While trying to get the template Xcode 4 ogre project to work, the build fails because it can't find OgreCamera.h.
I've installed Ogre to /opt/local/lib/OGRE, and specified that as the Ogre SDK location when creating the Xcode 4 project.
Needless to say, the header and framework include paths in the project settings point exactly to where all the header files are, yet not one of them can be found. I've tried commenting out the include of OgreCamera.h, and upon trying to run, the next include, OgreEntity.h, cannot be found. Commenting that out and running again, the next include can't be found, and so on (these includes are in OgreFramework.h.
I don't understand why these headers, which clearly exist when I go look for them in the Finder or Terminal, can't be found by the project, even when I specify their full path like this:
#include </opt/local/lib/OGRE/lib/release/Ogre.framework/Versions/1.7.4/Headers/OgreCamera.h>
Did I somehow install the Ogre SDK incorrectly? (I copied it from the DMG into placeā¦)
I had the same problem, and found partial success by following rjstelling's answer from this thread:
why can't Xcode find this header file?
That solved the OgreCamera.h include issues, but now I'm stuck on including the boost libraries. They are not picked up on the search paths, or in the Indexing group as suggested in the thread above.
Basically it looks like a bug in XCode4 that has to be worked around until a patch is released. There is also more information here:
Compile, Build or Archive problems with Xcode 4 (and dependencies)
Related
I am working on a project that uses Adobe's DNG SDK 1.6 library, and it is supposed to work on Windows and MacOS.
The library has instructions on how to build it for both platforms, but I had to figure out an error that came up on Windows with Visual Studio. I am not very experienced with big C++ projects so it was not trivial but I got it working. Most of my own code will be done in C# .Net Core, calling the native libraries using a wrapper class with P/Invoke.
Now for Mac that's a different story, I have a MacOS 11 VM, installed Xcode 12.5.1 and followed the steps provided, as expected, it does not work. Bare in mind this is my first time touching Xcode and MacOS.
The project I am trying to build is dng_validate, and it depends on two libraries built by these projects: XMPFiles64 and XMPCore64.
The library projects build without any hiccups, each one of them creating a ".a" file in the folder: dng_sdk_1_6/xmp/toolkit/public/libraries/macintosh/intel_64_libcpp/Debug, they are named libXMPFilesStaticDebug.a and libXMPCoreStaticDebug.a respectively.
When I try to build the dng_validate project, I get the following error:
Library not found for -lXMPFilesStaticDebug
Because of the the error starting with an "l" instead of "lib", under both libraries project settings, I changed the "Executable Prefix" setting to "l" instead of "lib". Rebuilt both of them and made sure the file names changed as expected. But the error persists when trying to build the main project.
Under dng_validate's project settings, there is a setting called "Library Search Paths" and it does point to the proper aforementioned folder using a relative path. I even changed it to an absolute path to see if that would make it work.
I am really lost here, does anyone have an idea of what might be causing it?
Well... After asking on other forums and almost hiring a freelancer to fix this for me, I tried another shot in the dark of renaming the library files and it worked.
I changed the extensions of libXMPFilesStaticDebug.a and libXMPCoreStaticDebug.a from ".a" to ".dylib" and it just compiled and blew my mind with it.
Charls is an implementation of the JPEG-LS lossless and near-lossless coder/decoder. I downloaded the source code, built it in Xcode, and ran it on MacOS. From a few tests I ran, it seems to be reliable and very fast.
Now I want to incorporate charls into my application. I added the static library libcharls.a to my Xcode project and added the header file charls.h. When I try to do a build, I get the error: library not found for -lcharls. I then added a path to libcharls.a in the Library Search Paths of the Build Settings for the Project in Xcode. Still get the same error. Anyone have suggestions for getting this to build? TIA.
To answer my own question: adding the path to libcharls.a in Library Search Paths does fix the problem, but you only add the path, but not the file libcharls.a.
Has anyone run into this issue? I was experimenting with porting an existing obj-c app to Swift, and after quite a few successful builds the project will no longer build and immediately gives the error: Unable to run command 'CompileSwift normal' - this target might include its own product. Along with many other 'target might include it's own product errors'.
What I've Tried:
Checking Target Dependencies: There is nothing listed as a target dependency in Build Phases.
I've tried completely deleting the product folders, and have went through all the files multiple times but with no luck.
If I simply replace the Swift files with the old obj-c files it builds fine, no errors at all.
Restoring to a snapshot prior to any Swift modifications results in building as normal, but even if I add a brand new Swift boilerplate file and bridging header, then click build, it fails with the same errors.
I had the same issue. I couldn't work out exactly what was causing it, but realised the same code would build find on a different Xcode 6 install on a different machine.
I solved it by deleting my cached builds, etc, in ~/Library/Developer/Xcode, while Xcode is not running. "Clean" alone from within Xcode didn't do it.
You should find that when you re-launch Xcode your app will build fine.
Deleting my app target from "Build Phases -> Copy Bundle Resources" worked for me. (Somehow it was being included for bundling?)
I could reproduce the problem. In the objc-to-swift bridge header I imported a header of an objc class, which also imports swift-to-objc header. There was a cycle of imports and this could be the reason Xcode complaint.
I think for now it is best to avoid such cyclic importing between swift and objc. You might want to check that out.
I've been struggling to get Auto Talent from Oli Larkin to compile for some time now. I'm pretty new to Xcode and that may be the issue, but either way I figured I'd see if anyone could help me. I'm trying to compile this in order to make a 64 bit version.
