Error messages when using OpenGL ES template - objective-c

I made a new OpenGL ES application, and without modifying anything, I ran the program. It runs, but I see these error messages:
Detected an attempt to call a symbol in system libraries that is not present on the iPhone:
open$UNIX2003 called from function _ZN4llvm12MemoryBuffer7getFileEPKcPSsx in image libLLVMContainer.dylib.
Detected an attempt to call a symbol in system libraries that is not present on the iPhone:
fstat$INODE64 called from function _ZN4llvm12MemoryBuffer7getFileEPKcPSsx in image libLLVMContainer.dylib.
Detected an attempt to call a symbol in system libraries that is not present on the iPhone:
mmap$UNIX2003 called from function _ZN4llvm3sys4Path14MapInFilePagesEiy in image libLLVMContainer.dylib.
Detected an attempt to call a symbol in system libraries that is not present on the iPhone:
close$UNIX2003 called from function _ZN4llvm12MemoryBuffer7getFileEPKcPSsx in image libLLVMContainer.dylib.
Detected an attempt to call a symbol in system libraries that is not present on the iPhone:
pthread_mutexattr_destroy$UNIX2003 called from function _ZN4llvm3sys5MutexC2Eb in image libLLVMContainer.dylib.
The program displays a colored box that moves up and down. Is this what it's supposed to do? What do these error messages mean?

I've been noticing the same. I'm running iOS sdk 4.1. But it only happens on the simulator.
From what I found at the apple forums, it seems to be a simulator bug. An Apple representative claimed that it was a bug on "their" end.
Here's the quote "This is a bug on our end, but as long as things are otherwise working for you, the logging can safely be ignored."

Related

Correct way to resize swapChain in DirectX12

I am attempting to port the DirectX12/XAML UWP template over to a C++-WinRT version... where EVERYTHING is done via C++-WinRT and I can turn off CX. I'm currently stuck on how to ResizeBuffers on the swapchain. Before resizing the buffers I have to release all the buffer references. In C++/CX ComPtr there is Reset() method to release reference of the renderTarget buffers, but in C++/winrt com_ptr no such Reset() method exists and if I set renderTarget to nullptr in order to release it, it throws an exception shown in the Screenshot below. And if I don't set the renderTarget to nullptr then exception is not thrown but the swapChain is also not resized.
Later I also tried it using the wrl::ComPtr and the Reset() method it is still throwing the same error. Does anyone know the correct way of resizing the swapChain in DirectX12?
Screenshot of the code and error
You can't use a "fail-fast" error handler like ThrowIfFailed for ResizeBuffers or Present. Both return meaningful failure codes at runtime you must handle.
Specifically both can return DXGI_ERROR_DEVICE_REMOVED or DXGI_ERROR_DEVICE_RESET and you need to handle it. In fact, in the UWP environment, you will see this happen at start up so you must handle it--some 'classic' Win32 desktop apps just ignore it and crash at weird times like when Windows Update updates a driver while the game is running.
For details on handling 'lost-device' (which is really 'device removed'), see DeviceResources .h / .cpp.
See also Microsoft Docs which is written for DirectX 11, but all the equivalent stuff has to happen for DirectX 12.

How to include WebView in Objective C without crashing

When I include a WebView component on a form in my Objective C project in XCode7 for a Cocoa application on OSX and try to compile, it compiles and then has a runtime error of:
NSKeyedUnarchiver decodeObjectForKey:]: cannot decode object of class (WebView) for key (NS.objects); the class may be defined in source code or a library that is not linked
What's the fix?
In XCode7, if you use a WebView widget, you have to add the framework. Go to the Project Navigator and click the first icon, which is your project icon. In the middle of your screen on that IDE then, you'll see General > Linked Frameworks and Libraries. Click the + and add WebKit.framework. Now when you compile, the linkage will be there and it will work.
The drawback I think is that it says it's a 10.11 component, and so if I want to deploy my app to a 10.9 system or 10.10 system, it won't work. I'm not 100% certain of this without testing, however, but do have this hunch.
ADDENDUM:
I set my project to be 10.8 compliant and then found I can run just fine on 10.8 all the way to the latest OSX.

