Adding a Library to your build and link path in XCode - xcode

I am tryingo to build a GUI application using the JUCE framework on MAC OSX.
I have dowloaded all the API's and got a small hello World program running fine.
However, when I add files to my Xcode project I get compilation errors that say that the Juce library files don`t exist. I would like to know how to get the library API in the build and link path in XCode so that it finds the neccesary files for compilation.
What I would do on Visual Studio going to properties and adding aditional library dependencies, is what I need to do in XCode but I don't know how.
Any help greatly appreciated.
thanks.

Old question but maybe a useful answer in the future....
If you have the "Hello World" up and runnning, it should already be linked to the library. Are you using the introjucer? This should help get everything up and running for you. If you are, you need to add classes etc to the introjucer, as this sets up Xcode / VStudio for you. If not, (Presuming XCode 3 as you are using leopard) goto Xcode > Preferences. Scroll along to source trees, and add the path to the juce folder in there.

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.

Compiling Xcode project from zipped open-source GitHub download

Possibly basic question but I'm not sure where to begin for an answer. I am very much a newbie to Xcode, Cocoa, Swift and Objective-C.
I'm interested in developing an open-source Markdown editor for the Mac that will build from existing open-source code. I have gone to GitHub to download the source code for two existing projects, MacDown and WriteDown! For both projects I download the project .zip file (and am happy that the button to do so is now easily available), and extract the .zip file's contents on my hard drive. In each project there is an .xcodeproj file which I open up in Xcode... and I see tons of errors, mostly because of things that are missing, so I cannot build and run them.
With WriteDown I see "missing base SDK" (and get a corresponding error when I try to run it), and many other files missing (frameworks, products, and "pods"). With MacDown I get a lot of errors mentioning missing pod files.
If it were just the one project that gave me errors I would assume this was something specific to that project, but since they're both giving me errors it sure seems like I'm doing something wrong in general. Should I be downloading something other than the downloadable zip? Downloading extra frameworks? Taking an extra step in between?
I am using Xcode 6.1.1 on OS X 10.9.5, which MacDown seems to indicate it's compatible with.
Few things:
1) If an .xcworkspace is available, you should open that in lieu of the .xcproj. The workspace contains multiple projects that are important for the building of the application.
2)
Check out this answer for "Missing Base SDK" XCODE Base SDK Missing
3) Go to /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs and check to make sure you have the proper system SDKs available
4) It looks like those projects also require CocoaPods, a OS X Dependency Manager. You need to download the "pods" AKA 3rd party dependencies in order to build the application

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 build frameworks in Xcode?

I'm trying to use the GData framework, so I downloaded it and it came as an Xcode project so I assumed I needed to build it. So I opened it up and and clicked run and it compiled fine, but where do I go to access the .framework it created? I'm new to frameworks and have only been using xcode for a month or two so you'll have to excuse my lack of knowledge about it.
The documentation will help you
Anyway, by default the target is GDataUnitTest, just change it to GDataFramework. Once you compile it you will find the framework in the folder of the XCode Project called target.

GHUnit/GHTestApp.h: No such file or directory

I'm very new to objective-c, xcode, and mac development in general (I
come from a java development background). I'm attempting to integrate
GHUnit into xcode to write some simple unit tests for an objective-c/
cocoa project I've recently been tasked with.
I've attempted to follow the directions here :
http://gabriel.github.com/gh-unit/_installing.html for:
Installing (Mac OS X)
-- Installing in /Library/Frameworks.
I'm working with xcode 3.1.3 running under Mac OS 10.5.8
I have created the new Target "Tests", and Link Binary With Libraries
shows the GHUnit.Framework.
I've added the GHUnitTestMain.m to the project as the directions
describe. However, I get "error: GHUnit/GHTestApp.h: No such file or
directory" for the #import
I looked for this header file in the framework and I don't see it
included. #import is not causing any errors, and I
DO see this file in the framework directories.
Is the downloaded framework and the GHUnitTestMain.m out-of-synch with
each other? or have I missed something in the configuration?
As another note, in the directions:
"If your main target is an application, you will need to include these
source files in the Test project manually."
I don't understand what action is required from this statement. I
have no idea if it's related to my current compilation error.
Thanks for any help in sorting this out.
Make sure you downloaded the OS X version of GHUnit. The github page lists a few downloads for iOS aswell. At the time GHUnit-0.4.26.zip is the latest OS X version.
I encountered the same problem.
You might add the test class to the main application target. Uncheck the target and then, the error "GHUnit/GHUnit.h file not found" disappeared.

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