Unity AppController.mm file causing error - objective-c

I have created a new Xcode Project and added "Data", "Classes" & "Libraries" folder from the Xcode project generated by unity.Now AppController.mm is causing error.Below is the code where error is:
(surface->eaglLayer) = (CAEAGLLayer*)[view layer];
and Here is the error line:
Assigning to " void * " from incompatible type " CAEAGLLayer * "

When you export a Unity project to Xcode, Unity generated all needed thing for you, including adding all necessary frameworks and libraries, adding files should be compiled, setting up project file and some other things. When you create your new project in Xcode, and copy/paste the three folders to it, all of the things above are NOT get set. So you will have a lot of trouble in handling them. In your example, CAEAGLLayer is something related to OpenGL, and you should add OpenGLES.framework at least.
The conclusion is: DO NOT create project and copy/paste as that except you exactly know what you are doing. Otherwise it's not likely to make the project building and linking successfully. Always use the project Unity exported and modify things on it.

Related

WhirlyMaply missing MaplyBridge.h

I am trying to use WhirlyMaply for a personal project.
Am trying to follow their tutorial and they mention I have to have a bridge file since the code is written in Objective-C and I am writing my project in Swift.
However there is no MaplyBridge.h file found as per their instructions ...
The following is the link http://mousebird.github.io/WhirlyGlobe/tutorial/building_from_source.html
The description on page http://mousebird.github.io/WhirlyGlobe/tutorial/building_from_source.html is bad.
You need to create MaplyBridge.h yourself. You may decide to not create it in the "BinaryDirectory/WhirlyGlobeMaplyComponent.framework/Headers/" folder but instead create it somewhere in your project. As described in the tutorial, you still need to go to Build Settings and look for “Objective-C Bridging Header” then correctly set the path to your new MaplyBridge.h".
In a later path of the tutorial, such as in http://mousebird.github.io/WhirlyGlobe/tutorial/ios/your_first_globe.html, you will add code to MaplyBridge.h. For example, to get the tutorial's swift code to compile you'll add the line "#import " to MaplyBridge.h.
See http://www.learnswiftonline.com/getting-started/adding-swift-bridging-header/ for some more background information

Xcode cannot find ProductModuleName-Swift.h

I'm attempting to import my "-Swift.h" file into one of my Objective-C .h files but xcode keeps telling me that the file doesn't exist
#import "Aesculus-Swift.h"
If I command click on the file name it will take me to the generated header file so I know it exists. Why is xcode not able to find it?
This seems like just another issue with Xcode and it's complex tool chain of static analysers and compilers.
Openradar lists radar://21362856 - Swift to Objective-C bridging is unreliable. I am sure there are more but I stopped looking after finding one for this example.
The author imarcelv notes in the description:
I asked a Swift engineer at WWDC in a lab and even he didn't know how to fix this issue.
Steps to Reproduce:
Add a ramdom Swift class to an Objective-C project
Add the #import "ModuleName-Swift.h" file that Xcode generates automatically
Try to use it or just try to compile the project
From time to time it simply doesn't work
It's probably best to file a radar on this issue as it seems that others are already calling it out.
One other thing you could try...
Historically, it was possible for Xcode to completely lose it's syntax highlighting and you could always find out what files the static analyser was giving up on by increasing log level of clang.
I'm not sure if it's still relevant but if I was in your position I'd be trying this command:
defaults write com.apple.dt.Xcode IDEIndexingClangInvocationLogLevel 3
This generates logs you can search with using Console.app for just xcode to highlight the messages. You'll want to trash the derived data of your project to force it to re-compile things.
Although not the same issue as what you're seeing, I have had this post on the syntax highlighting issue bookmarked for years for the above defaults write command to try in times like these.
I solved this recently by adding the following entry to my .xcconfig (you could add it in Xcode's Build Settings > User Header Search Paths if you prefer).
USER_HEADER_SEARCH_PATHS = $(BUILT_PRODUCTS_DIR)/MyFramework.framework/Headers
This tells the compiler to search for headers in the build output directory, which is where Xcode puts the generated header (at least in the case of this framework).
In my case this is a directory like ~/Library/Developer/Xcode/DerivedData/MyProject-LongCode/Build/Products/Debug-iphonesimulator/MyFramework.framework/Headers/MyFramework. You might find your generated header in there too.
Xcode's header and dependency management is a hot mess, and it's not surprising that it doesn't work for you.
I had trouble with this stuff & found that your -Swift file is the Product name of your Target ( not just the name of your Target ) . I found the details here helpful: http://ericasadun.com/2014/08/21/swift-calling-swift-functions-from-objective-c/
When you encounter such situation, just find your kinda "ProductName-Swift.h" file by just cmnd+click on it (even if xcode shows warning about it is not found, the #import "Aesculus-Swift.h" string is still clickable) and then in opened code editor window choose context menu and "Show in Finder" item, then explicitly add it to your project.

