Works fine on Debug|iphone build.
For Release|iphone I am getting following error:
ld: duplicate symbol _OBJC_CLASS_$_WEPopoverContainerViewProperties in
/var/folders/t0/bmphw69x013_2my_9n4sds9c0000gn/T/tmp215a7ca2.tmp/libWEPopoverUniversal.a(WEPopoverContainerView.o)
and
/var/folders/t0/bmphw69x013_2my_9n4sds9c0000gn/T/tmp215a7ca2.tmp/libWEPopoverUniversal.a(WEPopoverContainerView.o)
for architecture armv7
No idea how to fix. please help.
Updated
This has been fixed now, just update your monotouch-bindings repository and it should work.
Old answer
This looks like the native library is bad for some reason.
There is one workaround you can do:
In the iPhone Application project options, set Devices: Universal and Deployment Target: 3.2
In the iPhone Build project options, switch to the Advanced tab and select ARMv6 instead of ARMv7.
Related
Can anybody recommend a working Android Studio sample app that I can use for Oculus Quest 2, preferably with good documentation? I am looking for something I can build and run to start playing with their OpenXR Mobile SDK.
I am on an Intel Macbook Pro running macOS Big Sur, and I tried with the latest stable Android Studio release (Arctic Fox).
I have tried two different samples so far:
VrSamples/VrCubeworld_Framework - from the official Oculus docs:
Android Development Software Setup
Getting Started with Oculus Native Samples: Import Gradle Project
After following all the steps, I keep hitting this error:
NDK not configured. Download it with SDK manager. Preferred NDK version is '21.0.6113669'.
I'm convinced my NDK is installed:
I believe I've tried every workaround listed in the popular Stackoverflow question, and the linked Google issue.
hello_xr - a comment on the Oculus Forum links to this helpful blog post with more detailed instructions than the official Oculus docs. Unfortunately, after following those, I hit this build error:
C/C++: /Users/dj/Code/OpenXR-SDK-Source/src/CMakeLists.txt debug|armeabi-v7a : CMake Error at /Users/dj/Code/OpenXR-SDK-Source/src/version.cmake:25 (file):
file STRINGS file
"/Users/dj/Code/OpenXR-SDK-Source/src/include/openxr/openxr.h" cannot be read.
Call Stack (most recent call first):
CMakeLists.txt:318 (include)
There doesn't appear to be an include folder under src, and there is no openxr.h in the top level include/openxr folder.
UPDATE: At Jherico's suggestion, I downloaded Oculus OpenXR Mobile SDK v1.0.13 and OpenXR-SDK-Source release-1.0.13, and followed the instructions again to exactly match the versions used in the blog post, and ultimately I did get it working!
I created https://github.com/daj/OculusHelloXR to snapshot my working Android Studio project with all its dependencies, with individual commits for each step that I followed (I had to make a couple of changes to steps in the blog post to get it working).
I wrote everything up in this blog post: https://daj.medium.com/oculus-vr-for-android-developers-a38134c759b0
The blog post instructions are likely out of date, since they're from April and the most recent version of the OpenXR SDK has it's own new build.gradle file for hello_xr that was added in 1.0.20 in October.
If you want to go by the blog post, I'd suggest that after you check out the OpenXR-SDK-Source repository, you then run git checkout release-1.0.14 since that would be the version that the blog post was written against.
Alternatively, you can just ignore the blog post and try importing the build.gradle project directly into Android Studio (basically following the "Import Gradle Project" steps you linked to, but importing hello_xr from the current version of the OpenXR-SDK-Source project instead) and try seeing it that builds.
If you're still getting NDK errors you might try explicitly setting the ANDROID_NDK_ROOT environment variable, and make sure it's visible to your build process.
I recently updated to the latest version of XCode and Xamarin Xamarin.iOS 10.0.0.1 (29910bb) running Visual Studio Professional 2015 Version 14.0.25431.01 Update 3. Both my Mac (build machine) and PC are fully up to date. Now that i have update i am no longer able to compile/build for anything but the simulator.
Compiler Error.
> C:\Program Files
> (x86)\MSBuild\Xamarin\iOS\Xamarin.iOS.Common.targets(1028,3): error :
> Failed to read file attributes for
> "/Users/mod/Library/Caches/Xamarin/Resources/Images.xcassets"
As a test i copied the solutions file over to the build machine and with no modifications it compiles and runs any of the targets.
I have also tried deleting the builds directory on the build machine and no help.
Anyone know what the work around is for this?
