Years ago I build my project and then I lost it, now after lots of struggle I have recovered it from my old HDD drive, but now when I try to run it to build project files, I have the following error.
Related
I previously had Unity Hub around a year ago and uninstalled it. I went and deleted the old directory in the Program Files folder and then installed the newest version of Unity Hub. When I launched it, the old directory that I used to use for my old projects was already in the box. When I tried to create the project, it said "Unable to create project". Is there some other thing I'm supposed to delete also? I don't know where the old version used to save that kind of information, but I think it has to be deleted for the newer one to work. Unfortunately, I don't remember what version I had before. Any help would be great. Thanks
You should never delete software's files without uninstalling them. Try to uninstall Unity Hub with the apposite feature and re-install the latest version.
I made a stackoveflow account just to post about this since it's been bothering me for 3 days time (tinkering after work so not much time every day). And this is my first post so please be forgiving if I break a few rules :)
My problem is that after I have installed and configured everything and I have followed the official guide I get these errors thrown by VS
I have researched as much as I can and still nothing. Things I have tried:
Reinstalling VS
Reinsatlling and manually installing the Windows 10 SDK
Adding all the sdk folders to the Path Env. Variable
Rebuilding the project
Building a new project
Changing the version of the UWP
Has anyone else had this issue or know a way to fix it? I really want to start developing for MR after doing a ~10 page documentation on why its the most promising technology...
Creating a new ionic project and doing an android build downloads innumerable packages; if anything goes wrong in this process, many things can get corrupted. I am now on my fourth re-install of Windows, for example.
Is there a way of downloading everything required for an ionic install and android build first so that I have all the downloads safely in place before I start on installation? This would also give the benefit of being able to create a number of projects without having to download everything again.
What I do now make copies of folders and base new projects on folders that are correctly downloaded and functional. Even a simple ionic project downloads and creates a folder of approx 200 MB. I find that this process can often go wrong.
On a good day, I can run
ionic start <projectName> blank
and answer YES to the question "Would you like to integrate with Cordova"
This then generates a folder of about 200 MB. If I am unlucky something goes wrong and this fails.
I check that the folder is correct by running
ionic serve
and verifying that the browser shows a basic page.
I then run
ionic cordova build android --debug
This increases the folder size to around 270 MB. Finally, I confirm that I can FTP the *.apk file to a website and install it to an android device.
I then make a copy of this folder and use that copy as a basis for all new projects. I never run "ionic start" again.
I have never had problems with the installation of other development environments, so this seems very unusual. I can only assume that the complexity of the installation can lead to faults. Achieving one correct download and then copying that is how I handle these problems. The best time for me in Scotland is to do installations in the middle of the USA night.
I have come across a really strange issue that has kept me busy for over a week which i believe to be a bug with the GoogleAdMob SDK, Xcode 8.2, cocoapods or a combination of those.
I am posting it here, in hopes an engineer can confirm the bug and point our team in the right direction to resolution.
The problem goes like this:
Create an empty Xcode project
Add/Install GoogleAds-IMA-iOS-SDK-For-AdMob pod
Commit everything and delete the repository from local machine
Check out repository again
Hit Build. Project will fail to build with error ld: framework not found GoogleMobileAds
To fix, comment out the GoogleAds-IMA-iOS-SDK-For-AdMob pod and run pod update, then uncomment it again and run pod update again, project will build.
If you try to commit at this point, git will pick up no changes
Repeat steps 3 and 4, and you will be back at step 5
I have created a repository here https://github.com/piterwilson/testAdmob where the bug can be reproduced.
The 'fix' that i have found will not work for our team as we commit our code and send it to a Jenkins server that creates a lot of builds with different code signatures required by our business.
The Jenkins build always fails with ld: framework not found GoogleMobileAds
Extra information : This has only happened starting this year. Maybe because of Xcode 8.2 (?) but we can't be sure where the problem is exactly.
I created a PR that resolves the issue in a reliable manner: https://github.com/piterwilson/testAdmob/pull/1
The repository was missing the GoogleAdMobs binary. It's a rather large file (38M), so perhaps the submitter of the question has some local configuration that automatically ignores large files? The binary should have been in this commit: https://github.com/piterwilson/testAdmob/commit/a0834a4d2f2b82da98add1bc3c49d8c0c28ffd86 (at least that's when it appeared for me when I tried to reproduce the issue.)
This Xcode project won't build after running Clean My Mac. It looks like the program cleaned out some "development junk files" and now I'm getting errors like 'Foundation/Foundation.h' not found.
The project builds fine on my laptop but not on another Mac. (Basically no project builds on the Mac any more.) Also a brand new project also fails to build for with the same errors
Two things I've tried but still the problem persists:
a clean and build.
I've searched and found that one of the solutions might be to clear the Framework search path, as you can see though mine is empty:
thanks for any help
As a developer of CleanMyMac I'd like to thank you for reporting this issue :) We've fixed this in CleanMyMac version 1.10.5.
Solved this by uninstalling Xcode with Clean My Mac and then re-installing Xcode through the AppStore.