I recently updated xCode to 5.1. All of a sudden my (cocos2d) builds keep on crashing when publishing to my iPhone 5s (iOS 7.1). It works fine in the simulator (iOS 7.1).
I got a screenshot here: http://puu.sh/7rB8S.png
Also I got a bunch of warnings since I updated xCode to 5.1.
Replace above with: "7rBfp.png" (due to lack of reputation...)
If you are willing to reproduce the problem, I followed this tutorial: https://www.makegameswith.us/tutorials/getting-started-with-spritebuilder/menus/
Once I added the MainScene background (and the button + methods) I was not able to build on my iPhone anymore.
Am I missing something? Before I updated xCode and my phone today everything worked flawlessly.
To update Cocos2D, download the latest version ( https://s3.amazonaws.com/spritebuilder/cocos2d-iphone-3.0.0.rc.4.zip24 ), unzip the file and rename it to cocos2d-iphone and replace the version in your current project. It's in Source/libs/cocos2d-iphone.
Credits to Vic at the SpriteBuilder forums for this answer.
Related
I have Xcode 8.2.1 and have the Documentation installed (Preferences/Components/Documentation), but the Quick Help inspector and Option + Click both show "No Quick Help" and a button to "Search Documentation". I even tried in Terminal -defaults delete com.apple.dt.Xcode IDEIndexDisable but I received Domain (com.apple.dt.Xcode) not found.
Defaults have not been changed. What am I missing?
I resolved it by deleting Xcode 8 from Applications, all items in ~/Library/Developer and the com.apple.dt.Xcode.plist file in /Library/Preferences. I then rebooted, emptied the Trash, downloaded and installed Xcode from the App store. I think this problem was a result of upgrading to Xcode 8 over Xcode 7, but not completely sure. Anyway, Quick Help works now and I can search the documentation when before it was stuck on "Loading".
I've run into this several times when upgrading Xcode and have made it a practice to remove the old version before installing the new. Great job and tutorial!
I'm having a very interesting issue with OpenCV and different deployment targets, and I'm running out of ideas of what to try.
Setup
iPhone 6S
iOS Version 10.1.1
OpenCV framework 3.1.0.1
XCode 8.1
Problem
When I compile my code with my Deployment Target(in Xcode) set to 8.0, my code works perfectly.
However, when I compile my code with Deployment Target set to 9.0 or 10.0, my code runs but the values I receive from matchShapes is completely different.
Everything seems to be running fine - I do some filtering before matchShapes, and the output from all the filters are perfect. It seems like it's just specifically matchShapes that's the issue.
There are no additional warnings at buildtime when I switch deployment targets.
Attempted Solutions
I updated everything and made sure it's at the latest version
I tried downloading openCV.framework and using the OpenCV pod
Code
This is the line of code of interest:
double matchPercentage = cv::matchShapes(targetShape.contour, contours[i], CV_CONTOURS_MATCH_I3, 0);
Question For You
Any suggestions or ideas for what might cause this? Happy to run any sort of additional diagnostics or testing and report back.
Thanks for your time
I've recently discovered Cocos2D V3 with Chipmunk physics engine built right into it. There's only one template to create a project from. When I run the sample game on my iPod touch with iOS 6.1 it works as expected but when I run it on an iOS 7.1 device, like 5S or 5, I get EXC_BAD_ACCESS error when I click the [Newton physics] button. There's nothing else. It just shows EXC_BAD_ACCESS before the onNewtonClicked method, so it's not inside the method, but outside. Has someone else experienced this?
This is a 32/64 bit compilation problem from Cocos2d.
You can fix this by updating to the latest RC 0.4 version.
Please check the instructions here to see how to do that :
xCode 5.1 build crashes - SpriteBuilder
I cloned cocosmotion repository from github, but I can't get it to work. I am almost totally new to mac os, xcode and iOS development, so there can be things that I am missing right now).
