cocos2d and restkit crash on request - cocos2d-iphone

trying to get used to restkit at the moment and im having an issue getting it to work within a cocos2d template project. All my restkit code works fine if i create a standard viewcontroller project without any cocos2d but when i try add it to my cocos2d project it crashed in the same place everytime
- (NSString*)cacheKey {
if (_method == RKRequestMethodDELETE) {
return nil;
}
NSString* compositCacheKey = [NSString stringWithFormat:#"%#-%d-%#", self.URL, _method, [_URLRequest HTTPBody]];
return [compositCacheKey MD5];
it crashes on the return call above within RKRequest.m.
anyone had any issues working with both restkit and cocos2d together? if its even possible and what i need to look out for to make it work? any help is appreciated

Your code is probably unable to find the MD5 method because the NSString+MD5.m file was not linked.
If you followed the setup instructions for RestKit correctly, you should have added "-ObjC -all_load" to the "Other Linker Flags" setting in your project Build Settings.
If you are missing this setting, add it.
Now click on the target you are trying to build, and go to its Build Settings. Search again for the "Other Linker Flags" setting, and give it a value of $(inherited).
Now do a clean recompile and your requests should work.

Related

add images to C++/CLI winform project -Visual studio

whenever I try to add images to imagelist or change the form icon i get an error arround here
this->Icon = (cli::safe_cast<System::Drawing::Icon^>(resources->GetObject(L"$this.Icon")));
the error "System.Resources.MissingManifestResourceException: 'Could not find any resources appropriate for the specified culture or the neutral culture. Make sure "CppCLRWinFormsProject.Form1.resources" was correctly embedded or linked into assembly "BoneJsonEditor" at compile time, or that all the satellite assemblies required are loadable and fully signed.' "
any possible way to fix this ?
i used a tamplate called CppCLR_WinForm project to start my project
after looking it up a bit i found that i sould change the build action but i can't find that field in the file properities

Info.plist added but Xcode still crashing

I'm setting up a project utilizing OpenCV and Xcode and I want to open up the webcam using VideoCapture. I have added my own Info.plist file (as a command-line project in C++ doesn't have an Info.plist) and I have added it to the project under targets/general/identity. My info.plist is verified as OK from the command "plutil Info.plist".
I also have the "Pre-Process Info.plist" tag under "Packaging" changed to "yes". However, I still get this error:
"This app has crashed because it attempted to access privacy-sensitive
data without a usage description. The app's Info.plist must contain
an NSCameraUsageDescription key with a string value explaining to the
user how the app uses this data."
I have tried many StackOverFlow links and they have all failed, including this one: Accessing webcam in Xcode with OpenCV (C++)
If I don't add the Info.plist file to finder (the link at the bottom of the link), I get the same error.
When I add it to finder along with the executable, I get this error along with the previous error:
"There was an error parsing the Info.plist for the bundle at URL"
Please let me know how I can fix this. Thank you so much for your time.
You need to have some text (Usage Description) in Info.plist for key "NSCameraUsageDescription". Otherwise, the app will crash when app access Camera. Please see the snapshot below.
Hope it helps. Otherwise, please let us know.

Xcode says "You don't have permission" when trying to run. Tried a lot of solutions from here [duplicate]

