DllNotFoundException in Mono on a Mac - ios

I'm trying to build my unity applicaton on a mac but I have the following error:
DllNotFoundException: libMonoPosixHelper.dylib
I've googled around but can't seem to find a fix for this issue. Has anyone ever come across this before? How did you get rid of the error?

I guess it's because you're using Unity3d Free, correct?
Dynamic including of Dll's is not a feature of the free-version, you'll ned to buy Unity Pro
If your not including a dll on your own, then maybe the installation is broken

Related

How to debug iOS linking / framework embedding issues in KMM projects?

I'm new to KMM but I really wanna get into it. It is obvious that I will make a lot of mistakes during my journey. What makes me a little bit frustrated is, that I'm not able to translate given errors to the reason why it happen. I'm working on a M1 Mac mini.
It would be awesome if someone could show me how he / she would investigate the following issue:
Issue
Does anyone know what causes an error if I try to build iOS:
Task
> Task :shared:compileKotlinIosSimulatorArm64 UP-TO-DATE
./gradlew :shared:embedAndSignAppleFrameworkForXcode
Log
/Users/.../iosApp/ld:1:1: object file (/var/folders/yt/4pjlxzfn48n28yxvdsnrw6n40000gn/T/included3352453535999755831/libparticles.a(libparticles.SkParticleBinding.o))
was built for newer iOS Simulator version (15.2) than being linked (9.0)
I'm using the "Regular framework" approach.
What I already did
Checked the project of "9 occurrences because of the mentioning of iOS 9
I checked my versions, but maybe I have a Version mismatch somewhere in my Kolin code?
I created it freshly new
Gist
Full stacktrace:
https://gist.github.com/tscholze/6d67bc21a2b8e1bdc575e6b80ca8af2b

Android things UsbDevices

I am developing with Android Things on rpi3.
I have a problem working with usb devices(pendrive) in my Raspi3 on Android things platform 1.0 Versión, i have been able to detect Usb(pendrive) Files, and copy files to them from my sd Card.
I use 'com.github.mjdev:libaums:0.5.5' library, and I cannot work with all kind of usb devices.I have 3 pendrives which are FAT32, and i can only use one, the others report me an error message, as soon as i plug them into mi rpi3, i get this messages:
"Unsupported fs on partition"
"E/2: error setting up device"
So i cannot work with them, because the error appears on setup_device() functions of this library.
Any idea?
Best regards
Álvaro
unfortunately, I do not think I will be able to help you out on that one.
You should make sure it is FAT32 and an MBR (GPT is not supported, atm).
If that is the case then please debug and see why the Fat32FileSystem cannot be initialized properly.

Getting AllJoyn to run on iOS

I've been trying to get AllJoyn to work on iOS for quite some time now. I've tried a couple of different tutorials (obviously including the official one), but always got stuck at various errors that I've lost track of.
I am asking here if somebody knows a tutorial that I can follow exactly step-by-step and get it to compile at least or if somebody has a working (self-contained, 64 Bit if possible) XCode project template. Any help is very much appreciated.

No uploaded version for any of my modules

apologies for cluttering up stackoverflow with what is clearly a trigger.io support request.
I've created 2 native modules, and uploaded multiple versions of each. However, when I try to add one of these 'private modules' to one of my trigger.io apps via the Toolkit.app, I get an error 'You cannot activate this module as it has no uploaded versions.' - which is clearly not the case.
anybody have any insight on why this error is happening?
or more to the point are there any trigger.io staff on SO who can get this fixed / or explain to me where I might be going wrong?
This is a bug in how we're comparing versions in the 3.3.62 version of the Toolkit - we'll be deploying a new version with a fix later today.
Sorry for the inconvenience!

Wintermute iOS App Gets "EXC_BAD_ACCESS"

I am currently attempting to port a game I've developed in the Wintermute Lite engine to iOS platforms. My game will compile just fine in XCode (albeit using the armv6 architecture) and will run perfectly on the iOS simulator; however, when I try to deploy it to an iPad, the first thread will halt in XCode with the error "EXC_BAD_ACCESS (code=1, adress=0xfffffff6)", pointing to a non-specific line of assembly code.
First of all, if you guys have any ideas right off the bat as to what might be causing this, I would greatly appreciate some help. The thing is, I'm more than willing to debug this myself, but being a complete noob with Objective-C as well as XCode, I'm not sure how to trace this specific error back to the line of code that's causing it (I apologize if this is a really basic question but I've already attempted to find a command to get the line of code associated with the error, but with no success).
I realize that this is scant on details, but as I said, I'm not sure how to pinpoint the piece of code that's causing this error using XCode, otherwise I'd just debug this myself. If there's any extra information I can provide, let me know.
Thanks in advance for any help!
I got it working. After a lot of messing around with XCode, I realized that I incorrectly configured the project file provided by Wintermute. As far as I can tell, it had something to do with the fact that the project was originally set to build for "iOS Universal" and I changed it to "iPad 5.0," which somehow caused the project to break upon deployment.
Anyway, I started over with a new XCode project file and got it to compile perfectly! Sorry for the bother.
The problem is the fact that it isnt ment to run on iOS. The reason it runs on he simulator is that it is building for a Intel chip set, not ARM. Even though you set it to armv6 it doesn't mean that the code will run on a non-intel device.

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