I am using third-party libraries(.a) that do not support simulator. When I build I seem to be getting link errors in I386 code. How can I disable building for the 386 architecture?
Set Build Settings -> Architectures -> Supported Platforms to "iphoneos" for the project (the default is "iOS", which includes both real hardware and the simulator).
You might have to limit the supported architectures too to match those shipped from the 3rd party.
I had encountered this problem when I was using a library that was not written to support running on a simulator, It resulted in a lot of link errors stating that symbols were not recognized for i386 architecture. I discovered that if I selected an attached ios device instead of the simulator, the linker errors went away.
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I've just downloaded Blender 2.75a, and all it does is bring up a console window that says "Error: EXCEPTION_ACCESS_VIOLATION"
The console window will not close, will not exit with task manager, and when I try to end its process it says Access is Denied. So I have a permanent broken blender on my desktop until I restart.
How do I make blender run?
Nevermind, I fixed the problem. I went to this page http://download.blender.org/release/Blender2.76/ and I downloaded the 2.76 experimental version win64 from the zip folder. You can downlad it directly from this link if you have win64: http://download.blender.org/release/Blender2.76/blender-2.76-testbuild1-win64.zip
I hope it works for you too!
On my computer this error was caused by the video card driver, in particular the Intel GMA 4500 graphics driver that Windows 8.1 will automatically (re-)install with Windows update. This video card is often found in older laptops with Core 2 Duo processors.
In previous tests I found out that the driver version that Microsoft provides through Windows update does include the required OpenGL version for some games and graphics applications.
I solved this problem by downloading and modifying (according to this tutorial) Intel GMA 4500 driver version 15.17.19.64.2869 (file name Win7Vista_64_151719.exe) so that I can install it on Windows 8.1. But keep in mind that this can cause some graphical artifacts and glitches that you would normally not see.
I'm attempting to run the example project for this Adobe Native Extension 'SongPickerANE' from Flash Builder on Windows onto an iOS device. I've run it successfully on the same device (and iOS Simulator) from Flash Builder on my Mac with AIR SDK 3.4, but it failed to run with 3.4 on Windows, as it couldn't get access to the required iOS SDK (6.1).
So, I've updated my AIR SDK on my windows machine, first to 3.5, and now to the current version 3.9, which seemed to sort out the iOS SDK issues I was having, but both failed to run with the following error:
java.lang.Exception:
Undefined symbols for architecture armv7:
"_objc_setProperty_nonatomic", referenced from:
-[SongPickerHelper setPickedItem:] in libcom.newpixel.air.nativeextensions.SongPicker.a(SongPickerHelper.o)
ld: symbol(s) not found for architecture armv7
Compilation failed while executing : ld64
From what I remember of it in the dim, distant past of my iOS development, this is some sort of XCode linking / Build Settings / Phases error? So to fix it, will I have to edit and recompile the ANE, or is there anything I can set in the Flash Builder project which uses the ANE to fix it?
If it requires recompiling the ANE, any tips / advice on where to start would be appreciated, as I've so far managed to avoid having anything to do with them, and I do find them slightly terrifying.
Many thanks in advance.
I was just testing Unity 4.2's new feature - Windows Phone deployment, but it doesn't seem to work.
Is there any way to get it running on an emulator rather than on a physical device?
Thanks
EDIT:
I tried changing configuration to "x86" but It's now giving me another error:
I think I attempted all possible combinations, but it still doesn't work:
You are trying to deploy an ARM native binary to an x86 "phone". You will need to compile your project for the x86 CPU architecture for it to work on the emulator.
Make sure that you change your "Solution Platforms" from "AnyCPU", "Mixed Platforms" or "ARM" to "x86" and re-build your project.
You should find that the "Debug Target" switches automatically from "Device" to "Emulator WVGA 512MB" once you change the Solution Platform.
You may have to unhide the option to switch between CPU architectures in in Visual Studio 2012. In the Standard Toolbar options make sure that the "Solution Platforms" control is visible in your toolbar.
It looks like the reference errors you are getting could mean that those classes aren't compatible with your architecture.
Please check the path. In the solution explorer if it is showing any missing files, fix them by adding existing items. It seems like you are missing dll files also.
Registered Windows Phone 8 device is needed to test your apps.
Instructions on phone registration can be found here. Windows Phone
Emulator will be supported in future Unity releases.
https://docs.unity3d.com/Documentation/Manual/wp8-gettingstarted.html
in my opinion you should check the localizedString first, after that set up your IP of Emulator
I'm having trouble setting up a cross compiler (Sourcery Codebench) and simulator (OVP) on my machine. Could someone please show me how to do this?
I'd like to cross compile C to MIPS and then simulate it on my windows 7 x86-64bit machine. I don't have a lot of experience with this kind of thing and am having trouble even figuring out which versions to download
I have seen one or 2 other questions about getting sourcery to work on windows, but they didn't have the information I need.
I am not familiar with OVP, but I do know Sourcery CodeBench. Sourcery CodeBench is available for Windows and comes in an easy to use installer. The lite edition pages are here:
http://www.mentor.com/embedded-software/sourcery-tools/sourcery-codebench/editions/lite-edition/
There are links for MIPS ELF (Bare Metal) and GNU/Linux lite edition downloads. I'm not sure which one you need. The most recent toolchains are from the Spring 2012 release.
Once you have installed the toolchain, you can compile your application and run it on real hardware or on a simulator.
How far did you get? Did you install the toolchain and simulator? Can you compile and run the application on your target?
I created an NPAPI plugin that I'm packaging within a Chrome extension. I'm able to successfully install and use the extension in Chrome on Windows 2003 and Windows XP 64-bit.
However, when I install the plugin on Windows 7 (either 32-bit or 64-bit) or Windows XP 32-bit, I'm unable to use the extension within Chrome. The chrome logs reveal the error message "Couldn't initialize plug-in".
I ran the dependency walker in all of my environments and it looks like in the environments where the extension doesn't work, they all have in common the warning message "Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module." (the DLL's in question are SHLWAPI.DLL, IEFRAME.DLL, and MPR.DLL) whereas the environments where the extension does work don't have this warning (although one of them does warn of a delay-load dependency module not being found).
Should these DLL dependencies be different across different versions of Windows? What's the best way to resolve them? Or is the plugin failure most likely not related to these DLL dependencies?
Rebuild your project without dependencies on the runtime libraries by compiling your binaries with the "/MT" compiler flag instead of the default "/MD".
If you depend on open source code, make sure to rebuild each of those projects with the "/MT" flag, otherwise you will be chasing these runtime DLL issues forever.
shlwapi and ieframe are probably unrelated to your issue; seeing those errors is a common issue. not sure about mpr.dll, haven't seen that one.
You might try a FireBreath plugin and compare the dependency walker results and see if you can spot anything you're requiring that firebreath doesn't, since firebreath has no external DLL dependencies.