I have a subproject (static library) inside my project.
As this static library may be used by a bunch of app, I have this config.h file on my project that contains the app configuration. The static library must read it.
The problem is that adding
#import "config.h"
on the static library fails, because the file cannot be found.
I could add an absolute path to my project root on the search headers, but I want to make this not hard coded because this static library will be used by other projects. Another problem is that I cannot use relative links like ../.., for example, because the static library is on another volume.
Including $(SRCROOT) on the search paths of the static library will give me the root for that library not for the project using it, that is what I want.
How do I solve that?
Just pay attention to my question. I am inside a static library that is used by a project. Config.h is out there in the project. I want to import that config.h on my static library.
If there is an easy way to do that, please tell me.
I have uploaded a sample project to here and here, so you can see my pain.
thanks
One way, somewhat of a hack, is to add a Run Script to each App's Build Phase, as the first item, and have it copy Config.h to some known place - /tmp/Config.h, and your included library will look for it there. Since the file is copied on every build, it will always be proper.
EDIT1: So not pretty, but you can add a Run Build Script to just under the Dependencies in the library. Just add one and leave the checkbox set to show environmental variables. You can see this one set:
FILE_LIST=/Volumes/Data/Users/dhoerl/Library/Developer/Xcode/DerivedData/MyProject-fdzaatzqtmrnzubseakedvxmsgul/Build/Intermediates/MyStaticLibrary.build/Debug-iphoneos/MyStaticLibrary.build/Objects/LinkFileList
What you can see is that several of these have as the prefix the current project folder:
/Volumes/Data/Users/dhoerl/Library/Developer/Xcode/DerivedData/MyProject-
You can write some script there to get the prefix, then append the local Config.h file path, and now you have a fully qualified path to the Config.h header, which you can then copy to a known location in the library. I'm going to post on the xcode forum as there may be a better solution - there use to be in Xcode 3. I'll update this if I get anything substantive back.
EDIT2: Try This:
1) Click on the library, click on Build Phases, add a Run Script Build phase by tapping bottom right '+' button
2) Drag it so its the second item in the list (below Target Dependencies)
3) Change the Shell to "/bin/ksh"
4) Paste this in, after editing it to have the proper files/paths:
# Get the Project Name (assumes upper/lower/numbers only in name)
PROJ=$(echo $BUILD_DIR | sed -En -e 's/(\/.*\/)([A-Za-z0-9]+)-([a-z]+\/Build\/Products)/\2/p')
# Use this variable to construct a full path
FULL_PATH="/Volumes/Data/Users/dhoerl/Downloads/nightmare/"$PROJ"/"$PROJ"/HelloWorldLayer.h"
echo FULL_PATH equals $FULL_PATH
# Make Sure MyStaticLibrary is correct
echo PROJ_DIR equals "$PROJECT_DIR/MyStaticLibrary"
cp -f "$FULL_PATH" "$PROJECT_DIR/MyStaticLibrary"
5) This assumes that you put the library anywhere you want, but each App project has to havethe same parent folder (not much of a restriction - what I did in the past).
PS: When I do this kind of thing, I usually don't include an actual file of the app, but create a header for a class that is not instantiated in the library. Lets call this Foo. So in your library, you have Foo.h, and it has lots of methods that return info - the number of widgets, the location of some special folder, plists, arrays, dictionaries, whatever. The idea is the library knows how to get whatever it needs through this interface (class singleton, or just a class with class methods. YMMV.
PSS: anyone else reading this, it pays to create demo projects.
I'd go a different route. Make this config.h file part of the static library using compiler symbols in it to switch features. Then in your projects define those symbols depending on what features you need.
Related
Can we overlay the file to our custom path or we have to overlay the file to exact folder structure location as in libs?
For example, I want to overlay the constants.js (/libs/cq/ui/widgets/source/constants.js) file, in this adobe recommended Copy this file to /apps/cq/ui/widgets/source/constants.js for overlaying, but in my project that folder structure is not there, so I have copied to the custom path in apps folder and tested the changes and overlaying is working fine.
The file needs to have the same path as the one in libs except for replacing 'libs' with 'apps'. It does not work with custom paths*. If the project does not already have the structure, you can always create it. Don't forget to update the META-INF/Vault/filter.xml file to register the new path with projects package definition.
