Using cocos2d & box2d with cocoapods - cocos2d-iphone

I'm having issue getting this set up.
My podfile:
platform :ios
pod 'cocos2d', '2.1'
pod 'box2d', '2.3.0'
Unfortunately, we need CC_ENABLE_BOX2D_INTEGRATION to be turned on, as it's set to 0 by default.
I tried adding a post_install hook to the podfile like so:
post_install do |installer_representation|
installer_representation.project.targets.each do |target|
if target.name == 'Pods-cocos2d'
target.build_configurations.each do |config|
s = config.build_settings['GCC_PREPROCESSOR_DEFINITIONS']
if s == nil
s = [ '$(inherited)' ]
end
s.push('CC_ENABLE_BOX2D_INTEGRATION=1');
config.build_settings['GCC_PREPROCESSOR_DEFINITIONS'] = s
end
end
end
end
It adds the flag as expected to the Pods-cocos2d target, however it does not seem to be inherited at any point by my main project, in spite of the $(inherited) variable in GCC_PREPROCESSOR_DEFINITIONS.
Even then, if I manually edit the CC_ENABLE_BOX2D_INTEGRATION to on, I get linker errors saying that CCPhysicsSprite cannot be found.
Has anyone successfully set up these two libraries to work together with cocoapods?

CCPhysicsSprite is not a part of Box2d, it is extension of cocos2d. Maybe you not included the file into the project?

Related

Gtk2 gui looks different after compiling with py2exe to make a exe file [duplicate]

I'm using Python 2.6 and PyGTK 2.22.6 from the all-in-one installer on Windows XP, trying to build a single-file executable (via py2exe) for my app.
My problem is that when I run my app as a script (ie. not built into an .exe file, just as a loose collection of .py files), it uses the native-looking Windows theme, but when I run the built exe I see the default GTK theme.
I know that this problem can be fixed by copying a bunch of files into the dist directory created by py2exe, but everything I've read involves manually copying the data, whereas I want this to be an automatic part of the build process. Furthermore, everything on the topic (including the FAQ) is out of date - PyGTK now keeps its files in C:\Python2x\Lib\site-packages\gtk-2.0\runtime\..., and just copying the lib and etc directories doesn't fix the problem.
My questions are:
I'd like to be able to programmatically find the GTK runtime data in setup.py rather than hard coding paths. How do I do this?
What are the minimal resources I need to include?
Update: I may have almost answered #2 by trial-and-error. For the "wimp" (ie. MS Windows) theme to work, I need the files from:
runtime\lib\gtk-2.0\2.10.0\engines\libwimp.dll
runtime\etc\gtk-2.0\gtkrc
runtime\share\icons\*
runtime\share\themes\MS-Windows
...without the runtime prefix, but otherwise with the same directory structure, sitting directly in the dist directory produced by py2exe. But where does the 2.10.0 come from, given that gtk.gtk_version is (2,22,0)?
Answering my own question here, but if anyone knows better feel free to answer too. Some of it seems quite fragile (eg. version numbers in paths), so comment or edit if you know a better way.
1. Finding the files
Firstly, I use this code to actually find the root of the GTK runtime. This is very specific to how you install the runtime, though, and could probably be improved with a number of checks for common locations:
#gtk file inclusion
import gtk
# The runtime dir is in the same directory as the module:
GTK_RUNTIME_DIR = os.path.join(
os.path.split(os.path.dirname(gtk.__file__))[0], "runtime")
assert os.path.exists(GTK_RUNTIME_DIR), "Cannot find GTK runtime data"
2. What files to include
This depends on (a) how much of a concern size is, and (b) the context of your application's deployment. By that I mean, are you deploying it to the whole wide world where anyone can have an arbitrary locale setting, or is it just for internal corporate use where you don't need translated stock strings?
If you want Windows theming, you'll need to include:
GTK_THEME_DEFAULT = os.path.join("share", "themes", "Default")
GTK_THEME_WINDOWS = os.path.join("share", "themes", "MS-Windows")
GTK_GTKRC_DIR = os.path.join("etc", "gtk-2.0")
GTK_GTKRC = "gtkrc"
GTK_WIMP_DIR = os.path.join("lib", "gtk-2.0", "2.10.0", "engines")
GTK_WIMP_DLL = "libwimp.dll"
If you want the Tango icons:
GTK_ICONS = os.path.join("share", "icons")
There is also localisation data (which I omit, but you might not want to):
GTK_LOCALE_DATA = os.path.join("share", "locale")
3. Piecing it together
Firstly, here's a function that walks the filesystem tree at a given point and produces output suitable for the data_files option.
def generate_data_files(prefix, tree, file_filter=None):
"""
Walk the filesystem starting at "prefix" + "tree", producing a list of files
suitable for the data_files option to setup(). The prefix will be omitted
from the path given to setup(). For example, if you have
C:\Python26\Lib\site-packages\gtk-2.0\runtime\etc\...
...and you want your "dist\" dir to contain "etc\..." as a subdirectory,
invoke the function as
generate_data_files(
r"C:\Python26\Lib\site-packages\gtk-2.0\runtime",
r"etc")
If, instead, you want it to contain "runtime\etc\..." use:
generate_data_files(
r"C:\Python26\Lib\site-packages\gtk-2.0",
r"runtime\etc")
Empty directories are omitted.
file_filter(root, fl) is an optional function called with a containing
directory and filename of each file. If it returns False, the file is
omitted from the results.
"""
data_files = []
for root, dirs, files in os.walk(os.path.join(prefix, tree)):
to_dir = os.path.relpath(root, prefix)
if file_filter is not None:
file_iter = (fl for fl in files if file_filter(root, fl))
else:
file_iter = files
data_files.append((to_dir, [os.path.join(root, fl) for fl in file_iter]))
non_empties = [(to, fro) for (to, fro) in data_files if fro]
return non_empties
So now you can call setup() like so:
setup(
# Other setup args here...
data_files = (
# Use the function above...
generate_data_files(GTK_RUNTIME_DIR, GTK_THEME_DEFAULT) +
generate_data_files(GTK_RUNTIME_DIR, GTK_THEME_WINDOWS) +
generate_data_files(GTK_RUNTIME_DIR, GTK_ICONS) +
# ...or include single files manually
[
(GTK_GTKRC_DIR, [
os.path.join(GTK_RUNTIME_DIR,
GTK_GTKRC_DIR,
GTK_GTKRC)
]),
(GTK_WIMP_DIR, [
os.path.join(
GTK_RUNTIME_DIR,
GTK_WIMP_DIR,
GTK_WIMP_DLL)
])
]
)
)

