It ran fine before, but after upgrading to Xcode 10, my c++ Box2D game no longer runs. Been working on this same project for years, upgraded through lots of Xcode versions without any issues before.
The error:
Lexical or Preprocessor Issue: 'memory' file not found in b2Body.h
Tried Clean Build Folder, no luck. My desktop is on Mojave, my laptop is on High Sierra, so OS version seems irrelevant, but the game ran fine on Xcode 9.
Any other ideas?
Turned out to be a relatively simple solution.
Box2D, the physics engine, needed updated to the latest version (likely the developers of the library fixed that std/libc++ issue mentioned above since the last time downloaded it).
Related
TLDR:
VMWare virtual machine, Centos 5.6, gcc 4.8.1, Qt5 fully compiled.
Any Qt5 compatible QtCreator refuses to work due to the lack of opengl. Need help either making it work or advice on how to cross compile from Centos 6 to Centos 5 or on how to set up some other app to work with Qt5 code.
Detailed:
In a bit of a bind here - we have an app that is deployed to Centos version 5.6. It's quite old but upgrading is out of the question atm. It wouldn't be a problem but for 1 thing - I compile stuff for it on VMWare virtual machine and the linux kernel of this machine is too old to support vmgfx and provide OpenGL for versions of qtcreator that actually support qt5.
Its not that critical of a problem - I could always copile from command line, but I don't want to lose an ability of double clicking compilation errors to jump to file I need to edit. I don't do a lot of code editing on Centos obviously, but sometimes some errors are produced that are not present on Ubuntu or Windows and debugging/fixing them through command line will be too much work.
So far I see some choices I can take but I an not very familiar with either of them
1) Cross compile from fresher Centos distro. How do I do that, is that possible?
2) Use some other application to make fixes in my code. Is there anything that is reasonably possible to install to work with qt5 toolchain?
3) Somehow fix qtcreator 2.5 to work with qt5 versions (so far internet says me it's not possible)
4) Maybe somewhow circumvent lack of opengl to launch qtcreator 3?
After big struggle with me and OpenCV I finally found this tutorial:
OpenCV with MinGW on Eclipse Tutorial (Scroll to "OpenCV - with CMake & MinGW")
I did everything as it has been written, but everytime I try to launch application it stops to respond just after few seconds and Windows alert communicate is shown. I noticed, that I can freely run standard C++ programs and include headfiles, but after single line of OpenCV code it fails to work properly. Also there is no information about error.
why don't you try the official tutorial http://docs.opencv.org/doc/tutorials/introduction/linux_eclipse/linux_eclipse.html#linux-eclipse-usage
this is the official site in opencv documentation which should get you started, it includes tutorials to get you started on lots of other platforms
http://docs.opencv.org/doc/tutorials/introduction/table_of_content_introduction/table_of_content_introduction.html#table-of-content-introduction
I also had a touch time getting OpenCV running but finally I found something that worked (I use Qt Creator as my IDE, not Eclipse, but maybe the problem and solution is similar).
At first I tried to download OpenCV 2.4.8, but I found it didn't include any MinGW binaries. I followed a forum on the web and installed CMake, but it seemed like OpenCV 2.4.8 didn't contain the CMake target for MinGW. After reading some more forums, I downloaded OpenCV 2.4.3 and was able to use CMake along with MinGW 4.8 (version that came with Qt 5.2) to build OpenCV. This got me to a point where I could compile my programs and attempt to run them. Some of the pure c commands even worked like cvLoadImage, but any of the c++ commands like imread or Mat::zeros(3,3, CV_8UC1) would cause a crash.
I tried building openCV a few more times with different options. Some sites suggested turning off SSE and SSE2 or building the debug version, but none of this worked for me.
Finally I ended up downloading TDM-GCC-32. I downloaded the on demand installer and made sure to get the dw2 version of the compiler (since a while ago I spent some time dealing with dw2 vs sjlj incompatibilities). Finally I rebuilt OpenCV with the TDM-GCC and also set TDM-GCC as the compiler in Qt Creator. This ended up being the fix.
I think there are some incompatibilities between the reference counting / allocation code used by the OpenCV Mat type and some versions of MinGW. I say this because all my crashes seemed to come from sections of code using the openCV matrix. (It seemed like it wasn't properly initialized or something). Switching to the TDM-GCC compiler fixed the problem.
I am using QMovie functionality in SystemTrayIcon. ie, rotating the gif files on the top of TrayIcon.
This works fine if I compile the source code on Qt 4.7.0/Windows versions.
But the same code is not working with Qt 4.6.3 build version which deployed on the client machines. It seems some plugins are missing.
I used QMovie::start() and QMovie::stop() slots.
I tried copying the Qt 4.7 DLL (QtCore4.dll) to the Qt 4.6.3 built binaries. But this didn't work.
A lot of things in QMovie changed with the 4.7 release, a lot of bug fixes and a few new popped up.
If you need this feature you'll need to upgrade to 4.7 or newer.
I have been trying to learn to use Ogre3D and have gotten to the stage where I want to start something more serious than the examples it comes with so I found and copied the Basic Ogre Framework
I am using Ubuntu 9.10, but have compiled Ogre 1.7 from the Ogre3D website, I am using the Netbeans 6.8 IDE with the c++ plugin.
The Basic Ogre Framework Demo App compiles and runs, but gets to the main loop where is checks to see if the Render Window is active, otherwise it calls sleep(1000);
The if statement that is checking if(OgreFramework::getSingletonPtr()->m_pRenderWnd->isActive()) is always returning false, despite specifically setting the m_pRenderWnd->setActive(true);
From reading the forum posts related to it, nobody else is having this issue, but they are primarily using windows or Mac.
Is there issues with Ogre3D on Ubuntu, or is it possibly a problem with the autogenerated makefiles that netbeans is generating?
Have you configured the application to use the correct video drivers for your system? Since you're on ubuntu you'll need to use OpenGL. I found some drivers didn't work on some systems when using Ogre.
This seems like it should be strait forward, but a lot of the information I'm finding it pre-snow leopard, deals with cocoa and carbon, or the XCode IDE. None of which helps me with my problem at hand.
I simply want to compile, and run openGL using C++ without becoming dependent on the Mac environment since I will most likely need to get my code running on a linux box. Minor changes may be unavoidable though...
I've found the header files and can include them but I'm having trouble with the linking, compiling, and executing within Eclipse.
Thanks.
Please see my answer at OpenGL and GLUT in Eclipse on OS X