*Technically you can change the configs to add new searchpaths. But do remember that you might have to share the AEM instance with different tenants and sticking to the usual conventions goes a long way in having a predictable setup. I honestly don't see a reason to do this, it is already an acceptable practice to overlay under '/apps'. The filters on package provide enough flexibility to get along with other tenants while modifying similar areas.
I think you want to create the overlay in your custom project under /apps. If my assumption is correct, then you can certainly do it.
Taking your example in consideration, /libs/cq/ui/widgets/source/constants.js can be overlayed to /apps/<your-project>/cq/ui/widgets/source/constants.js by adding an entry in the Apache Sling Resource Resolver Factory configuration.
See this answer for the detailed steps. I hope this helps.
This is the point. I have a subproject (static library) created. The library compiles well. No errors. When I include this library inside a project and imports a header from that library on the project the library fails to compile because it cannot find a path that belongs to itself.
After following a bunch of tutorials on the web on how to create a static library and embed that in a project, I don't know which one is the correct one, because I have tried all and all failed and some differ.
This is how the library is set:
STATIC LIBRARY
BUILD SETTINGS:
Public header folder path = $(BUILT_PRODUCTS_DIR)
Header search path = $(SRCROOT) (recursive)
BUILD PHASES
COPY FILES = 1 file, myLibrary.h that is basically empty (created by xcode when I used the static library template to start the library.
no ADD COPY HEADERS phase
MAIN PROJECT
BUILD SETTINGS
Header search path = empty
User header search path = $(BUILT_PRODUCTS_DIR) (recursive)
Always search user paths = YES
BUILD PHASES
Yes, myLibrary.a is on target dependencies
What amazes me is that the library compiles fine alone but when put inside a project, is unable to find a header that belongs to the own library.
NOTE: I have also tried to create a copy headers phase on the library making public all .h on that library, but it failed too.
This is an example of one error:
/Users/mike/Library/Developer/Xcode/DerivedData/MyApp-dnaimaovscreasadhmvgttwjnabc/Build/Products/Debug-iphoneos/include/myLibrary/ccTypes.h:39:9:
fatal error: 'Platforms/CCGL.h' file not found
#import "Platforms/CCGL.h"
I have lost two days trying to solve this nightmare.
any thoughts?
I have uploaded a sample project to here and here
After downloading your sample project, I had it working in a few minutes by making the following changes.
First, you need to add an entry for the MyProject target's Build Settings under Header Search Paths, so that the files such as HelloWorldLayer.h, which #import "cocos2d.h", know where to find that file.
Under the Header Search Paths, I entered ../MyStaticLibrary/MyStaticLibrary/libs/** like shown in the image below:
That solved the problem of the inability of the preprocessor to find the necessary source files from the MyStaticLibrary, for the MyProject project, but after compiling, I got an error about missing symbols. I needed to add the built libMyStaticLibrary.a to the Link Binary With Libraries step like shown in the image below:
After that, the project compiles fine.
(Not enough rep to post comment...)
Did you try specifically including the Platforms directory in the header search path? Presumably, Platforms is in the source directory, not in $(BUILT_PRODUCTS_DIR) so may not be searched in your current setting.
Regarding script to show you env variables, here's how I do it (open images at the new tab for better scaling):
Added dummy shell script
Observed its output at Log Navigator
As you can see, BUILT_PRODUCTS_DIR doesn't have any headers copied from the library. Either put headers there manually (strongly not recommended) or add search path to the location that you know the headers must be at:
Now as there were two headers cocos2d.h and MyStaticLibrary.h, cocos2d.h was successfully imported although it will have additional dependency.
The path ../MyStaticLibrary/build/$(BUILD_STYLE)-$(PLATFORM_NAME) will also (recursively) have public headers of the library.
After almost 5 days of a nightmare trying to solve that, I finally found this tutorial: http://www.youtube.com/watch?v=XUhLETxgcoE
This is the only solution that worked for me. The simplest and the best.
Thanks for every one trying to solve this.
Please try this…
step1: right click on the 'projectName.xcodeproj'(static library).Choose 'Get info' and copy the full path from(General->where)
step2: Paste full path to 'Header search paths' for your main project(Both Targets and Project )
I am trying to distribute a netbeans project however the jar it creates and the contents of the dist folder are dependant on some image files which i included into the project - however these images are not in the dist folder and I cannot workout how to make things work so I can export the project in a distributable format including all the things it needs.
