I am using an fmod plugin for Unity3D. Compiling to Windows and OSX is fine because I can dynamically load the DLL/dylib.
The problem comes when I compile for iOS. I use
[DllImport("__Internal")]
Because iOS requires statically linked libraries. When I compile though I get a
SystemException: Duplicate native method found : FMOD_System_CreateSound. Please check your source carefully.
I am quite sure I don't duplicate the symbol. I think this might be due to the fact that Unity imports FMODs itself and that the two might be colliding... But if this is the case, I am surprised that FMOD_System_CreateSound is the first one to get caught. Is there a way around this? thx!
As always, I will be happy to provide any additional details!
Here is a sample project that will cause the error:
Sample Unity Project with FMod
EDIT:
The conflict was caused by iOS not allowing functions to have the same name even though they don't have the same signature. After removing the same-named functions (thus removing some FMOD features that I didn't need), I can compile to iOS, but as expected, I still get an error when Initializing because FMOD is already initialized by Unity.
Unity3d already has a limited version of FMOD that is bundled with it, which is causing the conflict you are seeing. Unfortunately, it doesn't seem possible to disable it at this time, so that you can use the full version of FMOD
In reference to your edit and after looking at the sample, it is true that you cannot have two methods of the same name as the compiler will not recognize which to link to.
The easy fix is to obviously name them differently.
As for the initialization, if you can access the FMOD that Unity 3D already created, then you don't have to reinitialize it.
I assume that a pointer to that object will be sufficient to remove the duplicate initialization. Hope this is clear.
Related
I have finally come across something that no one else seemed to have come across (at least from what I can tell). I trying to build an F# type provider using TypeProviders.SDK.
As soon as I build the solution I get the error: "FS0810, Property 'CultureName' cannot be set, \LemonadeProvider\paket-files\fsprojects\FSharp.TypeProviders.SDK\src\ProvidedTypes.fs" on line 2090 and again at 3162 in the design time project of the solution.
I do not think this is useful but the Test project also fails as it can not find the LemonadeProvider.Runtime.dll. I am assuming this will get created when the Runtime project will build successfully.
PS: As of right now I am just tring to build the provided template, I have not changed the code or added anything to it. Hence I have not attached any code, but please feel free to ask for it.
The corresponding issue is https://github.com/fsprojects/FSharp.TypeProviders.SDK/issues/353
Known workarounds
Change minimum target to net461. Replace all instances of net45 with net461, except for in netfx.props, where you can just delete the lines referencing net45* frameworks (I suspect the removal of those lines isn't strictly speaking necessary).
I did this workaround but am now facing these kinds of errors: (like 2000 of them)
C:\Users\user\source\repos\HelloWorldProvider\paket-files\fsprojects\FSharp.TypeProviders.SDK\src\ProvidedTypes.fs(34,7): error FS0074: The type referenced through 'System.Attribute' is defined in an assembly that is not referenced. You must add a reference to assembly 'netstandard'. [C:\Users\user\source\repos\HelloWorldProvider\src\HelloWorldProvider.DesignTime\HelloWorldProvider.DesignTime.fsproj]
I found out that the issue lied with the ProvidedTypes.fs and ProvidedTypes.fsi files created by the SDK.
The issue was solved for me when I replaced the files with the ones found in 'SDK-dsyme-patch-7' which provided compatibility for different .Net environments which was missing from the original SDK. There might be other differences but this is the one I found and it fixed the problem for me.
The files can be found under '/src/' in the dsyme patch.
The code I am referring to is as follows and has been added twice to the ProvidedTypes.fs:
#if NETSTANDARD
asmName.CultureName <- System.Globalization.CultureInfo.InvariantCulture.Name
#else
asmName.CultureInfo <- System.Globalization.CultureInfo.InvariantCulture
#endif
asmName
I am not aware if there is a new SDK that has solved the problem. But at the time when the question was asked, this is what worked for me.
I have an iOS project in Xcode. It contains a load of linked libraries including GoogleInteractiveMediaAds.framework as well as an internal player library that I believe is also linked against this framework. Both are also embedded binaries.
The project compiles just fine but at runtime I get the following error:
Class GAD_GTMStringEncoding is implemented in both
/GoogleInteractiveMediaAds.framework/GoogleInteractiveMediaAds
and APP_PATH. One of the two will be used. Which one is undefined.
