Unity ios build folder is empty - ios

I want to build my project for IOS. I choose folder and build my project. at the end of the build, my folder is empty. Why? Can you help me?
There is an error on console:
Failed running /Applications/Unity/Unity.app/Contents/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe --api NET_2_0_Subset -out "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/Managed/tempStrip" -l none -c link -b False -x "/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Core.xml" -f "/Applications/Unity/Unity.app/Contents/il2cpp/LinkerDescriptors" -x "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/Managed/../platform_native_link.xml" -x "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/preserved_derived_types.xml" -x "/Users/arifsanat/Desktop/CityCars/Assets/link.xml" -d "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/Managed" -a "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" -a "/Users/arifsanat/Desktop/CityCars/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll"
stdout:
SweepReport:
System.MonoType => Mono.Cecil.TypeDefinitionMono.Cecil.TypeDefinitionMono.Cecil.TypeDefinitionMono.Cecil.TypeDefinitionMono.Cecil.TypeDefinition
Mono.Cecil.MethodDefinition => System.Void .ctor()System.Void .ctor(System.String)System.String get_Comment()System.Void .ctor()System.Boolean get_CanTransformMultipleBlocks()
Mono.Cecil.FieldDefinition => System.String commentSystem.Func3<System.Int32,System.Int32,System.Int32> <>f__am$cache0System.Func3 <>f__am$cache1System.Func3<System.Double,System.Double,System.Double> <>f__am$cache2System.Func3 <>f__am$cache3
Fatal error in Mono CIL Linker
Mono.Cecil.ResolutionException: Failed to resolve UnityEngine.RenderTexture
at UnusedBytecodeStripper2.AddUnresolvedStubsStep.Process () <0x10afdf960 + 0x002fd> in :0
at Mono.Linker.Steps.BaseStep.Process (Mono.Linker.LinkContext context) <0x1096e9ed0 + 0x0006b> in :0
at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) <0x1096e8f90 + 0x000e6> in :0
at Mono.Linker.Driver.Run (IEqualityComparer1 typeComparer, IEqualityComparer1 methodComparer) <0x108606520 + 0x00be7> in :0
at Mono.Linker.Driver.RunDriverWithErrorHandling (Mono.Linker.Driver driver, IEqualityComparer1 typeComparer, IEqualityComparer1 methodComparer) <0x1086064d0 + 0x00026> in :0
at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver, IEqualityComparer1 typeComparer, IEqualityComparer1 methodComparer) <0x1086063e0 + 0x0003b> in :0

Do steps below:
Check your player setting.
For me almost trouble when build iOS App with Unity occurred here.
(If everything okay, go to 2
Try to build a empty (or simple) Unity Project and make sure you can build that and run on Xcode successfully.
If 1. 2. is okay, so problem definitely is in your code, check your iOS plugin code (if available) first then C# code.
If 1.2.3 is okay, try to reinstall your Unity, Xcode app.
If even 4 cant resolve your problem, make a bug report.
Hope this help!

We have tracked down the cause of this issue. It is a bug in the UnusedBytecodeStripper2, and we should have a fix in the 5.5.1p1 patch release if all goes well.
It might be possible to work around the issue though. Some assembly in the project uses the UnityEngine.RenderTexture::generateMips property, which was renamed to autoGenerateMips in Unity 5.5. The API Updater will correctly make this change to the assembly, but in the bug report, the API Updater did not run on this assembly for an unknown reason. The assembly in this case was Vuforia.UnityExtensions.dll, but any assembly could be impacted.
So, it is possible to work around this issue by ensuring that the API Updater has been run on all assemblies in the project. You can use ILSpy or ildasm to check the content of an assembly. Make sure an assembly does not reference UnityEngine.RenderTexture::generateMips after the API Updater modified it.

I got the same error. I resolved it by checking the third party plugin. Mainly this error is because of link.xml.

It may be because you are building it into the Assets folder? Try saving it to a folder outside the Unity project.

