This is my first time trying with Gstreamer for ios , I went with the tutorial and installed the SDK with the link provided by the tutorial:
http://docs.gstreamer.com/display/GstSDK/Installing+for+iOS+development
The installation works fine, but after I start trying the tutorial example projects, there couple of compiling errors compiling about missing gst/video/videooverlay.h . Then I looked into the header folder under the installed GStreamer header folder, there is no filed called video/videooverlay.h
Then I search online, found this information:
Gstreamer for iOS provided is out of date. I used the freedesktop packages
from https://github.com/braincorp/gstreamer_ios_tutorial
Then I downloaded another installation pkg for GStreamer
Then while I was trying to install the later version, the installer give me error saying:
you cannot install GStreamer 1.0 (Development Files) in this location.
Then I thought I might need to uninstall the previous version, but I couldn't finder a standard uninstallation option from the installer, then I searched online, find one post suggest remove the GStreamer folder under ~/Library/Developer
I have removed the installed folder, so I don't have any header files, but the new installer still gives the same error
I have been trying to figure this out for sometime, couldn't find useful info on line , I really appreicate any clue and help you might have!
Thanks!!
Jing
Answering my own question here..
not sure what's the issue, after restarting my mac, and run the installer couple of times with the same error, it suddenly worked ....... i am not sure what's the matter here, hope gstreamer team can improve the stability of the installer in the future.
At work we are currently trying to get the IOS tutorials from the streamer 1.0 sdk to run.
1) Compilation: Same thing: we managed to bootstrap (cerbero ... bootstrap) and compile (cerebra ... package streamer-sdk) using the official cerebero git repository.
But:
a) We had to mock around with the /cerbero/cerbero/enums.py file:
Add in the collection of supported old IOS (6.0, 6.1, 7.0, etc...) the one corresponding to our Xcode version : IOS 8.4
b) We had to customize the /cerbero/config/ios.config and iOS-universal.config files to get them to use the right architecture in our case: arm7v or arm7 instead of X64_86 or x86
c) We removed the not found is_asm() function from the x264 plugin's recipe file in the /cerbero/recipes.
For a reason we ignore, for all other platforms but IOS, the recipes check on the architecture available using:
if self.config.target_arch == Architecture.xxx:
of iOS is was using that missing function: is_asm(self.config.target_arch)
We replaced it by:
if self.config.target_arch == Architecture.ARMv7:
Compiling an iOS app using streamer:
So far it is a failure. we bumped into the same missing overlay.h header file. We couldn't find it anywhere.
DIFFERENCE between gstreamer.com (the sdk provider) and the official streamer website (free desktop.gsteamer.org):
We found out that gstreamer.com is clearly a commercial goal company that is making available the sdk, that people struggle on with for IOS (tested and working fine on linux) and the official website is providing the gstreamer library only without an sdk.
So this is what we are trying to use instead as of today.
Versions infos:
sdk (from gstreamer.com): current cerbero git master branch: git clone git://anongit.freedesktop.org/gstreamer-sdk/cerbero
official gstreamer library:
http://gstreamer.freedesktop.org/data/pkg/ios/1.5.2/
Related
I've made an IOS build on Unity for an App we're making after adding the facebook SDK, moved the build on a hard drive and tried to build it on xcode on the mac we have at the office, as I always do before uploading it to the app store. I ran into this error and I've been stuck on this issue for 2 full work days and it's driving me a bit crazy, here are the thing's I've tried:
-Install cocoapods, both on the default terminal directory and on the project's directory (I'm not too experienced with cocoapods so I don't know if that made a difference. I also did pod update while standing on the project directory).
-I saw that the IOS resolver has an option called "generate pod files" that people said needed to be checked when building to solve this issue. It was checked by default on my project, so that wasn't it.
-Added the framework path on the build settings to where the facebook SDK is at (though the way it looked on my xcode seemed a bit different than the way I've seen it on other people's xcode screenshots)
-Tried commenting out some #include lines on the headers that are generating the issue. It only produced more errors.
-People said to open the project from the workspace instead of the xcodeproject but unity doesn't seem to generate a workspace file.
-Tried downgrading the Facebook SDK to a previous version but the versions people claim are working don't seem to be on the repository anymore, so it doesn't let me downgrade to them.
At the moment I'm trying to make it work with the latest Facebook SDK which is 9.0.0.
Any help would be appreciated, please let me know if I'm not being specific enough about the issue or if there's any information about my project I should include on the post
The .xcworkspace should be created by Cocoapods, not by Unity directly.
