I want to use Neon SIMD instruction for the iphone.
I heard we have to put flags "-mfloat-abi=softfp -mfpu=neon" in the "Other C Flags" field of the Target inspector, but when building I get "error: unrecognized command line option "-mfpu=neon"" .
Is there anything else special that has to be done to allow this flag? (I have Xcode 3.2.1 and iphone sdk 3.1.3)
Thanks !!
The NEON set is an extension on the Cortex-A series, therefore not supported in iPhone 3G. You probably cannot specify this directly.
NEON is enabled by default.
The target has to be ARMv7 for that. (3GS or later)
In order to utilize NEON, the easiest way is writing assembly codes with NEON instructions.
It isn't that hard. ARM provides NEON guide in PDF on their homepage.
Related
Fresh cocos2d-x project build using Xcode runs normally on iOS simulator/device, but after making changes to cpp source files, rebuild fails with error-
Xcode cannor run using selected device. Choose a destination with a supported architecture in order to run on this device.
The only way to make it work is delete build binaries (i.e. delete XCode>Derived Data folder), and take fresh build after restarting Xcode.
Can someone please help me resolve this issue?
Additional Details:
This error is related to mismatching device architecture and armv6 armv7 flags. But first build works fine, and stops working after second build onwards, that means this is not a possible issue.
If the project is not using cocos2d-x (i.e. plain Objective-C project), then there is no such error after second build.
Compiler selected: Apple LLVM Compiler 4.2
Thanks in advance!
Following my comment you should make sure you use the latest templates for creating cocos2d projects. Some templates will only work for a specific Xcode version so make sure you use the right templates for your xcode version (There are some for xcode 3.x and others for xcode 4.x)
Change Valid architecture to armv7 and armv7s. Remove armv6. See image for more information.
I have some static libraries in my Xcode 4 (iOS 4.3 SDK) project. When I archive the project i am getting the following error below when the tool attempts to strip symbols. I have the same settings i used for Xcode 3.2. I have noticed if i change the 'Strip Style' option in build settings from All Symbols to Debugging Symbols then the archive is built successfully.
Command /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/strip failed with exit code 1
As mentioned above I have not changed this setting from 3.2 so am wondering how to fix this issue?
Thanks
I have met the question like this. I used three20 library in my project, when I archived it. "Strip Symbols Error" about the three20 libraries was produced.
I found the three20 library's "iOS Deployment Target" was "iOS 3.0", but xcode 4.6.3 has no iOS 3.0 sdk. I think it's a problem.
When I changed all three20 libraries' "iOS Deployment Target" to "iOS 5.1", these problems solved.
The fixed place is "Target"->"Build Settings"(All)->"Deployment"->"iOS Deployment".
Please try the following steps. It may be robust for you.
open Terminal window.(find in spotlight
type same code:
sudo /Developer/Library/uninstall-devtools --mode=all
hit enter,it will be ask for ur admin username/pass then press enter.
it will clean your previous directory.
after clean up,it will ask for something,type exit and close terminal.
Now, try installing your Xcode, if you get notification about iTunes (optional)
open activity indicator
find itunes helper process,select it,end process.
After installing new Xcode, restart mac and check.
Thanks
Have you tried to set to NO the build for active architecture only? Are you using in adhoc for your archive? Please try that to see what happens.
I am new to Xcode and MonoTouch, so please bear with me.
Is it possible to develop MonoTouch applications with Xcode instead of with MonoDevelop? I have read the MonoTouch Xcode tutorial but unfortunately the process described does not seem to work with the latest MonoTouch version (I get a "No SDK in directory" error, there is also no resource rules file in the root SDK directory). Finally, where am I supposed to put the directives to the MonoTouch compiler?
I have downloaded the trial version of MonoTouch.
Thanks in advance.
Its technically possible, but not in the supported MonoTouch workflow, so you'd be somewhat on your own. What you'd need to do is look at the output of a MonoTouch build with "-v -v -v" in the Extra Arguments field to see how we invoke the AOT compiler. You'll also need to look at the main.m generated by -keeptemp and adapt that in to your Xcode workflow. Lastly you would not be able to use the linker unless you maintained a parallel monotouch project which compiled and linked, and then you did a secondary build step to update your Xcode project.
