in iOS native app, open unity3D on button click - c++

I'm trying to open Unity3D on click of UIButton using storyboard by following this tutorial.
I'm getting use of undeclared identifier AppDelegate.h in UnityAppController file and if remain previous code which is below.
inline UnityAppController* GetAppController(){
return (UnityAppController*)[UIApplication sharedApplication].delegate;
}
Getting error http://www.screencast.com/t/iSUrpt639XD. Similar QA does not helped me.

Related

Qt virtualkeyboard assertion error in 5.15.2 vs 5.12.3

I recently updated my Qt version from 5.12.3 to 5.15.2. I rebuilt an application that uses a qt virtualkeyboard in QML using InputPanel {}. The virtual keyboard is defined in main as qputenv("QT_IM_MODULE", QByteArray("qtvirtualkeyboard"));. Everything works in release mode but when I run in debug mode I get the following application output from qt creator:
Program: C:\Qt\5.15.2\msvc2019_64\bin\Qt5Cored.dll
Module: 5.15.2
File: qvirtualkeyboardinputcontext_p.cpp
Line: 221
ASSERT: "!this->inputPanel" in file qvirtualkeyboardinputcontext_p.cpp, line 221
I inspected the source file on Github for 5.15.2 and the line number points to method void QVirtualKeyboardInputContextPrivate::registerInputPanel(QObject *inputPanel) with Q_ASSERT(!this->inputPanel);. I wanted to compare this method with Github for 5.12.3 but it looks like this method was added after 5.12.3 hence why I didn't see the error before.
Now, my understanding is that Q_ASSERT(bool) will call qFatal() when the flag is false. If inputPanel is of type QObject* should the Q_ASSERT be Q_ASSERT(this->inputPanel)? The Q_ASSERT should only trigger when the pointer is a nullptr. Or maybe I'm just confused?
There was already an existing bug report on Qt's bug tracker. Previously I only searched by virtualkeyboard and not InputPanel. The bug report is here. BTW, it looks like this is only an issue in debug mode and a workaround is to click the ignore button several times to continue in debug mode.
Edit: Qt responded that this assert check is to make sure that there is only 1 InputPanel component in the whole application. So, I am not sure how InputPanel is suppose to work when we have multiple dynamic views in a MVVM architecture design where each view has it's own self contained InputPanel.
Edit2: Updating per my last edit comment. I put the InputPanel at the main qml file that controls the StackView and the views that are dynamically loaded are able to use the same InputPanel.

SwiftUI Preview fails with linker errors

I've trying to add a SwiftUI view to an existing UIKit + Storyboards based tvOS project. The actual build works fine and I can run in the simulator & see my SwiftUI view, but when I resume the SwiftUI preview I get 'Failed to build MyClass.swift' with the following diagnostics:
I saw this similar SO post regarding the -bundle and -bitcode_bundle cannot be used together error, but my configuration is already the way the answer suggests (setting the Mach-O type to Executable and ensuring no Bundle Loader is set).
There's also a warning about /Applications/Xcode.app/Contents/SharedFrameworks-appletvsimulator not being found. That directory certainly does not exist, but nowhere in my project is SharedFrameworks-appletvsimulator referenced that I can find. Also, if I create a new SwiftUI project it doesn't complain about that.
The SwiftUI code is literally just a new "Hello World" SwiftUI file from the Xcode template - I haven't modified it at all.
Does anyone have any ideas what's going on here or how to fix it?
For me the fix was disabling the code coverage option:
Go to your scheme menu -> select edit scheme -> go to the "Test" section on the left side menu -> uncheck the Code Coverage mark
I'm using Xcode 12.5
iOS minimum target 13.4
There are diffrent reasons for the preview to fails and several posts about it , for example:
This Question

Why net beans give false errors on creating qt application

I am working c++ in Netbeans in mac,it was properly working but now when i create a new QtApplication and create a QtForm it gives error
unexpected token: :
in editor, and the project is running and building properly can any one tell me what is the issue because i am unable to get my class members through object everything is underlined red

rubymotion Cannot find executable for CFBundle

I just installed RubyMotion on my iMac.
I created my first app - Hello
This is the code:
class AppDelegate
def application(application, didFinishLaunchingWithOptions:launchOptions)
#window = UIWindow.alloc.initWithFrame(UIScreen.mainScreen.bounds)
#window.rootViewController = HelloViewController.alloc.init
#window.rootViewController.wantsFullScreenLayout = true
#window.makeKeyAndVisible
true
end
end
I run $ Rake and the IOS Simulator start up. And I get this error:
2014-04-25 18:58:03.157 Hello[10488:70b] Cannot find executable for CFBundle 0x8d8a130 </Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator7.1.sdk/System/Library/AccessibilityBundles/CertUIFramework.axbundle> (not loaded)
I tried this from another question:
Temporary workaround: click iOS Simulator > Reset Content and Settings... and run again.
But, that didn't fix it.
Thanks for the help!
It's a relatively harmless (I believe) bug in the iOS 7 SDK.
https://devforums.apple.com/message/940094#940094
I had the same issue and found your post when searching for a solution. My application appeared to be running fine but I was still getting this message I was able to eliminate the message on my machine, here is what I had to do;
Stop all execution on the simulator.
Go to the simulator's home screen using shift-command-h.
Delete the app from the simulator device by holding a click on my program until the delete icon appeared, then click the X to delete.
In the iOS Simulator select Reset Content and Settings.
Clean the project in Xcode, shift-command-k.
Build it and run it.
Note, I was doing steps 4 & 5 but that wasn't working. It wasn't until I added step 3 (as crazy as it sounds) that it cleared my message.
Hope this works for you!
--Dave
Perhaps deleting the app, resetting, and restarting the iOS simulator would work.

Connection from Toad 11 to TFS 2010

currently I try to connect to our TFS2010 server with Toad Team Coding.
I've tried to follow this documentation, but it's for Toad 10.6 and some of the windows look different. Still I was able to connect to our collection and see all our Team Projects we have.
The problems start, when I try to export something to TFS.
Team Coding Code Collections -> Create new revision...
There I select e.g. all Packages and click "OK", then I get the Export Options -> OK
Then I just get a bunch of errors:
"Unable to add revision from VCS repository. Error uploading file: C:\temp...."
The progess window in the background says: "Package xyz has been added to the VCS."
Now I have a bunch of PKS/PKB files in my folder and Visual Studio shows me, that I have new files with Pending Change "add".
Team Coding Viewer shows me all the files with status "Available", checkin is grayed out, checkout gives the same error as above and the info window at the bottom shows:
15:29:46 Error: Cannot create file
"C:\Users\abc~1\AppData\Local\Temp\$111.11.1.11:1521\xxx.50510.PKB".
Die Syntax für den Dateinamen, Verzeichnisnamen oder die
Datenträgerbezeichnung ist falsch
(Translation for the last part: Syntax of filename, foldername or diskname is wrong).
At this point it doesn't make sense to go on. Toad will show the files now as checked out, but in TFS they are still with the "add" change. Toad acts like the checkin/checkout was successful (window at the bottom) and shows the error for every file.
Any idea? Any new tutorial to set up Toad 11 with TFS 2010?