Can anyone help me with this Apple Mach-O Linker Error? - iphone

I know this is not a programming question, and I need help with setting up Chipmunk. I have already wasted half a day on this and tried solutions from other similar postings...
But can anyone help me with the following errors ?

You're not linking against the library that contains cpSpaceStep, cpInitChipmunk or cpSpaceNew. It looks like that is cocos2d. Make sure you've got the cocos2d library added to your project and that it is part of the "Link binary with libraries" build phase.

Delete the library and add once again. I have faced this issues couple of times.
Hope this helps.

I got the issue resolved with just initializing a project under chipmunk. I had write/copy all the methods from my previous class, and it took some time to do that... but it was worth it in the end !

Related

Errors with Alamafire SDK with XCode 6.3 and iOS 8.3

Anyone please let me know what is this all about? I am stuck since a week on this and no help from searching. I posted my query to the developer of Alamofire but still no response. Please help! I am totally confused what is wrong in the integration of Alamofire. I have followed every step and this issue is coming with XCode 6.3 as before it was running properly.
When I am adding the Framework under "Copy Frameworks", it is adding the Framework twice showing different paths but when I am Going to there location, it is taking me to the same location. Here is the screen shot.
I have also created the video for that issue. May be that can help in a better way. Please see HERE
Moreover, latest SDK contains framework for MAC OS as well but I didn't add that. I hope all the above information will help you in helping me. Thanks!
This is going to be incredibly difficult to debug without a sample project that is set up in the same manner as your actual one. If you had imported Alamofire project into your project, you wouldn't see two versions of Alamofire appear when you add it to the Copy Frameworks build phase. If you truly want to resolve this quickly, you have two options.
Option 1
Push up a sample project to Github and link it here. We can then take a look at the project and pretty quickly access what the issue is. The main reason it's so difficult here is that there are roughly 10 different things that could be the cause of the issue. Therefore, it's much faster for you to create a sample project than for us to go round-and-round (which we've already started with #Masterfego).
Option 2
Take the leap and try out CocoaPods. It is a fantastic dependency management system that will forever alleviate these annoying types of project management issues. CocoaPods itself has fantastic documentation. Also, the Alamofire README breaks down in detail how to add Alamofire to your project using CocoaPods.
Recommendation
I would highly encourage you to choose Option 2. That is definitely the fastest way forward and you won't regret moving to a more robust dependency management system. It makes managing library updates and new installations extremely simple.
If you do end up going with Option 1, then I'll take a look at your sample project and revise my answer.

cocoapods in library not found in app extension

I have an app and accompanying extension, with a cocoa touch framework in the same project containing most of the shared code. The problem I'm faced with is that the cocoapods that the framework depends on are not found when compiling the app extension. The framework target compiles just fine, but when I compile the extension target I get a bunch of 'unresolved identifier' errors.
The problem does not seem to be that the framework is not being linked as I can access classes defined within it just fine from the extension. I have looked at other questions such as this one, but nothing I've seen seems to solve my problem.
Any help would be greatly appreciated!
EDIT:
The problem was solved by creating a separate bridging header for the extension. Hope this can help someone else!
EDIT 2:
Unfortunately this solution causes the warning
Class AFHTTPRequestOperation is implemented in both path/myFramework and
path/myWidget.appex/myWidget. One of the two will be used. Which one is undefined.
An explanation of why this happens and how to avoid it would by much appreciated.
Your extension needs its own bridging header. Add one, import the cocoapod, follow this answer if you need to here, go.

restkit installation into xcode - is it always this complex?

Trying to use the restkit framework into my xcode project, and they have an "installation guide" at their github page (https://github.com/RestKit/RestKit, scroll down to xcode 4.2)
OK, so being a 2-weeks objective-c coming in from the Java world, please excuse me:
This guide is 10 steps, half of it i don't even understand what it is... Is it just me, or is this extremely complex, just to be able to use a third-party api?
If something goes wrong, i'll stand as much chance as a snowman in hell to understand whats going on let alone fixing it...
have you tried the visual guide? Installing-RestKit-in-Xcode-4.x
Follow the instructions under "Xcode 4.x (Git Submodule)"
https://github.com/RestKit/RestKit
Seems to be the simpler of the two to follow from a new user perspective. Although I'm not sure what's not to get in the top one? Perhaps explain where it is you're having trouble. i.e. which step of the 10/12 steps do you need assistance with?
in their documentation recommended to use cocoapods for installation: https://github.com/RestKit/RestKit/wiki/Installing-RestKit-v0.20.x-via-CocoaPods

"No architectures" error when compiling objective flickr for iphone device

I'm getting the following error when I attempt to compile my XCode project to debug on my device.
No architectures to compile for (ARCHS=x86_64, VALID_ARCHS=armv6 armv7).
I've included ObjectiveFlickr in my project just as the readme describes. I've gone through the process several times and redownloaded objectiveFlickr a few times to start over.
I've gotten objectiveFlickr to work on devices in the past. I don't know why I am suddenly having trouble. Can anybody point me to something that might hold the clue I need? Any other info I need to provide? I made only changes to my project that are specified by the OF documentation.
I also get this error when compiling the included snap-n-run example project provided with OF. So I must be missing something beneath my project.
Thanks,
Charlie
Check out this post for another solution. I have not tested it for release/dist but it works for debug so far.
http://groups.google.com/group/objectiveflickr/browse_thread/thread/ad8e5ec6ba976672
Well, I wasn't able to truly solve this problem. However, after corresponding with Lukhanos, the creator of objflickr, I tried including the objflickr source code directly in my project. After a bit of trial and error to sort out which source files were needed (the "source" directory and the "LFWebAPIKit" directory) and adding the "SystemConfiguration" framework to my project, things are building OK.
Still no clue as to why I was experiencing this issue, but at least I can get my project built now!
Thanks
- Charlie

Three20 dependency problem

I checked out the three20 source and was trying to follow this
guide to build an iphone app using the framework. Within this guide, Templates are used which I checked out too. They ought to compile properly, but I get the following error:
File /Users/myUser/programming/three20/src/build/Debug-iphonesimulator/libThree20.a depends on itself. This target might include its own product.
Did anyone ever solve that issue? I read it was about including something you want to create which is not possible. Anyway any solution I found did not help here.
I actually did not even change anything! Any ideas?
Okay I fixed this by opening the three20.xcodeproj and unchecking the target box for libThree20.a (while leaving it checked in my project that is using three20).
This has at least got me building and running, will report if any problems come up later.