codesys - can anyone tell me explain this error to me on codesys v3.5.18 = "t it is in the compiled library for systtimecore 3.5.17? - libraries

"there is no source code available for this object as it is in the compiled library for "systimecore" 3.5.17 ??
how do I use this library whilst using the latest v3.5.18
do I need to only use v3.5.17?

You can try to change compiler version in project settings. it may help.

Related

How to compile `.framework` file?

I searched through existing Stackoverflow questions related to this problem but didn't find any help to solve it.
So here's the problem:
I am trying to integrate .framework file into the project but it's giving me an error saying that module compiles with 4.0.3 can't be imported by swift 5.0 compiler.
I wanted to know how to compile that.framework file? so that it will become compilable to swift 5.0
Please help if you come across such a problem.
Note: .framework file is created by a third-party developer
If the framework you're trying to integrate is binary only, then your best option is to check with the 3rd party developer regarding their support for Swift 5.0.
In case there are sources available, you can try checking if there is any work being done in their repository (usually a separate branch), or you can try forking the sources yourself.
Note that with the source option, you'll have access to possibly unstable and untested code, and depending on the experience I'd be very careful in this case.

Getting warning regarding dependency analysis for DEFINES_Modules

I have recently added on Swift supported library in my project and currently my project primary language is Objective-C and due to this its showing some dependency warning in my project like below :
warning: using 'ALWAYS_SEARCH_USER_PATHS = YES' while building targets
which define modules ('DEFINES_MODULE = YES') may fail. Please migrate
to using 'ALWAYS_SEARCH_USER_PATHS = NO'.
Any one have any idea how can I resolve above waring ?
As warning it self telling that need to set flag 'ALWAYS_SEARCH_USER_PATHS = NO' will resolve this warning.
But my question is : is it affect any of existing functionality or linking framework issue by doing this ?
or its safe to do as directed in this waring ?
Thanks in Advance.
Since the Xcode 8.3 release, the ALWAYS_SEARCH_USER_PATHS is now deprecated, but other libraries that which are still using the ALWAYS_SEARCH_USER_PATHS are putting the setting value in your project, you will have to wait for other libraries make their changes too.
For example, current Core Plot is on version 2.2, it still put the ALWAYS_SEARCH_USER_PATHS value in my project, the fix for this warning will be released in version 2.3

OpenCV ZXing incompatibility on iOS

I'm trying to work with ZXing and OpenCV in the same project. You wouldn't think this would be this rare of thing to do, but I guess it is. I am having some serious compatibility issues between the two. I can only get one imported without the other.
I start with OpenCV and everything works fine. Program runs as expected. Then I add ZXing, and I get about 27 compiler errors. There is a stackoverflow question that address this here. So I change my C++ compiler settings to match what this question suggests, and it fixes the ZXing problems, but then opens up a whole new set of errors. These errors are related to OpenCV now(see below).
EDIT:
It seems that depending on the C++ compiler, its a one-or-the-other type deal. In fact, if you change the c++ standard library from libc++ to libstdc++ you will get one to work and not the other. No way I can see to get both at the same time
I have found a solution to my question. This applies best to anyone using zxing and opencv in the same project.
Go to the project settings -> Target -> search for c++
a. Switch c++ Language Dialect to Compiler Default
b. Switch C++ Standard Library to libc++
Go to the ZXingWidget.xcodeproj -> ZXingWidget -> search for C++
a. Switch c++ Language Dialect to Compiler Default
b. Switch C++ Standard Library to libc++
There will be a compiler error saying that ZXing can't compile to libc++ because it's currently set to support iOS 4.3. Go into ZXing widget again, and change the deployment target to be 5.0 (sorry all of you trying to still support < 5)
This fixed my problem. Basically what was happening is that zxing and open cv were compiling on different versions of c++, which was causing some strange issues
Edit: For reference, I was using ZXing 2.1 and OpenCV 2.4.3 (Newest versions at the time of the question)
Actually, I use your solution but a little different. At step2,I change both to Complier Default, because if I use your suggestion,the error still there.So I checked the setting in ZXingWidget.xcodeproj and found that it set both Complier Default, so I changed my project setting the same as ZXingWidget.xcodeproj.
But thanks to your hint and helped me a lot!

