i am trying to incorporate iAd's into my app and in the process i'v gone through Apple's sample code.This is the link to the sample code. I have downloaded the sample code from apple's developer website and ran the same code without any changes in x-code. I encountered almost 9 errors after this,some of which are as follows.
1 - cannot find protocol declaration for iAdinterstitialAdDelegate
2 - ADInterstitialAd undeclared etc..
Please note that i haven't made any changes after downloading the code... Any help in this regard would really be appreciated
Do you have the SDK 4.3 (or newer) installed?
If yes, check the base SDK of your project/target and see if it's set to something lower than 4.3.
ADInterstitialAd is only available since 4.3
Related
I have checked WWDC 2014 video about Changes in Core Data and I think it is great. However when I tried to use the sample code in Apple website: Earthquakes: Using Second Core Data Stack to Fetch Data in Background
I faced a lot of error shown. Even I tried to fix these errors but some of them I could not understand. I just wonder it is the errors made by Apple developers or the errors for my Xcode 6 beta 4.
I would appreciate much if you could check for me to make sure what happened because I really need these changes in Core Data.
Thank you so much!
As you know Swift is still in beta. The sample project that you have mentioned above is not build using the latest swift version beta 4. They have made lot of changes from beta to beta. The compiler error shown will help you to fix those error's. You can even check the changes in beta 4 here
i was working with the cocos 2d engine which i integrated in the xcode version 3.2.2.I started with the downloaded application which gave the error as 'GL_MAX_SAMPLES_APPLE' undeclared , later i tried with the blank project ,its still giving the same error.
I dont know whats wrong and where. please suggest me how to integrate cocos2d in xcode 3 and what all settings to do
thanks in advance..
In the Cocos2D v1.0 Release Notes you'll see that the minimum requirement is Xcode 3.2.6 with iOS 4.1. You said you're using Xcode 3.2.2. There's your problem, probably.
If you still want to use Xcode 3 then you can get the latest version 3.2.6 here. Personally I recommend to upgrade to Xcode 4.x for the simple reason that you can't create iOS 5 apps with Xcode 3 and Xcode 3 being incompatible with Mac OS X 10.7 Lion.
May be the file related to that is missing.
That definitely looks like a compile-type error, one generally caused simply by not having that symbol defined at the point where you want to use it.
Any number of things could be going wrong here. Here's a couple of things to check.
Are you including the correct header file (glext.h, I believe) in your sample?
Is that header file being picked up from the correct location (you may have other similarly named files in other places)?
Does that (or any other header file) even have that symbol defined?
If they do, do you have the correct defines so that you can see them (ofthen #define statements are themselves inside #ifdef ones)?
I have just loaded the ShareKit files into my project (which worked nicely otherwise), and went to build and run (with no code additions as yet).
I received 11 warnings and 37 errors!
Is there something I'm missing here? The warnings are for deprecated functions in the SHK**** files.
Any ideas?
Using Xcode 4.
Thanks for any assistance,
Kolya
This fork (https://github.com/mogeneration/ShareKit) compiles/works perfectly on XCode 4/iPhone 3.2.1 Simulator, it should be good for you, besides is based on the latest oficial version :)
Try reborn ShareKit - supported by a community.
I'm using reborn ShareKit, but still get some warnings after adding the shareKit folder to my project. For some reason, when compiling the example project, there are no warnings at all. :(
For anyone that has been having problems with ShareKit with iOS5, Facebook released their own wrapper which is way more compatible because you know, Facebook did it.
https://github.com/facebook/facebook-ios-sdk
I've been working on creating my own iPhone app with source code my company gave me. This code was created with iPhone SDK 3.0. I've worked on it for over a year (I'm a designer so my coding is mostly copy and paste) and to test the app on my iPhone it says I must update my SDK to 4.2. I'm wondering will this break my app? I probably don't have the skills in xcode to upgrade my code if I am required to rewrite parts.
Thanks,
Chris
If none of the code has been deprecated, changed or even removed, chances are good it still runs fine. Most projects run, and if you have used external code (and hopefully noted where you got it from) there might be an update available for that piece of code.
Just set the deployment target to iOS 3.0 in your project settings
here some little explanation: link
My iPhone app was rejected with the following note:
The following non-public APIs are included in your application:
Spi Symbols
__memset_chk
__memmove_chk"
These symbols appear in a small number of apparently cocos2d related object files:
Grid.o
Primitives.o
TextureAtlas.o
Curiously, this app had already been approved under the previous SDK, but under 3.2 it's being rejected, though that may have nothing to do with it.
I'm not at all sure how to resolve this and appreciate any help anyone can offer. Thanks.
If cocos2d is using non-public API, I would suggest you first check if there is a newer version available that fixes this issue.
If you are already using the latest version then you should file a bug report with the cocos2d project and hope for a quick fix.