On simulator the app works as expected every time despite this warning - I get the pre-roll, mid-roll and post-roll ads that I'm expecting. Every time. On device it's a different story with the ads sometimes working and sometimes not. I'm aware that the above issue results in different behaviour on different targets and I suspect this conflict is to blame for the broken functionality on devices.
Solutions I've found here on SO suggest either changing the namespaces or removing the linkage from either my app or the library that I'm linking against. The problem is, if I remove the embedded binary in my project then it fails to compile:
dyld: Library not loaded:
#rpath/GoogleInteractiveMediaAds.framework/GoogleInteractiveMediaAds
Referenced from: APP_PATH
Reason: image not found
(lldb)
I've seen a few people suggest what would be removing the linkage from the app and using the player's internal instance (where I then have to hope that the player is compiled against the version that I need), but how on earth do you do that? And would that even work in this case?
Also, is there a way to find out for sure where this other instance of GoogleInteractiveMediaAds.framework is coming from? I'm only assuming that it's inside the internal player library but I don't know for sure as I don't have the source. The error message just provides me with the path to the compiled app which is of little help since there's like 30 linked libraries inside it.
Thanks in advance.
After initially insisting that the issue was somewhere in our code, the Google team responsible for this framework were eventually forced to admit (after we provided a sample app) that it was a problem with their code and not ours. It was resolved in an update.
I'm trying to compile a dependent libraries from the source code and I've got this error:
/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVOS.platform/Developer/SDKs/AppleTVOS9.0.sdk/usr/include/unistd.h:446:8:
note: 'fork' has been explicitly marked unavailable here pid_t
fork(void) __WATCHOS_PROHIBITED __TVOS_PROHIBITED;
Is there any way to resolve this issue?
The thing is that I don't actually even need this functionality. When I compile this code for iOS and run it under tvOS then it works.
But I can not submit the application because it contains code compiled for iOS.
What would be the good trick to substitute there a dummy fork() function so it compiles OK (believing that it is not actually used by my specific use-cases).
I don't believe there is a way round this. You cannot create processes under iOS and tvOS is 90% iOS, so the same restriction applies.
You'll have to conditionally compile-out that section of code for iOS/tvOS.
I see there’s many libraries, open source, like Cocos2d, ShareKit, FormatterKit, etc. that seems up to date. (Check GitHub).
But still, implementation, snippets, samples and manual are intended to be written in Objective-C.
But, a method is a method… I think… If I get an instance of any framework/library of these and I call the method in a full Swift enviroment, would I be affected behind the scenes?
After June WWDC Swift gonna get serious, Apple is pushing hard, I’m just getting ready for the move and I don’t want my Apps to implement a soon-to-be deprecated library implementation in Objective-C.
I do not understand your question so much that I will regard your question as "Is it possible to use the Objective-C&Swiftin the same project?"
Yes, Apple claimed that developers can use Bridging-Header to implement double languages development, whatever your main developing language is ObjC or Swift. The specific details and theories about it you shall check from there.
Next I want to tell you some errors occurred in my project when I used Bridging-Header.
I always meet this kind of problem like import 'file not found'. I think you can try to check your file&folder hierarchy. Such as you have a root folder named Project, as is often the case, there is another Project in your previous Project, the root folder.
And Checking the Objective-C Bridging Header in the Build Setting. Sometime error can occurred for Project/Project/Bridging-Header.h. And the error can be corrected by changing the definition as Project/Bridging-Header.h.
If the location of Bridging-Header.h is not matching with the definition in the Build Setting, the error like import file not found will occur.
I just tell your my solution for Bridging issue I already met, I hope it can help you.
I have just finished porting a decent amount of c-sources to the iOS platform and packaged them as a universal static framework. I, then, added the framework (not the project) to a sample iOS app in order to test linkage and proper function. That's when I ran into a humbling problem.
In my attempt to solve the problem described here, I also came across some symbols that are composed through the heavy use of macros (i HATE those). Some of those macros use function attributes that are really extensions of gcc rather than of standard C.
Of course I can always add -std=gnu89, but even then, I am not sure it will resolve the original problem of undefined symbols in the static library.
Not only that, I am now worried that my port to iOS of those sources may not be an accurate port and may result in the type of bugs/issues that maybe related to compiler's codeine and/or optimization policies.
If you can share some of your experience/advice in how best to go about that port, I would really appreciate it.
Thanks!
From manual testing with clang 8.0, it seems that both __attribute__((constructor)) and __attribute__((__constructor__)) work for your purpose.