libxml2 error when building build_native.sh on cocos2d-x - libxml2

I am creating a hybrid iOS/android game using cocos2d-x as the game engine. in the iOS side the project doesn't have any problem loading the libxml2 library. but when i build the build_native.sh in the android side, the script return an error like this
error: libxml2/libxml/tree.h: No such file or directory
I already tried to modify the android.mk file but it nothing good happened.
how should i link the libxml2 library in android?

I think the correct folder is
libxml2/include/libxml/tree.h
Check the Original files in the
cocos2dx/platform/third_party/android/modules.
the version I am using is 0.12.0

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SABRE RedWeb Installation / Getting Started

I did the basic installation of the SabreRedWeb-SDK-20.11.6 and then clicked on the ConciergeInstaller-5.7.0-1.0.4.exe and it seems to have installed properly. The web instructions found here don't match the video.
Web Instructions (I'm following the Concierge install section)
https://developer.sabre.com/sdks/travel-agency/sabre-red-360/getting-started
Video Explanation here...
https://www.youtube.com/watch?v=ZgwbISnB35Y&list=PLgSinp8nTL3F1IOGQ9Jbuf7m_GDCCHZAF&index=1
At 1:45 of the video they mention doing a ngv...
Well, I assume I do that in the node installation which by default was put here...
C:\Program Files\Concierge\node
But when I do ngv when running node.exe
Thrown:
ReferenceError: ngv is not defined
I'm thinking I need to be running the concierge tool itself and not node directly.
You use a command prompt to do the ngv build etc...
Thereafter I am using Visual Studio Code and everytime I save the files the terminal does the save and "re-build" or I suppose it is "re-run".

Where does the Qt sqlite plugin look for extension libraries

I have made the appropriate modification as found in this thread to enable the Qt sqlite plugin to load extensions. However, when I run SELECT load_extension('spatialite_mod'), I now get the error The specified module could not be found
On a Windows Qt installation, where do I need to put the spatialite_mod.dll file so that it can be found a runtime? I have already tried putting it in the binary directory without any success.
This turned out to be a multi-part problem.
The answer to the original question is that Qt looks for the libraries in the working directory (QDir::currentPath()) and in the Windows PATH.
Part 1:
On Windows, the specified module could not be found error also can mean that one of mod_spatialite.dll dependencies was not found. In my case, I had forgotten to move these dependencies to the same directory as mod_spatialite.dll. They include:
libgcc_s_dw2-1.dll
libstdc++-6.dll
libsqlite3-0.dll
libxml2-2.dll
zlib1.dll
libfreexl-1.dll
libgeos_c-1.dll
libgeos-3-5-0.dll
libiconv-2.dll
liblzma-5.cll
libproj-9.dll
Part 2:
The libgcc_s_dw2-1.dll and libstdc++-6.dll libraries shipped with libspatialite do not work with Windows 10. Read more about this here and here. They would crash the program when loaded. The fix for me was to grab the same libraries from my Qt installation at C:\Qt\5.11.3\mingw53_32.

Cannot find c:\Users\qt\work\install\lib\Qt5Widgetsd.lib when compiling QtWebEngine examples

I downloaded Qt5.6 VS2013 32bit and try to run the official example of QtWebEngine.
I just followed the instruction but
When linking it gives out an error of
LNK1104 file not found c:\Users\qt\work\install\lib\Qt5Widgetsd.lib.
However, I have no idea of where this path c:\Users\qt\work\install\lib\ comes from.
I did text search in all directories of example folder and no hits other than generated files(makefiles and pdbs).
I also checked system environment variables but no hits.
Furthermore, I checked Qt Creator'r Projects panel and its Build Environment and still no hits.
Did I miss something?
P.S. this error was given out by linking DemoBrowser example of QtWebEngineWidgets pro
The link is generated by qmake when it generates the build scrip from the qt project file (*.pro). It is based from the qmake application path that is generaly installed together with the libraries (check you qt kit setup to change it if needed: Jst browse to qmake.exe application).
Then try regenerate the build script. It should fix the issue.
You may also have issue with installation not being in debug mode; you are trying to use Qt5Widgetsd.lib library instead of the non-debug one Qt5Widgets.lib

PLCrashReporter in XCode 4 - won't compile in Simulator

I must be doing something totally stupid here, but I can't get the PLCrashReporter framework included in my project. Here are the steps I took to get the framework:
Downloaded the .dmg file from the official project site on google code
Copied the CrashReporter.framework folder to the root directory of my project
Added the framework by going to my project, selecting the target, going to the Build Phases tab, opening the Link Binary With Libraries section, clicking the plus sign, and adding the CrashReporter.framework folder
I am pulling in the framework in my class file by using
#import <CrashReporter/CrashReporter.h>
When I try to compile under 4.3 simulator, I get the following errors:
Undefined symbols for architecture i386:
"_OBJC_CLASS_$_PLCrashReporter", referenced from:
objc-class-ref in AppDelegate+CrashReporting.o
"_OBJC_CLASS_$_PLCrashReport", referenced from:
objc-class-ref in AppDelegate+CrashReporting.o
ld: symbol(s) not found for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see invocation)
When I compile under the device, everything is fine. Is there some sort of header or library search path I need to include?
The app compiles under XCode 3 without issues under all configurations.
I had the same issue and was able to resolve it. Here are the steps I completed...
Download the PLCrashReporter source release and unzip.
Open the PLCrashReporter xcode project. This project is setup to use an old SDK, update all the required SDKs for each target to get rid of the warnings. This is also required to compile in the next step.
Navigate to the CrashReporter-iPhoneSimulator Target. Under the Build Settings: a) set "Perform Single-Object Prelink" to "No", b) set "Mach-O Type" to "Static Library".
Select CrashReport-iPhoneSimulator : [IOS simulation (ie iPhone 4.3 Simulator)] and click build.
Navigate to your build directory for the PLCrashReporter. For me, it was /Users/username/Library/Developer/Xcode/DerivedData/CrashReporter-(random characters)/Build/Products/Debug-iphonesimulator
Copy the libCrashReporter-iphonesimulator.a from the build directory in step 5 to the iphone application project directory you want to add the crash reporter to.
Open the your iphone application project in xcode.
Download the PLCrashReporter binary release and extract the framework to a local directory.
Add the CrashReporter framework to your project using this SO post.
Following the same procedure as step 9, add the libCrashReporter-iphonesimulator.a static library to the "Link Binary with Libraries" section of the build phases. No *.framework directory is needed when adding a static library.
Review the "Link Binary with Libraries" in the Target. Make sure the libCrashReporter-iphonesimulator.a is listed above the CrashReporter framework. You can drag and drop to reorder.
I hope this helps.
For anyone else looking for this information:
I followed the same steps given above however I was getting errors. I deleted the static library and only included the framework (which you can get from their dmg).
It worked perfectly for me. I think the process of creating static library by building the project was old (before they created a framework).
Thanks.
Don't forget to include
libstdc++.dylib
in "Link Binary With Libraries".

Link error while building with command scons compiler=msvc

I am trying to build a program using the command scons compiler = msvc. During this action a link error appears: LNK1181: cannot open input file 'QtCore4.lib'. I have installed Qt for Windows from http://qt.nokia.com/downloads (the free version) and tried to find the requested lib file, but only found the same dll file.
Any advice on how to proceed would be most appreciated.
It seems I have built Ot using debug option. Without it creates all the necessary libraries.

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