Xcode 6 ARM architecture reference - xcode6

Previously it was located at:
Xcode 4.2: /Developer/Library/PrivateFrameworks/DTISAReferenceGuide.framework/Versions/A/Resources/ARMISA.pdf
Xcode 4.3: /Applications/Xcode.app/Contents/Applications/Instruments.app/Contents/Frameworks/DTISAReferenceGuide.framework/Versions/A/Resources/ARMISA.pdf
But I can't find it now with XCode 6 at either path. Is it renamed or moved somewhere else?

I just searched through Xcode 6.1 (build 6A1046a) using the UNIX find tool like so:
find /Application/Xcode.app -name '*.pdf' -print
As the above command produced a lot of output, I redirected it to a file and opened it into my editor. I then went through the results line-by-line and found nothing like what you’re describing. It seems Apple removed it entirely. (Shame, too — it certainly seems useful, even though I have never heard of it before now.)

I've just found a solution for 6.1.1 using searching inside a bundle as wjk suggested
The only difference that I searched for explicit filename and Xcode version is different as I mentioned.
find /Applications/Xcode.app -name 'ARMISA.pdf' -print
The output is
/Applications/Xcode.app/Contents/Applications/Instruments.app/Contents/Frameworks/InstrumentsKit.framework/Versions/A/Resources/ARMISA.pdf

Related

cmake Could NOT find LibXml2 (missing: LIBXML2_INCLUDE_DIR)

I have some software from a collaborator. When performing >cmake .. I receive the error message "Could NOT find LibXml2 (missing: LIBXML2_INCLUDE_DIR)" (see screenshot)
I have found the libxml2.so.2.9.12 file on my machine and have added its directory to my PATH (/home/silicon/anaconda3/pkgs/libxml2-2.9.12-h03d6c58_0/lib) as well as several others that seem related, including one that just had a link to the file in it.
I saw a similar question in here (although on a Windows machine), here: cmake cannot find LibXml2
and I have tried several versions of this, but still the same error. I typed in the path the way it would look on a Linux machine (parenthesis in previous paragraph). I tried several versions. Always the same error.
I looked in the CMakeLists.txt file to see if there was something that looked like I could adjust it for my system, but I don't know anything about that type of file and I just left it the way it was.
Thank you for the help.
Quick solution from the asker's comment: sudo apt-get install libxml2-dev

Where does bazel look for OSX SDKs (and what to do if it's not finding them)?

I have an objc_library rule that tells me that it can't find any SDK framework header (this problem is not specific to IOKit, I can't find any frameworks at all).
#import <IOKit/IOKitLib.h>
fatal error: 'IOKit/IOKitLib.h' file not found
I already have "IOKit" in my sdk_frameworks. If I take a peek in /System/Library/Frameworks/IOKit.framework, I find that there is no directory Headers which would contain this file. Perhaps no surprise if that's where Bazel is looking.
If I look a little harder, I find more results for the SDK.
$ find /Applications/Xcode.app/ -name IOKit.framework
/Applications/Xcode.app//Contents/Developer/Platforms/AppleTVSimulator.platform/Developer/SDKs/AppleTVSimulator.sdk/System/Library/Frameworks/IOKit.framework
/Applications/Xcode.app//Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks/IOKit.framework
/Applications/Xcode.app//Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator.sdk/System/Library/Frameworks/IOKit.framework
/Applications/Xcode.app//Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/System/Library/Frameworks/IOKit.framework
/Applications/Xcode.app//Contents/Developer/Platforms/WatchSimulator.platform/Developer/SDKs/WatchSimulator.sdk/System/Library/Frameworks/IOKit.framework
/Applications/Xcode.app//Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift-migrator/sdk/MacOSX.sdk/System/Library/Frameworks/IOKit.framework
I would think that this is the one I want, since I'm developing for MacOSX.
/Applications/Xcode.app//Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/System/Library/Frameworks/IOKit.framework
Can I tell Bazel to use that SDK? Should I have to? How can I figure out where Bazel is looking for these things? I'm pretty familiar with using Bazel, but I'm really not sure how to debug when the most basic of things is failing.
Here is the simplest example that fails.
BUILD:
objc_library(
name = "test",
srcs = ["test.cpp"],
copts = ["-ObjC++"],
sdk_frameworks = ["IOKit"],
)
// test.cpp
#import <IOKit/IOKitLib.h>
I posted this on bazel-discuss, but it isn't getting much traction. I'm using Bazel 0.5.2.
https://groups.google.com/forum/#!topic/bazel-discuss/HhAjKblwHwk
Resolved in the bazel-discuss thread, but I'll summarize here:
The issue you are finding here is most likely because IOKIt is a MacOS-only SDK, and you're building this library for iPhoneSimulator.
(I think the former is the case, anyway. It looks like there is indeed an IOKit.framework directory under iPhoneSimulator9.3.sdk, but it doesn't include headers -- I'm not sure what the point of that is)
Correctly building the library for MacOS is key here and should fix your issues. You can either do that by depending on this library via an apple_binary with platform_type="macos", or you can tailor command line flags to this end. I believe --apple_platform_type=macos --cpu=darwin_x86_64 should do the trick

