Cannot compile ARToolkit on 64-bit Mac - macos

I was trying to compile ARToolkit on my 64-bit MacMini but when I run make, it give errors as follows
./videoInternal.h:38:50: error: unknown type name 'SeqGrabComponent'
./video.c:255:10: error: use of undeclared identifier 'seqGrab'
...
I realized that these errors are related to Quicktime Framework on Mac but I have no idea how to fix it. My Mac version is 10.7.5, 64-bit.
Thanks.

QuickTime is not and won't ever be 64-bit, it has been superseded by QTKit and AVFoundation. ARToolKit Professional v4.x includes a QTKit video input module (http://www.artoolworks.com). ARToolworks has stated that it is their intention to release parts of ARToolKit v4.x under the GPL soon.

Related

Can't run Qt 5.12.2 on macOS 10.12

There is a project I need to build using Qt. I am running macOS 10.12.6 and I have installed XCode 9.2 along with its command line tools. But after installing Qt 5.12.2 (the oldest 5.12 available through its online installer). It will not launch Qt. When I look into the ~/Qt directory, the "Qt Creator" App is showing that it is for macOS 10.13. But Qt's site says 10.12 is supported.
https://doc.qt.io/qt-5.12/supported-platforms.html
It has a footnote of: Note: Xcode 9 is only supported for application development (to be able to opt out of features such as layer-backing and dark mode), not for development of Qt itself.
Am I misunderstanding the requirement? I don't want to upgrade my OS at this points as I don't want to destabilize my other development.
While the Qt online installer ships various Qt versions, it only ships the latest Qt Creator, which is currently Qt Creator 4.11.0, based on Qt 5.14.0. Thus it is too new, as Qt 5.14.0 only supports macOS 10.13 and later.
You'll have to install Qt Creator 4.9.2, which is using Qt 5.12.4 (Qt Creator 4.10 might also work, as Qt 5.13 is supposed to still run on macOS 10.12, but I find the documentation a bit unclear - give it a try).
Install the Qt Creator simply to /Applications, to avoid any clashes with the online installer-based Qt installation. You might have to configure the installed Qt versions and kits manually then, as the alternate Qt Creator probably won't auto-detect them.

How do I fix this compile error for my eye writer project

I am trying to recreate the EyeWriter 2.0 project from instructables.I have downloaded everything needed but when compiling comes I got this error.I downloaded that version of sdk on that specific place and i still got the same error.
error: unable to find sdk '/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.5.sdk' (in target 'RemoteEyeTracker')
Can someone explain to me what means in target RemoteEyeTracker?
The error message is telling you Xcode cannot find the Mac 10.5 SDK in Xcode's app bundle. I doubt recent versions of Xcode have good support for the 10.5 SDK since it shipped with Xcode 3, whose first release was in 2007. You will probably have to build your project with a newer version of the Mac SDK. Updating a project that was built for Mac OS X 10.5 to recent versions of macOS is going to be a lot of work.

How to Fix ChartBoost SDK 4.4 Error "libChartboost.a, missing required architecture x86_64"

After successfully integrating Chartboost SDK 4.2 into my Appstore published Apps, I'm encountering errors when upgrading to SDK 4.4 in Xcode: "libChartboost.a, missing required architecture x86_64". Currently the documentation at https://help.chartboost.com/documentation/ios is not yet updated for SDK 4.4.
While playing around with architectures (I'm not willing to remove "arm64" from my valid architectures as "arm64" worked fine with SDK 4.2, and I'd prefer to support 64-bit systems) am I left to conclude that SDK 4.4 does not support "arm64"?
Have tried re-installing SDK 4.4, and have cleaned build folder a few times. What am I missing? Thank you!
x86_64 is the architecture required for your Simulator not your devices, therefore, removing it doesn't affect your final product.
For more info :Arm64 architecture in xcode 5.1
Try changing your target simulator from x86_64 to x86. The 4.4 SDK should work with all devices (32 and 64 bits), but only with the 32 bits version of the simulator.
PS: A fix for this is on the way. Source: I work at Chartboost

Qt example named Boxes working on Ubuntu but not on Windows (Qt 5.0.2)

I have been searching for a cross platform GUI application development framework (Same code for building Linux, Android, Windows apps and OS X) and I found Qt is best for that (Inspired because VLC media player is build with Qt).
First installed it in Ubuntu I had some problem in building examples but I managed to solve it and every examples given in Qt is working fine.
But in Windows every example is working except the "Boxes" example.
Issues:
warning: Qt was built with ANGLE, which provides only OpenGL ES 2.0 on top of DirectX 9.0c
error: This example requires Qt to be configured with -opengl desktop
After installing Qt 5.0.2 for Windows 32-bit (VS 2010, OpenGL, 476 MB)
error: Qt Creator needs a compiler set up to build. Configure a compiler in the kit options.
So, I checked Build & Run Option and it shows
you need to have qt built with opengl desktop option.
http://qt-project.org/downloads
look for Qt 5.0.2 for Windows 32-bit (VS 2010, OpenGL, 476 MB)
http://download.qt-project.org/official_releases/qt/5.0/5.0.2/qt-windows-opensource-5.0.2-msvc2010_32_opengl-x86-offline.exe.mirrorlist
after installing this qt release your example should work
Problem resolved after installing :
Microsoft Visual Studio 2010
Qt 5.0.2 for Windows 32-bit (VS 2010, OpenGL, 476 MB)
But, running the program form Qt alone works when I open the compiled exe file it shows Qt5***.dll missing.
Solving missing dll :
Open compiled exe in Dependency Walker and it will show all missing dll. Now go to
\Qt\Qt5.0.2\5.0.2\msvc2010_opengl\bin
there we can find all Qt5***.dll copy it and past it in exe location.

SDL error in Xcode

I was trying to use SDL framework for jpg loading of opengl texture, but when i try to build i got this message:
ld: warning: in /Developer/SDKs/MacOSX10.5.sdk/Library/Frameworks//SDL.framework/SDL, missing required architecture ppc in file
What can i do to made SDL work in i386?
Have to download the source code and then make the file, or there is one already for i386?
The warning message says the version of the SDL framework on your machine is Intel-only, but you are building a universal (Intel and PowerPC) SDL application. The main Mac version of SDL 1.2.15 dropped PowerPC support. The simplest solution is to go to the SDL site and download the version of the SDL libraries that has support for PowerPC and Mac OS X 10.4.
Another solution is to modify the Architectures build setting in your project and tell Xcode to build for Intel only.

Resources