iOS: Strange XCode compilation error - ios

I'm building a app with Bump API and Facebook SDK.
And at some point suddenly an error appeared which hasn't been there before.
The strange thing is, that it first was in an Facebook SDK header file and now it's in Bumper.h.
I'm pretty sure that the error is not where XCode says it is. But i can't find anything. This is pretty frustrating and it once again confirms that XCode can be a REAL pain.
Somebody of you have any ideas what could be wrong? I'm developing with iOS 5. Thx

Travel up the include chain. The actual error will be in something that includes Bumper.h or an include in the file that includes Bumper.h (and so on till you get to the missing #end , } or ; )
When a compile is done all the includes are glued together into one file which is why you are seeing the consequences of the syntax error in the wrong place.

Related

Reference to xml_****_**** is ambiguous

I have updated my Xcode to the latest version of 8.0
After the update, I am facing a new build error preventing me to run the project on the simulator.
The error is the below in DDXMLNode.m:
reference to 'XML_DOCUMENT_NODE' is ambiguous
I am using the XMPP framework as pods (pod 'XMPPFramework') so I still can't figure out a way to solve this.
Note that the project is working normally on the device and was working on both Device and Simulator with the previous Xcode Version.
I have tried to search the internet but I still didn't find any solution for this.
I tried to clean the project and delete everything in the DerivedData folder as well, but it didn't solve the issue.
Appreciate any help.
Actually I am posting this answer in case it may help someone in the future.
After searching a lot without finding any answer, I discovered the following:
There is a file called module.modulemap that contains 2 methods.
module libxml [system] {
header "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/usr/include/libxml2/libxml/tree.h"
export *
}
module libxmlSimu [system] {
header "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator.sdk/usr/include/libxml2/libxml/tree.h"
export *
}
The first one is used for real devices, the other one for the simulator.
However, when building the app on the simulator, and for a reason that I didnt figure it out, tree.h is being duplicated and causing all these issue.
So what I made to be able to run the project on the simulator was to comment the first method so the app can build successfully.
NB: Don't forget to uncomment the method once you want to run the project again on the real device.
Hope this will help anyone who will face the same issue.
i have tried some way.
I search the word XML_DOCUMENT_NODE with a result here:
then replace every error with the left symbol. It turns out to be OK for me now.

After upgrading to unity 5.4 Substance crash after building for iOS and goes missing

I am experiencing yet another weird one. After upgrading from unity 5.3.6f1 to unity 5.4.0f3 every time i open a my project it crashes(if the substance is not included it doesnt crash only when i build the project). it then breaks the substance, they are stuck in generating state. After fixing the substance and then building the project for iOS platform the crash happens during the build process and the substance breaks in the build, in other words the substance is completely broken and all references are missing. i created a unlisted video here that you can see what i mean, Check out the video here Crazy right?
I've tried reproducing the error with a new project but it works fine when i build. so I'm wondering if it hasn't got anything to do with actually upgrading from the previous version.
Can anyone share any light on this?
Thanks in advance
P.S. here is the code it spits out just before it breaks the substance.
material->IsFlagEnabled (ProceduralMaterial::Flag_Clone) || m_PingedMaterial == NULL || m_PingedMaterial == material
UnityEditor.DockArea:OnGUI()
It turned out that this was a bug. and the Allegorithmic team and Unity team got it fixed so quickly. The version with the fix is Unity 5.5b6, I've tested it and it works 100%
Substance: Fixed crash when selecting a ProceduralMaterial after switching build platform. (820301)
Substance: Fixed occasional ProceduralMaterial asset import crash. (822217)
Substance: Fixed SubstanceImporter.ExportBitmaps generated file names.

Xcode build fails because LS3Renderer.framework is missing. What/where is LS3Renderer.framework?

Following instructions here: https://developers.google.com/cast/docs/ios_sender#setup, I am trying to add GoogleCast to a iPad app. When I attempt to build the app it fails with the error message: "/Library/Frameworks/LS3Renderer.framework is missing from working copy."
I understand that this means the named framework is not where it is supposed to be. The thing is, I have searched my system for the framework and don't find it, and I have searched the web for information on the framework and have turned up nothing.
Does anyone know what LS3Renderer.framework is and where I might get a copy, or have any insight into the error I'm getting from Xcode?

The FacebookSDKResources.bundle is no longer required for your application

Trying to integrate my app with Facebook for login proposes, i've happened to notice the following log line:
2014-01-07 15:22:08.843 Nutrino[7457:70b] FBSDKLog: The FacebookSDKResources.bundle is no longer required for your application. It can be removed. After fixing this, you will need to Clean the project and then reset your simulator.
The problem is FacebookSDKResources.bundle is not even existing in my FacebookSDK directory. So basically this log message is redundant for me.
Normally i won't care much, but this log message is popping into my log console 3 times in a raw each time i'm instantiating FBLoginView.
Been looking around and saw this answer which state that the guy is probably getting this error after having upgraded to a newer version of Facebook SDK. Unfortunately i'm not upgrading. I started a new project from scratch so i don't have any reference to safely remove from the app project.
Any suggestions? How can i get rid of these annoying log messages
Thanks in advance.
Gil
UPDATE
Ok - I've found out the source of the problem!!
I'm developing my app in xCode5.. Once in a while I open an older version of xCode with an older version of the app for some code references, so the problem happens when both projects are opened simultaneously.
The FacebookSDKResources.bundle does exists on the older version of the project and this is the cause!
Hope it'll helps someone.
original answer
I'm not really sure if this is what solved it, since I left it as it was for a while and the next time I checked those log messages weren't there, but the only thing I do remember changing was the fact the I made my FBLoginView instance a singleton, so there was only one instance of it.
Worth the shot if anyone is dealing with the same issue.

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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