Starting from the top:
I've traced down a few things that I thought were the issues.
Noticed that wdl sdk was missing. Downloaded it from https://github.com/olilarkin/wdl-ol. Added the wdl folder outside of the src folder.
Got some warnings when starting up Xcode 5.0.2. Let Xcode fix them.
Realized that the /Developer/Examples folder doesn't exist in Mavericks. Found https://developer.apple.com/library/mac/samplecode/CoreAudioUtilityClasses/Introduction/Intro.html#//apple_ref/doc/uid/DTS40012328-Intro-DontLinkElementID_2, downloaded the sample code, linked to AUBase as I realized this path needed updating in the AU Build Settings (see screenshot).
iPlug.xcodeproj is in red. Not sure what to do about this. Any ideas? I'm assuming it's important.
Update: Based on the recent comments, I'm now getting somewhere. But, at the moment I'm getting the following errors. This has to do with not having a Lice SDK or something. Is this absolutely needed? If so, do you have the time to elaborate on this and where to get it? Thanks again for all of the help.
It looks like I'm getting another issue as well related to clang. Maybe related to Xcode - Command /Developer/usr/bin/clang failed with exit code 1, not sure.
Note: Before finally getting to the errors above, I had to...
Link CoreMIDI.framework "Frameworks and Libraries" -> "Linked Frameworks" -> App to /System/Library/Frameworks/CoreMIDI.framework.
Set compiler in the build settings to default compiler. Otherwise it said unsupported compiler and threw some warnings. Hopefully this didn't mess anything up.
Rename aeffect.h and aeffectx.h to aeffect.h and aeffectx.h from the VST3 SDK. You can find these files in public.sdk -> source -> vst2.x. Apparently 2.x isn't really supported anymore. After renaming them, I moved them to the VST_SDK folder in WDL as the readme instructed.
the source you have will not compile straight off with recent versions of WDL-OL, since lots has changed. The way to upgrade it is to strip out the pertinent source code (i.e. autotalent.h/cpp and the mayer fft stuff) and re-duplicate one of the template projects in WDL-OL and bring it in to the new folder.
I've done it for you:
https://github.com/olilarkin/autotalent
you can clone this repository into the IPlugExamples folder of WDL-OL, and provided you've put all the SDK files in place it should compile straight off.
oli
The documentation for the project says just add the framework and the linker flags and you are good to go. Hours and hours of wasted time later, I have figured out that that's not true. If you do that, the project does not see the header files. You have to put the framework somewhere were the compiler will find the headers. In my case, that worked when I dropped the framework into /Developer/Library/Frameworks and then told it to recurse in searching that framework directory (do not fiddle around with the headers search directories).
Then the problem I get is that the link fails with the message:
ld: framework not found OCHamcrestIOS
I noticed that the documentation for the project says that it was updated for Xcode 4. I pulled down the binary of the framework after checking out the code and wasting a ton of time unable to build the IOS version of the framework.
The documentation is here.
I also noticed in that documentation that the cocoa instructions tell you to put a copy files phase into the build. I tried that. Didn't change the outcome.
The last time I fell into a sink hole it was because the library was C++ code. Maybe that's still the problem.
Barring a rapid solution here, I am going to go back to using STAsserts, as sickening as that prospect is, this is far, far worse.
Update: reinstalled Xcode. Still doesn't work. There are cheap ways to make this work, like add the header files to the project. Did a blog post about this that brought out a person with the same experience.
I use a number of frameworks in my projects. Some from other people and some are mine. Looking at the documentation I would suggest that the copy phase stuff is not for iOS development. So I would not do that. I downloaded the latest zip from https://github.com/jonreid/OCHamcrest and it appears to contain a ready to go iOS static library. (Not on my mac so I cannot test to confirm).
Anyway, the way I include static libs is to
Select the project (XCode 4).
Select the target I want to add the library to.
Select the Build phases tab.
Expand Link binary with Libraries.
Click the [+] button to add a framework.
Click the [Add Other ...] button and navigate to the directory containing the <lib>.framework directory and select that.
Thats all. The targets search paths will be updated to include the framework directory and the framework will be listed on the left under the project. Expanding it will show the headers.
The problem you mention sound like a couple of things. Firstly the framework not found sounds like the framework has not been included in the target. When you select the framework in the project list on the left, you should be able to see it's Target Membership displayed on the right. Check it's on for the target you are compiling.
Secondly building frameworks is not a trivial task so don't attempt it unless you have the scripts to do it. I say this because building a iOS static framework means compiling for both simulator and devices, combining the compiled lib files into a universal one, and then storing it and the header in a specific directory strucuture.
The downloaded zip from OCHamcrest though, appears to have the correct OCHamcrestiOS.framework in it. So if you store that directory somewhere and link to it using the steps I've outlined above it should work just fine.
So the solution I adopted for now, after much thrashing around, was to include the framework in the project.
Create a group inside the Xcode project called Third Party.
Link it to a folder called thirdparty.
Go to the Add Files in Xcode and pick the framework.
Drag it over to the dependencies.
Run the tests, they pass!
This is maybe preferable anyway because referencing it in /System/Library/Frameworks would present some versioning issues, and this can be setup very quickly. Furthermore, we have a continuous integration server, and having to get in there and sync versions whenever something changes is not so great.
Thanks for checking it out, Derek.