MinGW-w64's ar.exe can't find libraries when trying to build a static library

I've now been trying to get MinGW-w64 to work on my system for several days, mainly because it has a more recent GCC version, but I either set things up wrong or there's some strange problem with MinGW-w64 itself.
I've now downloaded i686-w64-mingw32-gcc-4.7.2-release-win32_rubenvb, unpacked it to C:/Dev/mingw-ruben and added the path C:/Dev/mingw-ruben/bin to the $PATH environment variable.
What I'm trying to build is SFML 2 which comes with a CMake file. Running CMake will work just fine, the compiler gets recognized and passes all test. CMake also finds the ar.exe in the C:/Dev/mingw-ruben/binfolder. After generating the MinGW Makefile I switch to the windows command line and run mingw32-make install.
There's where the problem happens, I get the error:
mingw-ruben\bin\ar.exe: mingw-ruben/lib/libopengl32.a: No such file or directory
Or for the network library
mingw-ruben\bin\ar.exe: mingw-ruben/lib/libws2_32.a: No such file or directory
The error seems quite obvious and on check there really is no libopengl32.a or libws2_32.a in mingw-ruben/lib/, but the files is actually located in C:/Dev/mingw-ruben/i686-w64-mingw32/lib.
Now How can I tell ar/make/cmake to not only search in the mingw-ruben/lib directory but also in the mingw-ruben/i686-w64-mingw32/lib?
Would it be a good idea to copy all the content from the i686-w64-mingw32 subfolder to the mingw-ruben root folder?
As a side note: I can call mingw32-make install again and the procedure will continue but up on trying to link my application against SFML, I run into many unresolved symbol errors for the glXYZ functions from within SFML.
Further information: I'm on Windows 8 x64, but I think that doesn't really matter and yes I've tried MSYS but it doesn't resolve any of my issues.
Am I doing something wrong? Do I have to configure things specially?
January 2015 Edit
Now that SFML 2.2 has been released, this is no longer an issue and you have to link SFML's dependencies yourself when linking static.
January 2014 Edit
As of commit 165f2b1888 and f784fe4c07, which is included in the stable version SFML 2.1, MinGW-w64 compilers are supported.
However while discussing further with different parties it came to light, that the sfml_static_add_libraries marco a rather ugly hack was. In short it unpacked the static dependencies and included their obj files into the SFML library itself. This was most noticeable an issue, when trying to use your own version of GLEW, which failed since SFML was using its internal one already. The issue was brought to the forum and was pushed around for quite a bit, until Laurent finally gave in and went with the proper way of linking dependencies, which means you have to link them now on your own.
As of commit dbf01a775b, which is not included in the stable version of SFML 2.1, one has to link the SFML dependencies in the finally application, when linking statically against SFML.
Original
After some chat on the IRC we've figured it out.
It has nothing to do with MinGW but it's all SFML's fault. To reduce the dependencies list for SFML while linking statically the developer decided to manually extract the symbols from each library (opengl32, ws2_32, ...) which obviously isn't how one does things and violates some ODR rules. The actual error then occurs because the developer assumed that the library will be in the folder mingw/libbut with MinGW w64 it's located in a seperate directory mingw/version/lib and so ar.exe didn't find the library.
Solution
Removing the call to the sfml_static_add_libraries macro and then recompile. Afterwards you'll have to link all the dependencies for static linkages, like it should be.
I think it may be well a problem of the gcc distribution you downloaded.
A bit of light into the problem gives ruben's question here:
https://unix.stackexchange.com/questions/45277/executing-binary-file-file-not-found
that seems to me related to that (although it is about linux and not win)
I was having a similar problem (the name of the missing file was different) few months ago with gcc 4.7.0 linux->win crosscompiler. So until now I lived with the standard ubuntu mingw-w64 package and only yesterday I gave another try to i686-w64-mingw32-gcc-4.7.2-release-linux64_rubenvb.tar.xz and it works without issues in otherwise same environment where the previous version was failing with "..ar.exe: ... no such file". Sometimes I develop also in windows, then I use http://www.mingw.org/ that was for me much easier to setup in Win. It supports only 32bit target but for my project it is sufficient.

