This is my first time using cocos2d for iphone, so right now i consider myself a noobie.
I am trying to use SneakyInput with cocos2D 2.0, but i cant seem to get it to work correctly.
Does anyone know how i can get this up and running? All of the tutorials ive seen seem to be out dated.
Thanks guys
What is the problem you are facing when you are using SneakyInput? If your cocos2D project is not compiling with the SneakyInput source files, the only reason I can think of is that SneakyInput is not ARC-enabled, otherwise everything should work as like with cocos2d 1.0.
If you are getting ARC related errors, you can select Edit-> Refactor-> Convert to Objective-C ARC from the Xcode Menu, select only your project, then go ahead and convert it to ARC.
Alternatively, you can select your project under Targets, then Build Phases -> Compile Sources, then select the SneakyInput files and add the following flag to each of them:
–fobjc-no-arc
Hope this helps.
Related
I want to build C++ GUI programs using Codeblocks+Wxwidgets+cmake. I tried to configure Wxwidgets with codeblocks IDE following the instructions given in the wxWidgets Discussion Forum as well as other Youtube tutorials.
I followed the youtube tutorials below.
Youtube tutorial
But, when 'DEBUG' and 'RELEASE' are being built, it keeps showing some kind of errors. As a result, the building was failed.
Please help me to solve this or suggest another easy way to do C++ GUI projects.
Thank you!
There is an excellent document explaining how to set up C::B with wxWidgets. It can be found here.
It is not about CMake-thingy, but it is written with enough details to help people understand how to setup the IDE.
So I suggest to delete C::B, delete wxWidgets, delete all projects you setup before and start all over, following the instructions from PB to a T.
If you hit a wall or something will not work - please comeback with the exact explanation.
I am sorry if this question is already asked but, from every source I have read on google so far they don't cover the most latest versions and I am having a lot of trouble figuring this out.
I have a VS code for detecting faces and saving the ROI onto the desktop. Now, I need to add the functionality for force capture and need to employ GUI for it which openCV is not good enough for. I have been told to use Qt. For more than a week now I have been stuck at simply installing Qt and getting it to work. If anyone could help me out in-line with my project's purpose I would greatly appreciate it.
Every time I install I get some sort of different error which I am not able to understand (complete beginner here), the latest one I got was that Qt could not find the "Kit", even though the dialog box displayed the available ones (Mingw 2022).
Thanks in advance!
I am trying to learn SDL in C++ So auto-complete is very essential for me.VS code was working fine with SFML but due to android problems I started learning SDL and now auto-completions for SDL is not working correctly . It always suggest some wrong members ,even If I didn't include any library . I don't have enough experience with VS . I came to VS from neovim only for auto completions which not working properly :(
I had tried restring ,updating and deleting .vscode dir but nothing happened
Hover your cursor on the header file mentioned in the source code
You'll notice a red/green swiggly underline
A light bulb icon appears, click on it
select the option called "edit includepath setting"
It takes you to a new "c_cpp_properties.json"
In this json file, under your platform, add all the paths to the headerfiles
After doing this, most of the unwanted intellisense results disappear. Only releavent ones show up the top.
VS code is a very good tool which comes with source control features. Add C++ extension and a debugger and you are good to go.
I have just started to learn about how C++ works however it seems that any source code I get I can not get to compile. Even when I try to copy the tutorials in their own project I get errors. For example, when I want to follow along with this, http://www.directxtutorial.com/Lesson.aspx?lessonid=11-1-3 Visual Studio gives me back tons of errors. http://gyazo.com/7131e8d21a8aa5c44c68f3e846da7921 Can anyone tell me how to fix this? I have tried many different OpenGL and DirectX tutorials and none of them seem to work (on several computers). I then tried Code Blocks and got that doesn't seem to work either.
You need to do some changes in project settings.
Go to project properties->General->Character Set, use the "Use Unicode Character Set" and then compile the project. It will work perfectly.
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!