Related

I have this problem while building the project in Unreal Engine. Can anyone help me with that

An error occurred while trying to generate project files.
Some Platforms were skipped due to invalid SDK setup: Mac, IOS, Android, Lumin.
See the log file for detailed information (/Users/sidd/Library/Application Support/Epic/UnrealBuildTool/Log_GPF.txt)
Discovering modules, targets and source code for project...
WARNING: Failed to query Xcode version
Triggered an exception while looking for SDK directory in Xcode.app
System.IO.DirectoryNotFoundException: Could not find a part of the path '/Library/Developer/CommandLineTools/Platforms/MacOSX.platform/Developer/SDKs'.
at System.IO.Enumeration.FileSystemEnumerator1.CreateDirectoryHandle(String path, Boolean ignoreNotFound) at System.IO.Enumeration.FileSystemEnumerator1.Init()
at System.IO.Enumeration.FileSystemEnumerator1..ctor(String directory, Boolean isNormalized, EnumerationOptions options) at System.IO.Enumeration.FileSystemEnumerable1..ctor(String directory, FindTransform transform, EnumerationOptions options, Boolean isNormalized)
at System.IO.Enumeration.FileSystemEnumerableFactory.UserDirectories(String directory, String expression, EnumerationOptions options)
at System.IO.Directory.InternalEnumeratePaths(String path, String searchPattern, SearchTarget searchTarget, EnumerationOptions options)
at System.IO.Directory.GetDirectories(String path)
at UnrealBuildTool.AppleToolChainSettings.SelectSDK(String BaseSDKDir, String OSPrefix, String& PlatformSDKVersion, Boolean bVerbose) in /Users/build/Build/++UE5/Sync/Engine/Source/Programs/UnrealBuildTool/ToolChain/AppleToolChain.cs:line 87
ERROR: Invalid SDK MacOSX.sdk, not found in /Library/Developer/CommandLineTools/Platforms/MacOSX.platform/Developer/SDKs
I was having the same problem, this post saved my life.
You will need to select a valid 'Command Line Tools' in Xcode Preferences, under Locations tab.
macOS 13.0.1 + Xcode 14.1 + UE5.1 source code
Error:
Invalid SDK MacOSX.sdk, not found in /Library/Developer/CommandLineTools/Platforms/MacOSX.platform/Developer/SDKs
Fix:
sudo ln -s /Applications/Xcode.app/Contents/Developer/Platforms /Library/Developer/CommandLineTools/Platforms

How do I add flutter_local_notifications to my app?

