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Main forum => GLBasic - en => Topic started by: msx on 2016-Nov-10

Title: [SOLVED] Many failures, compiling for iPhone
Post by: msx on 2016-Nov-10
I have created a small code for iphone (just show text) and xcode shows too many errors. Copy here if anyone can help me.

Is there a more complete manual than the existing readme.txt in the xcode folder?

VMWare with MacOS Sierra and XCode 8.1.

Code (glbasic) Select

Showing Recent Issues
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warning: no rule to process file '/Users/rom/Desktop/XCode/Code/glblicence.inc' of type sourcecode.pascal for architecture armv7
warning: no rule to process file '/Users/rom/Desktop/XCode/Code/glblicence.inc' of type sourcecode.pascal for architecture arm64

CompileC /Users/rom/Library/Developer/Xcode/DerivedData/iphone-dnrupnqxsoqqgfbviospigknvgqu/Build/Intermediates/iphone.build/Debug-iphoneos/GLB_PRODUCT_NAME.build/Objects-normal/armv7/gpc_temp6.o /Users/rom/Desktop/XCode/Code/gpc_temp6.cpp normal armv7 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/rom/Desktop/XCode/Project
    export LANG=en_US.US-ASCII
    export PATH="/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin"
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch armv7 -fmessage-length=0 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -std=gnu++11 -gmodules -Wno-trigraphs -fpascal-strings -O0 -fno-common -Wno-missing-field-initializers -Wno-missing-prototypes -Wunreachable-code -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS10.1.sdk -fstrict-aliasing -Wno-deprecated-declarations -Winvalid-offsetof -miphoneos-version-min=8.0 -g -fvisibility-inlines-hidden -Wno-sign-conversion -Winfinite-recursion -Wmove -iquote /Users/rom/Library/Developer/Xcode/DerivedData/iphone-dnrupnqxsoqqgfbviospigknvgqu/Build/Intermediates/iphone.build/Debug-iphoneos/GLB_PRODUCT_NAME.build/test-generated-files.hmap -I/Users/rom/Library/Developer/Xcode/DerivedData/iphone-dnrupnqxsoqqgfbviospigknvgqu/Build/Intermediates/iphone.build/Debug-iphoneos/GLB_PRODUCT_NAME.build/test-own-target-headers.hmap -I/Users/rom/Library/Developer/Xcode/DerivedData/iphone-dnrupnqxsoqqgfbviospigknvgqu/Build/Intermediates/iphone.build/Debug-iphoneos/GLB_PRODUCT_NAME.build/test-all-target-headers.hmap -iquote /Users/rom/Library/Developer/Xcode/DerivedData/iphone-dnrupnqxsoqqgfbviospigknvgqu/Build/Intermediates/iphone.build/Debug-iphoneos/GLB_PRODUCT_NAME.build/test-project-headers.hmap -I/Users/rom/Library/Developer/Xcode/DerivedData/iphone-dnrupnqxsoqqgfbviospigknvgqu/Build/Products/Debug-iphoneos/include -I/Users/rom/Library/Developer/Xcode/DerivedData/iphone-dnrupnqxsoqqgfbviospigknvgqu/Build/Intermediates/iphone.build/Debug-iphoneos/GLB_PRODUCT_NAME.build/DerivedSources/armv7 -I/Users/rom/Library/Developer/Xcode/DerivedData/iphone-dnrupnqxsoqqgfbviospigknvgqu/Build/Intermediates/iphone.build/Debug-iphoneos/GLB_PRODUCT_NAME.build/DerivedSources -F/Users/rom/Library/Developer/Xcode/DerivedData/iphone-dnrupnqxsoqqgfbviospigknvgqu/Build/Products/Debug-iphoneos -DTARGET_OS_IPHONE -include /Users/rom/Library/Developer/Xcode/DerivedData/iphone-dnrupnqxsoqqgfbviospigknvgqu/Build/Intermediates/PrecompiledHeaders/iOS_Prefix-erdnvqisxnnrpvgqqgaegphzhavc/iOS_Prefix.pch -MMD -MT dependencies -MF /Users/rom/Library/Developer/Xcode/DerivedData/iphone-dnrupnqxsoqqgfbviospigknvgqu/Build/Intermediates/iphone.build/Debug-iphoneos/GLB_PRODUCT_NAME.build/Objects-normal/armv7/gpc_temp6.d --serialize-diagnostics /Users/rom/Library/Developer/Xcode/DerivedData/iphone-dnrupnqxsoqqgfbviospigknvgqu/Build/Intermediates/iphone.build/Debug-iphoneos/GLB_PRODUCT_NAME.build/Objects-normal/armv7/gpc_temp6.dia -c /Users/rom/Desktop/XCode/Code/gpc_temp6.cpp -o /Users/rom/Library/Developer/Xcode/DerivedData/iphone-dnrupnqxsoqqgfbviospigknvgqu/Build/Intermediates/iphone.build/Debug-iphoneos/GLB_PRODUCT_NAME.build/Objects-normal/armv7/gpc_temp6.o

