Xcode: Can't Build Downloaded Project because Compiler Cannot Find a Framework - cocoa

I'm new to this so please make allowances.
I'm trying to build Audioslicer which seems to need a framework called IntervalSlider. The IntervalSlider build fails with:
framework not found InterfaceBuilderKit.
However, the framework seems to be present under the Frameworks group with the necessary headers.
Can anyone suggest what I'm doing wrong?
Thanks

Well, this looked interesting so I downloaded the source. I built it and got an entire slew of build errors.
It looks like
According to source forge, this project hasn't been update since 2006-12-04 and the default SDK is still set to 10.4.
This project uses a bunch of uncompiled libraries/frameworks which need to be compiled to work. Some of them may no longer compile now nearly 4 years later and on new hardware/OS.
This is a complex project which mixes, Objective-C, vanilla C and C++, so it's not the kind of project a novice can reasonably expect to get working. (I'm not even sure I could get it updated.)
In short, this looked like a good idea in its day but the project has gone silent, stale and out of date. You'll need to find an alternative unless you want to spend weeks or months (1) learning how to build such a complex project and (2) tracking down all the updated versions of libraries (assuming they exist.)
I advise looking for another solution. Too bad because this looked like a really neat idea. Such is the fate of a most FOSS. It takes too much drudgery coding to keep something like this up to date. All the fun in coding comes from the creation. Maintenance coding is about as fun as washing the dishes. Few are will to undertake such a chore year-in-year-out without pay.
In the future, always check the last project update date. If its more than a year or the before the last major OS rev, expect problems.

Related

startup MAUI app loads packed with errors

I'm trying to start a dotnet MAUI app following the tutorial of MS in their official docs
I'm just opening the startup MAUI project(the built-in default one) and VS22 just won't have it. I get 40+ errors most of them about reference missing and duplication of classes/functions
glimps from the errors I get
now I have already seen a post here having somewhat of the same problem but the solutions(restarting and downloading workloads from the CLI using - dotnet workload intall) just didn't work for me.
I haven't done any changes to the code whatsoever so I really don't get what is the problem here.
any help would be appreciated.
Edit 1:
The app do seems to be working when I run the android simulator… which makes it even weirder
This is a bug in the tooling at the moment it seems. If you look at the errors, especially the ones in your screenshot you can see that these talk about Android. If you expand the Project column for a little you will see the list of target platforms that it's talking about.
Because everything is in 1 project now, it gives errors about platform-specific stuff because it is only looking at that one target that it's building. In this case, maybe you were building iOS and it gives errors about not being able to find Android types. This makes sense, however, we shouldn't see these errors in this case.
It's a bit hard to explain like this, I hope it makes any sense.
Long story short, it's a bug, it's being worked on. And you should be able to ignore them and it would still run as you've already discovered yourself. It gives a lot of noise however and if there is an actual error, you will have to find that in this list and fix that.

Hugo incremental builds . Is there an undocumented switch somewhere?

I am evaluating Hugo for generating my static site that will potentially generate about 20 posts a day. So in about a year, there will be 7000+ posts written in markdown, that will need to be build and deployed to my production server.
I initially started with Jekyll, but the builds even for small number of pages is terribly slow, and I can't, for the life of me, understand how a seemingly basic requirement like incremental builds - building and generating only content that has changed -- is still not supported in Jekyll... #SMH.
So I would like to know if Hugo has incremental builds?
I didn't see anything in the documentation over at gohugo.io,or in the hugo help commandline help.
But Hugo seems to have everything else I am looking for, and the builds on a small batch of posts is blazing fast, so I would really like to give it a chance.
Plus the language that it's written in, GO, was co-authored by 1 of my all-time favorite hackers -- Ken Thompson.
Hugo currently has no incremental builds. The upcoming Hugo 0.16 will be smarter about building in server watch mode (i.e. it will detect what you change and only read that, testing indicates a ~15% improvement in the common case), but the builds will still be everything.
It will eventually happen, but it is a hard problem to solve in a simple way... But Hugo is very, very fast at what it does.

what are the current build tools available today which are language agnostic?

