Get Doxygen to show Xcode compile errors if documentation is missing - xcode

I have been successful with this in the past but now I can't seem to find the setting that tells Xcode or Doxygen (or both) to display compile errors if documentation is missing. I have looked at the Apple documentation that tells how to create docsets and that works fine but Xcode does not throw compiling errors on missing comments in the source code. Anyone know how to get this turned on?
Thanks,
Rob

To make Doxygen generate error when documentation is missing, you have theses options:
WARNINGS
WARN_IF_UNDOCUMENTED
WARN_IF_DOC_ERROR
WARN_NO_PARAMDOC
In Xcode, you can launch Doxygen with a Run Script build phase. In the "Build Results", every line that begins with "Warning:" will be highlighted in Xcode.

Related

XCode - creating archive fails with error «…-Prefix.pch» not found

I have a workspace with multiple targets.
Each target has its own prefix.pch file.
Prefix-Header is entered in Build Settings and Precompile Prefix Header is set to YES.
The app compiles and runs fine when I run it on my device.
There are no errors when I just build the app.
But when I try to archive it, I get a compile error saying:
No such file or directory: '/Users/me/Library/Developer/Xcode/DerivedData/myApp-dcmvkatguqcxgjfyrqcunbsfuxcd/Build/Intermediates.noindex/ArchiveIntermediates/myAppTarget/PrecompiledHeaders/SharedPrecompiledHeaders/13524936819627194222/myAppTarget-Prefix.pch'
And indeed, when I open this folder on my hd, I can't see the pch-file. There are, however, similar files there:
myAppTarget-Prefix.pch.d
myAppTarget-Prefix.pch.dia
myAppTarget-Prefix.pch.gch
I tried everything I found on SO and elsewhere, but nothing helped.
I have Cocoapods installed and use them in this project, but I don't think that error is related to that (they seem to compile fine).
XCode 12.4
Seems like I figured it out.
The culprit was a totally unrelated build-setting.
In Other C Flags my settings differed in debug and release.
I had $(inherited) in both of them, but in the release setting I additionally had -isystem - which apparently is already included in $(inherited). That caused a multitude of errors that ended with the prefix.pch not being copied...

How do I create projects on Xcode 7 using wxWidgets?

My specifications are up to date (OS X El Capitan, 10.11). Here are details on what I've tried so far.
I've followed the (Terminal) installation steps included in the wxWidgets download:
mkdir build-cocoa-debug
cd build-cocoa-debug
../configure --enable-debug
make
cd samples; make;cd ..
cd demos; make;cd ..
Then, I followed the wxWidgets wiki guide for creating Xcode projects.
Of course, there were plenty of compilation errors. After taking care of an incorrectly typed include, there were still issues. For the most part, they were undeclared identifiers and incomplete types, but my attention went to one in particular:
"No Target! You should use wx-config program for compilation flags!"
After researching, I believe I need to use wx-config to find what flags to input into the "Other Linker Flags" option in Xcode. However, I can't seem to utilize wx-config in Terminal.
I'm not sure if I'm dealing with the core issue. If I am, how do I use wx-config? And if I'm not, please steer me in the right direction.
Thank you.
*** EDIT: ***
I've used wx-config to find which flags I needed to input into "Other Linker Flags" and "Preprocessor Macros" in Xcode. This significantly reduced the amount of errors and warnings that I was facing.
Unfortunately, these new errors are esoteric to me:
Error/Warning Log
How do I remove these errors so I can run this project?
I'm finally able to compile and run wxWidgets programs using Xcode 7. I've found and followed this awesome guide (of which step 3 seems to now be irrelevant).
In case the link breaks, here is a summary of the steps that helped me:
* * * * * *
Open Terminal and install Homebrew by inputting:
ruby -e "$(curl -fsSkL raw.github.com/mxcl/homebrew/go)"
Then, input:
brew install wxmac
Open Xcode and create a Command Line Tool C++ project.
Back in Terminal, input:
wx-config --libs
Once inputted, copy everything outputted by the Terminal and place it into Other Linker Flags (found in Build Settings of your Xcode project).
At Terminal, input:
wx-config -–cxxflags
Again, copy everything outputted except this time place it into Other C++ Flags (do not erase what is currently in that section).
Then, of course don't forget to include wx/wx.h and don't forget to have at least an empty main function if you want it to run.
* * * * * *
I'm not at a place where I can create Cocoa projects/products, but that's totally fine. I simply wanted a canvas to familiarize myself with the wxWidgets library.
I hope this post will be helpful to others.
Arman,
First couple of questions:
What OS are you trying to compile?
What is your requirements for the minimal OSX version?
I presume you are trying to compile the latest Git HEAD. Please correct me if its not the case.
Now, couple of recommendations:
Try to run "../configure --help" and see at all the different options you can set.
Try to run "../configure --enable-debug --with-mac-osx-version-min=10.x --with-cocoa". This command has to be run after removing the build directory completely and pretending you are starting over.
Try to open the "minimal.xcode" project in the samples/minimnal directory, add the minimal.cpp file to it and compile. If it compiles and runs fine, then you made a mistake setting up the project of your own.
Let us know how it goes.

OpenGL ES 3.0 with CMake Error

In order to open the examples provided from the textbook, I downloaded the examples from the book's website at opengl-book.com.
The instructions say:
Point CMake to the folder and VS 2013 is suppose to take it from there.
However, I get and error message on CMake.
Error says:
'Error in configuration process, files may be invalid'.
CMake Error: The source directory "E:/OpenGL ES/opengles3-book" does not appear to contain CMakeLists.txt.
Specify --help for usage, or press the help button on the CMake GUI.
What step am I missing here?
Well, the error message is pretty clear. You are missing a CMakeLists.txt in the said folder. I don't know what instructions you are following, but I suggest you take a look at how CMake works, e.g. http://mirkokiefer.com/blog/2013/03/cmake-by-example/.

Build error when trying to compile Chess.app

I have downloaded Chess.app from opensource.apple.com. When I run xcodebuild install I get an error:
fatal error: 'CoreFoundation/CFLogUtilities.h' file not found
#import <CoreFoundation/CFLogUtilities.h>
^ 1 error generated.
The same error occurs when Building within XCode.
I have looked in /System/Library/Frameworks/CoreFoundation.framework/Versions/A/Headers/ and, sure enough, CFLogUtilities.h is not present. I see that it's available to download from Apple's Open Source Website, but I feel like if it's linked in an app bundled with the OS, it should be installed by default, or at least after installing XCode + Command Line Tools.
Do I have to manually download and bundle the header file in order to build the project, or am I missing something?
I don't know what OS version you are using, but to compile this on 10.9 simply change CFLogUtilities.h to CoreFoundation.h.
you also either need to build the CrashReporterClient.a library and add it to the project, or remove it from the "link with libraries" build setting for the target.
a shell script will fail because iconcompiler is missing, but you can comment out that script line with a # and run just fine. I will leave it as an exercise to you to figure out how best to restore the app icon.

Command libtool failed with exit code 1

I've created a static library C++ project but when I compile I get the following error:
XCode 4.1 (Lion) doesn't show me any more information what's going wrong. I'm using clang.
How can I find out what went wrong?
I have read elsewhere, and confirmed myself, that the problem is that Xcode is suppressing the output from stdout.
As a work around, in Xcode, flip open the display of the commands being executed and copy and paste them into a Terminal session and run lib tool from there.

Resources