Getting Cocos2d Box2d/Chipmunk templates to work w/Xcode 4 - xcode

I've just followed the steps on the cocos2d site to install the latest xcode 4 project templates, however every time I try and create a Chipmunk/Box2d project it fails to build, stating there are ~26 issues.
I've read up on this a little and found that Xcode 4 change the way templates are handled which is causing the issue, but I haven't found what I need to do to fix this.
Any help would be appreciated!
Andy

Hey, I had the same issue as you but after a lot of searching I found a solution.
For some reason if your project name has a space in it then Xcode 4 doesn't link the Box2D framework in properly, thus giving you the 26 errors.
I recreated my project with a name without spaces and it compiled perfectly.

Related

Opening Storyboard fails with "An internal error occurred. Editing functionality may be limited"

Im running Xcode 9.2. My storyboards are completely useless now. Ive
experienced what this article shows and have tried everything the
article suggested.
My issue occurred when I tried to add a single swift file to an existing
objective C project with about 320 files in it already. I removed the
.swift file entirely from the project, then did everything in the article
link above and still nothing fixed it including removing/reloading XCode
several times trying different things.
I filed a bug with apple but haven't received any replies in a week (of course). Apple seems to be slammed with tons of bugs lately they keep
creating.
Now I cannot work on this project's storyboards at all and Im dead in the
water. Really not happy with Apple lately!
Is there anything more that anyone has had success in fixing this issue?
Im completely dead in the water on this application now.
Fixed this by setting the command line tools version to the correct one. Mine was blank in Preferences / Locations
For my case, whenever I open a storyboard from a workspace, this happens. So I got rid of cocoapods and workspace, then just use carthage for thirdparty libraries. Storyboards opens faster and without this error.
Note that the storyboard I am testing is empty.
This turned out to be stupidity on my part. I had a script that was killing certain processes on my Mac over and over and it turns out that was my issue. When I removed it everything worked as normal again.

Unable to do refactoring on my Swift file in Xcode 9

I am using Xcode 9 and I am trying to do Refactoring on my Swift based file but every time I am getting below error:
Refactoring engine ranges didn't match initial ranges
Why isn't it matching the initial range?
Workaround: Restart Xcode.
This has not been resolved yet as of January 2018 (Xcode 9.2).
Build your project (Command ⌘ + B) and it will fix the error. After doing it, I could rename my file successfully.
I have Xcode's project created using Xcode8 long time ago. For some reason I have to upgrade to Xcode9 (9.4.1 exactly). Then I experienced that error only on that old project, not the new one created using Xcode9.
So i think that error related to project issue. So I decided to compare the settings between old and new one. There are some differences, and after several tries, by changing Optimization Level for Debug solved refactor issue.
In project editor, select your Target, Build Settings
Set Optimization Level (Debug) = No optimization [-Onone]
Delete DerivedData folder related to your project in /Users/YourMacUsername/Library/Developer/Xcode/DerivedData
Clean project shiftcommandk.
Build project commandb.
Update For some reason, it's not happening for me anymore. I noticed also whenever I don't let indexing finishes before trying to start doing a refactor or tap on refactor many times, still see the error, but not permanent anymore.
I asked an engineer at WWDC 2018 about this issue. This issue was happening for me in only one project in my workspace. Other projects in the same workspace works fine. At the moment, there's no solution to this issue. If you want to help Apple to fix this, you can close your Xcode and run following command in terminal:
SOURCEKIT_SERVICE_LOG=3 /Applications/Xcode.app/Contents/MacOS/Xcode 2>&1 | tee /tmp/sk-log.txt
And then try to reproduce the issue and send them the log file (/tmp/sk-log.txt) so they can narrow it down and hopefully fix it in future Xcode versions.
Notice This is project related issue and won't be fixed with OS updates, Xcode updates, or any number of restarting applications, at least the one that I'm having.
I have the same issue in Xcode 10.3.
Refactoring didn't work when I right clicked → refactor → rename on the class name in the class definition. However it did work when I did the same somewhere in code where I use that class.
Product -> Clean Build Folder -> Quit Xcode -> Reopen Project -> Build
I update to Xcode 10 and finally refactoring now it works again after a year without refactoring
I am on Mac M1 and using Xcode Version 12.5 beta 3.
I was facing the same issue when trying to rename ViewController.
Before renaming it, I moved it to a new group, and my code was in a running state. Not sure if that was the reason for the issue.
But I restarted the Xcode and the issue was resolved for me.
I was experiencing the exact same issue. It turned out that I had my build configuration set to Release mode. Changing it to Debug, cleaning build folder and recompiling fixed the issue for me.
Remove DerivedData
This worked for me for this error and other kind of refactoring errors.
Close Xcode
Remove DerivedData:
rm -rf ~/Library/Developer/Xcode/DerivedData
I experienced this on a Mac M1, using Xcode Version 14.1 (14B47b).
This helped:
Clean project: shift-command-k.
Build project: command-b.