Our current system is in .Net world and we are in the process of moving to FeF world (Angular) and we might keep the back end either in .net or change it to some flavor of JVM. We do not know about the server side yet but for sure, we will keep it as .Net for some time till we sort out the technology issues.
One thing I want to do during this time to do is build a CI system with language agnostic build tools. We use NAnt/MSBuild today. I would like to know as of now what are all active build tools out there, which can work with any language? I did find the following, but not sure how many are all active today. I am not trying to find which is best or not, all I want to know is the tool set and I will evaluate them based on our project requirements. I want to make sure I did not miss some build tool because I do not know the Java world.
Current list
Make
Rake
Gradle
BuildR
I did find this question but it is 5 years old.
Thanks
Interestingly if you look at the visual studio files in a text editor you will see that they are indeed build scripts. They are actually msbuild.

the difference between developement and stable compilers?

from here, I want to download GDAL library. I mean I want to download .h, .lib, .dll files. I'm working in visual studio 2010 and using visual C++:
Solution Configurations : Debug
Solution Platforms : Win32
In fact I don't understand what's the difference between Developement and stable libraries?
And which one should I download?
Even I don't know what other information you need to post here?
The "stable" library is one that's been tested so they believe it to be reasonably bug-free.
The "development" library is one they're currently working on. It's probably had some new features added. It may also have had some bugs added, the documentation may be somewhat out of date, etc.
As to which to download: especially at first you typically want the stable version. It has a much better chance of working as documented (and, for that matter, of just plain working).
The development version is primarily for one of two situations: either when/if you think you might want to contribute some work to the library itself, or if it includes a new feature that happens to be really crucial to your work, so you're willing to put up with possible shortcomings elsewhere to get that addition.

What do I need to know to create Xcode project templates?

I know some of the tutorials for creating Xcode project templates, for example this one here: http://robnapier.net/blog/project-templates-364
This is the best one I could find. All others basically repeat the same info, or are no longer up to date, or worse tell me that even they don't know what they're doing. Possibly useful tools that are linked to here and in other places are no longer available.
I keep running into roadblocks, and would like to gather as much information as possible on the process of creating Xcode project templates. Info that is most importantly up to date (at least it must be relevant for Xcode 3 or higher).
For example, what I'd like to see is:
a description of the
TemplateChooser.plist and similar
plist files and what these options do
(in my case, once I add a
TemplateChooser.plist, my project
disappears from the Xcode project
template list)
how to create a project template that references another .xcodeproj (when I do that, the other .xcodeproj appears in the project template list even though it doesn't use the special naming convention)
processes that can be applied, for example is it possible to run a script during the creating of a project from a template? This would be useful to unzip certain files into the newly created project.
If you have the answer or suggestions to any of the issues above, I'd appreciate that. Otherwise any link to good Xcode project template resources would be highly recommended. Especially if there is an official documentation from Apple - I haven't found one yet which seems to imply that project templates are undocumented.
Have you seen these:
http://www.sodeso.nl/?p=895
http://www.codeproject.com/KB/iPhone/CreatingXcodeProject.aspx
If you say you have searched, I'm pretty sure you've already seen the links but these are the best resources I could find with my 'googlabilities'
You might try contact this guy - http://linkedin.com/in/mottishneor he has some related messages around the web
The links suggested by FX are also not bad at all!
There is indeed little XCode template info out there. What I have found of interest are the following links (I documented myself on the topic, but haven't yet gone any further):
a Google Code search reveals a few examples, but not much
in particular, I found interesting to look at the code provided by Three20; they have some basic examples, like here
referencing another project worked for me, so maybe you could open a specific question about that giving more details?
there is information scattered on the Apple mailing-lists
there is no official documentation from Apple, as is evidenced by the lack of results to this query
I'm sorry if this is not a Enlighting, concise answer. As you said, it's not well documented, and sources are all over the place. I just hope I could highlight some places to find information that your own searches might not have reached :)
I don't have a Mac anymore, so this is as much as I can give you without testing this myself. As far as I can tell, Xcode templates are undocumented by Apple.
This guy has some guides for messing with Xcode templates but the info is pretty sparse. My suggestion for working with templateChooser.plist is to try to only edit that file in the interface builder.
This guide is a good example of how to add a reference to another .xcodeproj. For the reason you were having trouble adding a reference to your project we probably need more information.
If you scroll way down in this doc you can that each template already includes a script called myscript.sh. This script will show up in the scripts menu for projects built with that template. That isn't quite as convenient as running scripts automatically, but it's better than nothing.
In conclusion, Xcode template documentation is a nightmare. It looks like there are a lot of powerful features there, but they are obscured because of lack of user friendlyness and because documentation lags far behind Apples updates of Xcode. It just doesn't seem to be a priority for them. I hope this helps.
And yet another video link http://howtomakeiphoneapps.com/2010/10/how-to-make-custom-xcode-templates-with-video/

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