Xcode does not support third-party plug-ins or environments.
I'm trying to implement the Cocoa plotting framework (Alpha Release 0.1) in my iPhone app.
I figured I'd first try to run the sample they provide. I attempted to open and compile the project located in /Source/examples/CPTestApp-iPhone/.
It says my base SDK was missing right off of the bat, so I edited the Project settings and the Active Target to use the iOS4 SDK, which I've done before for samples and had work. I'm not sure what to do. I'm running one of the newest Unibody Macbooks, with 10.6.4.
Here is the full error:
// - start - //
Check dependencies
[BEROR]No architectures to compile for (ONLY_ACTIVE_ARCH=YES, active arch=i386, VALID_ARCHS=armv6 armv7).
// - end - //
Thoughts?
I also went to the Build settings for the target(s) that failed and added "i386" to the valid architectures
Try this:
Project Build Settings:
Architectures: Standard (armv6 armv7)
Base SDK: Latest iOS Build Active
Architectures Only: Checked Valid
Architectures: armv6 armv7
Delete any sub settings in the Architecture build setting.
Target Build Settings:
Same at project settings.
Frameworks
Add the SystemConfiguration.framework to your project. - Not sure why this had any impact.
Clean all targets.
Build for the simulator.
The long explanation for this can be found on our blog: http://longweekendmobile.com/2010/06/15/fixing-the-missing-required-architecture-arm-in-file-when-developing-for-ipad/
Adding i386 to the Valid Architectures list worked for me!
For me it was that I had to add i386 to the VALID_ARCHS list. Odd, but it fixed my problem for simulator builds.
See this post.
You have selected as active architecture "active arch=i386 (your Mac)" but the project compiles for " VALID_ARCHS=armv6 armv7 (iPhone Device)", try setting the right arch in the project settings, so it is built for iPhone as it should be.
This project appears to pre-date iOS 4, so you need to open up the .xcodeproj file for the Core Plot library itself, too. It probably also has a broken reference to an old iOS Base SDK and may need the architectures updated.
This happens all the time with old projects migrated to SDK 3.2/4.0. You have to open the target settings and change everything to SDK 4.0 or 3.2. You can still have the target OS be 3.0 if you want that. If it still says "missing SDK" you neglected to change one of those settings to 4.0 or 3.2.
armv6 armv7 , Works for me in valid Architecture .
If you tried all method with "NO SUCCESS"
Try to run project on you device, if it works on device then it will works fine on simulator too.
I'm getting the following error when including static libraries:
missing required architecture i386 in
file
This worked 30 seconds previously, and only failed when I upgraded to Xcode 3.2.3. I've used "file" command to check - and, yes, XCode is building completely the wrong architecture (armv6 + armv7 instead of i386).
This seems to be a major bug in latest Xcode, where Apple has re-written the build / compile / link settings. There's a note in the release notes saying very vaguely that they've "Changed it" because it used to be "confusing". This is not helpful.
The build settings for the library VERY clearly say:
"Valid architectures: i386"
There's no confusion here - Xcode is building something other than what the target says it should.
The question is: how do you un-break this? How do you force Xcode to do what it's supposed to? I've re-installed Xcode from scratch, cleaned everything, and manually inspected the build files. There's nothing wrong (and, of course, it worked perfectly in xcode 3.2.2)
After considerable research, I believe the answer is:
"this is now impossible - Apple has deliberately hard-coded XCode to ignore build settings"
However, I've come up with a script that automatically builds ALL platforms of a project (which you HAVE to do with static libraries - you don't have much choice now, because Apple has disabled Targets), and the script could easily be modified to do all targets, instead of all platforms:
Build fat static library (device + simulator) using Xcode and SDK 4+
Right click on your Target app under Targets and make sure that the Base SDK is set to iOS.