Where is texture tool located in Xcode 4.3.1? - xcode

I have installed Xcode 4.3.1.
I am looking for the "texturetool" that is used for converting PNG's to PVR files.
According to :
http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TextureTool/TextureTool.html#//apple_ref/doc/uid/TP40008793-CH108-SW1
The file is located at :
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/texturetool
But since I installed Xcode from the app store, /Developer doesn't exist! This is the new "app" version of Xcode.
EDIT: Ok, I found it here: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin
What should I do so that I can access the tool without typing the full path?

To access that tool without typing in the full path, you can add that longish path to your "PATH" environment variable.
You can find some ways to modify PATH in the answers to this question.

Related

Mono.framework is missing on my mac ... but it's... there?

Please help me interwebs.
I'm having trouble getting my xamarin app to work. I've done a reinstall of Mac OS X and installed Xamarin using the installer, which adds mono and all the rest of it.
Now when I open up terminal and type which mono i get
/Library/Frameworks/Mono.framework/Versions/Current/Commands/mono
...which is what I expect.
But when I navigate to that place (again in terminal) there's nothing there.
From my root folder I go "cd System/Library/Frameworks " and then hit ls and I get a looooong list of installed frameworks but no Mono.framework.
If I go to Apple > About this Mac > System Report > Frameworks Mono IS listed. I can execute Mono commands on the command line. If I look in paths.d the specified path for mono is /Library/Frameworks/Mono.framework/Versions/Current/Commands/mono but I can't find that location so how is it even a thing?
My linux skills are not great, can anyone please help me understand what's going on here?
I think you are looking in the 'wrong' Library folder. There are a few different Library folders. There is one under the Disk Drive (root) directory, one under the User directory, one under the System directory. I think they are all hidden by default. So you need to set your folder/view options explicitly to show the Library folder since it might be hidden by default. The directory you are looking for is directly under you Disk Drive (root).

mingw-w64 installer "the file has been downloaded incorrectly"

I am trying to install mingw-w64 onto Windows. However I receive an error, "the file has been downloaded incorrectly". Redownloading the setup file again from sourceforge does not fix the problem. Is there an alternative way to install it or am I doing something wrong?
Old post but same problem, the installer doesn't seem to work.
I give the solution which works for me
You can directly download the archive of MinGW64 with your chosen configuration :
https://sourceforge.net/projects/mingw-w64/files/mingw-w64/
Once the compressed file downloaded, you have just to extract and copy/paste the MinGW64 folder( with the pre-compiled librairies) to your chosen folder ( in my case : C:\mingw64)
I got same error and solved it, after struggling a few hours. You should download MinGW64 via https://winlibs.com/#download-release.
After downloading, You should unzip mingw64 file to a folder(in my case I unzipped it to c disk; C:\mingw64)
And then you have to set up path. for that follow below steps;
open settings.
Search for Edit environment variables for your
account.
choose path variable and then select edit.
Select New and add the Mingw-w64 folder path(bin folder). In my case, I added (C:\mingw64\bin).
Select OK to save the updated path.
And reopen your cmd, then check if everything is good by typing; gcc --version
Long story short, the official installer is broken and not been fixed for years, so we have to install it manually.
The official download link above would bring you to sourceforge: https://sourceforge.net/projects/mingw-w64/files/Toolchains targetting Win32/Personal Builds/mingw-builds/installer/mingw-w64-install.exe
And in the same folder that contains the installer, there's a repository.txt. (about this file)
Take a look at it, the installer basically just download and unzip the build from one of these urls within repository.txt. Choose the url you want and download/upzip it manually. (In my case, I use 8.1.0|x86_64|posix|seh|rev0 setup)
Last, setup the Path environment variable pointing to your unzipped bin folder, let say C:\mingw64\bin, and this should do the trick.
Finally, I solved this problem by downloading this:http://winlibs.com/
GCC 10.1.0 + LLVM/Clang/LLD/LLDB 10.0.0 + MinGW-w64 7.0.0 - release 3 (LATEST)
Win32: 7-Zip archive* | Zip archive
Win64: 7-Zip archive* | Zip archive
and set the %path%
After that, I still can't execute gcc correctly, but then I solved the problem by adding this environment variable:
"CGO_ENABLED=1"
I encountered the problem when using this golang package: https://github.com/mattn/go-sqlite3
I received the same error. When I re-ran the installer as an adminstrator it was installed successfully.
I also made sure not to add any spaces to the installation path.
Following this tutorial helped me manually install MinGW for windows : youtube
So the problem for me was that when I tried to use the .exe installer, it either showed me that,
"the file has been downloaded incorrectly" , or , the /.../bin folder did not have any files in it.
In the link above, the MinGW files (including the /bin files) were manually downloaded and identified properly by the Environment Variables.
The problem is with your internet connection and/or ISP. I'm not great at networking so I'll let others be more specific. I tried installing/downloading it using my mobile's data as wifi hotspot and it worked. Hope it helps

