I am having serious trouble opening, actually finding, any kind of Video Files with IntelliJ.
The files are in a folder called "data" in my Project Directory. In the Project Structure Settings I made sure the Folder is recognized as Source. Then I even declared my *.mov & *.mp4 files as new Filetypes.
But still when I am trying to load the video like:
mov = new GSMovie(p, "camel.mov"); or even
mov = new GSMovie(p, "data/camel.mov");
It doesn't find it.
I also tried different libarays.
and keep getting:
File camel.mov does not exist. Please check location.
Actually I just found out that it is looking in the IDEA app binary itself.
The JMC-Video for Processing:
Media unavailable: file:/Applications/IntelliJ%20IDEA%2010%20CE.app/bin/data/look321.mp4
It works if I copy my files now there, but this can't be right.
It feels like I am doing something fundamentaly wrong, but I just can't see it.
thanx, for any help.
You should add *.mp4 and *.mov to Settings|Compiler|Resource Patterns
Set the working directory to the project root in the Run/Debug configuration.
Related
I'm working in jupyter notebook on Windows with matplotlib basemaps and I want to use geotiler with the basemaps. I'm writing a program and as part of it, it will generate a map and plot data points on it. However, the maps that my code generates often are over a small part of the world and have no defining features. My solution was to import the geotiler library and display it over the map with an alpha so the maps generated would be identifiable. However, when I use the geotiler.Map() function, I get a message saying that the configuration file does not exist.
The code and the error message
How do I locate the .config folder on Windows, if it exists, and where should I create it if it doesn't? I already tried my user folder but that didn't seem to work. Thanks in advance.
Figured it out.
The read_config() method in the source code tries to get the HOME environment variable, which for Windows is blank, and appends the path for the config to that. Importing os and manually setting the HOME variable to wherever you placed your .config folder seems to do the trick. You can do this with os.environ['HOME'] = 'C:\Users\YourName'.
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 = $(BUILT_PRODUCTS_DIR)/MyFramework.framework/Headers
This tells the compiler to search for headers in the build output directory, which is where Xcode puts the generated header (at least in the case of this framework).
In my case this is a directory like ~/Library/Developer/Xcode/DerivedData/MyProject-LongCode/Build/Products/Debug-iphonesimulator/MyFramework.framework/Headers/MyFramework. You might find your generated header in there too.
Xcode's header and dependency management is a hot mess, and it's not surprising that it doesn't work for you.
I had trouble with this stuff & found that your -Swift file is the Product name of your Target ( not just the name of your Target ) . I found the details here helpful: http://ericasadun.com/2014/08/21/swift-calling-swift-functions-from-objective-c/
When you encounter such situation, just find your kinda "ProductName-Swift.h" file by just cmnd+click on it (even if xcode shows warning about it is not found, the #import "Aesculus-Swift.h" string is still clickable) and then in opened code editor window choose context menu and "Show in Finder" item, then explicitly add it to your project.
I had a project that was working for almost a week then suddenly all my .h files lost code completion/syntax coloring.The only changes i could think of was i changed my target's name and then when i created a new set of .h and .m files this started.
Okay I have checked everything on this topic which was commonly an issue in xcode 3 and 4, i tried all solutions like
Clean/rebuild/restart Xcode
Remove Derived Data
Precompile Prefix Header to No
Add "$(SRCROOT)/**" to header search path
Nothing has worked, any help would be appreciated.Also my Xcode version is 6.1.1.
Try these Solutions:-
You can able to fix that issue by change build settings like this, PreCompile Prefix Headers :NO
I've been doing this, and it's worked multiple times for me (after trying all of the above previously).
Now I just hit space, backspace (the mac version) and rebuild... works nice. Then, remember to scroll (sometimes the colors don't show up until you scroll somewhere)
Find your prefix file: "ProjectName_prefix.pch".
Comment out some line. (basically change it)
Build your project, doesn't matter if it fails or not.
Uncomment it.
Build again.
I'm betting only step 2 (modify the prefix) is what does it, but these essentially get you back to running. Suddenly everything magically recolors itself and completes functions.
Good luck if that doesn't fix it, perhaps try doing this to your dependency pch files (three20 or FB api's)
Okay I found out what the problem was, in my case i had changed the target name and in the process the project name also.
This resulted in the change of path of the prefix header when actually the file was still at the old path. Changing it to the old path fixed the problem.
The prefix header path can be found in Build settings.
usually something like ProjectName/Prefixfilename.pch
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 :)
I'm trying to import Box2D library but I have a compilation error : 'Box2D/Box2D.h' file not found.
I tried lots of things to solve this problem but without any success. I'm not using cocos2d so I don't have any templates.
I just drag and drop Box2D folder in my Xcode project (tried to check and uncheck the 'copy to destination folder).
Tried to check 'Always Search User Path' etc ... No success.
If someone has the solution : god bless you !
Just drag and drop the Box2D.h/Bow2D.h to your project.If it is not as simple as that, I can recommend you this tutorial which explain everything you need to know to set up Box 2D in XCode.
EDIT
I have just tried the project in the tut I referenced and i believe you didn't set-up your header search path. Box2D files are intended to be included like this: #include so you need to go to Build Settings then add an entry for the Debug and Release key of the Header Search Paths (under Build Settings)
you are looking as something like this: Debug Box2D_v2.1.2/Box2D