I am currently writing a super basic plugin using the JUCE framework and C code generated from a the Heavy Pure Data Online Compiler. The source code builds fine, however no standalone application, AudioUnit or VST are created by Xcode. My guess is that the project is not setup properly to use the included code, however I am still learning my way around Xcode and can't seem to work out what the problem is to fix the below errors. Any suggestions on how I can fix this?
Edit: Finally started using git and uploaded the project to GitHub here.
The projucer file you included is missing the heavy source folder. Add them in projucer on the left side in the file explorer area (right click in the file area on source and choose add existing files...
Hint the save and open in ide icon on top of the window
and there you go ... no linker error.
tested with XCode 8.3.3
Two remarks:
Never add files anywhere else than in projucer
You canĀ“t use XCode 9 beta with JUCE
Related
I've been running into this strange problem lately where in my Cocoa app project in Xcode I get the error that the file was not found when using "fopen" (errno 2), called from a C++ file. I made sure to copy these files into the project's directory, then I dragged them from the Finder directory into the Xcode project tree. And finally, in the scheme's options I checked "use custom directory" and entered the directory where I have the project and all the files. The programme builds fine, but during runtime I get a BAD ACCESS error and I can see that my FILE* variable is still NULL. The command that throws the exception is actually "fread" two lines later, but it's only because "fopen" didn't do its job.
This whole setup has worked fine before in pure C++ projects. But this is different because it started as a Cocoa app in Objective-C (because I intended to use C++ for the programme's main logic). At some point I also had to change the extensions of all the ".m" files to ".mm" or the compiler wouldn't even find the C++ standard library! (but this is probably beside the point)
So the question is.. what else do I need to check in order to have the programme find the files I'm trying to open?
NOTE: the backbone of the project is written in C++, and I'm only using Cocoa in order to be able to dram images on the screen, so if anyone has a better approach to including graphics in a C++ project I'm all ears.
Thanks for reading
EDIT: I'm using Xcode 12.4 and Catalina 10.15.7
Cocoa apps do not work with files the same way as command-line C++ apps. Cocoa apps create an app bundle, which is where the files you want to read should be. If you have files you want to read in a Cocoa app, add them to the project. When you add the files to the project, they will get copied to the app bundle. Make sure they are in the app target's Copy Bundle Resources build phase.
Use the methods in the Bundle class to locate the files instead of fopen. The following Swift code locates a file named "MyFile.txt" in the main app bundle:
let mainBundle = Bundle.main
let fileURL = mainBundle.url(forResource: "MyFile", withExtension: "txt")
I am trying to run OpenCV projects in Xcode and it seems like there's a new need to provide an info.plist for C++ applications NSCameraUsageDescription.
2018-09-28 00:03:15.181948+0800 k_nearest_detector_v2[23505:710470] [access] This app has crashed because it attempted to access privacy-sensitive data without a usage description. The app's Info.plist must contain an NSCameraUsageDescription key with a string value explaining to the user how the app uses this data.
Program ended with exit code: 9
How do I go about creating a .plist file for a C++ project as it has never been needed before.
Found a solution. Put the file with the desired NSCameraUsageDescription, NSMicrophoneUsageDescription (or others) with the assembled file from XCode (See screen shots below). For the Release and Debug versions.
You can even automate the steps described by #Valery Gromov. Just copy the file in the Build Phases. Uncheck the Copy only when installing checkbox to be able to run it directly from Xcode.
I am trying to learn C++ from some Stanford Course and they have a custom library which contains a bunch of header files(.h) and their associated source (.cpp) files.
I want to create new C++ projects in xcode 6.x to try out code and include those custom header files in my new projects.
I have no freaking idea how to include those files in my project so that i can peacefully #include "blahblahblah.h" and use functions from that header file without issues.
I am new to both xcode, c++(although i know some coding part) and anything else with this process.
Summary:
I have a folder Library which contains a series of .h and .cpp
files.
I have XCode 6.x.x/Eclipse installed.
I want to create a new C++ project and use #include
"OneOfThoseHeaderFiles.h" and then use a function or something from
those header files.
Also assume i have no clue how to run some command line codes that i see a lot of.
If someone can please tell me in the most simple way(preferably step-by-step) i would be so eternally grateful and sing praises to you until the day i die :)
Note: Either XCode or Eclipse is fine. I really just want to start coding.
