SDL error in Xcode - 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.

Related

Cannot compile project using BMI2 after updating to Xcode 12.2

My computer auto-updated Xcode to 12.2 recently, and suddenly I couldn't compile code that is using Intel intrinsics (BMI2 in the case of this project). I got the error:
clang: error: the clang compiler does not support '-march=native'
But, of course it does support this, as it was working yesterday. Any idea what is going on and how to fix this?
Xcode 12.2 changed the default compiler settings. In their release notes they state:
Standard Architectures build setting defaults to Universal, and Xcode offers to upgrade your project if needed
Since Intel intrinsics are not supported on ARM, it will break your build if you are using them.
The solution is to go to your project build settings, show all settings, and then under architectures, add arm64 as an excluded architecture. Once this is done, everything should compile again. (Supporting ARM is a separate question.)

XCode 12.0.1 and 12.1 Do not build universal applications

Using XCode 12.0.1 or 12.1 on MacOS 10.15.7 on a MacBook Pro, I cannot get my Mac OS application to compile for the arm64 architecture (i.e. make a Universal application). My project has evolved through many many many XCode versions, so I thought maybe it was corrupted somehow.
So, I created a new non-document-based app project in XCode. I then edited the scheme for Run to build for Release. The default build settings included the arm64 archtecture, and "Build Active Archtecture Only" set to NO for Release. I then set the tool bar scheme setting to buid for "Any Mac", built the project and looked at the build log. It built only for the x86_64 architecture.
Apple's documentaton says it should build for both architectures with these settings. What am I missing?
The problem is Apple's documentation, whoch clearly says XCode 12 builds universal. It does not, as of this writing, you MUST use the xcode 12 BETA.
I've had older Xcode-Projects that just wouldn't build universal binaries. It was due to a VALID_ARCHS user defined variable in one of the build settings (at the very bottom of the list). Once removed, universal binaries were created.

Loading OpenSSL dynamic libraries arm & x86 (FMX, C++)

I am able to use OpenSSL static libraries (libcrypto.a and libssl.a) in my iOS app thanks to this help. Now i can also use OpenSSL dynamic libraries (libcrypto.so and libssl.so) in my Android app version thanks to this info. I downloaded the files for Android in the OpenSSL_1.0.2g_Android.zip file from here. I just guessed and used the ARM files (armeabi-v7a folder) instead of the Intel files (x86 folder) and it worked on my Android test phone.
My question: How do I make an Android build that uses the correct library files on ARM devices AND also on Intel? I don't know how to deploy both sets of files for this. Below is snip of project window showing where i test added the second libcrytpo.so library file for x86.
But, this second libcrypto.so does not show up in the deployment window, only the first version i added (the ARM version) remains.
I was hoping i could somehow use compiler directives but maybe i just need 2 independent projects altogether? One built for Android ARM and other for Android x86? Further, all i'm needing in my code is an IdHTTP1->Get() so maybe their is a way i can use the built in BoringSSL fork? If so, how?
russ
C++Builder 10.3 Version 26.0.33219.4899
RAD Studio does not support producing Android apps for Intel, only for ARM, so don't even worry about trying to use the x86 libs on Android.
Also, Indy does not support BoringSSL at this time.

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.

Cannot compile ARToolkit on 64-bit Mac

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.

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