I wanna add notification in my app with flutter_local_notifications but once I add the plugin to my .yaml, my app doesn't run again.
Below is the error
```D8: Program type already present: android.support.v4.app.INotificationSideChannel
FAILURE: Build failed with an exception.
What went wrong:
Execution failed for task ':app:transformDexArchiveWithExternalLibsDexMergerForDebug'.
com.android.builder.dexing.DexArchiveMergerException: Error while merging dex archives: /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/2.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/3.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/6.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/7.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/8.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/9.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/10.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/11.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/12.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/13.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/14.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/15.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/16.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/17.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/18.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/19.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/20.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/21.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/22.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/23.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/24.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/25.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/26.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/27.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/28.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/29.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/30.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/31.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/32.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/33.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/34.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/35.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/36.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/37.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/38.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/39.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/40.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/41.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/42.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/43.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/44.jar, /Users/macbook/AndroidStudioProjects/restaurant/build/app/intermediates/transforms/dexBuilder/debug/45.jar
Learn how to resolve the issue at https://developer.android.com/studio/build/dependencies#duplicate_classes.
Program type already present: android.support.v4.app.INotificationSideChannel
Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
Get more help at https://help.gradle.org
BUILD FAILED in 29s
The Gradle failure may have been because of AndroidX incompatibilities in this Flutter app.
See ... for more information on the problem and how to fix it.
Finished with error: Gradle task assembleDebug failed with exit code 1```
Thanks.
First you need to upgrade all the packages that you have to the version where they are compatible with AndroidX. You can know that from the ChangeLog.md of each package on the dart packages page. Next you need to open the android project of your flutter in AndroidStudio, then select Refactor->Migrate to AndroidX. Wait a bit until android studio refactors your project. And the run rebuild project from android studio. It should work then!

error while reading extension file 'intellij_info_bundled.bzl'

we are trying to create a Scala project which uses Spark also but we are facing issue Encountered error while reading extension file 'intellij_info_bundled.bzl': no such package '#intellij_aspect//': No WORKSPACE file found in C:/users//_bazel_user/i45wuf6d/external/intellij_aspect. Is it has something missing in Intellij?
Scala file
package src.main.scala
object HelloWorld extends App {
def main(args: Array[String]) {
println("Hello, world!")
}
}
Build file
package(default_visibility = ["//visibility:public"])
load("#io_bazel_rules_scala//scala:scala.bzl", "scala_library", "scala_test")
scala_library(
name = "hello-world",
srcs = glob(["src/main/scala/*.scala"]),
)
scala_test(
name = "Hello_test",
srcs = glob(["src/main/scala/*.scala"]),
size = "small", # Expect this test to run quickly
)
Work Space
workspace(name = "scala_example")
rules_scala_version="7522c866450cf7810eda443e91ff44d2a2286ba1" # update this as needed
http_archive(
name = "io_bazel_rules_scala",
url = "https://github.com/bazelbuild/rules_scala/archive/%s.zip"%rules_scala_version,
type = "zip",
strip_prefix= "rules_scala-%s" % rules_scala_version
)
load("#io_bazel_rules_scala//scala:scala.bzl", "scala_repositories")
scala_repositories()`enter code here`
# register default scala toolchain
load("#io_bazel_rules_scala//scala:toolchains.bzl", "scala_register_toolchains")
scala_register_toolchains()
Command and Error from console
Command: C:\ProgramData\chocolatey\bin\bazel.exe build --tool_tag=ijwb:IDEA:community --keep_going --curses=no --color=yes --experimental_ui=no --progress_in_terminal_title=no --aspects=#intellij_aspect//:intellij_info_bundled.bzl%intellij_info_aspect --override_repository=intellij_aspect=C:\Users\ADMIN.IdeaIC2017.3\config\plugins\ijwb\aspect --output_groups=intellij-compile-java,intellij-compile-py -- //...:all
