I an a beginner. I have problem running cocos2d tests in Xcode 4.2 since I cannot customize toolbar in xcode 4.2 anymore. How do I set the active target and executable? Or anyone knows the workaround for running the tests? Any helps are much appreciated! Thanks a lot!
In XCode 4.2, the bar will default to ActionManagerTest when you've loaded the project sucessfully. Clicking it will allow you to change tests.
Also note, that the official cocos2d tutorial tells you to open cocos2d-ios.xcodeproj to begin exploring; but to actually run the tests, you need to open cocos2d-tests-ios.xcodeproj.
You can find this by editing scheme in your target. In scheme bar above your project where you select simulator and device, click your project and edit scheme in drop down. There you can set the executable. :)
hope this helps.
Related
I have recently installed Qt Creator 4.8.0 based on Qt 5.12.0 and I have it configured like in the image below. However, I haven't managed to start the debugger. As it can be seen, the debugger is correctly set for this kit, the one I'm using right now.
Any solution?
Thanks!
Wow! I found it!!! Here in the tab "projects", there are several build and run configurations. Despite you select a default kit, the final one being executed is the one in black under this tab.
Finally I disabled all of them except the one that was properly configured in the Kits window and it worked. I hope this information is helpful for someone. I don't think that part of the configuration is clear.
I got the same error, but in my case I was using the MSVC compiler and the kit didn't manage to find the CDB debugger. I was able to fix it by going to "Add or remove programs" -> "Windows Software Development Kit" -> Modify -> Change -> Debugging Tools for Windows.
In my case it was needed to select "Enable C++" under Debugger settings
screenshot
The same dumm error QT creator shows when you simply don't have gdb installed.
Worked in my case ;)
I had the same error in MacOS, debugger suddenly stopped working (LLDB debugger worked in XCode but not Qt Creator).
In this case, I reinstalled Qt Creator and reinitialized the config by removing the .config/QtProject directory located in homedir. This solved the problem.
I had the same issue when Qt Creator didn't recognized the path to the Debugger. Due to some reason it showed multiple Auto-detected Debuggers at the same location. And on the top one of the list with the red error indicator.
see
Projects->Manage Kits...->Debuggers
I removed the erroneous Debugger and restart the Qt Creator.
I've looked for an answer during a few days and I haven't found anything similar anywhere;
I downloaded Qt from the official website, installed it and apparently compiling is fine. But whenever I try to execute (Ctrl+R) any app, even the basic one which only displays a window or widget, QtCreator itself crashes. No error message, nothing, just crashing.
I've tried to redownload and reinstall it a few times with different settings, but nothing will do.
I'm running QtCreator on Windows 7 64 bits. I'll try on my laptop which is also running windows and will update if I find anything.
Any help would be appreciated, I need to start a project as soon as possible. I'm relatively new to QT and if you need info on anything just ask me. Thanks :)
Use dependency walker, http://www.dependencywalker.com/
and post any missing dependencies. It is possible some install targets or options are missing from when you installed QtCreator, which can be resolved with the maintenance tool in the same directory you installed Qt.
Also, are you using the Visual Studio compiler(must have Visual Studio installed separately, and mark the option during install), or the Ming compiler(2 options checked during install or maintenance)?
Check if your antivirus is locking it, I had a similar issue time ago and it was due to antivirus (Avast specifically). Disable antivirus' realtime shields and try to execute a basic app.
It is necessary to use QtCreator? I use QtDesigner snd VS2013 and things go very well. :)
check this thread Qt Creator Plain C++ Project won't run/debug... and this C++ - QtCreator doesn't show any output
I just made the fresh QT installation and when I create empty QT Quick project or open any of existing QT Quick examples, my QML designer doesn't work. It shows "Cannot Connect to QML Emluation Layer (QML Puppet)" error.
I tried to reinstall QT, reboot, installed additional QT kit versions and tried to switch between 32bit/64bit default/opengl versions of the kit and nothing seems to work for me. I was able to successfully run the designer ONCE, and after I closed it and tried to re-open the file it stopped working again. I also tried to search, but didn't find any solution. I also tried to ask on QT forums, but didn't receive any answer.
My system is Windows 7, with Visual Studio 2013 installed. Thanks for your help!
Do this:
Go to QT Creator Preferences (Menu Bar | Tools > Options)
Select QT Quick Option (Options headings - left side).
Click the QT Quick Designer tab.
Under QML Emulation Layer grouping, select "Use QML Emulation Layer that is built with selected QT".
No need to choose a path,
And click OK.
It will rebuild your designer view.
Worked for me.
Possibly related to this bug. Just try this workaround: in the Options
dialog go to “Qt Quick / Qt Quick Designer / QML Emulation Layer” and
disable the checkbox “Always use the QML emulation layer prived by Qt
Creator”. That will cause a rebuild of the emulation layer with the
used Qt version in the current project. That layer does not crash.
This workaround only works with Desktop Kits. – BaCaRoZzo Mar 30
This worked for me on Ubuntu 14.04.
Go to Tools->Options->Qt Quick.
In QML Emulation Layer, make sure
the path is correct for "Use fallback QML emulation layer".
Since I was reinstalling Qt, the new installation had the old path of Qt which gave rise to this issue.
If failed anyway, use "Qt Design studio" instead and build it again, it worked for me.
I recommend to uninstall Qt first and then reinstall it with "Qt Design Studio" box checked.
On Ubuntu 20 LTS, you can run it on: /home/Qt/Tools/QtDesignStudio/bin/qtdesignstudio
Good luck.
What the title says. All options in the "Build" tab are grayed out, and run and debug are grayed out in the "Run" tab. I can fix it by giving mono root, but I'm not too keen on having that as a permanent solution.
I have tried creating a new "Hello world" solution just for testing, tried different project file formats(vs 20xx, mono 1.0), reinstalling mono, installing/uninstalling monodevelop-debugger-gdb...
I've been able to run programs before, no idea what happened.
Using linux mint 12 and monodevelop 2.6
Any other info you might need?
I suggest you upgrade to the latest Monodevelop version (3.04). In past releases there was a little bug that allowed what you describe to happen. In my experience it was project specific, meaning, when happened, happened only in one project, usually the last one I was working on.
In the meantime here is a simple workaround to use when that problem happens:
When that happened to me in the past (using version Monodevelop 2.6 on Ubuntu) I found that if I open, compile and run successfully another project, and then go back to try and compile the problematic project (in which the 'Build' options were greyed out) - the problem is solved and all 'Build' menu options become be available again.
I don't know what the bug was, but as I mentioned above, I did not experience the same bug in Monodevelop 3.04, so I recommend you upgrade.
Hope that helps!
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!