Libpng fix for gamemaker - libpng

I'm using gamemaker, and I received a warning saying that I am using an old version of libpng and I don't know what does it mean, and how do I fix it.
First off what is libpng?

This is due to Gamemaker not having updated to latest version of libpng. Read more here: http://bugs.yoyogames.com/view.php?id=21962

libpnj is a library used by gamemaker to deal with images :
http://www.libpng.org/pub/png/libpng.html
You can update it here : https://sourceforge.net/projects/libpng/

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How to get the ImageMagick library working with Swift 4/iOS 11?

I'm trying to get ImageMagick to work in my iOS project. Unfortunately everything I have tried so far has not worked.
Cocoapods
The most obvious approach would be to use the cocoapod. Unfortunately after installing the cocoapod there doesn't appear to be anything exposed to swift to import. Maybe I'm missing something obvious and if anyone has any ideas that would be great. Unfortunately the documentation is lacking as far as specific examples go.
Static library - approach #1
The official ImageMagick docs provide some instructions to compile the latest version of ImageMagick and include a static library in your Xcode project. Unfortunately the first step of the instructions requires running a bash script imagemagick_compile.sh which I cannot find. Once again I could be missing something obvious.
Static library - approach #2
After some additional searching I found the ~Claudio guy which the ImageMagick docs mention as the maintainer of the iOS version of ImageMagick. He has a repo with similar instructions as provided by ImageMagick but this repo includes a bash script to compile and generate a static library of ImageMagick. I tried running the script directly ./all.sh 6.8.8-9 but soon realized I hadn't setup a build directory they way his instructions outlined and I got stuck getting libpng installed correctly.
Static library - approach #3
The same repo with the instructions to compile and generate a static library also includes an old sample iOS project with a static library already included for an older version of ImageMagick. This just about worked except the ImageMagick library has a class Timer that clashes with the Timer class provided by Swift4/iOS so I couldn't get my project to compile using this static library of ImageMagick.
ImageMagick iOS Questions on SO
There are a handful of other questions on Stack Overflow that deal with running ImageMagick on iOS so I know other people have done it but nothing very recent. If anyone has any ideas that would be greatly appreciated, thanks!
Un-answered question on how to use ImageMagick on iOS: ImageMagick iOS image Potentially useful comment that includes some of the same links that I provided above.
Someone already using ImageMagick for iOS but gives no details on how it was implemented: ImageMagick circular dstortion on iOS
Un-answered question from someone already using ImageMagick in their app: Ios - ImageMagick - No Image Created after Distortion
More recent question related to warnings using the cocoapod version: iOS: ImageMagick compiler warnings in Xcode
Other questions: https://stackoverflow.com/search?q=imagemagick+ios Unfortunately I haven't found any of these that have helped.
To integrate ImageMagick into iOS you will need to do the following:
Install the library available here https://www.imagemagick.org/download/iOS/
You will need a Swift-Objective-C bridging header that includes:
#import "ImageMagick.h"
#import "MagickWand.h"
You will need to modify any functions that reference Timer to Foundation.Timer, this will resolve any conflicts with the ImageMagick library
You will need to add under Your target > Build Phases > Link Binary With Libraries > "libxml2.tbd".
Hope this helps

Skipped installing .framework binary due to the error

I'm using Carthage and getting this error with a dependency or two:
Skipped installing mixpanel-swift.framework binary due to the error: "Incompatible Swift version - framework was built with 3.1 and the local version is 4.0."
I understand generally what Carthage is seeing as the problem, but I haven't found a satisfactory answer on my own or looking through other issues posted that feels as clean or solid as I'm assuming it should be.
I've seen carthage bootstrap --platform iOS --no-use-binaries as a potential solution, but I can't tell if thats solving the actual problem I'm having or not, or if it is the best solution long term?
Any help on a solution or guiding me to my way there? Thanks!
To solve this you need to use the Swift 4 version of Mixpanel. It is failing because the code you are getting from Github is for Swift 3. On their Github page they say you should use the Swift 4 branch - Mixpanel Swift 4 branch. I think your Cart file needs to use: github "mixpanel/mixpanel-swift" "swift4"

Android: Removing OpenCV older version will resolve Libpng Vulnerability warning?

I got an email from Google play store regarding - "Google Play warning: You are using a vulnerable version of libpng".
Email contains the below information -
https://support.google.com/faqs/answer/7011127
I didn't use libpng library in my application anywhere. But, In my android application, I am using the OpenCV2.4.5 library. After searching in the internet, I came to know that the OpenCV library uses the libpng.
My question - The upgrading of OpenCV2.4.5 to OpenCV3.1.0 will resolve "vulnerable version of libpng" warning?
The vulnerable version of libpng in OpenCV 2.4.x was updated in OpenCV 2.4.13.1.
It can be downloaded from here.
As #Simon says, OpenCV 3.x is not affected.
More info: #6694 OpenCV 2.x uses vulnerable version of libpng
Yes, now confirmed with Google: Updating to 3.1.0 will fix the issue - I've upgraded one of my apps to 3.1.0, and while there's a bit of a bug in Google's detection of this vulnerability, I've had confirmation from a support representative that the new version is not vulnerable to this issue.
--
Previous answer:
No - I've upgraded to 3.1.0 and still get the warning. Edit: see below for update
The OpenCV Android SDK hasn't been updated since December 2015, so hopefully a newer version this year will use a fixed version of libpng.
Edit: some odd behaviour on Google Play, and some digging into the version of libpng that that OpenCV 3.1.0 uses leads me to think that 3.1.0 is not vulnerable. I updated my app and the vulnerability warning was still there (with its warning text updated to the new APK version number). Now, however, Google Play has dismissed the alert, though it still confusingly refers to the new version as vulnerable.

fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt

i am beginner in using opencv.i have tried with simple a program of reading an image. the build was unsuccessful with following error:
1>LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
i am using opencv 2.4.2 ,visual studio 2010.(windows 7 user). i checked my property sheet many times as per the instruction.please anyone help me in this. thanks in advance
I find out that I have the same problem. The problem is that my project setting is debug version, and the lib I include in the linker-->input is release version. After changing the project to release version, the problem disappear. After changing project to release version, you need to edit all the properties again.

Missing library warning on Cordova/iOS 3.0.0

When I use create or build on CLI with PhoneGap 3.0 I get:
[warning] missing library cordova/ios/3.0.0
After that it downloads the missing library and continues, but does anyone know how to get rid of the warning?
Thanks.
Looks like this only shows up the first time you do this and the bug is already fixed:
https://github.com/phonegap/phonegap-cli/issues/150

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