Problems in my first Cocos2d application for iPhone? - ios

I'm a beginner of iOS and Cocos2d. I've just integrated Cocos2d 2.1 with xcode 4.2 and using mac os 10.7.3. Just created my first sample application for Cocos2d and I've not written any single line of code but showing error. The errors are like..
Please help me to solve this.

So that's Cocos2D code that's not compiling?
It looks like they forgot to #import <CoreText/CoreText.h> or one of their own header files.
Is this a release version of the code?

Related

Xcode editor taking too much time in compiling

I'm a newbie in Swift. I just created a new single view project in xcode9.3 and tried building it and its taking forever to compile.
Why is this so?
I have had something similar to this, and I found that restarting Xcode a few times should solve the problem.
If this doesn't work, you might want to download the latest version of Xcode. As of now, I think the latest non-beta version is 9.4.1.
Had the same issue in the past.
The swift compiler have some issues with specific code styles which makes it sometimes compile files even slower.
In the end we quit Swift as a development language and moved to React Native and back to Objective-C on iOS projects as swift became too cumbersome.
Moving forward, you might want to look at some of guides out there.
This two looks promising.
https://medium.com/rocket-fuel/optimizing-build-times-in-swift-4-dc493b1cc5f5
https://github.com/fastred/Optimizing-Swift-Build-Times
Back when I was working on swift, this was guide we were using as a guideline:
Part 1
Part 2

Embedding unity 2018 project into Xcode9.4.1

everyone.
Currently, our team is developing AR function on Unity 2018, and I'm using swift 4 in Xcode 9.4.1. I do not understand anything about unity or c#, however, I need to finish embedding unity in our existing swift project.
I tried methods from blizagency, jiulongw and www.the-nerd.be who have helped a lot people, but I realized Xcode and unity have been updated several times and I cannot successfully embed unity in iOS with those methods. Maybe I did something wrong, but I really need help here. Is there anyone able to help me out? Thank you!
Xcode version: 9.4.1
Unity version: 2018.2.0f2
other: Vuforia is used in unity project
Trials:
1)Method from www.the-nerd.be(video)
2)Method from blizagency(GitHub)
3)Method from jiulongw(GitHub)
See this tutorial. He is using Unity 2017 but it might still work.
https://dev-videos.com/videos/2PW7_CfIwY0/Embedding-Unity-Games-inside-iOS-Apps

Xcode 6: Semantic issues while compiling cocos2d-x project

Recently I am working on my new project on Xcode 6 with cocos2d-x 3.6
I created the cocos2d-x project using Terminal and I followed the steps of the tutorials below:
https://www.youtube.com/watch?v=qXqgSNUf9Cc
Obviously, the tutorial is not using Xcode 6.
Sorry for the screen capture because I can't explain the error
http://goo.gl/iyF3uC
My iMac is OS X Yosemite.
Please help me to fix my errors
Thanks.
Matthew
Looks like it is just warning, not error. You can avoid the warning by renaming variables passed as argument, like
Point(double x_, double y_) : x{x_}, y{y_} {}

Integrating Zxing library 2.2 in ios

I downloaded Zxing library 2.2 and tried to integrate it for 1d/2d barcode scanning within my ios project. Multitudes of errors came in, the latest being NSORuntime errors ( I am pretty much sure it is because of the cpp files) ...... I tried to solve them, but they just keep appearing. I am at sea as to how integrate this barcode library into my ios project. Any kind of help is appreciated
I've encountered to same problems, so I decided to use sample project in the ZXing Sample. I removed xib files and added storyboards, also fixed some minor issues and voilĂ ! Now its working flawless.

using panoramaGL library in ios5 and running HelloPanorama

I've been search around how to setup panoramaGL for a whole day and none of these answers my questions. emm, maybe that's because I am new to ios developing and I start with ios5 with all ARC cool features. I did find a pretty comprehensive guide at http://www.codeproject.com/Articles/60635/Panorama-360-iPod-Touch-iPhone but it's a little bit out of date to me. I cannot follow this guide in xcode 4.3 with ios 5.0 sdk.
Emm, so here is the question, assuming panoramaGL and helloPanorama works perfectly fine in whatever xcode version and sdk version it is created in. Is there a way , without any code modification, I can import the library and using the api along with my app developed in ios5? Of course I don't mind some minor modification and I did dive into those code and comment all the retain or release stuff. but wired errors keep popping up. I really need help here.
If it finally turns out to be impossible to reuse it in ios5.0, I will probably need to write the whole thing line by line with my understand of the complicated panorama algorithm...
Thanks so much for the help!
It seems someone is working on another library based on panoramaGL. Works on IOS 5.
See http://code.google.com/p/tk-panorama/
The new version of PanoramaGL 0.1 r2 was released, please check http://code.google.com/p/panoramagl/. This version runs on iOS >= 4.x and supports Hotspots.
Please check HelloPanoramaGL example

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