I'm trying to add quartz framework but when I test if I've added correctly I got the error
quartz not found as:
Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 failed with exit code 1.
I tried:
go to target
expanding and double clicking.
now I got a window opened having linked libraries.
clicking on + sign.
now i got list of all the frameworks but "surprise not the quartzframework only quartzcore type of thing"
so I click on add other and navigate to system-->library-->frameworks and select quartzframework.
click on relative to build product and add successfully.
Now if I try to test if everything is fine I got above error. I also tried to clean all targets close Xcode but getting error.
i also try this link go to project menu-->add to project-->systems-->library-->frameworks-->quartzframework
any suggestions?
Thanks
That folder contains frameworks for OS X; Quartz is not in iOS. Quartz is just a compilation of a few other frameworks, most of which do have alternatives in iOS. PDFKit can be replicated by UIWebView for simple PDF displaying, or CGPDFDocument if you want more advanced control. QuicklookUI is available separately as Quicklook.framework with a few differences.
However, there is no equivalent of Quartz Composer in iOS, even in private frameworks. OpenGLES is pretty much your only option for 3d graphics, but don't expect the iPhone to handle something as complex as a Quartz composition would be.
And the iOS frameworks are located in
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.3.sdk/System/Library/Frameworks/
Related
I am working on a simple AR project using Unity and ARToolkit. For testing purposes, I have created a test project to track the image and create a simple 3d sphere and it is working perfectly when I play it from inside the Unity editor. The problem is that when I create the build .exe of the project, the application does not augment the 3D model of the marker when I put the marker in front of Camera (it should work as it is working when playing from inside the editor). It is also showing two errors as I build the project. Note that I have included the .dll files in the folder where .exe file is located.
Also I see that after building the project, the UID of the marker disappears as well as it is showing perfectly when played from inside the Unity Editor.
Kindly guide me in this matter as I have to submit this project to the university final year project. ThankYou
several things on this:
the disappearing of the marker ID during the build of the APP is normal and does not affect your result
Please check if you have selected the correct scene when building your APP:
Build view
select the "Add open scenes" button and tick the scene(s) you would like to include in your APP.
(It happens quite often that the wrong scene is picked)
Also ensure that you are copying the correct versions of the dlls (32bit vs. 64bit) but if you copied the ones from the [appname]_data/Plugins directory you should be fine.
Let me know if that works for you.
I'm currently learning Swift as well as XCode 6 and have been following this tutorial on creating a Tip Calculator. I believe I have followed the tutorial on point, since I have downloaded the example project file and compared it to my own and don't see any differences.
However, whenever I run the iPhone simulation on the provided example project compared to my own project, there's a striking difference in how the content is displayed on the simulator vs. the storyboard - things get cut off, don't appear, wrong location, etc.) :
-how the storyboard looks like --
I searched through Stack Overflow and have tried the following - cleaning the rebuild folder, 'resolve auto layout issues', unchecking 'auto layout', refreshed constraints in order to insure that it was running the correct files after editing. Those helped adjust the simulation to look as close as possible to storyboard, but now I am not sure what to do. I also tried changing the width to 'compact' and kept height to 'any' but still to no avail.
And it doesn't seem to be just this project, any project I create using storyboard - even as simple as dragging and dropping labels doesn't seem to correlate properly. I feel like I'm missing something stupidly fundamental, but I can't figure out what.
So my question is as an XCode newbie -
1.) What is the purpose of keeping the simulation to all 'inferred' size/orientation/etc. if it won't translate properly to any of the different simulation types? - iPhone 6 looks quites different from the iPhone 4 simulations and more. Shouldn't the iOS's point system make what I do in storyboard dynamic so as to transpose properly onto any iPhone?
2.) Is there some specific action I should be taking to make what I see on the storyboard translate properly to the simulator?
I am new to Unity. I have done a character walk animation in 3ds max and imported in Unity. I created Xcode project for iOS through Unity, and animation works as expected.