I have spent the better part of a whole week trying out xcode, eclipse etc and trying to follow a ton of steps to get it working but i just cant get how to add the files without issues. Either the info seems to be for Xcode 4.x and every menu seems changed or the suggestions are so complicated that a novice like me cant figure it out.
First off, almost all the information for Xcode will be available on the Apple Developer's portal:
https://developer.apple.com/library/prerelease/ios/documentation/ToolsLanguages/Conceptual/Xcode_Overview/start_project.html#//apple_ref/doc/uid/TP40010215-CH2-SW5
To create a simple static library on Xcode 6 you start by creating a new project, then under OS X - Framework and Library select Library, on the next window change the Framework to None (Plain C/C++ Library) and static (since that is what your are stating).
Once your project is created, add the existing headers and sources to your project, either by dragging them with the mouse or with the add files drop menu from the right click functionality, you can create a new group in Xcode if you want some order for them.
When adding the files, on the add window shown you can select to either copy them or use their current location.
If needed you might have to change the "header search path" in your target configuration under "Build Settings", if it is the first time you are using Xcode some of this will sound weird but I am sure you will find most of it on the Apple Developers portal in great detail.
If you want to test the files without having to create an external static library you could create a command line project and test them faster and easier.
I'm new on here, but not a total beginner to programming. I got a book on creating a 2D DirectX game engine so I could expand my programming knowledge, however I am new to C++ and DirectX itself, so I'm afraid I'm a bit clueless on working with multiple project files and headers. I decided to develop my game engine in a proper development environment, so I got VS2013 Professional though the Dreamspark program.
As I said, I haven't worked with something like VS before, so I'm hitting issues with getting my game engine running and I'm not sure what to do. The book said that if I get all my code down correctly (in 3 .cpp source files, 3 headers and 1 main .cpp source file to initialize my engine in a blank game project) the program should compile fine, and it does. The issue is that I only get the resultant .obj files and the project's static library file to appear in my project folder. I don't know what I have to do to get the project to compile the executable needed to actually run this 'blank game' with the engine.
The actual project solution was taken from the disk which came with the book, I wrote my code on top of that solution as my own was causing linker errors. The project properties show that the project is defined as a .lib project, so how is this supposed to work?
I apologize if this is a simple problem, but I'm only used to working with 1 file console applications in C, this is a big jump for me but I'd like to understand how I'm meant to get an .exe created from this project, I would appreciate it if someone could explain to me how this sort of .lib project works. I can post the code if it's necessary, but there's 7 files of it so it's quite long. Thanks!
Solution 1:
As the project contains a main.cpp it looks like it is not meant to be a library-project.
In VS2013 you can switch the type of a project by
In your Solution Explorer (on the left side by default) rightclick onto the project
Select the item Properties from Context Menu (should be on the bottom)
Select the category General
In the section Project Defaults change the Configuration Type to Executable (.exe)
Solution 2:
It could be possible that the executable is stored somewhere else after a successful build. Check what is configured as output directory:
In your Solution Explorer (on the left side by default) rightclick onto the project
Select the item Properties from Context Menu (should be at the bottom)
Select the category General
In section General there should be an Output Directory defined (At the top of the configuration). Per default it should be something like $(SolutionDir)$(Configuration)\
I'm using VS2013 Express, but it should work with Prof too. I'm also using a German edition, hope I translated everything well.
I'm using Eclipse in linux. I have created a project using Cocos2D. It's a Java project, but im opening cpp and headers files to write native code.
Each time, i compile the native code with ./build_native.sh
I will like to know if eclipse could be configure to autocomplete functions in native code.
Example:
CCDirector::sharedDirector()->
Must show the options like getWinSize().
Some ideas? Thanks in advance.
I can't answer to the specifics of your question but in general I had this problem in C/C++ with iostream and STL libs. Even though everything would compile fine it wasn't supporting auto-complete. I ended up digging down into the supplied libraries to the root that held each .h file collection and added those to the directories path. Then I rebuilt the index and then auto-complete started working. So if cocos2d stores .h files in more than one location add each folder.
Have you installed the CDT? That give Eclipse C/C++ capabilities similar to what it already has for Java.