Cocosmotion cloned from github repository does not work - cocos2d-iphone

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.

Related

MetalKit's drawInMTKView function not called if app is built using cmake/make?

I ran into a strange issue testing Metal cpp. The following project is almost the same as Apple's official Metal Cpp example project.
https://github.com/shi-yan/testmetal
The apple official example contains an Xcode project, whereas my modified version tries to use cmake.
My cmake project builds and runs, but the window is empty. I debugged it, the root cause is that the drawInMTKView function never gets called.
If I generate an Xcode project using cmake, then build and run my code in Xcode, the resulting app can render to its window just fine.
However, if I run the same app binary through the terminal, it will show an empty window again.
Any idea what might cause this? Thanks.
Thanks to an Apple engineer, the issue is resolved.
My CMakeLists.txt doesn't load MetalKit. XCode can load MetalKit automatically, hence there was no issue running it via xcode.
Adding MetalKit to my CMakeList.txt solved the issue.

Swift Package Manager XCode 13.1 Could not find module 'xxx' for target 'x86_64-apple-ios-simulator'

As many other somewhat similar issues reported, having problem building for simulator on M1 Macbook, trying to see if anyone has resolved this. Including my own framework using Swift Package Manager. There is nothing special about it other than it is a swift framework which builds fine on its own. Everything else builds fine it just seems that for whatever reason I can not force to build this package for x86_64 arch.
Open XCode using Rosetta works - but it is a hack and a work around I would think with performance issues
Building for device works
Attempted to change build settings as follows:
I have also tried to set "Build active architecture only" to NO

VS2017 RC1 Installation installation error - Microsoft.PortableLibrary.TargetingPack.Msi failed - No XAML

I had errors installing VS2017 with
Package 'Microsoft.PortableLibrary.TargetingPack.Msi,version=15.0.26004.1' failed to install
The actual IDE will open but I don't have any XAML functionality - it appeared to fail the installation before this component was installed. XAML files won't load and there is no XAML listed under 'Text Editor'.
How to fix this error?
After several hours finally managed to get it to work:
Still not sure exactly what a targeting pack is - and why VS couldn't install it but I manually installed this package and managed to get it to work:
Manually installed:
Microsoft .NET Framework 4.6.2 Developer Pack and Language Packs
https://www.microsoft.com/en-us/download/details.aspx?id=53321
Other things I did that may have contributed to the solution:
I rebooted
I removed all files in C:\ProgramData\Microsoft\VisualStudio\Packages - actually I moved them to an OLD folder and later deleted them. You will see packages downloaded here after you restart the install.
I had previously created a symbolic link from %ProgramData%\Package Cache to another drive to save space (https://superuser.com/questions/455853/can-i-delete-the-folder-c-programdata-package-cache). This symbolic link didn't seem to work anymore leaving me with some files in %ProgramData%\Package Cache and the rest in the other drive. I moved them over and recreated the link. If this is something you did to save disk space and forgot then that could contribute towards a failed solution.
Something above fixed the issue and I now have XAML back again.
Note: The VS2017 RC1 does not support offline installation so that was another avenue I explored and gave up on. The command line switches currently do NOTHING.
I believe the package I needed is the following one but not absolutely sure.
C:\ProgramData\Microsoft\VisualStudio\Packages\Microsoft.PortableLibrary.TargetingPack.Msi,version=15.0.25719.0

Cannot find libcocos2d ios.a library in Xcode

I have downloaded the cocos2d-x 3.6 yesterday. And I do follow the steps in this tutorial page: http://cocos2d-x.org/wiki/How_to_Start_A_New_Cocos2D-X_Game.
I build and run my new project in Xcode successfully. But I notice that there is no "libcocos2d ios.a" library existed when I click my project setting. I try to search the answer from internet, but it seems doesn't have correct one.
One more thing, if I clean the whole project and rebuild it. It will compiling 621 source files to come out(I think it's cocos2d source files), it takes too long time! I don't want to wait so long every time when I clean and rebuild project. Is there a way to make it don't rebuild cocos2d-x source files every time?
the screenshot:
--------------- environment ---------------
Xcode 6.3.2
Mac OS 10.10.3
cocos2d-x 3.6
I find a possible solution here:
http://mcspot.com/build-cocos2d-x-static-library-on-ios/
After trying, the Xcode project failed to link those two generated "libcocos2d ios.a" files(one for arm7, the other for arm64). I still don't know why this happened. I am building project for iPhone 6(arm64), why it says require i386 architecture.
here is the error (build for iPhone 6 simulator):

Use Jenkins CI for Qt projects

I'm trying to use Jenkins for some project I have written in Qt framework.
There is qmake plug-in for Jenkins in Jenkins wiki page, although this plug-in doesn't exist in Jenkins plug-in list.
I've looked for .hpi file for qmakebuilder plug-in, couldn't find it though. So I download the source code from the given repository, tried to compile it as described in Jenkins wiki... but I get list of error indicating java.util.NoSuchElementException.
Any of you guys have used this plug-in? or any other Jenkins plug-in to compile Qt projects with?
First of all, my JAVA_HOME variable was not pointing at the right folder i.e. JDK folder and it was set to JRE which caused the maven to not work properly.
But after fixing that, I was still getting some compilation error.
Finally, I asked Jenkins people and realized for some reason qmakebuilder is not compatible with JDK 7. Therefore, I download the JDK 6 compile the code with that version and it got compiled just fine. I got the hpi file in the target folder.
Plus, the hpi file for this plug-in NOW can be find here.