systemconfiguration/systemconfiguration.h" to "systemconfiguration.h", from the files where the .h is called. This worked in some cases of mine.

There is a framework in iOS called "Systemconfiguration.framework". Add it may help a lot.
Hope this may help you.

I had blanks for some reason in my code around the header decaration
#import < SystemConfiguration/SystemConfiguration.h >
I removed them and it worked.

Related

How to connect Visualization Toolkit (VTK) libraries to OS X project in Xcode

I am trying to write a simple application trying to get my feet wet with VTK. Here is where I am so far. After searching for a while and attempting to download and build with CMAKE unsuccessfully, I found this blog from KitWare: https://blog.kitware.com/kitware-packages-on-os-x-with-homebrew/
So, I went off, installed homebrew, I believe "installed" VTK and Insight ToolKit. This was followed by self high-fives and all around self-congratulations. But.. I'm still not where I need to be.
I can't seem to sort out where to go from here. I believe I'm at the critical "now link the libraries with your project" state. I can find the installs under "/usr/local/cellar/Vtk/7.0.0_5/include/" and "/usr/local/cellar/Vtk/7.0.0_5/lib/" folders. The "include" folder has a bunch of ".h" files. The "lib" folder has a bunch of ".dylib" files. In a Xcode (V8.1) CoCoa Project, I've linked iokit, cocoa, and openGL frameworks and it builds. However, when I try to include something like "vtkActor.h", it fails to find it unless I specifically link that file.
Updated! Screen shot of search paths:
So, my questions are thus:
Am I actually done installing? I thought I was to end up with some ".a" files. Whats up with that?
If I am done, and I'm linked to all those .dylib files, why isn't it working? Should I link to all the ".h" files?
I've tried linking the folder "usr/local/cellar/vtk" folder, but it fails. Should I be doing that, but making it "recursive" I believe is the word.
Long run for a short slide... Anyone have any good tutorials/examples of a running Xcode OS X project so that I can get an idea how these libraries actually interact once I can even get them linked?
Thanks so much for your wisdom in advance. If anyone would have the kindness for mentorship off-stack until I can get up and running, I'd much appreciate it.

#import causes parse issue: "could not build module"

After updating with Xcode 6.3, I found something strange things with my projects.
Below codes causes parse issue that says "Could not build module 'AgendaFramework'", the AgendaFramework is my custom embedded framework for ios8:
#import MyEmbededFramework;
The error marker looks like this:
The issues is raised during indexing not building. Whole building can be performed successfully without any error or warning. I can build, archive, run on device, deploy, submit to App Store.
However the error marker shows up when I edit the classes that belongs to the extension. The the extension(widget) explicitly linked to the embedded framework. (I know that I don't have to do it when I use #import statement.)
In this state, I could not receive any valid content assistant, very annoying.
After I replace the import statement with old style, the problem was disappeared:
#import <AgendaFramework/AgendaFramework.h>
I have several other projects that have very similar topology with the project which causes this issue, But they are okay. Only one project causes this issue. I compared every detail build settings, I could not find any clue.
I tried:
Delete derived data
Full Clean
Reboot
Any clues are welcomed. Thanks!
It looks like turning on:
Allow Non-modular Includes In Framework Modules solved this issue for me.
Hi this is due to the fact that file which you are making it public in framework header must be public also.
Sometimes this issue can be solved by adding the framework to the same folder as the .xcodeproj file, no subfolders or anything.
Credits to Jonny who points it out as a comment in the question.
Solution that worked for me: diligence in framework header file orientation to system style imports... like #import <CoreXLib/CoreThreads.h> the story:
In my case my framework that I built came from the combination of several code bases as it became apparent that I could reuse some of the general design patterns across that code easer via Framework vs the fragile Xcode project pathnames.
As I built my framework "CoreXLib", I reorganized it into the Cocoa Framework typical of Xcode. I changed my imports from:
#import "CoreTypeAliases.h" // project local style
to
#import <CoreXLib/CoreTypeAliases.h> // system or framework style
appropriately. Several projects that used the CoreXLib.framework which includes the public headers in the lego-folder worked... so I thought I was good to go...
Unfortunately some of the headers that were public did not get fully updated. The classes in the framework built just fine in the local style. All projects using it worked up to this point and then I ran into one that didn't... and the error noted by #jeeeyul
So after finding this thread and finding #kwz 's solution, and not having it do anything in my case, I decided to polish the code up while I was trying to figure this problem out. In the polishing, I found that some of the #imports did not get changed like they should have in the Xcode search and replaces. Time for some hand-jamming...
After fixing all of those references in all of my CoreXLib project headers (not just the public ones, self defense), I dove back into the problem... I took the newly complied CoreXLib.framework over to the errant project that embedded it... and the problem had vanished! I checked the Allow Non-modular Includes... in both the framework project and the project that linked the framework in and both were "No". Flipping both to "Yes" and to "No" made no difference in several tests. The only other change was the #import "..." to #import <CoreXLib/...> modifications.
So sometimes polishing the apple ๐ŸŽ knocks the bugs๐Ÿž๐Ÿžoff...
set YES in Build Active Architecture Only in build settings.
It worked for me.
Today I solved this problem by those steps,:
Chose the schema "MyEmbededFramework"
Press [Command + B] to build
From the build phase panel, add "MyEmbededFramework.framework" to Link Binary With Libraries
Try to build your project, the problem may disappear now.
you can try this, it's work for me. delete DerivedData dir that about your project.step by step
Turn off module's in build settings. That may work

