Can't find headers for libxml2 and iOS 5.0 SDK / Xcode 4.2 (beta 3) - libxml2

Seems quite a few people have encountered this issue on the official Apple Developer forums, yet didn't find a solution yet, therefore I want to try my luck here :)
With the iOS 5.0 SDK and Xcode 4.2 (beta 3) it seems something is messed up, the headers for libxml2 cannot be found. Yet as I navigate through the SDK directory, I clearly see a folder called libxml2/libxml with all the headers I need to import.
I wonder if anyone has found a solution for this. So far the only solution I found that might work is copying all headers into the project and then modifying the import path of the headers (removing the directory from the imports). As far as I could see this removes all errors, yet couldn't be bothered to change all import statements of libxml yet since I don't like this "fix".

I found the solution in another answer on StackOverflow, I'll post it here for convenience.
Instead of using ${SDK_ROOT}/usr/include/libxml2 one should use "${SDK_DIR}"/usr/include/libxml2.
See: LibXML2.dylib and Xcode4

Related

Cannot find feature windows_vulkan_sdk in qt

I have newly installed Qt and when I tried to open my projects and have not even tried to compile, I got this mysterious cannot find feature windows_vulkan.
My QT has been working earlier but I had to reinstall it because it complained I had missing libicuun65.dll and libicuuc65.dll and recommended reinstallation. I have removed everything and installed qt from scratch.
Below is my error
I went into the directory it specified and clearly see the file. I am just not sure the content of the file is complete as it only contains 2 lines below:
load(windows_vulkan_sdk)
QMAKE_LIBS_VULKAN =
Maybe there are lib that are missing like libicuun65.dll and libicuuc65.dll and/or others?
Also, please note the uncompleted "Prepare C++ code Model" status bar. It has never completed as I saw it there for hours...it should not take that long.
What should I do to rectify this issue? Please help.
Update: My paths are set up too...
I think I understand why this happens for you, you install your Qt in Drive D but install Vulkan SDK in Drive C.
These should be on the same Drive.
Maybe Qt can't find your Vulkan SDK because of that please reinstall Vulkan SDK in Drive D.
another thing is this link in bugreports.qt.io
and also this GitHub issue.
They have problems like you and their compiler was MSYS2.
In
\msys64\mingw32\qt5-static\share\qt5\mkspecs\common\windows-vulkan.conf
changed:
From: load(windows_vulkan_sdk)
To: load(win32/windows_vulkan_sdk)

Qtquick - QML Module not found

I am getting started with qt and especially qt quick now and wanted to do the example from here: https://doc.qt.io/qt-5/qtquick3d-simple-example.html
However already the line import QtQuick3D 1.15 has been giving me headaches. The error that is printed says QML Module not found (QtQuick3D). If I am trying to import other things, I get the corresponding errors.
The error message also tells me "for qmake projects use the QML_IMPORT_PATH variable to add import paths" however I don't know what path and how I should set this?
Another solution I have seen is the one suggested here: https://stackoverflow.com/a/64952178/13533641.
Again I am unsure which path to add here. I tried "/usr/lib/qt5/bin" and "/home/Qt/5.15.2/gcc_64/bin". After setting the value I restarted Qt Creator but the error remained.
The project I have been using is an empty QT Quick application which you get if you create a new project. I just added that one import line.
I have used the Mainainance Tools to check the plugins and I installed something that was named 3D. I am unsure if this is the "normal" qtwidget thing or the one I am trying to use in the code. (Or maybe there is no difference anyway, who knows)
I use qt version 5.15 right now but I also tried installing the 5.9 and 6. Everywhere I have the same problem.
My machine runs ubuntu 20.04 and I installed qt using the official download for linux.
If I am correct, it got installed in the directory /home/Qt.
Does anybody know how to solve this?
After trying different paths and versions of Qt, I found this this instruction here
However I only needed to follow until the picture of the mainaintance tool and not the building afterwards. Before I had already added the additional library for Qt3d. This enough wasn't enough apparently, after adding the Qt-shader tools it and conan it worked however.
I did this after yet another fresh installation of Qt (this time version 6) and it worked now.
Regarding the suggested change for the qml emulation layer: the path that is now set is /home/Qt/5.15.2/gcc_64/bin.
Hope this helps someone in the future!

