Strange spaceManager warnings when trying to build my app? cocos2d - cocos2d-iphone

I am making a game using cocos2d and spaceManager and every time I try to build I keep getting 9 warnings just like this one:
ld: warning: instance method 'initWithBodyName:spaceManager:' in category from /Users/Stephen/Library/Developer/Xcode/DerivedData/Tire_Hoops-ehsypaujneeleibuwmnnfbiukpry/Build/Intermediates/Tire Hoops.build/Debug-iphonesimulator/Tire Hoops.build/Objects-normal/i386/cpCCSprite+PhysicsEditor-86CB95D6892249C.o conflicts with same method from another category
Does anyone know how to fix this?

I figured it out, I had duplicated classes in my project.

Related

Creating a Testing level

Im trying to build my first testing level in Cryengine.
Im really new to coding and c++ (basically a baby).
I have modelled the island in Cryengine.
I want to make a Server for my friend to log in to test If we would be able to run it-
I cannot find root/system.cfg to set parameters there I have looked everywhere for it. it is just hiding or I am doing something wrong?
I need to specify parameters: Set net_dedicatedServerArbitratorPort= in system.cfg to a sensible value.
Any help would be great :)
Thank you. Wish me luck.
I have tried looking in Visual Studio, Tried Cmake, Looked in every folder in the Directory of the testing island.
I really dont have and idea how to run it, im just trying to follow the Cryengine Manual.

Unable to ES6 import ChartJS plugin into Aurelia

I'm using chart.js in my Aurelia application and it works fine.
I now want to add the chartjs-plugin-deferred plugin as well, and after having npm install:ed it and added it to aurelia.json's dependencies array I now get the following error:
Uncaught TypeError: Cannot read property 'helpers' of undefined
Pointing to the first couple of lines in the plugin code:
var Chart = window.Chart;
var helpers = Chart.helpers;
(Note that I don't even need to use the plugin (import 'chartjs-plugin-deferred'; for the error to appear; as soon as it's added to aurelia.json I get errors).
If I add a console.dir(window.Chart) before the lines that throw errors it is in fact not undefined, and if I try to use the plugin in my charts it actually works fine.
Can someone explain why this error occurs and if there's some way I can get rid of it? I feel uncomfortable shipping code that, while it works as it should, throws errors in the console.
I'm a huge fan of npm and imports etc but more often than not you run into issues such as these which imo is such a hassle and actually makes me miss the good old days of just piling script elements on top of each other.
Edit: I tried with a couple more plugins just to see if perhaps the deferred plugin was the issue here, but every other plugin I tried completely kills the build.
Does anyone have experience importing ChartJS and a ChartJS plugin into Aurelia successfully?
The issue at hand is that the library does not provide any meaningful way to jump in with a module loader and properly first fully load the dependency ChartJS before carrying on with the execution.
It would be the best if the library could wrap its code in a UMD compatible format to satisfy the most common formats at once, amongst those RequireJS, which is used for the Aurelia CLI.
I see you've created a Github Issue, including the libraries author as well. Good work, I've created a small PR to add the missing feature, which then also makes the example work, without throwing the missing helper error.

unknown class name 'MyCentralGraphicsItem'; did you mean 'MyCentralRectItem'?

I have a bug that I have been trying to fix for hours, it is not a big deal but I really don't know what to do here. I am using Qt, but there is no need to know Qt, just C++ and OOP.
This is the repository in which I am pushing all the project. Don't worry about all the files, the ones that I am having problem with are MyCentralGraphicsItem and MyCentralRectItem. QAbstractGraphicsShapeItem is an abstract class provided by Qt. I inherited from it to create my custom Items.
You can find the output error in the bug file in the repository.
Thank you for your help!

Cocos2d and interface building options

After a few years with cocos2d, i have to say the truth ,i am seek of putting CCMenus in code, order them, create CCScenes to every page with coding, especially when i see the simple way its done with Apple's storyboards .
I know that the cocos2d interface builder project was shut down(they say so in the site) , so i wonder what are my ways , to work with cocos2d to order scene/buttons and storyboards ,but not do it all by coding (coding the coordinates,buttons,pages,scrollers,etc) .
Is there an option for me that i haven't heard about ??
(i use the cocos2d v2.0)
Thanks.
Have a look at SpriteBuilder (an amazing open source project forked off CocosBuilder).

ipad 3 with cocos2d 0.99.5

Is there any way to make my app work on ipad 3 without updating to cocos2d 1.0.1 or higher?
I am using cocos2d 0.99.5 and a third party framework (not mine) which uses cocos2d 0.99.5
Updating to cocos2d 1.0.1 or higher would be a colossal work.
My app is working in ipad 1 and ipad 2, but in ipad 3 i just see a black screen (and listen to the music)
Thank you!!
Possibly, if you can retrace what has been done to add iPad 3 support between 0.99.5 and v1.0.1. You can use the github commit history. Though this will not be an easy task, and possibly cost you more time than updating to v1.0.1.
Why would updating be a colossal task? If you tried it and found hundreds if not thousands of errors, this does not mean you'll have to apply the same number of fixes. One renamed cocos2d class can already give you dozens and more errors depending on the class and your project.
To update cocos2d follow the steps described here. Especially important and often forgotten is to actually delete all the old cocos2d files, otherwise you may still be using old version source files in your project causing all kinds of trouble.
From what I recall when I updated the first edition of my book (cocos2d 0.99) to the second edition (cocos2d 1.0.1) there was very little code between those two cocos2d versions that actually forced me to write new code. 99% of the changes are merely renamed classes, methods and properties - renaming them accordingly fixes 80% of the issues, and the rest are new or removed or re-arranged parameters of methods, almost as easily fixed though not as easily because you can't always use refactor respectively search & replace to fix those.
I suggest to fix the easy ones first (renamed classes, methods, properties) and then get to the rest. If you need help, you already know how to use SO. ;)