xcode4 documentation for iOS 4.3 Library - xcode4

I installed xcode4 and in Organizer - Documentation I can see iOS 4.3 Library, Mac OS X 10.6 Library and Xcode 4.0 Developer Library. However, when I'm offline, I cannot access the iOS library documentation, I'm getting Error Loading URL You are not connected to internet. For the other 2 libraries it works.
Anyone knows why it happens like that? There's no "get" button anymore in XCode > Preferences > Documentation.

open the link feed://developer.apple.com/rss/com.apple.adc.documentation.AppleiPhone4_3.atom
find the properly file for your iOS
after finishing download copy the xar file to path /Developer/Documentation/DocSets/ and unzip
it "sudo xar -xf *.xar" and unzip *.docset "sudo chown -R -P devdocs"

For some reason the iOS 4.3 Library is downloaded later. When you are online go into Preferences for Xcode and select Documentation. You will see that library is likely disabled but ready to be downloaded. If that is the case there will be a "Get" button on the right side which you can use to start the download which may take a while.
Once it is downloaded you will be able to use that documentation library when you are offline.

I was trying to get the documentation offline but could not find the "get" button.So I had to go to Preferences->Downloads->Documentation->Check and install now and then the new libraries showed up.Its better to check the "Check for and install updates automatically"

Arguably simpler than any of these is to manually add the RSS feed for the documentation - at the bottom of the documentation download list is a + / - set of controls. Click + and paste in feed://developer.apple.com/rss/com.apple.adc.documentation.AppleiPhone4_3.atom and it'll automatically select the right one and start downloading (and notify you of updates, though I doubt there will be any more)

Related

RStudio: how to set the Git executable in Windows 7?

I'm using Windows 7 Enterprise on a work laptop.
I downloaded the GitHub Desktop app from the GitHub site (https://desktop.github.com/) and installed it. I read somewhere that the GitHub Desktop app automatically installs Git. I verified version control is working OK using both the GitHub Desktop app and also using the command line in shell.
But now I want to use Git with my RStudio app. SO I went to Tools | Global Options, clicked on the Git/SVN item on the left panel. The second item in the dialog asks for "Git executable". I looked in all the usual places like:
C:\Program Files
C:\users\<my_name>\AppData\Local\GitHub
but cannot see where the Git executable is. Do you have any suggestions?
Look deeper into your AppData\Local\GitHub folder. I found mine in AppData\Local\GitHub\Portable_Git_XXXXXX\bin\git.exe where XXXX is a string of 32 characters or so.

Typesafe activator - Unable to open web browser

I downloaded "typesafe activator" from play framework. Unfortunately, I have a small problem.
When I run the command "activator-1.0.8/activator ui" I get the following error message:
"Unable to open a web browser!
Please point your browser at:
"localhost"(the editor does not allow me to put down the ip)"
I searched here on the plattform and also googled the problem, but I could not find anything useful.
By the way, I am using linux.
I was having this problem too. Googling around I found typesafe activator checks if it can open an url in the default browser by invoking the Desktop.isDesktopSupported() or the Desktop.IsSupported(Desktop.Action action) methods in the java.awt package. These methods require the gnome libraries to work, which might not be installed in your version of Ubuntu.
For me installing the gnome libraries solved the problem:
sudo apt-get install libgnome2-0
See also: https://stackoverflow.com/a/11999764/599072
However a quick solution is just to ignore the error message and manually open the browser at the given url (which should be something like 127.0.0.1:8888).