If you already have the Podfile generated, just run pod install on the project directory and open the created .xcworkspace file after Cocoapods finishes installing the external dependencies.
I'm currently upgrading one of my projects built in React Native v0.56 to latest v0.60. Created a new project with version v0.60 and updated all the packages used in previous version of app, but now facing weird errors.
I've already tried all the possible solutions mentioned in Git and Stack overflow. None of them worked for me. I've also tried to remove plugins one by one and then adding them but not able to find cause of the error.
iOS:
In iOS, all the packages by default autolinks as per v0.60, but I got error of linking in very first package, I've tried manual linking too, not working.
After manual linking do cd ios and then pod install. This will not be done by autolinking and you have to do it yourself. On iOS on my project i had to manual link on iOS almost every library and almost all of them needed a pod install
use upgrade helper from react native community Upgrade Helper
I have a strange problem. I develop an app using Ionic on a samba network drive.
I develop on a windows machine and run all the command lines regarding Android development. I switch to a Mac to be able to build for iOS.
All went fine and as expected the last couple of days. Today I edited some HTML, JS and CSS files - just some minor improvements. I built the app for android on the windows machine (plus using jarsigner and zipalign - only if that should matter).
On the Mac I had troubles. Suddenly I get errors when trying to run ionic build --release ios (as I already did successfully the last couple days).
The executed script creates files and folders starting with "._" which were never created before and are already existing without it. This results at some point in an ENOENT (no such file or directory) aborting everything.
I don't get it. I already de-/re-installed node, npm, cordova and ionic. But nothing helped.
I would love to support you guys with additional error messages or logs, but due to I'm fairly new to mobile development (and using a Mac), I don't know what information would be helpful and what not.
Sp please tell me any information you need and I'll be happy to supply them.
I accidentally solved my own problem. I just "removed" the platforms directory (by renaming it) and re-added the platform using the command cordova platform add ios.
After that I could build my app as it did before. Don't know why or what actually triggered this behavior, but at least I'm able to proceed.
If somebody knows how to prevent that from happening again (so that I don't loose all the project settings I configured in Xcode), I would appreciate it.
This happened to me, too - I found this bug in the Cordova issues:
https://issues.apache.org/jira/browse/CB-5644
I found out that Xcode created the file PROJECT_PATH/platforms/ios/._APPNAME.xcodeproject. I deleted this file and "cordova prepared ios" was working again.
...
It should ignore files starting with ._ as they are hidden system
files used by osx to store infos about a file
I try to improve an App using an old version of pjsip. Since in this version the loudspeaker won't work anymore, I wanted to update pjsip.
Since I found no tutorial how to simply update the pjsip you are using I tried to download and compile the newest version.
But the compiling allways stopps with this exception:
pjmedia-audiodev/errno.c23:13: fatal error: 'portaudio.h' file not found
What could cause this problem?
I was following this guide:
https://trac.pjsip.org/repos/wiki/Getting-Started/iPhone
What made me also a bit curious is that in the file "config_site.h" already were alot of defines. Do I still need them while the guid says it should have thoose two lines:
#define PJ_CONFIG_IPHONE 1
#include <pj/config_site_sample.h>
When I am ready with compiling, would I be able to simply overwrite the files the app I'm working on useses with the files I just compiled?
Thank you for any help.
Seems that the Portaudio is not installed on your system.
You can get it from Macports or Homebrew with the following commands:
sudo port install portaudio
or
sudo brew install portaudio
About your second question for the defines in the "config_site.h" file, it's depend of the application it self, usually the mentioned settings are enough but is also possible that for your case additional parameters are needed, like enabling video or additional codecs etc.
i've been working on this for a while now but i'm still stuck. This is what i've done...
Installed Eclipse
Installed SDK, NDK
Created a project from an existing source... which i browsed to muPDF/android
Then i installed Cygwin to build the project
I used ndk-build to build the project by cygwin
Then i got an error that says ".../Downloads/mupdf-0.8.165/android/jni/mupdf.c:11:19: error: mupdf.
h: No such file or directory"
I've been finding a way to fix this but it keeps on having other new problems after and after. so i would like to ask for your help... plz
Thanks in advance... Best regards, Sirisub
In the directory above there is a script called build.sh that runs the Android.mk and other makefiles; all the locations in those makefiles are set to be run from that location.
However, there are lots of other problems, not all of which I've resolved yet; quick hints, though, you need the third-party libs like jpeg and so on in a directory called "thirdparty" in the same source location as the rest of mupdf (so as siblings of the android subdirectory) and some of the libs need you to produce config headers to make everything work!
I'm currently trying to work out how to link it all ....