Whenever I try to run my app in Xcode 6 Beta 4 I am getting the error:
The file "MyApp.app" couldn't be opened because you don't have permission to view it.
This error appears no matter what simulator or device I target.
I have tried:
Deleting all Derived Data from Organizer in Xcode
Repairing permissions on my drive
Manually elevating the permissions of the built MyApp.app
Restarting my computer
Has anyone else run into this problem and found a solution?
I use Xcode6 GM. I encountered the same problem. What I did was to go to Build Settings -> Build Options. Then I changed the value of the "Compiler for C/C++/Objective-C" to Default Compiler.
Having the problem on DEVICE too (not just simulator)?
The other solutions only fixed it for me on simulator, not device.
For me this problem occurred (in Xcode 6) when I would try to change the main info.plist properties whilst trying to change my app name.
In info.plist I had changed Executable File name to something other than the default ${EXECUTABLE_NAME}...
I had mistaken this field for the field that changes the name of the app under the icon on the springboard.
In Xcode do the following
Window --> Organiser --> Projects --> The app with the issue --> delete button in Derived Data.
I then cleaned the project and voila
works
For me, a simple Product -> Clean worked great
I've fixed it by cleaning a build folder. Just went to 'Product' menu and Option+Click 'Clean'. After that a problem was resolved.
There was a problem with the Info.plist of the project. I created a new project with the same name in Xcode 6 beta 4 and then replaced the real project's Info.plist with the new one. The project then built and ran fine.
Look at the diff, it appears like the plist might have somehow gotten mixed up with a playground's plist. The bundle identifier was "com.apple.dt.playground.iOS-18300-13" and the executable and bundle names were "iOS" along with some other oddities.
This is the full diff in case anyone needs it for reference:
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
- <string>iOS</string>
+ <string>${EXECUTABLE_NAME}</string>
<key>CFBundleIdentifier</key>
- <string>com.apple.dt.playground.iOS-18300-13</string>
+ <string>com.myCompany.${PRODUCT_NAME:rfc1034identifier}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
- <string>iOS</string>
+ <string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
- <string>AAPL</string>
+ <string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
- <key>CFBundleSupportedPlatforms</key>
- <array>
- <string>iPhoneSimulator</string>
- </array>
+ <key>CFBundleSignature</key>
+ <string>????</string>
<key>CFBundleVersion</key>
<string>1</string>
- <key>DTPlatformName</key>
- <string>iphonesimulator</string>
- <key>DTSDKName</key>
- <string>iphonesimulator8.0</string>
- <key>LSBackgroundOnly</key>
- <true/>
<key>LSRequiresIPhoneOS</key>
<true/>
+ <key>UIMainStoryboardFile</key>
+ <string>Main</string>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>
</array>
+ <key>UISupportedInterfaceOrientations</key>
+ <array>
+ <string>UIInterfaceOrientationPortrait</string>
+ <string>UIInterfaceOrientationLandscapeLeft</string>
+ <string>UIInterfaceOrientationLandscapeRight</string>
+ </array>
</dict>
</plist>
I've had same this error in Xcode 8.2. The reason I found out for me, another Info.plist is added in my project while adding library (manually copy).
So that Xcode is getting confused for selecting correct Info.plist.
I just removed that Info.plist from the added library.
Then it is working fine without any permission alert.
Please check if you have changed Executable file => $(EXECUTABLE_NAME) to any other name. If you have changed this name then it shows this error. Please replace it with $(EXECUTABLE_NAME).
Product -> Clean (command shift K) fixed it for me
My goodness!! I spent hours to resolve this issue.
On XCode 7.3 I was having project with no issues.
Mistake I did
I just Added physical folders and moved my files into them, problem started.
I tried everything
Default compiler
Clean and build
Reset simulator and reboot simulator, Xcode, iPhone even mac
Updated Info.plist
Deleting Derived Data
Editing the permission on the folder of the project
Checking my architectures
nothing worked :(
How I resolved
I was about create new project and then I just deleted those physical
folders I added, clean build and YESS!!
It works!!
Try "cmd+shift+k" to clean the project and rebuild. At least it worked for me
Sometimes opening old project in new version Xcode will get this message.
Go to Issue navigator and follow the warning hint 'Upate to reconmmented settings'.
Boom, magic!
I had similar issue (xCode 6.2) for sample code downloaded. I tried to set Executable Name to Default in Info.plist but this didn't worked.
Instead change Compiler for C/C++/Objective-C to Default compiler (Apple LLVM 6.0) instead of Unsupported Compiler(com.apple.compilers.llvmgcc42) for project.
My Application was working fine on XCode 9.4, but when I opened my project in XCode 10 I was experiencing this issue. For me the issue was the build setting. I found the answer in this page https://forums.developer.apple.com/thread/112141.
In short go to File > Workspace Settingsā€¦ > Build System and change it to "Legacy Build System"
1) Go Firstly Build Options.
2) Then changed the value of the "Compiler for C/C++/Objective-C" to Default Compiler.
clean and working :-)
I found that changing my compiler to LLVM 6.0 in the Build Options was enough for me (xcode 6.1)
I got same error on my Xcode 6.1.1 for a project downloaded from gitHub which was committed 4 years ago.
For me, setting Architectures to the default value Standard architectures(armv7,arm64) and Compiler for C/C++/Objective-C to Default Compiler in Building Settings worked.
I had the same issue in my project. Later on found that third-party (fmdb for SQLite) file used in project contained Info.plist.
Simply deleting the Info.plist file worked for me!
I recently meet the same problem for running an old project (initially created in Xcode 4.x) in Xcode 6.0.1.
I fixed the problem by changing the Architectures in Building Settings to the default value, which is "Standard architectures(armv7,arm64)".
Hope this could help anyone who got similar problems :)
I've had this error with a number of my older projects that I am getting out of the cupboard to update. It seems that using Xcode 6 with older code seems to bring this about for some reason.
I have fixed this in all projects that I have done this with by:
Delete Derived Data
in Product: do a clean
go to Build Settings in the project Target and go to Build Options and change the value of the "Compiler for C/C++/Objective-C" to 'Default
Compiler'.
I tried all of the listed answers and none of them was useful. The problem was due to existence of an another plist file linked from a submodule via cocoapods. Luckily this was my own module, so I just deleted this plist from the submodule project and reinstalled pods.
solution
Later on I understood that the key of the problem was in the name of that second plist: simply info.plist. You may rename the file and relink it via a sources section of a submodule
That second plist file had a unique name, so Xcode was not supposed to become frustrated. Even my target settings pointed on a main plist, not on a info.plist. Looks like Xcode takes special consideraions about that name
The bug reproduced in Xcode 6.4 and Xcode 7.0
Well in my case, I just rename the Bundle Name and Executable file values in info.plist same as project name. It worked for me.
What I did is here:
I deleted VALIDARCHS from Project
I deleted VALIDARCHS from Target
Build Active Architecture Only = YES (for Debug) Architectures
Standard Architectures $(ARCHS_STANDARD)
Also, File -> Project/Workspace Settings == New Build System
Xcode Version 12.0 (12A7209)
I had this similar problem. Somehow my value for the key Executable File got mixed up. Just change it back to ${EXECUTABLE_NAME} (Under your project > Info). Worked for me!
If you google the text of this error message you will find maybe 20 threads across StackOverflow, Apple dev forums, Reddit, etc. about Xcode failing to be able to run a compiled executable with this error message.
In these threads you will find many people offering various suggestions about how to fix the problem: changing product name to match project name, changing build phase options, something with info.plist, changing compilers to or from Clang, etc. Presumably the suggestions are offered in good faith because they solved the problem for someone, but the answers are so varied that it is clear that the error message is generic and this is an important point if you are receiving it: this error seems to mean that something is wrong with the binary. Ignore its actual text: it may have nothing to do with permissions.
There is no general solution to this error. The error message is totally generic; assume it means "bad binary file". The solution if you are receiving it depends on what you are trying to do, what has changed, why you are seeing this error all of a sudden. Google the specifics of your situation rather than this error message.
In my case, and I have a feeling this is a common case, what I was trying to do was build an old iOS project, nine years old I think, on modern Xcode. The solution was to switch to the legacy build system which led to a compilation error because in the old project there were not modern architecture targets, which could be fixed by manually adding them.
In my case main.m containing the main(...) function was not contained in the list of "Compile Sources" in "Build Phases". To check if this is the case, enter into Build Phases and look, if your main.m appears in the "Compile Sources" list.
Don't know if the problem is related but maybe it can be a solution for anyone pulling the hairs like me.
In my case, I have a project with a lot of targets. Each target is a customisation of that base project which is a Cocoa Touch Static Library and the targets, Applications. Even if the main file is added into the library compilation, but not in each target, that error message appears. So what I did? Manually added the main file to each target in the Compile Sources section and bingo, all fine.
For me the error was in the .plist file at the key CFBundleExecutable.
I had renamed the executable removing a space that was between two words. (Eg: from "Wild Racer" to "WildRacer"). Took 1 day to spot it!!
Xcode is soooo unhelpful in the debugging!
What solved it for me was setting Build Active Architecture Only from No to Yes.
with X-code 6.3.2
[Build Settings] Options.
[All]-[Build Options]-[Compiler for C/C++/Objective-C]-[Default compiler (Apple LLVM 6.1)]
Then rebuild the project, and it runs ok.