Swift 3: How to implement Cocoapods into project?

I'm a beginner to swift 3 and cocoapods and i want to implement this https://github.com/luowenxing/MTImagePicker image picker for my project.
I've installed the pod into my project and am using the .xcworkspace file.
However, I'm facing problems as i've errors like:
No such module 'MTImagePicker'
Use of unresolved identifier 'MTImagePickerController'
Use of undeclared type 'MTImagePickerAssetsModel'
I've moved the MTImagePicker folder into my project as instructed.
But I'm still having this problem.
Any help is much appreciated.
Thank you so much!
Edited:
Podfile
# Uncomment the next line to define a global platform for your project
# platform :ios, '9.0'
target 'BPMatters' do
# Comment the next line if you're not using Swift and don't want to use dynamic frameworks
use_frameworks!
# Pods for BPMatters
source 'https://github.com/CocoaPods/Specs.git'
pod 'MTImagePicker', '~> 1.0.1'
target 'BPMattersTests' do
inherit! :search_paths
# Pods for testing
end
target 'BPMattersUITests' do
inherit! :search_paths
# Pods for testing
end
end
#objc protocol MTImagePickerControllerDelegate:NSObjectProtocol {
// Implement it when setting source to MTImagePickerSource.ALAsset
optional func imagePickerController(picker:MTImagePickerController, didFinishPickingWithAssetsModels models:[MTImagePickerAssetsModel])
// Implement it when setting source to MTImagePickerSource.Photos
#available(iOS 8.0, *)
optional func imagePickerController(picker:MTImagePickerController, didFinishPickingWithPhotosModels models:[MTImagePickerPhotosModel])
optional func imagePickerControllerDidCancel(picker: MTImagePickerController)
}
///third party image picker////
func thirdPartyImagePicker(){
let imagePicker = MTImagePickerController.instance
imagePicker.mediaTypes = [MTImagePickerMediaType.Photo,MTImagePickerMediaType.Video]
imagePicker.imagePickerDelegate = self
imagePicker.maxCount = 10 // max select count
imagePicker.defaultShowCameraRoll = true // when set to true would show Camera Roll Album like WeChat by default.
//default is MTImagePickerSource.ALAsset
imagePicker.source = MTImagePickerSource.ALAsset
//imagePicker.source = MTImagePickerSource.Photos (Work on iOS8+)
self.presentViewController(imagePicker, animated: true, completion: nil)
}
///third party image picker end///
Screenshot of Terminal after pod install
Solution: I got my stuffs working by doing this: https://stackoverflow.com/a/39435421/7498313
I marked Faris Sbahi's answer as the correct answer as I believe his answers can help beginners like me to set up the cocoapods and implementation of the project.
Thank you so much! :)
import MTImagePicker at the top of your class.
Update your Podfile to
Podfile
# Uncomment the next line to define a global platform for your project
# platform :ios, '9.0'
use_frameworks!
target 'BPMatters' do
# Pods for BPMatters
pod 'MTImagePicker', '~> 1.0.1'
end
target 'BPMattersTests' do
inherit! :search_paths
# Pods for testing
end
target 'BPMattersUITests' do
inherit! :search_paths
# Pods for testing
end
After updating your Podfile to this, run pod install and ensure no errors are returned. After doing so, open the xcworkspace file and when you attempt to build ensure that the target is BPMatters.
Be sure that in the side pane you see something like this:
With a folder for MTImagePicker