Xcode doesn't create swiftmodule

I've spent the past few months converting a project of mine with about 1500 source code files into Swift. It was incredibly tedious, but I finally did it. It runs well, builds well, but:
When I attempt to archive the project, Xcode fails with the following error:
ditto: can't get real path for source '/Users/USER/Library/Developer/Xcode/DerivedData/
APP-dtsbrzschafjiubelceuxtfwstqf/Build/Intermediates/ArchiveIntermediates/APPCore/
IntermediateBuildFilesPath/APPCore.build/Release/APPCore.build/Objects-normal/
x86_64/APPCore.swiftmodule''
Command /usr/bin/ditto failed with exit code 1
APP being the app and APPCore being the embedded framework.
What I've tried:
cleaning the project (which really has no effect when archiving, since archive always compiles from scratch)
using Xcode 7.2 beta (released a few days ago)
making as many declarations as possible non-public
disabling any Swift optimizations for the release build configuration
building the APPCore framework as release - which actually works (!) - and does (!) create the .swiftmodule file
The last part being the strangest here. This evidently points to the archive doing something slightly different, but I have no idea what.
My question is if anyone has any idea why is this happening and how to debug this. I've spent the last two days trying to figure this out, but no results...
I've googled this error as well, but unfortunately, the answers were fairly limited and suggesting to comment all lines of code and then start slowly uncommenting them until the project builds. Which is OK for a smaller project, but not for a 25KLOC project, mainly when you have absolutely no idea where to start...
I had the same issue and your question actually helped me to solve it (Xcode 8).
In debug mode just got the "ditto: can't get real path for source" without any further information. Switching to release mode showed me that the problem was that the framework wasn't allowed to have a bridging header file. I went to the build settings and removed the bridging header file (don't know why there was one) and it now compiles both in release and debug mode.

How to update Kobold2D 2.1 project to MacOS10.10 / XCode 6.1?

we've got a major project written in Kobold2D by Steffen Itterheim, (which is itself a wrapper for Cocos 2.1), and since upgrading to XCode 6.1/OS X 10.10, the new iOS 8 framework seems to render many parts of the Kobold-library and the Cocos implementation unusable, or it seems to need a rewrite.
Has anyone updated a Kobold2D project successfully to iOS8 yet?
Are there simple ways to upgrade it, or is it necessary to rewrite the entire library?
If there are no simple ways to upgrade, has anyone migrated a project from Kobold to cocos 3 yet?
Any hints would be much appreciated!
Averett
PS. I have seen this question: How to convert Kobold2D into a new Cocos2D 3.x project? - but the answer is not very helpful, as this solution would omit iOS 8.
We actually have created a script to make the necessary changes to Kobold2D. You can find it in this post:
https://www.makegameswith.us/gamernews/406/xcode-6-fixes-for-kobold2d
Basically all you need to do is run
curl https://s3.amazonaws.com/mgwu-misc/xcode6_kobold_patch.sh | sh
in the terminal, when you are in the root folder of your project.
I have just compiled my Kobold2D 2.1 project using XCode 6.0.1. It breaks initially at several lines, but it's easy to fix. I only found a couple of errors:
Multiple methods named 'setPosition:' found
Example:
[_target setPosition: newPos];
Fix: cast the object to CCNode
[(CCNode*)_target setPosition: newPos];
Do this for all errors found
You also need to import "ccNode.h" at the top of the file.
Use of undeclared identifier 'MPMovieControlModeHidden'
I found that the #ifdef__ #endif enclosing the offending line was commented out. Uncomment them to fix the problem.

How do I get MailCore to work correctly?

I'm trying to build MailCore into my app but I keep getting
"_OBJC_CLASS_$_CTCoreAccount", referenced from:
That is the only error I'm getting and CTCoreAccount is in the project.
In order to use mail core framework, visit the link follow step by step process and you are done.
I have an answer. It is not "The Answer" but I have an answer and it worked.
Eidt: For this: After a slew of issues, I've realized that "this" particular fix is that you need to add libmailcore.a to the frameworks. It keeeps getting deleted by XCode, or you may ahve added the MailCore Framework instead.
Started a fresh project, erased everything by removing application files to trash, then deleting references. "Added" via group (unsure if it matters) all my folers/files from the project I was trying to.
Had to tell it where the pch and Info.plist were, (essentially pointing it to my old project). Re-added all frameworks, and voila, it compiled.
I'm suspecting XCode 4.5 has different framework settings as far as library paths and valid flags for linker, etc. But nothing I tried regarding that fixed it. I would love to do this more direclty, old project is on 4.3, and won't be upgrading it if this is happening. Anyway, up and running, hope others are soon too. Would like real answer myself

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