I have an Objective-C project with a large portion of it written in C++. I've also written a C++ main file in the project which allows the processing done in the C++ side of things to be run as a standalone without the iOS component. Is there anyway to setup a C++ debug execution configuration inside of the iOS project? As far as I can see I can only create configurations meant to run on an iOS device when in an iOS project. Yet, AppCode does have the project type to create command line tools. Is there anyway to enable those command line tool configurations inside of an iOS project? Thank you much!
Yep, you can do it using your current project.
Here are some screenshots which hopefully are clear enough. Note this is Xcode 6.
In Xcode, in the Nav Area, select the project (selected on the left in the image). You'll see your targets. Click on that '+' to add a new target.
You'll then get a a dialog sheet where you can select your OSX Command Line Tool. It will then let you configure how that target is setup.
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Thanks in advance for the help.
This is on Windows/MSYS2 (mingw64) Eclipse CDT Version: 2019-09 R (4.13.0) Build id: 20190917-1200.
I have figured out how to run cmake in order to create an Eclipse compatible project file. I then got the project into Eclipse via I got this File->Open Project from File System. I can then make/build that file and create my executables. I do get a couple warnings regarding improper project path but the code all compiles without error.
However, I need to "connect" the cmake build directory (i.e. the project in Kicad) to my source code in order to edit and/or debug the changes I wish to make. Based on my research I believe I have to do this via the Project Properties C/C++ Build menu, however, this menu is not present. I believe I access this menu by selecting the project on the left and right clicking or alt-enter or from the top menu Project->Properties.
For some reason I can't do a screen grab on Eclipse but I pulled the image attached from the online help file: (https://help.eclipse.org/2019-06/index.jsp)
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My "Project->Properties" menu looks similar in that it shows Resource, Builders, plus more things but there is no C/C++ Build entry: it just goes from Builders to C/C++ General.
I found this "solution" https://bugs.eclipse.org/bugs/show_bug.cgi?id=508319 which seemed appropriate as I had installed the standalone debugger, however, uninstalling it had no effect.
Any suggestions?
Thanks
Sorry if the documentation is clear on this, but I'm having a hard time running C++ files in OpenBR. I've tried running them through the terminal via g++ and via the QT interface to no avail.
Ultimately I don't see any way to create (nuanced) custom OpenBR scripts than by using the C++ API, but I can't even run the provided demos (age_estimation.cpp, face_recognition.cpp etc.).
I'm running this on Ubuntu for reference.
To run the example files you first have to download the dataset. The scripts/downloadDatasets.sh is in the openbr directory.
In the qt interface after opening the upmost CMakeList and building openbr you can select what to run on the bottom of the left toolbar, and then click the "play" arrow below to run the executable.
I created a few C++ files in Unreal Engine 4, and imported the project in Xcode to compile the new files. When I attempt to build, it fails, giving me the following errors:
Code Sign error: No matching codesigning identity found: No codesigning identities (i.e. certificate and private key pairs) matching “iPhone Developer” were found.
CodeSign error: code signing is required for product type 'Application' in SDK 'iOS 7.1'
I do NOT have a paid iOS or Mac Developer license. I am doing this solely for hobby purposes at the moment, however, that shouldn't prevent me from compiling the code for Unreal, should it?
Any help would be greatly appreciated. Thank you.
EDIT: I am NOT trying to deploy to a device at the moment. All I am doing, is trying to compile a couple very small .cpp files that were created for UE4. The game engine cannot compile them, so it opened up a project in Xcode for me automatically.
EDIT 2: The project settings are already set to "Don't Code Sign".
Code Signing is required for building and deploying iOS apps on devices. If you're just building for the simulator, you don't need to code sign.
Change the project settings under Build Settings (click the project file and click "Build Settings along the top bar") from whatever the imported project has to Don't Code Sign.
I ran into this problem as well and found that the the first line within the project settings window has a drop down that is probably set to the UE4XcodeHelper target. If you click this, you will then see the main project as well as a number of targets. You need to navigate to each target, then the Code Signing section and make sure that 'Don't Code Sign' is set for each target. Then you can build without that interruption.
I'm trying to build a project in cocos2d-x, but when I modify a class in XCode, the iOS version changes, but when I run the app in my Android device by Eclipse, the app doesn't change.
How can I fix this?
I just did the setup as said in the cocos-2d X v3.0 and runned build_native.py.
Cocos2d-x 3.0 eclipse projects do not rebuild the native code. You need to run the build_native.py script from the command line each time you change C++ code. Then you can load it onto your android device (through eclipse if you want).
I tried to create a C++ project in Eclipse Helios, it works fine for some simple "Hello World" projects (a single file etc..). However, now I have a little bigger project with several files, the project can still be built without any problems. Actually, when I get into the release folder, the makefile, object files, the actual binary executable are all there. And I could run the binary through the termainl. If I click the "Run/Debug" in Eclipse for this project, it always says "Launch Failed. Binary not found".
How could run the program in Eclipse? I would like to explore its debug features. In addition, I'm running eclipse in CentOS linux and I believe the basic g++, gdb setting etc.. should be all right, otherwise the daemon hello world won't work.
Warning: I have a very old version of eclipse and the CDT so the current procedure could have changed considerably.
In the C/C++ Project view, expand your project then expand the Binaries node. In there you should have a list of the built executables. Right-click on it and select the item Run As.. > Local C/C++ Application. This should automatically create a new run configuration which you can access from the green arrow icon and the little bug icon in your tool bar. Click on these to run normally or to run in debug mode.
If you want to tweak how programs are launched, goto to the Run configuration menu item of the green arrow icon. Select the configuration that you previously created or make a new one. You can then tweak the various launch settings like the executable to run, the arguments you want to pass, the required environment variables, etc.
Note that there's also a separate Debug configuration that can be accessed from the little bug icon in your toolbar. Within that dialog there's a Debugger tab which contains all the controls necessary to set up your debugger. Just randomly screw around with the controls until you find something that works for you.
I just had the same error, and here is what I did - proper binary parser must be selected so Eclipse can recognize the executable:
Select the project, then right click.
Project->Properties->C/C++ Build->Settings->Binary Parsers, PE Windows Parser
(or you can select Cygwin parser if you use Cygwin compiler, on Linux I use Elf parser).
That worked for me at least for Cross compiler (both on Windows 7 and Ubuntu 12.04)