Flex ANE, iOS and ARC

Good day
I have created a static library with Xcode. Then I compiled my ANE using adobe's ADT tool. Thereafter I've included the ANE in my FlashBuilder project. However, when attempting to package my project, I get the following error:
"Error occurred while packaging the application:
Undefined Symbols: "_obj_storeStrong", referenced from ...
.
"_obj_release", referenced from ...
.
"
My guess is that ARC is probably not supported for ANE's. I'm guessing that this is probably due to the fact that FlashBuilder is recompiling the entire AIR + the native libs into one iOS application, probably using their own compiler or something (which is why Air apps for iOS can be compiled on windows platforms as well), and this compiler is probably not 4.3 ready yet?
I have attempted adding the flag -fobjc-arc to my ios-platformoptions.xml as well (where this file is the parameter to the -platformoptions flag of adt), but still no joy. It results once again in an error when packaging. Perhaps any other flag I can try to use here?
Any corrections, suggestions, alternative ideas or comments will be most welcome. I am very new to Xcode, Objective C and ANE, so please excuse any incorrect statements or assumptions, and please correct me on these.
I would be glad if somebody can please confirm weather I am correct with my assumption that I cannot use ARC at this stage on ANE's.
Thanks
Christo
START EDIT:
Very late update, sorry.
You might be able to use ARC after all. There is a library called arc lite that I forgot to mention and it works. I created an ANE for MapKit on iOS targeting the 5.0.x SDK. When I tried to move to a device that only had 4.3.x ( could have been 4.3.3 or 4.3.5 ) the app crashed or would not compile. I found information on the arc lite library that is included in the newer sdks, followed the instructions on how to include this library and pow! A working ANE on a 4.3.x device without rewriting my code!
Hope all of this helps and half of my original comment :)
Markus
END EDIT
I don't think ARC is supported just yet. There isn't much to go on in terms of settings or examples of what the settings should be in Xcode. Take a look at any of the Xcode ANE projects you can get your hands on. You will see that most or all of the projects have:
Object-C Automatice Reference counting = NO
Objective-C++ Automatic Reference counting = NO
Take a look at the following:
Vibration ANE - On Adobe Devnet site
Liquid Photo - http://www.liquid-photo.com/2011/10/30/common-native-extension-issues/
Liquid Photo - http://www.liquid-photo.com/2011/10/28/native-extension-for-adobe-air-and-ios-101/
There are a lot of examples in Github but you have to find them via Google. Pull down the Xcode ANE projects and compare the settings.
Hope this helps!!!
Markus

Is the AWS.net library compatible with MonoTouch?

I'm working on a new app using MonoTouch and I'd like to store data in AWS.
I saw there is an AWS.net library available from Amazon, but I don't know if I can use it with my MonoTouch app. Can I?
standard .NET binaries won't work, per FAQ: http://monotouch.net/FAQ (Can I use standard desktop Mono assemblies or .NET assemblies with MonoTouch?).
Edited: All you need to do is rebuild the source code with Mono's C# compiler
I think the better option is to use the AWS SDK for iOS and write bindings to the Obj-c library. There are examples out there of how to write bindings if you just do a search for it. It probably isn't the quick solution you were hoping for but you probably don't want to use the SDK for .NET anyway as it probably wasn't intended to be used on the iPhone.
If you do end up writing bindings for it, please post it on github for everyone else to use. Solve once for many, right? :)
For standard upload of files from monotouch to S3 I used this Library ,
recompiled in MonoDevelop using MonoTouch Library Template and done ( use System.Web.Services instead of System.Web ).
Recompile AWS for monotouch has to be really difficult because of the heavy use of System.Web and IOrderedDictionary ( ThirdParty Libraries ).
I just built the AWS SDK for Monotouch/Mono for Android. I had to modify some files and add some classes from the current Mono release.
GitHub repo is located here:
https://github.com/fr500/aws_sdk_monotouch_monodroid
It's my first attempt at this, and it's working but I don't know if my approach is correct. Any help will be appreciated

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