I want to develop some UI button controls on screen and animate this animation in my iOS app, only when this button is clicked. How do i code it now for this UI controls and events? Do i need do adding these controls and events on the Xcode project (which created by Unity) (or) I can do everything like this kind of native code in Unity itself?
Please advise!
Thank you!
Getsy.
You can do all UI in the Unity itself. You have these options:
Old Unity GUI system. It is pretty easy to program, but it is awful in terms of performance and usability for designers — it's created completely from code, with no editors. It's almost never used in commercial products except for debugging and developer tools. However, it's still a good option for prototypes.
Use other GUI package. There are a lot of 2d and UI packages for Unity of all kinds. Currently the most popular one is NGUI, which is pad, but also has an evalution version.
Create your own UI framework (still in Unity). Just wanted to mention that this is a viable option, but it's obviously the worst one for your case.
Wait for the new 2D/GUI Unity framework. It's supposed to come out in 4.3 version, and it is just around the corner; more than that, the original NGUI author is working on it.
In you place, I'd create basic prototype controls with built-in Unity3d GUI, and by the time I'd need to create something more presentable, new Unity GUI would hopefully already be there.
I'm trying to add a barcode scanner to a JQM phonegap project for iOS. I have followed the instructions listed, although I'm not 100% sure if I did the first and last steps correctly.
Copy the .h, .cpp and .mm files to the Plugins directory in your
project. You may need to set the compile options for
zxing-all-in-one.cc to turn off optimization.
I directly copied the three files into the plugins folder in xcode. It isn't giving me any errors, but it also isn't working. I have no idea how to do compiler options in xcode, so I haven't done the last step.
Currently my app still runs with no errors and running the scan function opens the camera with the ui for the barcode scanner up. The problem is that it doesn't seem to be either looking for or finding barcodes, it just stays up and does nothing (until you hit cancel, then it displays the cancelled message correctly).
Anyone have any ideas what's wrong or where I should look?
If the camera is turned on and the UI for scanning appears on the screen, then it means you've done everything right. The problem seems to be that the scanner doesn't detect the barcodes.
Be aware that recognizing 1D barcodes ("classical" barcodes) with zxing require an iPhone with autofocus lens (iPhone 4 or iPhone 4S). 1D barcodes are a little tricky to detect with mobile phone lenses, you need proper light and focus ; that's one reason why 2D codes like QR code where invented.
Try generating a QR code with http://zxing.appspot.com/generator/, display it on the screen and try scanning it with your app. If it works then good news, everything is OK, but bad news, your phone is not fit for 1D barcode scanning.
Another explanation for this behaviour are compiler flags. As mentioned on BarcodeScanner wiki, you may need to set the compile options for zxing-all-in-one.cc to turn off optimization.
In XCode4, click on your project, then select your target under Targets, go to Build Phases->Compile Sources, select zxing-all-in-one.cc and enter -O0 (that's dash oh naught) into the Compiler flags column.
That solved it for me.
I am developing an iPhone application using openGl ES 2.0, and after a lot of testing in the simulator I installed the application on my iPhone(3GS) to see how well it preformed. When the app launched it started up fine with no errors, but nothing showed up, however the background was the appropriate color.
Does anybody have any ideas/pointers about what might be causing this issue? If code/details would help just let me know what section of code you would like to see.
Check the constraints on various functions you may use. For example, by default the width and height for glTexImage2D must each be powers of 2 (or powers of 2 plus 2, if you are using a border). There is an extension that allows for non-power-of-two textures, but in my experience this extension is not present or is not completely implemented on at least some devices (i.e. it works for GL_CLAMP_TO_EDGE but not GL_REPEAT).
The Device is strict about case-sensitivity in filenames -- check to make sure that if you are loading Shaders, that the filenames referenced in your code are identical to their actual filesystem names.
Also, if you are in xCode 4, go to your Target Build Phases settings and make sure all of the shaders you use are in Copy Bundle Resources.
Finally, if the shaders appear in 'Compile Sources', you should remove them from there. You'll need to Clean your project and then re-build.