visual studio code is not autocompleting std:: in c++ on ubuntu

The behaviour i am looking for is when i type
using std::co then i expect it to autocomplete to cout (or at least suggest)
using std::vect then i expect it to autocomplete to vector
I have it set up on my laptop and it works perfectly fine ... it is just on my main vm that it does not. Sadly after a few hours of tinkering and googling not figured it out.
installed c++, build essentials, clang-format-3.8
vscode, c++ extention and c++ autocomplete.
noticed the one that worked had this added to the c_cpp_properties (not that i expected clang to help but was out of other options.)
,
"clang_format" : {
"style" : "file",
"fallback-style" : "LLVM",
"sort-includes" : false
}
I think it is probably a package difference but cannot see where that difference is. I also cannot find the difference in vscode config if there is one.
It also doesn't autocomplete for any included headers.
Infact i do not get autocompletion for using or include either.
In the one that doesnt work any autocompletion options i have shows the path into /usr/include/c++/5 wheras on the system where it does work i do not get any path info, only an abc icon and the command i want.
Edit: actually this does not fix std::<blah> autocomplete
Appears not to be working atm.
The fix:
File=>preferences->Workspace settings
then in user overrides this:
{
"C_Cpp.autocomplete": "Disabled"
}
if you scroll to bottom of the default settings you will see
// Controls auto completion for C/C++ code.
'Default' uses an experimental recursive directory tag parser (as of right now).
'Disabled' uses the word based completion provided by Visual Studio Code.
"C_Cpp.autocomplete": "Default"
Found this out when i saw this issue on github:
https://github.com/Microsoft/vscode-cpptools/issues/189

Cocos2d-iphone v2 and RestKit

I try to install RestKit (throu CocoaPods) to my Cocos2d project. It goes fine but when I try to build my project I got 38 errors with libPods.a at github they told me that is a problem with my options. I should set $(inherited) in all suboptions in "search paths". I did it but beside that I have <myproject>/libs/kazmath/include in Header Search Paths and <myproject>/libs in User Header Search Paths [screen shots].
When I delete those lien and left only $(inherited) then build fail because "kazmath.h was not found."
Any advice?
Never forget about building whole workspace, if you build only one project, without pods it works only on iOS device.