Can somebody please tell me how I can export a project which runs within Netbeans without using the project's /dist folder which includes everything it needs?
Cheers
Andy
One way to achieve this is to add a folder (f.i."resources") in your project's src dir. Then copy the images to that dir. Now the images should get included when you build the project (if I remember correctly). Accessing the files can be accomplished with "getResourceAsStream"...
If whatever resources you are interested in are in the classpath, packaged in the jar, war, or the distribution, you can retrieve them by getting resources.
The convention is indeed to have a directory named 'src/resources' that serves as the root for this. Depending on the amount and scope of the resources you are using you may also want to add a sub-directory hierarchy to keep the organization and state of the resources manageable.
Also, not that a resource can be any file, an image, sound, text, xml, binary, etc. no limitation.
Finally, the call will look like this if you are using an object method:
getClass().getResourceAsStream("resources/myResource") - or - getClass().getResource("resources/myResource")
depends on if you want a stream or just the URI at that point in the code. Typically one would use the URI for delegating the processing of the resource elsewhere and the stream form when you are processing it in-line.
For a class method, you will need to do something more like:
new Object().getClass()...
The think to keep in mind here, is eventually this is resolving to the class loader and it is from that class path that the resource will be fetched.
You can add images the same way:
final Image image0 = Toolkit.getDefaultToolkit().getImage(getClass().getResource("images/1.png"));
Here's an obscure problem. I'm using an InfoPlist.strings to localize my app name. It's only got one value: CFBundleDisplayName = "Mon App". The strings file is localized (putting it in a directory for that localization).
I've just made an extra target, where I change things like the non-localized app name (different Info.plists), and the icon. I'm also changing the Default.png using a run script build phase (copying different files depending on the app type I'm building).
I've tried using the script to copy different versions of my InfoPlist.strings, but I couldn't make it work. Here's what I used:
if($TARGET_NAME == "MonApp")then
cp fr.lproj/MonApp_InfoPlist.strings fr.lproj/InfoPlist.strings
endif
I've seen a post suggesting wincent strings util for processing strings, but wanted to see if there's an easy way to do this. Any help greatly appreciated.
You don't need to do this.
If you have fr.lprog/InfoPlist.strings and en.lproj/InfoPlist.strings in your project, you should see just one InfoPlist.strings entry, with two subitems fr and en. If you drag and drop the InfoPlist.strings file into a Copy Bundle Resources build phase, all localized versions will be copied into the appropriate .lproj files at build time. You don't need to create a separate target or write a script to do this; the right thing happens.
to all
In my iphone game I want to add external .h and .a files. I am adding them by using add project option given in Xcode. It get added but I want to invoked the methods given in the header files. As per instruction given to us we have to call one method which is declared in external header file. We have to call that method inside AppDelegate's applicationDidFinishLaunching method . But at the time of compilation it gives one error that is referenced from: and symbol not found. I don't understand how to invoked this method and how to get referenced for the method.
I am sending one link please see that. The same problem with my application is coming.
http://forums.macrumors.com/showthread.php?t=443437
In that three screen shots are given by some toddburch on Jan 24, 2009, 07:37 AM
The same error for my methods are also coming but my code is in Cocoa with objective-c not in ruby.
If anyone know the solution please reply me As soon as possible.
The .h is not enough. You also need the implementation, either source code or compiled framework.
Do you have access to the source code itself? Try dragging the .h and .m/.c files from the framework directory directly into your project. It's a little messy, but I think it will solve your problem based on the error messages you are getting. You can put them all in a group so your project doesn't look so crowded after you drag them over if you like.
You currently have two files
A *.h header file which describes the classes and functions available in your third party library
A *.a static library file which holds the pre-compiled code for the functions described by the *.h file.
Assuming you've got to the stage where you can #include or #import "xyz.h" and compile your application, the bit which is missing is linking your executable with the *.a file.
The symbol not found error message is the linker telling you it knows some of your code is calling a particular function, but it can't currently find another code module that provides an implementation of that function.
One thing to check is that your *.a file is correctly configured within your project to be passed to the linker. One way to do this is to expand the "Targets" section of the main XCode window. If you drill down into the section representing your application you should see a subnode labeled "Link Binaries with Libraries". Your *.a file should be listed, if it isn't one way to add it is to simple drag and drop the file into this section.