Gear VR Framework: Problems with cleaning (first step) - eclipse

I'm currently trying to set up everything to develop a Gear VR app with Eclipse in Java but I keep getting errors when I clean the Gear VR Framework project:
http://pastebin.com/yK8810bG
"Das System kann die angegebene Datei nicht finden." simply means:
"The system cannot find the file specified."
At first Eclipse didn't recognize the directory "C:\Programme\Programmieren\AndroidNDK" (originally "Program Files" instead of "Programme" but it didn't work because of the space; has the subfolders "build", "platforms",...) as a valid folder for the NDK. According to another thread on Stackexchange, you have to create an empty file without a file extension and with the name "ndk-build" in the main folder (so "AndroidNDK"), which I did - even though there's already a file like that in the subfolder "build". That at least made Eclipse happy but now I get the above error messages.
Yes, the folders "GVRf" and "ovr_sdk_mobile" are in the same root folder and yes, I added "C:\Programme\Programmieren\AndroidNDK" to the Windows Path variable but I still get the same error messages.
I checked, the files really don't exist but I don't know, where I would even get them. I followed the steps here, including 1.b., so I should have everything necessary but apparently I don't. Plus, I double checked with this youtube video. I did everything the guy did - except the Git part for GVRf (I downloaded the zip) but including not copying the project into my workspace (that sadly gave me a bunch of other "cannot find..." errors) - and it worked just fine for him but not for me.
Since this doesn't work, I also can't even test the samples. :/
Any ideas where I can get the missing files or what actually could be the problem and how I can fix it?

I fixed it:
There must not be any spaces in the path, so you shouldn't put the framework + NDK in a subfolder of e.g. "Program Files". Eclipse and Java usually don't care but the framework and NDK apparently do.
Eclipse's workspace/your project has to be on the same HDD as the framework. I've tried a couple of things but haven't gotten it to work with my usual workspace since that's on a different HDD.
There seemed to be a problem with the old version of the framework (April 11th to 13th), simply couldn't get it to run. It's now running fine with a newer version (April 15th) - as long as the two above points are met.

Related

Unity - unity error cs2001 source file could not be found 2018

Ever since i updated my Unity, It keep telling me
error cs2001 source file "Scripts.cs" could not be found
I even tried creating a whole new project with new file and still getting this problem.
Anybody knows how to fix this problem!!!!!!
Sorry for my English.
Unity Version 2018.1.0f2
enter image description here
If the missing file is a script that you've renamed or deleted, simply recreate a script with the same name in the location mentioned. Then let Unity recompiles the scripts. Once successfully compiled feel free to delete the file if it no longer is necessary.
Check the folow:
1 Location of your update files in linux have 777 permissions for the user you have?. Or your file is in the location?.
2 path to the file correct writely?. You know in Windows or Linux use / or \ test it
3 your file have a name with extension correctly?
I hope this helps
Today I ran into that same problem as well after restoring a Windows system restore point. I assume that Windows restored some old Unity cache files in that process which led to that error.
Simply creating the missing file(s) works. But if you did a lot of changes / renames / removals recently you may have to re-create quite a lot of files to make it compile again.
If you're using version control like Git or SVN you can jump back to an earlier point in your change history (one where the probelmatic files still existed), let Unity compile and then go back to your current state.

Unity Perforce Mapping Failure

So after using unity's asset server for quite a while I decided I would try Perforce as it seemed like a good alternative and a viable way to work with people without the pro license. I am using Windows version of Unity 5 and a Linux install of P4V.
The problem I am getting is this error
The Client path
//ProjectName
maps to this folder
~\Perforce\ProjectName
which is not a parent directory of the projects root:
C:\Users\...\ProjectName`
After searching the internet I found nothing as to what exactly this means so I figured I would ask.
Two pieces of configuration data aren't matching up:
The client workspace root, which in your case appears to be set to "~\Perforce\ProjectName", and
The project root, which in your case appears to be set to "C:\Users...\ProjectName"
P4Connect is expecting the "project root" (C:\Users...) to be "under" the "workspace root" (~\Perforce...)
I suspect the problem is in the use of the Unix-y tilde (~) character to mean your home directory. In general, Windows software doesn't expand the tilde character automatically; that is a Unix-y behavior.
Try replacing the ~ with the full path to your project root.
And make sure that your project root is located inside of your workspace root.