Setting QT_DEBUG_PLUGINS fails

I have read this blogpost http://www.ics.com/blog/qt-tips-and-tricks-part-1 and tried to enable plugin debugging as described.
I've put this line in my main.cpp:
qputenv(QT_DEBUG_PLUGINS, 1);
But if I try to compile I'm getting this error:
.../src/main.cpp:14: error: 'QT_DEBUG_PLUGINS' was not declared in this scope
qputenv(QT_DEBUG_PLUGINS, -1);
What is the problem here and how do I have to do it right?
qputenv("QT_DEBUG_PLUGINS", QByteArray("1"));
But I don't get any additional output.
I'm using Qt5.5.1 with QtCreator 3.6 under KUbuntu 15.10.
You're supposed to set env variable from outside your program, not from inside! It's very likely the plugin loading you're interested into already happened by the time you reach that line. Try putting it before creating a Q*Application object.
– peppe
That's it. It was definitely set before plugin loading, but it seems to be important to set it before creating Q*Application as you wrote. Thank you.
– avb

using phpunit without composer

I'm trying to instal PHPunit on an old system,
I'm dealing with several phar issues,
from now i've managed to have PHPunit running, to have my autoload working, also the pPHPunit, but now, it is trying to call composer.
i Had to add an extention "PHPUnit/Extensions/Story", it's also working, but now, i've got to manage composer...
I tried to add the phar, to extract the phar , ... but nothing seems to work (if "Composer\Autoload\ClassLoader.php" work, then I've got an "Instantiator\Instantiator.php" missing...)
So, is it possible to have PHPunit running without composer?
I juste solved the problem :
despite I called "spl_autoload_register" for my own framework afeter including PHPunit and Composer"s ones, mine was sometimes called before, so I juste added a whitelisting in my autoloader (see $tabLibCommunPrefixes):
function phpunit_bootstrap_autoload($class_name) {
$prefixe = substr($class_name, 0, strpos($class_name, '_'));
$tabLibCommunPrefixes = array('Smarty', 'Zend', 'Bvb', 'Composer', 'domxml-php4-compat', 'FirePhp', 'Mobile', 'Nusoap', 'Pear', 'phing', 'PhpMailer', 'phpThumb', 'Sitra', 'Smarty3', 'smarty', 'test', 'upload', );
if (in_array($prefixe, $tabLibCommunPrefixes)) {
require_once str_replace('_', '/', $class_name) . '.php';
return true;
}
return false;
}
One can simply use composer to handle only PHPunit and it's dependencies.
So the easiest way is to simply use composer. There is nothing wrong at using composer for just a small part of your dependencies. In fact, for some (small) projects I even use it for no dependency at all (only to handle the autoloading).
You can use it in the subdirectory test, or more conventionally at the root of the project.

How do I run some code after every build in scons?

I'm looking for a way to register somthing like an end-build callback in scons. For example, I'm doing something like this right now:
def print_build_summary():
failures = SCons.Script.GetBuildFailures()
notifyExe = 'notify-send '
if len(failures) > 0:
notifyExe = notifyExe + ' --urgency=critical Build Failed'
else:
notifyExe = notifyExe + ' --urgency=normal Build Succeed'
os.system(notifyExe)
atexit.register(print_build_summary)
This only works in non-interactive mode. I'd like to be able to pop up something like this at the end of every build, specifically, when running multiple 'build' commands in an interactive scons session.
The only suggestions I've found, looking around, seem to be to use the dependency system or the AddPostAction call to glom this on. It doesn't seem quite right to me to do it that way, since it's not really a dependency (it's not even really a part of the build, strictly speaking) - it's just a static bit of code that needs to be run at the end of every build.
Thanks!
I don't think there's anything wrong with using the dependency system to resolve this. This is how I normally do it:
def finish( target, source, env ):
raise Exception( 'DO IT' )
finish_command = Command( 'finish', [], finish )
Depends( finish_command, DEFAULT_TARGETS )
Default( finish_command )
This creates a command that depends on the default targets for it's execution (so you know it'll always run last - see DEFAULT_TARGETS in scons manual). Hope this helps.
Ive been looking into this and havent found that SCons offers anything that would help. This seems like quite a usefull feature, maybe the SCons developers are watching these threads and will take the suggestion...
I looked at the source code and figured out how to do it. I'll try to suggest this change to the SCons developers on scons.org.
If you're interested, the file is engine/SCons/Script/Main.py, and the function is _build_targets(). At the end of this funcion, you would simply need to add a call to a user supplied callback. Of course this solution would not be very useful if you build on several different machines in your network, since you would have to port the change everywhere its needed, but if you're only building on one machine, then maybe you could make the change until/if SCons officially provides a solution.
Let me know if you need help implementing the change, and I'll see what I can do.
Another option would be to wrap the call to SCons, and have the wrapper script perform the desired actions, but that wouldnt help in SCons interactive mode.
Hope this helps,
Brady
EDIT:
I create a feature request for this: http://scons.tigris.org/issues/show_bug.cgi?id=2834