Does the iphone simulator require a bundle? I tried to run it on a plain executable and got
Session could not be started: Error Domain=DTiPhoneSimulatorErrorDomain
Code=1 UserInfo=0x1002336c0 "Unknown error."
using the open source iphonesim driver.
You need to give it the path of the bundle with the .app suffix that XCode generates. By default this is in the "build" subdirectory of an iphone project. Also, there is currently a bug in the project that requires you to use the absolute path.
Related
To familiarize myself with the process, before getting real, I tried to build a Watch-only app from the Xcode 11.2.1 template. The build fails when it attempts to copy an item into a file, instead of into a directory. I can hardly believe this isn't something corrupt in my Xcode environment, but it is happening on different Macs.
I created a new project with the "Watch App" template at ~/Development/Watch and ran xcodebuild from that directory. There is quite a lot of successful work done, but the last command (failing) in the build log is (with ... representing ~/Development/):
PBXCp .../Watch/build/Release-watchos/Watch\ WatchKit\ App.app \
.../Watch/build/Release-iphoneos/Watch.app/Watch/Watch\ WatchKit\ App.app
because
error: make directory
.../Watch/build/Release-iphoneos/Watch.app/Watch/Watch WatchKit App.app:
Not a directory
It's failing because .../Watch/build/Release-iphoneos/Watch.app/Watch is not a directory (nor should it be). Is this an Xcode bug (I've seen no reference to it from Apple or in Google searchs), or some stupidity on my part?
This is addressed in the GM Seed of Xcode 11.2.1. If you are writing a Mac Catalyst app, please also see the release notes for Xcode 11.2.1.
For any other issues you encounter while using Xcode, please file bug reports.
Found it!! A sneaky one too ..
It fails if you name the project "Watch" .. name it something else, it's OK.
I am programming using Meteor.js and the IDE am using is WebStorm; whenever I hit run in WebStorm I get this kind of error:
The system cannot find the path specified.
I don't know how to fix it. I've tried to visit the paths that are in the WebStorm output, but I found meteor.bat & runnerw.exe
"C:\Program Files (x86)\JetBrains\WebStorm 2016.3.4\bin\runnerw.exe" C:\Users\forland\AppData\Local\.meteor\meteor.bat
The system cannot find the path specified.
Process finished with exit code 3
Have you correctly followed the Running and debugging a Meteor application instructions in the WebStorm help guide? It sounds like WebStorm is not able to find the meteor executable.
Here are some other resources that could help.
Run/Debug Configuration: Meteor
Languages and Frameworks: Meteor
Also, try running your meteor project outside of WebStorm to make sure you don't have a meteor executable problem.
From the command line, browse to your meteor project's folder.
Run the project
meteor run
Update your question if you get an errors or have more information after trying these resources.
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
I cant get SpringBoot autorestart get to work. I simply create http://start.spring.io/ Gradle project with DevTools selected and run 'gradle eclipse' to create eclipse project and 'gradle bootRun' and now I can do some change in project in Eclipse and this doesnt trigger auto restart at all. There is no message in bootRun console, no change detection. Any idea whats wrong here? I tried several times making starter project with http://start.spring.io and no way with auto restart ...
https://spring.io/blog/2015/06/17/devtools-in-spring-boot-1-3
Gradle in Eclipse and Gradle on the command line use different directories for their compiled classes. The dev tools (launched via bootRun) will be looking in build/classes whereas Eclipse will be compiling your changes into bin/classes. Rather than launching your app using gradle bootRun, try launching it in Eclipse instead using Run As -> Java application.
In one terminal:
gradle build --continuous
In second terminal:
gradle bootRun
Reference: https://dzone.com/articles/continuous-auto-restart-with-spring-boot-devtools
BTW, I find it take longer time than the eclipse.
I posted this on the Kobold2d forums but haven't received any replies yet. I'm hoping the larger audience here at SO can help.
I'm trying to get our Kobold2d project working with our Hudson CI server. I'd like to have a script that executes the proper command line build instructions using xcodebuild, but I'm running into a problem with any Kobold2d project.
As a test I created a Orthogonal-Tilemap template project and built/ran it in the xcode 4.4.1 gui successfully. Building the projects individually from the command line the Kobold2D-Libraries.xcodeproj reports a successful build (though I have no idea where any products are stored), but the tilemap project fails with the message:
ld: file not found: <path>/Kobold2D/Kobold2D-2.0.3/BuildTest/build/Release-iphoneos/libkobold2d-ios.a
The only information I can find on this message talks about errors from building in the xcode gui, which is not the problem.
I also tried having xcodebuild build the workspace file but that failed with multiple dependency errors.
Has anyone found a way to successfully build Kobold2d projects from the command line?
Thanks!
Actually I use Hudson to automate Kobold2D builds. Here's the build script for Hudson.
I can see from your path that you changed Xcode's default build locations (Advanced, next to Derived Data in Preferences -> Locations). There's one setting (legacy) that doesn't work at all with Kobold2D, and should actually open a browser window explaining the issue should you have used that setting.
I think your setting is "relative to project" or something similar. Try changing the build location to Xcode default (Unique) and try again. You can use a custom location for derived data if you want to.
In any case, if the output location path of build products ends up being somewhere in the app project folder (in this case: BuildTest) then ld won't be able to find dependencies because they're not all in the same folder. If you do require this you could add a pre-link step that copies the .a files to the correct location. But it's best to avoid this because it'll be prone to breaking.
My script includes
xcodebuild -workspace Bulge.xcworkspace -scheme Bulge-iOS -sdk ${sdk} archive || die "Archive failed"