INFO: Loading complete. Analyzing...
ERROR: Encountered error while reading extension file 'intellij_info_bundled.bzl': no such package '#intellij_aspect//': No WORKSPACE file found in C:/users/admin/appdata/local/temp/_bazel_sandhya/criyrv6d/external/intellij_aspect.
INFO: Found 3 targets...
WARNING: failed to create one or more convenience symlinks for prefix 'bazel-':
cannot create symbolic link bazel-out -> C:/users/admin/appdata/local/temp/_bazel_sandhya/criyrv6d/execroot/scala_example/bazel-out: Cannot create junction (name=C:\users\admin\scalaprojects\example1\bazel-out, target=C:\users\admin\appdata\local\temp_bazel_sandhya\criyrv6d\execroot\scala_example\bazel-out): ERROR: src/main/native/windows/file-jni.cc(86): nativeCreateJunction(C:\users\admin\scalaprojects\example1\bazel-out, C:\users\admin\appdata\local\temp_bazel_sandhya\criyrv6d\execroot\scala_example\bazel-out): ERROR: src/main/native/windows/file.cc(128): CreateJunction(\?\C:\users\admin\scalaprojects\example1\bazel-out): Cannot create a file when that file already exists.
cannot create symbolic link bazel-out -> C:/users/admin/appdata/local/temp/_bazel_sandhya/criyrv6d/execroot/scala_example/bazel-out: Cannot create junction (name=C:\users\admin\scalaprojects\example1\bazel-out, target=C:\users\admin\appdata\local\temp_bazel_sandhya\criyrv6d\execroot\scala_example\bazel-out): ERROR: src/main/native/windows/file-jni.cc(86): nativeCreateJunction(C:\users\admin\scalaprojects\example1\bazel-out, C:\users\admin\appdata\local\temp_bazel_sandhya\criyrv6d\execroot\scala_example\bazel-out): ERROR: src/main/native/windows/file.cc(128): CreateJunction(\?\C:\users\admin\scalaprojects\example1\bazel-out): Cannot create a file when that file already exists.
.
INFO: Building...
ERROR: command succeeded, but not all targets were analyzed.
INFO: Elapsed time: 18.108s, Critical Path: 0.05s
Make failed
This is a sample Helloworld program only
In general, like #Ittai, I would suggest you open an issue in the intellij plugin github repo.
Unfortunately, your version of the plugin is no longer supported. I, too, previously ran into an issue with an older version of the plugin and was recommended to upgrade to the latest version. Which resolved the specific issue I was facing.
When reporting the issue make sure to include the following bits of information:
intellij build number
plugin version number
rules_scala version
operating system (it seems your using Windows, while most users use unix based systems)
bazel release number
how you have opened the intellij project (BUILD file, WORKSPACE, .blazeproject)
Additionally, to verify this is in fact an issue with the plugin, I would also suggest you try to reproduce this issue on a Unix based system. It seems you are using Intellij
compile on Windows. This may be Windows specific issue with aspects not being recognized.
When attempting to reproduce, make sure to clone your repository in a separate directory, close the intellij project, and reopen the project

CMake with iOS Toolchain: Can't Find Threads

I'm trying to use ios-cmake to generate Xcode project targeting iOS. However, it cannot find Threads. Here's a simple CMake script for demonstration:
CMAKE_MINIMUM_REQUIRED (VERSION 2.8)
PROJECT (MyCITest)
SET (CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake/modules")
########################
# EDIT: I've also tried adding the lines below prior to posting this question,
# but there doesn't seem to be any effect.
# (http://stackoverflow.com/questions/8386897)
SET (CMAKE_REQUIRED_INCLUDES ${CMAKE_IOS_SDK_ROOT}/usr ${CMAKE_IOS_SDK_ROOT}/usr/include)
SET (CMAKE_CXX_FLAGS "--sysroot=${CMAKE_IOS_SDK_ROOT} ${CMAKE_CXX_FLAGS}")
SET (CMAKE_C_FLAGS "--sysroot=${CMAKE_IOS_SDK_ROOT} ${CMAKE_C_FLAGS}")
########################
FIND_PACKAGE (ZLIB REQUIRED)
FIND_PACKAGE (LibXml2 REQUIRED)
FIND_PACKAGE (Threads REQUIRED)
Running CMake from the terminal:
cmake .. -DCMAKE_TOOLCHAIN_FILE=../cmake/toolchains/iOS.cmake -GXcode
This is the output I got:
-- Toolchain using default iOS SDK: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk
-- Found ZLIB: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk/usr/lib/libz.dylib (found version "1.2.5")
-- Found LibXml2: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk/usr/lib/libxml2.dylib (found version "2.7.8")
-- Looking for include file pthread.h
-- Looking for include file pthread.h - not found
CMake Error at cmake/modules/FindPackageHandleStandardArgs.cmake:97 (MESSAGE):
Could NOT find Threads (missing: Threads_FOUND)
Call Stack (most recent call first):
cmake/modules/FindPackageHandleStandardArgs.cmake:288 (_FPHSA_FAILURE_MESSAGE)
cmake/modules/FindThreads.cmake:166 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
CMakeLists.txt:8 (FIND_PACKAGE)
-- Configuring incomplete, errors occurred!
I've already triple-checked that pthread.h is located in /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk/usr/include, and besides, it located ZLib and LibXML2 without a problem, so I'm not sure what I'm doing wrong.
> cmake --version
cmake version 2.8.10.2
None of these solutions seem to work. I found the only thing that consistently worked for me was to set the variables that FindThreads.cmake sets. In other words, define the following in your toolchain file:
set(CMAKE_THREAD_LIBS_INIT "-lpthread")
set(CMAKE_HAVE_THREADS_LIBRARY 1)
set(CMAKE_USE_WIN32_THREADS_INIT 0)
set(CMAKE_USE_PTHREADS_INIT 1)
