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).
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My project is developed in cocos creator v1.8.2 and it is also working on v2.1.0. and it is running on
Android, iPhone and web. Now I want to make a build for Desktop(windows build), I have install vs2017, python2.7.10, ndkr19c and ant etc, on my windows 10 Pc. when I making a Debug/Release Build its complete success and make .exe file, and when I run that exe file its give error like
lastly I make test project and make a build from cocos creator, and run that project on vs2017 its give same error see image
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Hello I have find the solution for this
Step1-> First check your environment is all set correctly or not for that you can visit here
and must follow all step and version.
Step2-> After all configuration make demo project and make a build for Windows in cocos creator, the open vs2017 as administrator and load project and build that project. If you have have done everything ok then your project will run. if not then reinstall vs2017.and make sure everything is installed like this
Step3-> If you get dll error like msvcr100,msvcr110,msvcr120 etc then downlode this dll files from internet for 32 bit and 64 bit and put this files in C://windows>system32 and C://windows>SysWOW64, and restart your computer.
I have made an application in QtCreator
I use QML for the GUI, and I use QBS as the build system
I want to be able to deploy the application to windows (and maybe to Linux and MacOS, but right now, I'm only concerned with Windows)
I tried following the deployment tutorial for Qmake with a minimal example(using QBS to build the binary on windows, and with the MSVC2017 compiler, as of 2018-05-23 3:38 PM GMT-6 I've been trying to install MinGW with the Qt Maintenance tool for the last 6 hours, and it's still only at 5%, so I will try with MinGW once that finishes), but I have the following problem
using the Qt Quick Application - Swipe template, the release version with the MSVC2017 compiler, after using windeployqt.exe --release --qmldir ../src example.exe to get the dlls and other libraries
and trying to execute example.exe, I get a message saying
"Qml debugging is enabled. Only use this in a safe environment!"
in a cmd window, right before the actual application starts
and even if I try to disable that in the build step of the project, it doesn't get disabled
it still shows the cmd with the message, is there a way to completely make sure the build settings will work? am I missing a QtCreator configuration to make sure the settings I set actually do what they're intended? do I need to restart Qtcreator or Windows for them to work?
Update: still happens, even with MinGW
This is a bug that will be fixed in Creator 4.7. See https://bugreports.qt.io/browse/QTCREATORBUG-20377.
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.
I am completely frustrated because I have been trying to install Qt on Blackberry Playbook for over a month now. I have followed every single tutorial out there (so much that every time I google Qt and playbook, all links are purple instead of blue). I have downloaded Qt-everywhere source code and tried to compile it using the flags found here, but it tells me that it cannot install opengl, sqlite etc, so I use the --continue option with ./configure and that too crashes saying that it can't find qcc.
I have noticed a Qt library directory when browsing incudes in the qnx IDE, in the project explorer. The thing is when i write a Qt application it can't find the headers.
So Please Help, anyone who has done this in the RECENT past . ps. i am new to cross compiling on linux systems.
Probably quite late to say, but I have created a BlackBerry Native Plugin for Visual Studio 2015, where you can develop apps for BlackBerry PlayBook and Qt in particular.
Simply create new project "Other Languages / BlackBerry Projects / Qt / PlayBook - Qt4 Core Application" and you are ready to go. It downloads all required libraries via NuGet during first build.
I am trying run a simple C++ with QT application on another mac. I am trying to avoid having to install Qt on the other mac. This application was created in Xcode with cmake.
Two notes: my application (for some reason) does not create an .app file. It just creates a file with the name of my project (and no extension). I can run this file by double clicking, but still, it is not an .app. Does this matter?
Another thing, I am linking my application to static libraries of Qt. From what I understand, this should allow to run the application even if Qt is not installed, right? The result of running my application on the other mac is simply a terminal window that says: Instruction unknown.