Installed FB 4.7 but cannot manage to install AIR SDK 3.7

I always get the error iOS Simulator launch requires AIR SDK 3.4 or higher when I try launching a mobile app on iOS Simulator.
I did everything they say on there website: http://helpx.adobe.com/flash-builder/kb/overlay-air-sdk-flash-builder.html
Which is basically just overwrite the AIRSDK directory with the new AIR SDK from: http://www.adobe.com/devnet/air/air-sdk-download.html
And as long as I have AIR 3.6 or higher which I have ( 3.7 ), I just need to change the project's application descriptor to the right version.
I went on and checked this forum post about it: http://forum.starling-framework.org/topic/flash-builder-47-update-tips
Here there is a mention that the AIR SDK must not be downloaded from the usual place, which is the one I used. It also says I could install the Gaming SDK which I did. I installed the earlier version 3.6. Went to their other website to check for versions: http://helpx.adobe.com/air/kb/archived-air-sdk-version.html I installed the version 3.7 from this other site and also the 3.6. Same problem over and over..
I am just missing something but what?
Thanks,
Dave
Yes, the over lay guide is just wrong in terms of where the IDE gets its AIRSDK (mainly the adt command invocation) files from. In order to see where your IDE gets it from you have to look at the launch command, to do this
just select your project then click on the Project menu item in the top bar -> export release build -> select your project in the window -> target version IOS -> click next -> Now the swf file will be built(might take a few secs to minutes depending on project size)
once successfully built you will get a pop up showing warnings if there are any warnings or errors (if you get errors you can't move to the next step, so please fix the errors).
In the next window click on the Native Extensions tab -> click on the customize launch button at the bottom -> opens a new window -> click on show command button at the bottom right -> you will see something like this
/usr/bin/java -d32 -jar /Applications/Adobe Flash Builder
4.7/sdks/4.6.0/lib/adt.jar -package -target ipa-ad-hoc -hideAneLibSymbols no -provisioning-profile path-to-your-provisioning file
-storetype pkcs12 -keystore path-to-your-ios-developer-certificate -storepass
Main.ipa Main-app.xml .DS_Store assets Default-568h#2x.png Main.swf
-extdir path-to-your-external-libs
if you look at the adt being invoked you see that it is not using the one eclipse/plugins/com.adobe.flash.compiler_xxx/AIRSDK/bin/adt.jar so it doesn't matter which version of air sdk you have in the AIRSDK folder under eclipse plugins, because those files are not used by your IDE at all. Idk why Adobe is misleading everyone like so.
So in order for you to properly update the AIR sdk that your project is using, you need to change the flex compiler from the default 4.6.0 (which uses AIR sdk version 3.1 afaik), to the latest AIR sdk or the air sdk version of your choice, in order to do this you need follow below steps
Download the latest Air sdk from here http://www.adobe.com/devnet/air/air-sdk-download.html.
It opens a page like shown in the above picture. If you click on the yellow Download now button it will down the merged air sdk + compiler files. What you need is only the air sdk so in the black encircled area click on the MAC link.(For mac ofc)
Once you finish downloading, extract it (to lets say ~/Desktop/AIR21.0/) open your terminal type
cd /Applications/Adobe\ Flash\ Builder\ 4.7/sdks
here you will have different folders for different flex compiler versions, just take the latest one (in my case its 4.6.0) and make a copy of it and rename the copied dir to 4.6.0_AIR21.0, you can do this with the following command
cp -r 4.6.0 4.6.0_AIR21.0
This will create a copy of the 4.6.0 flex compiler, now all you have to do is update the air sdk files this you can do by using rsync command.
First cd to the directory where you extracted the downloaded air sdk, (in my case ~/Desktop/AIR21.0/) cd ~/Desktop/AIR21.0 Then type the below command to sync the files from this directory to the 4.6.0_AIR21.0 directory (what rsync does is it overwrites all the files, and doesn't remove the files which are already present).
rsync ./* -avl /Applications/Adobe\ Flash\ Builder\ 4.6/sdks/4.6.0_AIR21.0/
Then you edit the following files in the frameworks directory,
air-config.xml
airmobile-config.xml
flex-config.xml
Update xml files:
<target-player>21.0</target-player>
<swf-version>18</swf-version>
In Flash Builder go to Preferences > Flash Builder > Installed Flex SDKs, add the new 4.6.0_AIR21.0 path, give it a name and make it the default sdk if you wish.
Don't forget to update your project xml namespace:
<application xmlns="http://ns.adobe.com/air/application/21.0">

Qt Creator needs a compiler set up to build. Configure a compiler in the kit options