XCode warning - duplicate CMakeLists.txt while trying to change project name

I tried to change the name of my xcode project, (which uses the cocos2d framework), but for some reason my main files folder (the one that contains all the .h and .mm files) wouldn't change the name. so then i manually clicked under "MyProj TARGETS -> Build Settings" and manually changed the fields:
Info.plist File
Header Search Paths
User Header Search Paths
Prefix Header
to be using "MyProj/" instead of "PrevName/" (the previous name i had named the project) but now i'm getting these two strange warnings:
Warning: Multiple build commands for output file /Users/me/Library/Developer/Xcode/DerivedData/MyProj-fzlkaghtvjzkgkenbpejhzwvxsft/Build/Products/Debug-iphonesimulator/MyProj.app/CMakeLists.txt
Warning: The Copy Bundle Resources build phase contains this target's Info.plist file 'MyProj/Resources/Info.plist'.
you'll see that this is also mentioned under: http://www.cocos2d-iphone.org/forum/topic/33245 but no one has answered this part
and i tried to look under Xcode warning: "Multiple build commands for output file" to see under "Build Phases -> Copy Bundle Resource"... and indeed, there were 2 CMakeLists.txt files. one is:
MyProj/libs/Box2D
and the other is:
MyProj/libs/kazmath/src
which one do i need? or do i need both, since i think xcode used to be compiling with both??
i should mention that my project seems to be running okay right now if i leave the warnings in. but i don't like warnings that i don't understand, and i know that i could just swap my source/assets to a new project to get rid of the warning, but i'd like to know for future reference how to properly rename everything in a xcode project.
Thanks
Oh wow... I had no idea the traffic on stackoverflow is so low these days...(or at least for xcode & iOS dev) sighs
Anyways, I think I figured out a fix.
I read apple developer guilde for the second Warning
For the first Warning, I looked at another file that I had created, and I compared my project's settings to the other project's settings. (such a simple solution, duh, why didn't I think of this >_<) and it turns out, under Copy Bundle Resources, you're only supposed to have:
Your .png files and other resources used in code (but NOT your plist file, for the very reason given in the link above)
iTunesArtwork
ChangeLog
Actually, i'm not sure if you even need #2 or #3. I'll give an upvote to whoever experiments with it. So.... the solution is to simply remove all those other CMakeLists and cmakes and all that junk, including plist :)

PNG Byte Swap at runtime

I've got an app that is generating thumbnails of images at runtime. But they're not in the optimized format that Xcode creates when images are added to a project. Is there a library or a function call I can use to convert these images?
Instructions:
Download DHowett (thanks, DHowett!) code from: https://github.com/DHowett/pincrush
Unzip and rename to DHowett and place next to the XCode sample project I placed (https://www.box.com/s/7dfb3e6f430d98d933c2), and run...
If/When you build your own project from scratch, then do the following immediately after unzipping and BEFORE adding the folder to your project:
Remove all makefile files from the folder
Drag the folder to your project
To overcome compiler warning "implicit declartion of function 'pincrush' is invalid in C99", changed project setting "C Language Dialect" to "GNU89"
When building, you'll get an error "'png.h" file not found" - to fix it, add DHowett/libpng to the project's Header Search Paths
open pincrush.c and comment out the "usage" and "main" functions (you don't need them, and the first causes compilation error, the second causes link errors)
Add an external reference to crush... See below: extern void crush(const char *infilename, const char *outfilename);
You can ignore the 8 compilation warnings of "Unused Entity Issue" caused by the "NEXT" macro
You may need to remove the .git* files from the project (some annyoing warnings...)
Enjoy, good luck!

Multiple build commands warning while building - Objective C

When I build my iPhone Project in XCode, I'm getting the following warning.
[WARN]Warning: Multiple build commands for output file /Users/SilentCoder/Library/Developer/Xcode/DerivedData/myProject-csfqcpziyuvhbiatwwjtkkmwbxwv/Build/Products/Debug-iphonesimulator/myProject.app/car.png
I don't understand what does that mean. I have made targets for both iPhone and iPad for my project.
It's likely that you have specified the resource to be copied to your bundle/resources twice.
(check your copy resource build phases)
Works for me.
Check the list of resources in Project - Target - Build Phases - Copy Bundle Resources Section and remove the resources references.
I create my own first framework following [http://www.raywenderlich.com/65964/create-a-framework-for-ios] (How to Create a Framework for iOS), appearing the same warning.
And I have no extra resources but two source code files (.h and .m).
Lastly, I found that the .h file appears in two place, one is Copy Files, the other is Copy Header, and I delete latter one, the warning disappeared
NB: you get the exact same error message in a slightly different situation: if a header file appears twice in Xcode's internal list of header-files to export.
If the affected file has a .h suffix, then ... instead of removing from the "Copy Bundle Resources" phase, you need to remove from the "Copy Headers" phase.
(NB: this ought to be impossible, and XCode SHOULD NOT allow it to happen, but Xcode's handling of header files is terrible (and doesn't adhere to the standards :( ), so it's quite easy to end up with this "duplicated commands for the same header file" problem)