Xcode: Warning: Multiple build commands for output file AND error: unable to open executable ''

I've been reading countless other posts and trying numerous fixes, but nothing has worked for my problem. I'll preface this by saying that I haven't used Xcode on this Macbook in some 2-3 months. This is the only project (out of the 4 or so I've tried) that has this problem. The first thing I did after opening Xcode was I changed the name of the project as well as a .h and .m file. I did all of this through Xcode, not Finder.
Nothing is appearing in the Navigator in red text which would indicate that it can't be found. Here is what I've already tried (many times).
Close/Open Xcode.
Clean both the project and build folder.
Delete Derived Data folder.
Ran a Disk Utility to repair permissions.
Restarted the computer.
Tried different combinations of Code Signing.
Delete App from device.
Searched through project for any duplicate file names.
Here is the warning verbatim:
Warning: Multiple build commands for output file /Users/jinser/Library/Developer/Xcode/DerivedData/Landmarks-bgnzcomxftpffiezmwocaqdydrlj/Build/Products/Debug-iphoneos/Landmarks.app/Landmarks
and here is the error:
GenerateDSYMFile /Users/jinser/Library/Developer/Xcode/DerivedData/Landmarks-bgnzcomxftpffiezmwocaqdydrlj/Build/Products/Debug-iphoneos/Landmarks.app.dSYM /Users/jinser/Library/Developer/Xcode/DerivedData/Landmarks-bgnzcomxftpffiezmwocaqdydrlj/Build/Products/Debug-iphoneos/Landmarks.app/Landmarks
cd "/Users/jinser/Desktop/Kevin/Cocos2D Projects/ARSpaceships"
setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin"
/Developer/usr/bin/dsymutil /Users/jinser/Library/Developer/Xcode/DerivedData/Landmarks-bgnzcomxftpffiezmwocaqdydrlj/Build/Products/Debug-iphoneos/Landmarks.app/Landmarks -o /Users/jinser/Library/Developer/Xcode/DerivedData/Landmarks-bgnzcomxftpffiezmwocaqdydrlj/Build/Products/Debug-iphoneos/Landmarks.app.dSYM
error: unable to open executable ''
This is Xcode 4.2 on Mac 10.6.8. Please, any advice would be appreciated. I am losing my mind.
Thanks.
So to whoever runs into this problem and all of the other solutions out there do not work for you, make sure you don't have a project folder that shares the same name as the project. For instance, my project is called Landmarks and I had a folder inside the resources also called Landmarks. Once I renamed the folder, all was well.
Not my answer, but LargeGlasses provided the real answer (for me) in a comment, I've formulated it as an answer in its own right because I can't Up Vote the comment.
any two files within your project that have the same name will cause this warning.
In my case, I had an icon with the same name in different subfolders, one was used by the App and the other was part of my help resource located in a different folder. The solution is to just rename one of the two.
All credit and my thanks for this answer to LargeGlasses.

Cannot include boost libraries in Ogre iPhone SDK version

I installed the Ogre3D iPhone SDK and tried to compile the sample project in XCode4. I ran into "lexical or preprocessor issue" which many people have been experiencing in XCode4. In my case, XCode was not able to fine "OgreCamera.h".
I managed to solve this problem by creating an "Indexing" group folder in my project and dragging the header files into it as suggested in this thread:
Compile, Build or Archive problems with Xcode 4 (and dependencies)
However, I ran into the same issue again in a different form. There are no more errors about "OgreCamera.h", but now I'm getting "'boost/thread/tss.hpp' file not found". I've dragged the boost folder and the individual boost header files into the Indexing group, to no effect.
All my include paths are configured correctly, XCode should be able to find these files based on my build settings.
I don't know what to do. I've searched for solutions to this and failed to find any. My best guess is that the contents of the Indexing group need to be a flat hierarchy with no sub folders, but Ogre references the boost headers files using a file path: "boost/thread/tss.hpp", and this causes problems for some reason. But I don't know how to go about fixing it.
Does anyone have any suggestions?
Thank you.
I had the same problem. I was copying boost into the root of the OgreSDK and then adding the following to my header search paths
$(SRCROOT)/boost
You'll notice the file being included is "boost/thread/tss.hpp". So using the above header search path it would be looking for $(SRCROOT)/boost/boost/thread/tss.hpp.
Assuming you have $SRCROOT/include in your header search paths - the solution is just to move the boost folder to your include directory.
PS... if you don't have a boost folder you'll need to download boost and copy it in there.

How to run phone gap with xcode4?

Since moving to XCode4, I have been getting errors like:
/VERSION: No such file or directory
cp: /javascripts/phonegap..js: No such file or directory
cp: /javascripts/phonegap..min.js: No such file or directory
error: /VERSION: No such file or directory
for projects that were working under XCode3.
Open XCodes Preferences, and navigate to Source Trees. If there is no PhoneGapLib entry there, try adding a new setting with the following values:
Setting Name: PHONEGAPLIB
Display Name: Phone Gap Lib
Path: /Users//Documents/PhoneGapLib
Note that the path should be to the location of your PhoneGapLib folder, and that it may not be in your documents folder, depending on how you installed PhoneGap.
I just learned about a great web service recently made available by Nitobi (makes of PG), which will automatically generate the necessary PhoneGap files you need for use in Xcode 4.
Just enter your project name, hit a button and they'll generate a zip file for you to download. This lets you set up a new project without messing with the command line.
You could set up a new project, then migrate your older project files over.
Did you search Google for this error?
I'm a bit of a noob with PhoneGap and Xcode still, but I know there have been recent issues with PG and Xcode 4. Perhaps you're experiencing the same issues as the commenters to this post: PhoneGap + XCode4 (and more specifically, here).