I have come across is this issue and what seems to possibly be related to on Xamarin Forums. The thing I found in my case was related to image assets within a library I was trying to use. I was able to remove the image assets and relocate to main project and that seemed to resolve the build issue.
This problem, like you have found is very recent. For what's it worth, I have also found that command line tools have numerous issues as they seem to lag behind the GUI provided in either Xamarin Studio or Visual Studio.
Good luck
As mentioned here I had to delete the folder ~/Library/Caches/Xamarin/mtbs/builds on the Mac used for the builds.
After a rebuild it worked again.
I am attempting to convert the Microsoft.Health C# class library that is installed as part of the HealthVault SDK, using instructions provided here. After following these instructions, I get the following error when attempting to load the project into Visual Studio 2013.
"The project is targeting frameworks hat are either not installed or
are included as part of future updates to Visual Studio. See
http://go.microsoft.com/fwlink/?LinkId=287985"
Visiting the link takes me to .NET SDKs and Downloads. Once there, I have no clue on what needs to be done.
I do realize that one will have to leverage the Portable Class Library Contrib project to fill in some missing bits, especially code related to System.Security. This, I will deal with later.
Any one run into a similar problem?
Maybe so late but for those who have the same problem.
I had the same error in a project which was working perfect before updating VS2013 and finally after 3 hours looking for the source of the error I found that the error is about TargetFrameworkProfile.
In my case I sloved it like so:
Right click in the unloaded project in your solution and click Edit.
Find the TargetFrameworkProfile tag and set it as below:
<TargetFrameworkProfile>Profile78</TargetFrameworkProfile>
At a guess, this is because you need to specify the TargetFrameworkVersion and TargetFrameworkProfile properties in the project file. Compare the .csproj you are trying to create to a newly created PCL project file, and make sure that everything that's not specific to your project matches.
I ran into the same issue and got it resolved by installing the latest Visual Studio Update
I am trying to compile the vNext branch of MvvmCross on a Mac to try & start doing some iOS development using PCL's & MvvMCross.
I have spent a couple of days on this now but appear to be going in circles... being somewhat new to both C# & the Mac.
I have installed MonoDevelop 3.1.1 as recently referred to on #slodge's blog.
I have updated the targets file as per this reference https://files.xamarin.com/~jeff/Microsoft.Portable.CSharp.targets
I have downloaded the vNext branch from GitHub.
I have loaded the mvvmcross_all.sln in MonoDevelop however building it using the Debug|iPhone Simulator profile gives me 3 errors.
I have not been able to work out how to fix the references errors as for example appear in CrossUI.Core, ie references to
System
System.Core
System.Net
etc
Each of these lines has an error of Assembly not available for .NetPortable 4.0 Profile1 Profile (in Mono 2.10.9)
I realise its all a moving target but its obviously possible to get it to compile.
Any suggestions as to what I may have missed would be appreciated.
TIA,
Andreas
Thanks Andreas
In the version referenced in the blog at http://slodge.blogspot.co.uk/2013/02/a-patched-monodevelop-for-pcls.html, it appears that MonoDevelop reports that CrossUI is missing its references - but it still compiles. See this screenshot from my Mac - solution explorer reports problems but 'rebuild all' on CrossUI succeeds.
If you get problems with building, please do report the build output and I'll try to help.
Note that the patched version of MonoDevelop also still has other problems - e.g. syntax highlighting and intellisense issues- MonoTouch: creating multiplatform apps using Portable Class Libraries
Alternatively, there are some iOS/Mac friendly binaries on SkyDrive - http://slodge.blogspot.co.uk/p/mvvmcross-binaries_7.html
The schedule for 'proper' support of Portable Class Libraries is aiming for a demonstrable version before Evolve (so less than 2 months away). Until then I'll personally continue to do most of my PCL work in VS, with the platform specific steps in MonoDevelop.
I am trying to use Alan Quartermain's solution as linked from this question, Mac App Store Receipt Validation Code? I keep running into a bunch of unknown symbol errors at link time. Here are some of the unknown symbols: _BIO_new, _BIO_ctrl_, _EVP_sha1, _X509_STORE_free. Can anyone clue me in to what I need to do to get rid of these errors?
Things I have done:
Install OS X 10.6.7 combo update
Install Xcode 3.2.5
Install Xcode Developer Tools 1.1
Link frameworks:
Security;
SecurityFoundation;
SecurityInterface;
IOKit;
CoreServices.
Thanks.
All the symbols you’ve listed are exported by libcrypto, which is part of OpenSSL. Have you tried linking libcrypto as well? You can do that by editing your project settings, Build tab, Other Linker Flags, and specifying -lcrypto.