How can I upgrade my Realm Swift version from 0.96 to 0.97?

Can I just replace the two old version realm frameworks to the new version ones? Or what should I do?
Yep! If you're not using a dependency manager like CocoaPods or Carthage, you just need to delete the old framework folders and copy the new ones into the same place. Xcode should be fine handling that the next time you attempt to build your project.
If you are using a dependency manager, then you just need to hit the update command in their command line tools, and it'll be taken care of automatically.
Please keep in mind that Realm 0.97 has completely removed all of its previously deprecated APIs, so if you were using any of those, you will get build errors, but they'll be very easy to fix.
I cam up with the same question and while looking around came up with a good solution. This is in addition to what TiM has pointed out. Also, a few things to keep in mind:
I upgraded from version 1.0 to 1.0.1: so there weren't many changes to the framework and commands I used in my app.
I didn't use any special or very specific commands. Mainly the queries and writes/updates of objects. Nothing very fancy. If you have very specific requirements of Realm than I suggest look into those and see if there are any special changes to how they are managed.
Now to the steps:
Remove the frameworks from the "Embedded Binaries" section by clicking the "-":
General Tab - Embedded Binaries
Remove the frameworks from the project itself by right-clicking on them and select "Delete"
Navigator - Framework Files
Now just go and do the steps for installing the frameworks as found in the documentation "realm.io/docs/swift/latest/#installation-swift-22".
I understand this question is rather old, but looking through the SO I dint find a definite answer to this.
Hope this helped!

PhantomJS compile with WebGL

I am trying to compile PhantomJS to add WebGL. Apparently it is possible because of:
post on groups.google.com
post on trac.webkit.org
However, I have no idea how to do this. I have looked in all the configuration for compiling and I tried and found nothing.
Should I compile QTWebKit separately with the necessary options and then compile PhantomJS with this WebKit?
I'm on Mac OSX Lion.
It would be really nice to have a bit of help.
As you well may know, Phantomjs has is no longer being actively developed.
I suggest you move to Puppeteer which uses Chromium: https://pptr.dev/
This was opened by ariya who also commented on the Google Groups thread as a GitHub issue.
According to this comment by a project collaborator on that issue:
That's not that easy. WebGL requires OpenGL. OpenGL requires XCB on Linux. That means that you will not be able to use PhantomJS in full headless environment. I doubt that this will be implemented in near future.
It seems to me like this is the final answer to the OP's question. The OP has not addressed whether SlimerJS would actually work in their situation.

Could not open the editor: Assertion failed:

when i open .mxml flex file in eclipse it gives error
Could not open the editor: Assertion failed:
Does any one know about it
First of all you can give which operating System and version, IDE version, Flex plugin version, detail of error message. You can try ;
Check eclipse and flex plugin version compatibility if you use flex plugin. (If you use Linux operating system flex plugin compatible with eclipse 3.3 ide if not You can try to install flex plugin on eclipse 3.3 if you use 3.4 or 3.5 and so on)
You can download full package of flex ide instead of flex plugin on eclipse
I think its better to stop searching when you are in Flash and Linux. Here in this link its very much transparent. I tried all the fix provided out there, nothing did really worked what new comers are looking for.
Details: http://labs.adobe.com/technologies/flex/flexbuilder_linux/releasenotes.html#sysreq
Note: GUI will never work, which we are thinking and Autocomplete etc will also not work. So Flash and Linux is actually useless and time lose. The best thing is keep reporting Adobe for this. Because they are counting our Linux Vote.
Try changing your current workspace to another one, it helped in my case.
If you have disabled asking for workspace at startup you can change it here:
Window > Preferences > General > Startup and Shutdown
I just got the same error, after moving my project to a new computer. Turns out the build paths needed to be changed in the new computer. After updating those it seemed to fix the problem.
I struggled with this a couple of hours: my own "solution" to this was that I had Eclipse Galilieo / Weblogic 10.3.2 / Windows 7 set up correctly, but was accidently opening an old Eclipse Helios install pointed to the same projects. In other words yes, its likely a slight path difference or a new name for an updated resource along one of your paths. "assertion failed" is such a generic exception that you could get with so many different softwares, that I thought this input wouldnt hurt...

Resources