I Have Installed Qt Creator5 with latest binaries.
but when i am running any program it is giving me this error.
:-1: error: Qt Creator needs a compiler set up to build. Configure a compiler in the kit options.
i have searched the whole internet for answer but its inadequate and not helping.
kindly reply the way to get rid of this error.
i was also having the same problem so what i did is
For linux
sudo apt-get install g++
sudo apt-get install libgl1-mesa-dev libglu1-mesa-dev
and then closed the qt creator and restarted it and it worked
i do not know which of the above two made it work but it worked !!
For Windows
Below given solution have worked for few people. so it is worth a try.
Delete this file
C:\Users\AppData\Roaming\QtProject\qtcreator\toolchains.xml
to solve the problem.
For me on Windows 7 this was solved by clicking on the arrow icon next to the computer icon on the bottom left of the Qt Creator screen above green arrows and then double clicked a compiler on the list and rebuild the project.
* for windows users only *
Before continuing to next steps make sure u have downloaded latest version of Qt.
Download and install minGW-64-bit from link:
https://sourceforge.net/projects/mingw-w64/files/latest/download
Remember The directory to which you install minGW.
Open Qt creator and go to tools -> options -> Build and Run
In Compilers tab Select add -> MinGW -> Name: MinGW path: Browse for mingw-w64.bat (you will find this file in the directory in which you have installed MinGW).ABI: x86 Windows msvc2015 pe 64bit Don't forget to apply your edits.
Go to Kit -> add Name: GCC Device Type: Desktop Device: Local PC (Default for desktop) Compiler: minGW Qt Version: select newest version Apply changes and restart qt
While creating new project make sure you use GCC as kit
If it still doesn't works Click computer icon on bottom left above play button -> GCC -> Build
OR
Go to projects (It is in the menu on left hand side) -> Build Steps -> make -> Override minGw31-make.exe -> browse to path in which you have installed minGW/bin\mingw32-make.exeDo the same for clean steps too
If u Still get any error after these steps try setting Environment Variables
Press Win+Q
Type " Environment variables "
click on " Edit the system environment variables "
System Properties -> Advance -> Environment Variables
Click on path (NOTE : Use These steps very carefully and do not mess with other options)
Click edit
press right arrow to go to end of text
type a semi-colon (if it isn't at the end of it because all the system paths are distinguished by a semi-colon)
paste path "MinGW_installation_directory\bin" (In my case it was "G:\Qt\Tools\mingw32\bin"). Make sure you copy and paste CORRECT path
Click OK and apply the changes.
That should do it !!!
user2304430 has it right, I struggled also figure it out. Above the green Run/Debug buttons in the bottom left, there's a computer icon with a pop-out menu. In there, you have to select your kit.
I went in circles for half an hour checking that my kits were set up right in options. But you actually have to select the kit in the Computer Icon -> pop-out menu in the bottom left before it does anything.
Amazingly, the first many Google pages for the error don't show this, you'd think almost all new users run into this.
I had a similar issue when developing on my Mac -
I was trying to do desktop development with QT creator 3.3.0 based on QT 5.4.0 (Clang 6.0 (Apple)) on OSX 10.9. After trying to manually modify my kits to use GCC, G++, and CLANG. I finally found this really simple solution:
Delete the xxx.pro.user file and then restart QT Creator. It should then automatically pick up your compilers/environments.
Had the same issue on Fedora 22 after installing Qt5.5.
Installing the following packages did the trick:
sudo dnf install gcc-c++
sudo dnf install mesa-libGL-devel
When I installed Qt into folder ~/Qt/ and then manually renamed the folder into something other, I had similar problem. When I restored the folder name into the original ~/Qt/ (specified at the Qt installer), the problem has disappeared; all was solved.

Xcode 4 (final version) error when building

I can't seem to find the answer.
I've just used Xcode 4 final version and built an existing project that was built ok with Xcode 3, but got this error:
ld: library not found for -lSystem.B
collect2: ld returned 1 exit status
Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 failed with exit code 1
But another project was built OK with Xcode 4.
I installed Xcode 4 by choosing the default options.
Do I miss to include a library or framework somewhere?
Could somebody please help. Thank you.
Here's my solution for Xcode 4.0.2 with SDK 4.3 environment, but I believe it should also work on other setups.
libSystem.B.dylib is not present
under
/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.3.sdk/usr/lib,
however it is present for lower SDK
versions (e.g. iPhoneOS4.2.sdk)
most of the cases
libSystem.B.dylib is just a
symbolic link to libSystem.dylib
so in
iPhoneSimulator4.3.sdk/usr/lib
I've applied following command sudo
ln -s libSystem.dylib
libSystem.B.dylib and my simulator
builds started to work again :)
NOTE: libSystem.B.dylib is used by Flurry and Urban Airship so you better don't delete the reference in project file (of course Urban Airship does not work under Simulator, but I think Flurry does. libSystem.B.dylib may also be required by other libraries you included to your project.
UPDATE: solution still works for iOS5 Simulator after upgrading to Xcode 4.3
UPDATE, March 9th, 2k12: for Xcode installations via App Store, prefix above path with /Applications/Xcode.app/Contents or the path where you've installed Xcode.app.
Solved.
Turns out that there was a reference to libSystemB in my project (Don't know why it's there). After deleting the reference, it built well.
Thanks anyway guys!
-weak_library /usr/lib/libSystem.B.dylib breaks the iOS Simulator.
Use -weak-lSystem instead.
The quote belongs to gparker on the official dev forums.
-weak_library /usr/lib/libSystem.B.dylib breaks the iOS Simulator. Use -weak-lSystem instead.
nicktmro got it right, especially when you are developing cocos2d projects using xcode 4.x
I have the same problem since months and always kept making the symbolic link as described here everytime i updated xCode. Today I found a nice new way to fix this:
In your targets Build Phases go to 'Link Binary With Libraries' and search for:
libz.dylib
Set from 'Required' to 'Optional'
BUILD
BE HAPPY

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