Situation:
- Just few hours ago I intalled cocos2d 2.x
- But just before it I delete template files of cocos2d 1.0.1
- Now I can't see template files of cocos2d 2.x
- In Xcode both of the templates are visible, and I can use them.
Question: How I can delete cocos2d 1.0.1 templates, if I already delete files of this templates? Why I can't see files of cocos2d 2.x?
Thanks in advance!
This will be helpful for those who try to reinstall or delete Cocos2D Templates!
If you delete all the files from thi path: ~/Library/Application Support/Developer/
If you tried to delete it with command in Terminal.app: cd "your path" ./install-templates.sh -u -f
If you tried to reinstall Xcode.app
Nothing helps?
I found solution of this problem!
What you need to do is:
Open the Finder
Press Shift-Command-G
Enter the Path: /Users/Your_Username/Library/Developer
Press Go
Open Xcode Folder
Open Templates Folder
Delete Cocos2D Folder
Open File Templates Folder
Delete Cocos2D Folder
That's all!
P.S As well you can modify the names of templates and tabs in Xcode. Simply just by renaming folders of the templates.
P.P.S By the way right now you can upgrade to Cocos2D 2.x. Download it from here: Cocos2D
For Xcode 5.1 and later
Command+Alt+G (go to) /Users//Library/Developer/Xcode/Templates
Then delete 3d party templates folder.
Try looking at this link:
http://www.cocos2d-iphone.org/forum/topic/4082
You might need to manually remove the files if all else fails.
Hope it helps! :)
Related
I am trying to use an opencart checkout extension using opencart 1.5.6.4, but even after enabling the checkout extension the old checkout is still the one that's showing. I already tried two checkout extensions using the same opencart version but it won't show up.
This are the steps I did. could anyone check if I missed something? I followed the instructions, but maybe there are things that are not in the instruction manual.
I installed opencart 1.5.6.4 and deleted the install folder.
Next I copied the upload files from vqmod version 2 and activated itin the group section.
Last I copied the extension upload files in my opencart.
I installed the extension in the modules and activated it by turning on the "replace the main checkout".
But after those the old checkout is still the one that's showing.
And another question, When I tried uploading the theme there's a file that is named the same, what should I do with that? should I rename it? Won't the programming be destroyed?
I am just a beginner in opencart so your help will be greatly appreciated.
The reason why it didn't work is because I installed the wrong vqmod, Everything works after that.
If anyone goes through the same problem in the future just check if you're vqmod was installed by typing NAME_OF_SITE/vqmod/install.
It should say:
VQMOD ALREADY INSTALLED!
if this message does not appear install your vqmod.
I'm am unable to play Html5 videos on a deployed Qt5.4 QtWebEngine project. I used the Fancy Browser example and built it with MSVC2013 OpenGL 64bit, and deployed it using windeployqt.exe. Now this right here will work fine but the app won't run on a computer without Qt5.4. So to fix this, I create a file in the exe directory called qt.conf and inside it I put:
[Path]
Prefix=.
This will fix the app and allow it to run on other computers without Qt. But then the problem now is that after adding the qt.conf file, it can no longer play Html5 videos. Is there a plugin or DLL I'm missing? I've been looking and messing around but can't find it...
Ok I ended up finding it. windeployqt didn't copy the ffmpegsumo.dll in the qtwebengine folder inside the plugins directory. But there's one thing with doing that... when you put it there, the app needs the MSVC Debug DLLs to run, which isn't really a problem, just an inconvenience.
Qt 5.5.1 msvc2013 I copy the ffmpegsumo.dll to run directory ,it also can't work
i spent a lot of time trying to get these to install properly, so here i am.
I've already googled my problem countless times in different forms and still can't resolve it.
It's just very confusing because there are so many versions out there, and i don't even know how to build the binaries, if even have to do that, and i couldn't find the configure.exe. I don't have it after i installed QT5.
I have python, perl, Visual Studio, QT5,QT addin, and openssl installed.
When going to QT5, QT Options, then Add, add: C:\Qt\5.2.1\mingw48_32 as the path and got an error about qmake not found or something.
So I deleted libqtmain.a and libqtmaind.a as suggested by some site and that solved the problem.
I've also tried this: http://blog.kikicode.com/2011/09/qt-version-uses-unsupported-makefile.html
but i couldn't find the Trolltech folder, so i stopped.
But now my problem is this
"This QT version uses an unsupported makefile generator (used: MINGW, supported: MSVN.NET, MSBUILD).
I don't even have a configure.exe file, and can't launch it from the visual studio command line.
I really have no idea what to do. I've been attacking this problem for all of yesterday, and i've ran out of steps today. Please help me.
I don't have the express version of VS. Just so you know.
I just solved this issue. It get me mad, but is easy.
The Add-in looks to $(QTDIR)\mkspecs\default to know which one to use. The "default" folder is not created after configure and build Qt.
So the way I solved is to copy&paste the "win32-msvc2013" folder as "default".
And now the Add-in recognised Qt.
BTW, after build the sources "nmake", I make an install of them in another folder so I have just the binaries and tools but not all the source that I don't need for develop software based on Qt.
Once the compilation is complete, then type:
Set the root where the installation will be, ex:
set INSTALL_ROOT=\Sw\Qt\qt-4.8.5-install
Execute in your source's root the command:
nmake install
So after trying everything i decided to run compile the binaries.
I think not a lot of people have this problem and there is no solution on the internet because the 2013 addin is very new. So here is what i did, and what worked for me, after countless hours of trying.
I downloaded the zip located under the main downloads on their webpage: http://qt-project.org/downloads
I uninstalled the old QT. (kept the addin)
I unzipped the zip it into a folder i named QT at C:\
Then i ran the configure.bat located inside.
On the Visual Studio cmd i cd to the C:\QT\qt-everywhere-opensource-src-5.2.1
directory where the configure file is,
Tried running the 'configure' file, there was no configure.exe. Then i ran 'nmake', that took like three hours.
The i went into C:\QT\qt-everywhere-opensource-src-5.2.1\qtbase\qmake
and made a folder bin where i copied the qmake.exe found in that same folder.
Finally i went into the VS addin, qt, qt options and i added that directory.
And it works!
I'm using Qt 5.6, msvc2014, but had the same issue at first. This issue was solved for me by updating to Add-in 1.2.5 without changing anything else.
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!