Unrecognized selector calling category method in static iOS library

I am using some third party software to aid in writing an iPad application using Xcode 4.3.2. The software is open source and is usually set up so its code will be compiled along with whatever code the developer writes for the application. Because I was using the software in numerous places, I decided to build it as a static library for the iOS simulator.
I was able to build the library, and convert one application to link to that library instead of compiling the original source code. However, when I go to run the application on the simulator, I get an error that says, unrecognized selector sent to instance.
I have verified that the program is successfully using portions of the static library. However, there is one piece of code that tries to call a method on an object, and that where the failure occurs. The method being called is not actually defined in the interface of that object. Rather it is provided in an additional module that defines a category for that object's class. The header file for that module is properly included and the compiler should have been able to find the category method and apply it to the object, yet at run time, the error mentioned above occurs.
I used the 'nm' command to verify that the category method exists in the static library. Here is an example of the output:
nm libStaticLibrary.a | grep categoryMethod
00000130 t -[SomeClass(Category) categoryMethod:]
0000354c s -[SomeClass(Category) categoryMethod:].eh
What ideas do people have about how this library can be made to work correctly with the desired application?
Your 3rd party framework is probable using a category on a existing (apple) class. But to load/find the category you need to add the -ObjC flag in the build settings under Other Linker Flags
Pfitz answer is great, but this will cause the compiler to load a bunch of unused binaries to your project which is not what you want. Please refer to this answer to know why https://stackoverflow.com/a/22264650/1363997
Here is the best solution:
1) select your project target from the left panel (the folders navigator)
2) select "Build Phases" tap
3) expand "Compile Sources" cell
4) hit the plus button at the bottom and then add your category's .m file
Done!
Note: you have to search for the file by navigating through the folder by your self, don't type the file's name in the search field

Xcode: Cocos2d: Can't create world with Box2D

My project originated as the cocos2d Box2D template and I'm having issues as soon as I tried to create a world:
world = new b2World(gravity,doSleep);
Gives the error: No matching constructor for initialization of 'b2World'.
The file is .mm, I assume it's some issue about library linking maybe? If so I'm using xCode 4, how can I check the lib is properly linked?
Thanks.
You are using Box2D v2.2 or newer. The b2World constructor no longer takes two arguments, just one (gravity). You have to set doSleep separately:
world = new b2World(gravity);
world->SetAllowSleeping(doSleep);
This won't be the only change you'll need to make to transition from Box2D v2.1.x to v2.2.x. Kobold2D has a working Box2D 2.2.1 sample project, even if you don't use Kobold2D you can get updated source code for Box2D basics. In particular the GLESDebugDraw class and how to setup a screen bounding box with a body using multiple shapes.

-HD image file not found?

Why am I getting
cocos2d: CCFileUtils: Warning HD file not found: META-hd.png
If I definitely have META-hd.png file in my project?
What I am doing is running my .tmx tilemap. The map uses a tileset that searches for "META.png" (without -hd suffix since I am expecting cocos2d to automatically put it on).
I've found the problem. I only do have -hd versions of my files. But I don't have "non-hd" versions. And for some reason, CCFileUtils will throw me errors when I don't have both types in my project.
Verify that the image is part of the app's target. If it was included as part of a group, and say there was a duplicate on file 10 of 25, the copy stops and files 1-9 are NOT tagged as part of the target. You have to go back and sweep the floor by hand.
In Xcode 4 show the assistant editor, and click the resource in the navigator. The target membership will be shown. If your app is not checked, click on that and voilĂ , the file will now be found.
In rare cases, i have had to clean the target and recompile to make this effective.
If I understand correctly you will have to have a -hd version of the tilemap as well: meta.tmx and meta-hd.tmx.
Also be sure that your image file is named META-hd.png and not META-HD.png and both images use the same case: META.png and META-hd.png. The iPhone file system is case sensitive (not the iOS Simulator though).