Unqualified-id in file included from ZXBinarizer.mm

I have created an iPhone project that uses uses the ZXing bar code scanning library. I added ZXing using CocoaPods and it works perfectly when I compile it on my system (Mountain Lion with Xcode 4.5 (4G182)). But when I passed it on to the person in charge of producing the signed ipa for enterprise distribution, who from what I understand is also using the same version of Xcode, he is seeing the following parse error when compiling:
Parse Issue
Expected unqualified-id in file included from /The/Absolute/Path/to/Pods/ZXing/objc/src/ZXing/ZXBinarizer.mm
The line that is highlighted is:
#import <ZXing/ZXBinarizer.h>
^
I was able to look at his system via WebEx and I checked the header search paths and the values that were apparently configured via CocoaPods do resolve to the actual location of the files.
When I clicked on the "Parse Issue" line in the issue navigator, it showed only:
../../ZXing/objc/src/ZXing/ZXBinarizer.h
^
I've searched the web quite a bit for a solution and I see plenty references to 'Expected unqualified-id', but most of them are due to malformed code.
There are still quite a few things about Xcode that I do not understand, so I'm hoping that someone will tell me that I've overlooked something simple here.
Posting links to the exact code being compiled would help.
You can use clang -E to see what the code looks like after preprocessing (with all the #imports expanded), and then diff the preprocessed output on your system against the output of the same command on your colleague's system.
I do see in
http://code.google.com/p/zxing/source/browse/trunk/objc/src/ZXing/ZXBinarizer.h
that they're referring to NSObject without #importing <Foundation/Foundation.h> first. This is a bad idea, but it's probably not your actual problem. (I would expect a different error message if it were the culprit.)
Are you 100% sure that your colleague is compiling ZXBinarizer.mm as Objective-C++, not as regular C++?
Are you 100% sure that Xcode doesn't give you any specific file and line information for the error? If Xcode really is just pointing to an #import line, then can you post the 10 lines before and after that line, and also the first 10 lines of the file being #imported?
I ended up having to revert out of using CocoaPods for dependency management and just include the project manually. Since the problem was on someone else's machine, but worked fine on my own, I was unable to determine the real cause. After I just included ZXing directly in my project, he was able to compile it.
smcmahon, I've had a very similar issue with building an iOS project with CocoaPods and seeing those weird errors, and was able to figure out the problem. Make sure that the symlinks that CocoaPods has created (like ZXing/ZXBinarizer.h) are indeed symlinks, and not just regular text files with a filepath in them.
A bit more detailed explanation is in my blog: http://www.egeek.me/2013/01/26/note-about-building-cocoapods-powered-ios-projects/
Hope this will help.

GCC 4.5.0..linking error during compilation?

Well I've recently come out of the dark ages and upgraded my GCC from 3.4.4 to 4.5.0 with Cygwin (I use Netbeans 6.8 on Windows for future reference). I tried testing the new compiler by attempting to run a simple program through it. The run failed however, citing that NetBeans "cannot find -lstdc++".
Interesting.
I look in ...
C:\cygwin\lib\gcc\i686-pc-cygwin\4.5.0
...where libstdc++.a, libstdc++.dll.a, libstdc++.la, libsupc++.a, and libsupc++.la are supposed to be (they're in that spot in the 3.4.4 folder), and they're not there. I also notice something else: there's a 4.3.4 folder in...
C:\cygwin\lib\gcc\i686-pc-cygwin
which contains these exact files! Good. So I copy them in to the 4.5.0 folder and try to run the program again. This time i'm getting two other errors:
build/Debug/Cygwin-Windows/extract_fail_operations.o:/usr/lib/gcc/i686-pc-cygwin/4.5.0/include/c++/bits/stl_list.h:1435: undefined reference to `std::_List_node_base::_M_hook(std::_List_node_base*)'
and:
build/Debug/Cygwin-Windows/extract_fail_operations.o:/usr/lib/gcc/i686-pc-cygwin/4.5.0/include/c++/bits/stl_list.h:1451: undefined reference to `std::_List_node_base::_M_unhook()'
At this point I figured that I was way over my head and decided to come for help before copying and pasting any more files. If anyone could tell me how to get this working, i'd be really appreciative.
(If any solutions involve the command line, please be warned that i'm not well versed in it... you may have to provide extra details that you wouldn't need to to other SO users!)
EDIT: The PATH variables are as follows:
C:\Program Files\SSH Communications Security\SSH Secure Shell;C:\Program Files\CVSNT\;C:\cygwin\bin
And yes, the Cygwin installed is the latest from the site.
You need to install version 4.5.0 of libstdc++6-devel.