The problem is indeed due to the call to try_compile failing in FindThreads.cmake. But for me setting CMAKE_CXX_COMPILER_WORKS was not enough. Instead, I changed the type of test performed by try_compile from trying to build an executable to trying to build a static library, by putting this in the toolchain file:
set(CMAKE_TRY_COMPILE_TARGET_TYPE STATIC_LIBRARY)
[Sept 2019] Fix for XCode 11 & iOS 13
As explained here.
Need to use XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED instead of CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED below to make this work:
set(CMAKE_TRY_COMPILE_PLATFORM_VARIABLES "XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED")
set(XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED "NO")
find_package(Threads REQUIRED)
unset(CMAKE_TRY_COMPILE_PLATFORM_VARIABLES)
unset(XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED)
[Aug 2019]: Info from CMake's issue tracker
The issue was discussed here and explained by #alcroito. It does not use the custom ios-cmake toolchain but the new native iOS toolchain (CMake 3.14+) but the issue is the same.
Source of the issue
When using the Xcode generator, it will try to sign applications by default. When looking for Threads, CMake calls FindThreads.cmake which will call a TRY_COMPILE test that Xcode will try to sign and fail at.
Proper solution:
Disable signing for the try_compile within FindThreads (seen here):
set(CMAKE_TRY_COMPILE_PLATFORM_VARIABLES "CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED")
set(CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED "NO")
find_package(Threads REQUIRED)
unset(CMAKE_TRY_COMPILE_PLATFORM_VARIABLES)
unset(CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED)
Other solutions in this thread
Make the binary of that try_compile static, which won't be signed (seen here). That's not great since it should be an executable and not a static lib.
Pass proper information to be able to sign the try_compile executable (seen here). That actually would not work for me.
Skip try_compile (seen here): not quite safe since you'll skip all your compiler tests. That would not work for me either.
Hardcode Threads by overriding what FindThreads does (seen here): quite a dirty workaround.
It turns out that the iOS toolchain currently doesn't support TRY_COMPILE, which is used by CheckIncludeFiles.cmake, which is in turn used by FindThreads.cmake. The toolchain is currently set to skip TRY_COMPILE by using:
set (CMAKE_CXX_COMPILER_WORKS TRUE)
set (CMAKE_C_COMPILER_WORKS TRUE)
Reference: http://code.google.com/p/ios-cmake/issues/detail?id=1&can=1
You can fix try_compile command using next variables in toolchain:
# toolchain.cmake
set(CMAKE_MACOSX_BUNDLE YES)
set(CMAKE_OSX_SYSROOT "iphoneos")
set(CMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer")
set(MACOSX_BUNDLE_GUI_IDENTIFIER "com.example")
And minimalistic example:
# CMakeLists.txt
cmake_minimum_required(VERSION 2.8)
project(Foo)
find_package(Threads REQUIRED)
add_executable(foo foo.cpp)
Generate output:
> cmake -H. -B_builds -DCMAKE_TOOLCHAIN_FILE=toolchain.cmake -GXcode
...
-- Looking for include file pthread.h
-- Looking for include file pthread.h - found
-- Looking for pthread_create
-- Looking for pthread_create - found
-- Found Threads: TRUE
...
Complete solution
Just to mention, I also encountered the same problem in my project. I commented out the find_package(Threads REQUIRED) line and generate the Xcode proejct. The codes compiled without errors. Maybe Xcode could automatically link with posix thread library.
The solution for me was a combination of the 2 answers before me.
Comment out the 2 lines that disable try_compile
# Skip the platform compiler checks for cross compiling
set (CMAKE_CXX_COMPILER_WORKS TRUE)
set (CMAKE_C_COMPILER_WORKS TRUE)
Then add this to the top of the IOS.cmake toolchain file.
set(MACOSX_BUNDLE_GUI_IDENTIFIER com.example)
set(CMAKE_MACOSX_BUNDLE YES)
set(CMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer")

problem on setting symfony:sf_sandbox installation failed

im new with symfony....plshelp me how to open the symfony system..
Now i already install symphony version 1.0.0 using the tutorial..
1)When i check at cmd..xampp\php> php –v and symphony –V all is ok..
But when i check for xampp\htdocs\sf_sandbox> symphony –V(i got this msg...)
C:\xampp\htdocs\sf_sandbox>symfony -V
'php.exe' is not recognized as an internal or external command, operable program or batch file.
2)one more problem is when i try run my system at localhost...http://localhost/projects(i got error..)
Warning: require_once(C:\xampp\htdocs\projects\config/../lib/symfony/util/sfCore.class.php) [function.require-once]: failed to open stream: No such file or directory in C:\xampp\htdocs\projects\apps\index\config\config.php on line 7
Fatal error: require_once() [function.require]: Failed opening required 'C:\xampp\htdocs\projects\config/../lib/symfony/util/sfCore.class.php' (include_path='.;C:\xampp\php\PEAR') in C:\xampp\htdocs\projects\apps\index\config\config.php on line 7
http://www.programmershere.com/questions-answers/482899-problem-sf_sandbox-installation-failed-check-symfony-v.html#post482904
It appears that in your sf_sandbox installation, you have an incorrect php.exe path.
Edit the symfony.bat file in you sf_sandbox installation.
you'll find something like this
set PHP_COMMAND=php.exe
Replace php.exe with the path of your php.exe file. eg. c:\xampp\php\php.exe
Check the symfony path in your project configuration
sf_sandbox\config\ProjectConfiguration.class.php
Make sure the first "require_once" is pointing to the correct symfony installation
require_once dirname(FILE).'/../lib/symfony/autoload/sfCoreAutoload.class.php';
And, symfony is not spelled as symphony. ;)

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