I have XCode 4.5 installed, downloaded cocos2d and installed it's template so that now I can create cocos2d projects from templates. Also I bought RubyMotion and RubyMine with it;s support, but demo project from github does not compile with the following error:
/Users/DarkDeny/.rvm/rubies/ruby-1.9.3-p327/bin/ruby -e $stdout.sync=true;$stderr.sync=true;load($0=ARGV.shift) /Users/DarkDeny/.rvm/gems/ruby-1.9.3-p327/bin/rake simulator
Build ./build/iPhoneSimulator-6.0-Development
Build vendor/cocos2d-iphone
ERROR! Building vendor project vendor/cocos2d-iphone' failed to create at least one.a' library.
Process finished with exit code 1
I tried to compare cocos2d which I downloaded by myself from it's site, found that resources are missing, after adding them to cocos2d folder structure. I got XCode compiling cocos2d within cocosmotion-master folder to compile successfully, but rubymotion project still reports the same error from above.
What am I missing? What could be the root cause of the problem?
It is better to start from scratch and use cocoapods with RubyMotion. This will definitely work as I was able to check. cocosmotion repo from github is deprecated since there is a pod of cocos2d from its' creators.
I'm trying out this new thing... It's called conciseness. I've only been reading about it though, so bear with me.
Installed the templates for cocos2d, cocos2d-chipmunk, and cocos2d-box2d and they're showing up in the project window in Xcode. (I understand cocos2d doesn't yet support ARC, which I have enabled.) Trying to build and run a simple Hello World app in any one of the templates results in a "Lexical or Preprocessor Issue - 'FontManager.h' file not found" error. Looked diligently for an answer to that issue and all I got was this, which doesn't end up helping me, but you're welcome to check it out:
cocos2d error
Abandoned cocos2d and went the kobold2d route. Used the installer and that seemed to work fine. I've been able to get projects to build successfully with kobold2d. Problem is, there is next to no literature on it both in print and online.
I thought, "Maybe I should go the cocos3d route instead and just use it for 2D only." Followed this tutorial:
http://www.techipost.com/2011/02/20/installing-cocos3d-for-iphoneipad/
According to everything that's printed out in Terminal during the install process, it should have worked successfully. Unfortunately, I can't get the 3D templates to show up in Xcode.
I'm at my wits' end, here, and I'm thinking about just learning OpenGL and the UIKit over the course of the next, I don't know, year or two?
Is cocos2d even a viable option anymore, post ARC? Thanks any help you can give, guys.
cocos2d is fine, and ARC compatible for versions 1.1 (beta) and 2.0 (beta). I've been working with the 2.0 beta for a few months now, and its excellent. I'm guessing you tried to work with the 1.0.1 stable release which, as you said, is not ARC compatible.
I would recommend downloading 2.0-rc1, installing its templates from its root directory via ./install-templates.sh -f (-f forces overwrite, just in case.)
Blog post on the 2.0-rc1 release: http://www.cocos2d-iphone.org/archives/1885
EDIT:
Just to clarify we're on the same page... I'm going to do a mini outline of the steps:
Download and extract 2.0-rc1
Go into Terminal, navigate to 2.0-rc1's extracted root folder
Fully Quit all instances of Xcode
Type this into console and press enter: ./install-templates.sh -f
The results in Terminal look like this: http://pastebin.com/AVWKv3w1
Re-open Xcode, click New Project -> click iOS or Mac OSX -> click "cocos2d v2.x" -> click "cocos2d iOS" or "cocos2d Mac" -> click Next
Here is where I'm confused: My templates show no options for ARC enabling the project.
Regardless of ARC, enter a project name -> click Next -> select directory -> click Create
After project finishes indexing, select "iPad 5.1 Simulator" or "My Mac 64-bit" as target, and Build (CMD + B) the project, and it complains about FontManager.h?
Just wondering, are you creating a Mac or an iOS project?
Anyway let me know how it goes. =( This is odd!