Can't find glew.h in Xcode 5.0

I updated to Xcode 5.0 and I can't seem to be able to include the GL/glew.h file. In previous Xcode version one had to set the base SDK to current OSX, but that option is no longer available (at least I can't find).
The file glew.h is in /usr/include/GL and I already set the header search paths to /usr/include, but it still doesn't work.
Can anyone help?
Thank you
Got it to work.
Find in the Project Build Settings > Search Paths > Always Search User Paths and set it to yes.
Also, I couldn't link with libGLEW so I had to go into the XCode.app and create a symbolic link to the the file.
Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk/usr/lib
It is definitely not a great solution but is a work-around for me.
Edit:
Here, I suppose that one is working with the Mac OSX 10.8 SKD. For other SDKS, the path should be another one.
In the terminal I created a link to my libGLEW.dylib (which was in /usr/lib) in this way
cd Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk/usr/lib
sudo ln -s /usr/lib/libGLEW.dylib libGLEW.dylib
Afterwards, back in XCode, in my project's "Build Settings" I set "Other Linker Flags" to -lGLEW

How to install XcodeColors with Xcode 4.6?

Using CoconutKit, I wanted to see all their logs in color. Sadly, I did not get XcodeColors to run.
Supposedly, I was to copy XcodeColors into the Xcode plug-ins path:
/Library/Application Support/Developer/Shared/Xcode/Plug-ins
Not only the Plug-ins folder did not exist, but the whole folder chain starting with Developer was not there. I created all of the folders and put the files where they nominally belonged. I created the environment variable for my current scheme in Xcode:
and eagerly ran my program.
No colored debug logs. Any ideas why that could be?
Thanks, A.
Edit: The first answer was quite correct. Still it did not work. But for another reason I removed all the DerivedData for my project, restarted Xcode and then 'voilĂ ': I have not been so happy to see an ERROR warning, yet - it was red.
The installation instructions for XcodeColors state:
Copy this folder to "~/Library/Application Support/Developer/Shared/Xcode/Plug-ins/XcodeColors.xcplugin"
(i.e. your home directory, not the global directory /Library/Application Support/Developer/...).

Xcode -- what is $(SRCROOT)?

I am looking at an Xcode project that uses some libraries. The project was created on a different computer, so I need to update some paths. The library search paths all start with $(SRCROOT). What does that mean?
It's the path to the directory containing the Xcode project.
That's basically your project root directory defined by Xcode.
http://developer.apple.com/library/mac/#documentation/DeveloperTools/Reference/XcodeBuildSettingRef/1-Build_Setting_Reference/build_setting_ref.html#//apple_ref/doc/uid/TP40003931-CH3-SW38
SRCROOT
$(SRCROOT)(aka $(SOURCE_ROOT)) is a path to your location where a.xcodeproj is.
It is simple to check, just put it in a field and Xcode gives you a tip

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