How solve ILINK32 Error Fatal Out of Space in C++ Builder - c++builder

I'm working with C++ Builder 10. This error also occurs in XE8.
When I am running the project from a Windows 10 development machine for a target OS of OS X (the target is another computer) in Release mode, it links and runs fine.
In Debug mode, I get the error
ILINK32 Error Fatal Out of Space
How can I fix this error?

I solved this problem by going to
Project > Options > C++ Linker > set Target to Debug configuration - OS X platform > set Disable incremental link to true
It now links fine in the debug mode for OS X.

Related

Building iOS app with Xamarin and Visual Studio 2019 - Error Wrong Version of Xcode installed when it isnt

I am trying out Xamarin on the Mac. I have an oldish Mac that DID have Xcode 10.1 on it.
I tried to build the iOS app and got the following error:
Severity Code Description Project File Line Suppression State
Error The Xcode version installed on the Mac (10.1) is not compatible with this version of Visual Studio. This may cause unexpected warnings or errors when building and deploying iOS projects. Please install Xcode '11.3' or visit the documentation to learn more. 0
I upgraded the Mac to Caitlin and upgraded Xcode to 11.3.
I can connect to the Mac and actually can run the iPhone simulator with the app, however, if I run the build, I STILL get the same error, like its not figured out how to update itself?
I have done the 'forget this Mac' and even renamed it on the network in case there was some legacy in a file somewhere.
I have dumped the solution and created a new one from the templates and still get the same error ... hair being torn out...
It might be one of those things that just goes away after a while I don't know. Any ideas?
Thanks.
EDIT * I realised that I wasnt clear. I am running VS2019 on a PC connecting to my Mac.

Deploying to iOS device from Unreal fails

I'm attempting to build and deploy an Unreal project to an iPhone, but it's failing to deploy on two errors. Xcode v11.3.1, Unreal v4.22.
LogShaderCompilers: Error: /tmp/3689_966125236.metal(0): Xcode's metal shader compiler was not found, verify Xcode has been installed on this Mac and that it has been selected in Xcode > Preferences > Locations > Command-line Tools.
LogOutputDevice: Warning: Script Stack (0 frames):
LogMac: Error: appError called: Assertion failed: [File:/Users/build/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 4523]
Failed to compile global shader TSlateElementPSFonttruetrueA . Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.
and
[DD] ... Error: Failed to connect to bundle 'com.dock10.FACE'
So far I've:
Verified the metal compiler location using xcrun -sdk macosx -find metal
Verified Xcode has been installed and that it has been selected in Xcode > Preferences > Locations > Command-line Tools.
Successfully packaged and deployed a simple swift project to the iPhone through xcode
Tried pretty much every suggestion I can find on Google
Delete Binaries, Build, Intermediate, Saved folders in project folder, then Generate Xcode project
Entered r.ShaderDevelopmentMode into UE4 commandline
I don't have an apple dev license, do I need one to build and deploy my unreal project to one local iPhone?
Thanks!
So installing XCode 10.1, as mentioned in the iOS Development Requirements for 4.22 seems to have fixed the shader error, great!

Project ERROR: This mkspec requires Xcode 4.3 or later

Scenario:
I have updated to Qt 5.9.6 and I have Xcode 10.0 running on High Sierra.
I have a Qt App that builds for OSX and iOS. And it builds and runs all well with Qt 5.9.4.
Now, I want to update to 5.9.6 for a reason. When I try to build for iOS using Qt 5.9.6, I get the following error
Project ERROR: This mkspec requires Xcode 4.3 or later
Question:
Is there a way to get around this issue?
Note that the OSX build using Qt 5.9.6 just works fine. I have QMAKE_IOS_DEPLOYMENT_TARGET set to 10.0 for iOS case
PS:
I also deleted the .qmake.stash and the .pro.user file from the root directory and restarted QtCreator to try build from a a fresh start. But still get the same issue!
This is bug in Qt, use Qt 5.9.7 where this bug is fixed.

Unable to execute /usr/bin/xcrun simctl install... when deploying a Delphi app on iOS simulator

I'm trying to set up an environment for releasing iOS apps.
On my Windows PC I use RAD Studio 10.2 Update 3 and I created a new Delphi app from one of the samples.
On my Mac I have XCode 8.2, iOS 10.0 Simulator, PAServer 19.0 (running).
In RAD Studio I override "PLATFORM" environment variable with value "iOSSimulator" (in my HP PC it is used). I defined a connection profile to the Mac and it works. I added iPhoneSimulator 10.2 (it is the only one proposed) to the SDKs.
When I run the application in RAD Studio it fails after some time in the deployment phase with this dialog message (I obfuscated the IP):
Unable to launch process on '123.123.123.123' using the parameters
from the 'Mac VM di XCodeClub' profile.
The following error was
returned: 'Unable to execute '"/usr/bin/xcrun" simctl install
"/Users/xcodeclub/PAServer/scratch-dir/bluish-...VM di
bluish/MasterDetailApplication.app"' (Error 117)
Usage: simctl install <device> <path>
'
What is the problem? A missing file, an incorrect invocation of simctl...?
If I change target to OS X (adding the SDK and changing "PLATFORM" to "OSX32") it works.
I ran into the exact same problem yesterday and after extensive trial and errors, I found that the default iOS Simulator installed when installing Xcode was not supported by Delphi, thus generating that error due to missing compatible SDK.
Since I use Delphi 10.3.1 Rio which supports up to iOS 10.3.2, I used Xcode/Components to install just that and voila, all solved.
In your case I suggest you to find out supported versions of iOS Simulator first, or simply choose some older versions and work your way forward :)
Hope I have helped.

This app it is not supported on this type of Mac

I have an Xcode project which holds different versions of my game: iOS (iPhone and iPad) and OS X.
I have a different target for each device, platform. Every application works fine, on simulator, devices, etc. I even have some builds currently in the iOS AppStore.
My problem is with the OS X build, which runs just fine when launched from Xcode, but with this forbidden icon on top of the regular app icon.
The problem, is when I try to export/archive this build, the exported application still has this forbidden mark. And when I launch it from the Finder, I get the following message.
You can’t open the application “Foo bar” because it is not supported on this type of Mac.
I did try to run the following command:
file Contents/MacOS/Foobar
Which outputs:
Contents/MacOS/Foobar: Mach-O 64-bit executable x86_64
I would think it should run just fine on my Macbook Air, plus it runs well when launched from Xcode debug command.
Anyone has an idea?
Thanks,
I had forgotten to remove this settings from my OS X Info.plist file:
Application requires iPhone environment --> YES
Thanks Michelle for the great help! The flag lead me to the solution.
When launched from Xcode, the compiler uses the Debug build configuration.
When building for archive it uses Release (or Distribution or what you have selected in Scheme definition).
In your OS X target check the Architectures and Valid Architectures flags in Build Settings, they should differ between Debug and Release (or Distribution or what you have).

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