Using a dylib in xcode

So, I'm trying to add this library in an xcode project.
http://nuclear.mutantstargoat.com/sw/libdrawtext/
I used homebrew to install the library. It's now in /usr/local/Cellar/libdrawtext/
But, even after adding the dylib that is created in /usr/local/Cellar/libdrawtext/0.1/
I checked, and there's even an alias in the usr/local/bin folder.
But for the life of me, I can't seem to be able to include "drawtext.h" in my project.
The sample code here has no indication of how to do this.
Ideas, anyone?
Fixed it. Not sure exactly how, but I followed this tutorial http://mac-dev-env.patrickbougie.com/freetype/
After adding libdrawtext(from the homebrew installation), I also added the source of the library to my project. Works like a charm, though this is a VERY dirty solution.
I'll wait 24 hours, and if there're any better answers, I'll mark them correct.

Installing and Using Pantomime Framework... Pantomime/Pantomime.h not found

I just downloaded and compiled Pantomime for SMTP use in my Cocoa Application. The first issue was that it is old... so I changed the build settings to use the most recent SDK as well as eliminate the old PPC build settings.
After those changes, everything compiled nicely (or at least appeared to do so.)
Next, I installed the Pantomime.framework into the /Library/Frameworks directory per Apple documentation recommendations.
Then, I imported the framework into my project under the Build Phases tab where it says "Link Binaries to Libraries".
So far everything seemed to work as it did with WebKit.framework, and ScriptingBridge.framework.
Finally, I added the following to my code:
#import <Pantomime/Pantomime.h>
I got as far as "Pa" when it auto completed the rest, so it apparently knows what I'm looking for. However, when I try to compile my code, I receive the following error:
Lexical or Preprocessor Issue "Pantomime/Pantomime.h" file not found.
All of the other frameworks seemed to work, but this one does not, and I really don't know why (I'm relatively new to working with frameworks.)
Anyone have any ideas on what I'm doing wrong here?
Thanks!
I've never used Pantomime, but this happens to me all the time with Xcode, so although I'm a newbie to development in general I'd wager it's just a bug with Xcode. Here's how I fix it:
In Xcode, hit command-1 to switch to the Navigator's file/folder view.
Reveal the Pantomime.h and .m files in the Finder, wherever you've stored them.
Drag them into the Navigator.
Xcode will prompt you to confirm adding again, and I usually leave it set as is to "copy files if needed".
Xcode will import. You should then delete the old references in the Navigator. It should work fine after that.
I have met this problem.
The solution is setting 'Build Settings' --> 'Header Search Path' Value where your pantomime is. Good luck!

How do I get MailCore to work correctly?

I'm trying to build MailCore into my app but I keep getting
"_OBJC_CLASS_$_CTCoreAccount", referenced from:
That is the only error I'm getting and CTCoreAccount is in the project.
In order to use mail core framework, visit the link follow step by step process and you are done.
I have an answer. It is not "The Answer" but I have an answer and it worked.
Eidt: For this: After a slew of issues, I've realized that "this" particular fix is that you need to add libmailcore.a to the frameworks. It keeeps getting deleted by XCode, or you may ahve added the MailCore Framework instead.
Started a fresh project, erased everything by removing application files to trash, then deleting references. "Added" via group (unsure if it matters) all my folers/files from the project I was trying to.
Had to tell it where the pch and Info.plist were, (essentially pointing it to my old project). Re-added all frameworks, and voila, it compiled.
I'm suspecting XCode 4.5 has different framework settings as far as library paths and valid flags for linker, etc. But nothing I tried regarding that fixed it. I would love to do this more direclty, old project is on 4.3, and won't be upgrading it if this is happening. Anyway, up and running, hope others are soon too. Would like real answer myself

Resources