We've searched the net for this matter but couldn't find a proper answer.
It is known that lighthouse project is for porting Qt programs to IOS but there's no documentation about using it or compiling it on Mac. Any suggestions in this matter?
There's another work in progress the project qt-iphone which while compiling in mac we get the error " it seems that you dont have "make" or "gmake" " and we couldn't find the solution on the net about fixing it.
Any solutions?
http://www.mediator-software.com/
The latest sdk just released couple of days ago, hope it helps.
Qt now supports this natively starting with Qt 5.2.
Related
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
I have Boost built as a framework for iOS. This is currently installed in Applications/Xcode.app/Contents/Developer/Library/Frameworks/.
When I create a "hand-generated" XCode project, I have no problems using this framework.
I'm now trying to use CMake to generate an XCode project. I found this helpful, cross-compiling toolchain (https://github.com/cristeab/ios-cmake). This works as long as I do not include
find_package( Boost )
But when the above line is added to my CMakeLists.txt file, I get a "Boost_INCLUDE_DIR-NOTFOUND"
So question is: has anyone had success in using CMake with Boost for iOS? If so, any help on how to go about it is greatly appreciated.
I found another SO user trying to do something similar here: How to find a iOS/mac OS X framework via Cmake
But it does not offer much details other than using "CMAKE_FRAMEWORK_PATH".
So any help is much appreciated.
Thanks...
find_package cannot find boost built for ios (tested on cmake 3.13 and 3.14)
Was able to solve it in following way.
Build boost using https://github.com/faithfracture/Apple-Boost-BuildScript
set BOOST_ROOT to Apple-Boost-BuildScript/src/boost_x_xx_x
for iOS:
set(Boost_INCLUDE_DIRS "${BOOST_ROOT}")
set(Boost_LIBRARIES "${BOOST_ROOT}/iphone-build/stage/lib/libboost_date_time.a")
set(Boost_LIBRARIES "${Boost_LIBRARIES};${BOOST_ROOT}/iphone-build/stage/lib/libboost_regex.a")
set(Boost_LIBRARIES "${Boost_LIBRARIES};${BOOST_ROOT}/iphone-build/stage/lib/libboost_system.a")
iOS simulator:
set(Boost_INCLUDE_DIRS "${BOOST_ROOT}")
set(Boost_LIBRARIES "${BOOST_ROOT}/iphonesim-build/stage/lib/libboost_date_time.a")
set(Boost_LIBRARIES "${Boost_LIBRARIES};${BOOST_ROOT}/iphonesim-build/stage/lib/libboost_regex.a")
set(Boost_LIBRARIES "${Boost_LIBRARIES};${BOOST_ROOT}/iphonesim-build/stage/lib/libboost_system.a")
I hope it's not too late:)
I came across almost same issue, find_package always complain that can not find the lib, even the search path is correct, notice that the similar issue also exist for Android NDK
For the ios I suggest:
Enable boost debug by set(Boost_DEBUG ON), then check the path specified is correct or not, ref to this link for more info
How can I get CMake to find my alternative Boost installation?
Try find_host_package instead of find_package, I found some clue in ios.cmake which may lead to the issue:
# only search the iOS sdks, not the remainder of the host filesystem
set (CMAKE_FIND_ROOT_PATH_MODE_PROGRAM ONLY)
set (CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set (CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
I am trying to port iOS projects to Windows 10 using Windows Bridge for iOS.
But I am stuck to the unresolved functions of glGenVertexArrays, glBindVertexArray, and glDeleteVertexArrays.
The original iOS project is a Cocos2d 2.x project. I am not familiar with OpenGL, Therefore I ask for help here! Thank you!
By the way, I noticed that the same issue also exists if I paste these functions into the sample project of WOCCatalog.
Thank you in advance!
Searching the repo for "glGenVertexArrays" does not return anything. Therefore, this API (along with tons of others) is not yet implemented.
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
I have faced a bug using CorePlot on iOS5. I have installed Mercurial, launched Terminal and downloaded the latest version of the source using this command
hg clone https://code.google.com/p/core-plot/
I have compiled a new library and have copied over with the files from the CorePlotHeaders folder that came with the source. I have cleaned my project and reinstalled the app.
However, I'm still facing a problem typical to this
What might I be doing wrong?
maybe you can use an early version of core plot and wait fix unless you really need new features of 1.2. I have used 1.0 with iOS5. It's good enough for most senario I need.