I'm trying to use and web service with gsoap. I've already generated all *.h and *.cpp using wsdl2h and soapcpp2, included all libraries, at least I think so, but when I build the project it gives me the message of undefined references to a lot of methods. The thing is all methods are declared in soapH.h (the prototype) and in soapC.cpp (the implementation).
Any help will be appreciated.
It seems that you included some generated header files in your build, which should not. (e.g. the .h file generated from wsdl) There are descriptions in the comment section in each generated files, and you'd better read them to get familiar how to use them.
Also, if you use openssl, the library should also be included during linking process(-lssl)
Solved, All I need was the original header file, I was getting one from the wsdl.
In case anyone encounteres this problem: you do not have to include all the .cpp files in your makefile - some of them are included by the other. What you need also depends on whether you are building a client or a server.
Consult the documentation here to see which files are needed and for what.
Related
I'm studying a clean architecture project.(https://github.com/sergdort/CleanArchitectureRxSwift) In this project, each directory creates a header file and references the class through a header file in a different directory file. I think they made it like this for modularity. I searched for it, and it seems that the header file is only used to insert the obj-c code into the Swift code. Is it common to make header files just for modularity without using obj-c?
Application.swift
Domain.h
Today I had a deeper look inside the bndTools for Eclipse. I had a good start, but I ask myself if it is possible to create osgi fragments with bndTools or bnd. From the bnd project description it tells me that the Fragment-Host header is ignored by bnd, but have not found out what this means.
Does someone know if creating a osgi fragment is possible with bnd, and if so how to do that?
Regards Markus
A fragment bundle is special in only two ways:
it cannot be started, so it should not contain a Bundle-Activator header, and
it needs to contain a Fragment-Host header with the symbolic name of the host you want to attach to.
Other than that, it's a bundle like any other, so bnd does not need to handle this in any special way. bnd by default 'ignores' all headers it doesn't recognize, in which case it copies them verbatim to the resulting bundle's manifest.
In Bndtools, you can add custom headers (i.e., those not directly supported by Bndtools) in the Source tab.
bnd does exactly what it says. It ignores any Fragment-Host lines that you add and transparently copies them to the output bundle as opposed to processing those lines. Just add the Fragment-Host lines you need.
I am trying to use the GWT-VL framework to validate my client side form.So as the first step i downloaded the .jar file from sourceforge.net and imported it into my projects libraries.
Then i write a class which tries to use the validations.
The error which i get is "No source code is available for type eu.maydu.gwt.validation.client.ValidationProcessor; did you forget to inherit a required module?"
So my question is does my class which uses the validation framework need to extend any class?
Or is there any problem with my importing the .jar file?
I think it should be not because i have added this .jar files to my libraries.
Or is there any other modification in need to make?
Also please suggest any other frameworks for validation of GWT-forms.I am just trying to integrate GWT-VL to play around with it and see if its convenient for usage.
Thanks
You have to add the following line in your module.gwt.xml file:
<inherits name='eu.maydu.gwt.validation.ValidationLibrary' />
The class that uses the validation library does not have to extend a special class.
You should update your module XML file, (modulename.gwt.xml) and add a reference to the framework you are using.. The required modification should be in the readme file of the downloads 90% of the time.
The headers for libbz2.dylib on the iPhone are missing, or contained in a less than obvious location. I've looked for bzlib.h, bz2lib.h, bz2.h, etc., grepped for patterns, and found nothing - are they included with the SDK, or do I need to just pull the header from the main libbz2 distro and use that instead?
Since the library is clearly available on the device, the header really should be in the SDK, but it appears that it isn't. I'd use the one that's packaged for the Simulator, since this is most likely to be the same as the one on the device:
/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator2.2.1.sdk/usr/include/bzlib.h
Then open a Radar case to ask that the distribution be fixed.
From the site below get the bzlib-0.5.0.0.tar.gz file and copy the files (.h and .c) inside the cbits directory to your Xcode project.
http://hackage.haskell.org/package/bzlib
So far it seems to work, I've managed to read the contents of a .bz2 file with the functions BZ2_bzReadOpen and then BZ2_bzRead.
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.