/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:79:3: error: unknown type name '__VAR_CONTAINER'
  __VAR_CONTAINER __FKT;
  ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:80:10: error: unexpected type name 'DGInt': expected expression
ARGS_VAR(DGInt&, lat);
         ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:80:16: error: expected expression
ARGS_VAR(DGInt&, lat);
               ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:81:10: error: unexpected type name 'DGInt': expected expression
ARGS_VAR(DGInt&, lon);
         ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:81:16: error: expected expression
ARGS_VAR(DGInt&, lon);
               ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:82:10: error: unexpected type name 'DGInt': expected expression
ARGS_VAR(DGInt&, alt);
         ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:82:16: error: expected expression
ARGS_VAR(DGInt&, alt);
               ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:83:10: error: unexpected type name 'DGInt': expected expression
ARGS_VAR(DGInt&, spd);
         ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:83:16: error: expected expression
ARGS_VAR(DGInt&, spd);
               ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:84:10: error: unexpected type name 'DGInt': expected expression
ARGS_VAR(DGInt&, head);
         ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:84:16: error: expected expression
ARGS_VAR(DGInt&, head);
               ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:179:3: error: unknown type name '__VAR_CONTAINER'
  __VAR_CONTAINER __FKT;
  ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:223:3: error: unknown type name '__VAR_CONTAINER'
  __VAR_CONTAINER __FKT;
  ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:266:3: error: unknown type name '__VAR_CONTAINER'
  __VAR_CONTAINER __FKT;
  ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:267:10: error: unexpected type name 'DGInt': expected expression
ARGS_VAR(DGInt&, lat);
         ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:267:16: error: expected expression
ARGS_VAR(DGInt&, lat);
               ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:268:10: error: unexpected type name 'DGInt': expected expression
ARGS_VAR(DGInt&, lon);
         ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:268:16: error: expected expression
ARGS_VAR(DGInt&, lon);
               ^
/Users/rom/Desktop/XCode/Code/gpc_temp6.cpp:269:10: error: unexpected type name 'DGInt': expected expression
ARGS_VAR(DGInt&, alt);
         ^
fatal error: too many errors emitted, stopping now [-ferror-limit=]
20 errors generated.

Title: Re: Many failures, compiling for iPhone
Post by: Alex_R on 2016-Nov-10
I think the problem is in your gpc_temp6.cpp (inside code folder) You have to delete this file and perhaps others (_temp*.cpp)that you don't need and they are not code from your app.
Title: Re: Many failures, compiling for iPhone
Post by: msx on 2016-Nov-11
Hi Alex, I have tried what you indicate but it does not fix.

I am following the readme.txt of the XCode folder:

QuoteSetup for xCode:
================
Put your project files here, as if it was the .app directory before testing in XCode.
I strongly suggest putting all files in the "Media" directory, and then
LOADPSRITE "Media/..." in your program.
The XCode project will use the Media directory then.



Setup and Compile to xCode 6 and iOS8:
======================================

1. First at all you need to create your Developer cerficates:

   http://mobiforge.com/design-development/deploying-iphone-apps-real-devices
   
2. You need to create Provisioning Profile for each app in the iOS dev center.

Edits required In iPhone xCode Project (tvOS have own xCode Project):
=====================================================================

1. Open iphone xCode Project.

2. The left tree, click on iPhone-info.plist

- click on URL Types / URL idenfilier. This line should been your product url name.
 
  Example:
   Im have the game "com.spacefractal.spotrace registred on my Apple Dev Center.
   
  Then its should been:
    "Bundle identifier" = com.spacefractal.$(PRODUCT_NAME:rfc1034identifier)
   
- Change "Bundle Name" to something you want to show on the screen. For spotrace,
   this could been Spot Race.
   
2.  Click on iPhone target on the left panel (the first line in the tree), and then on the General tbal.

    - Check out the version and the build number. The version number should been the same, you have set in the iTunes Connect.
   - Use either Landscape Left/Landscape Right, or Portrait in both ways.
     Currectly glbasic does not auto rotate from landscape to portrait currectly.
   
3.  Click on "Build Settings" and checkout "Valid Architectures".

    - This entry must been "armv7" and "arm64". Both cpu is required today from iOS8.
   - You also need to do Code Signing, include Provisioning Profiles correctly. This is the most annoying part!!!!!!
   
4. You now need to add the Code files generated from glbasic. This require a few steps:

    - Open distribute\iPhone\XCode\PROGRAM\PROGRAM.xcodeproj
    - Add CPP/H Files to your project, which exists in the PROGRAM\code folder
   
5.   Where is my icons?   

    - You should replace all icons by your self in Images.xcassets/AppIcon.appiconset. Glbasic do create those for you, but not a good quality.
    - The icons with frames glbasic create in the "root" folders is NOT used at all. They are now wrong. Just left them as they are or delete them.
   
6.  for TVos, you are required to using KeyStore iCloud support. This is not required on iPhone target.
    Just enable iCloud and tick out "Key-value storage" under "Services". iCloud also might been enabled by default.
   If you have trouble with that and compile with it, just disable it
   (and then eventuelly enable it again to create the required plist file).
   
PLEASE NOTE:

For xCode 7.0, iOS 5.x is no longer supported. the Glbasic libs is compiled with 6.0 as minimum.

But too many failures happen.
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-11
I'm might need to update it. It's does look like you need to rename a entry in a file. I'm will point up when home and possible. It's some time ago I'm did that.
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-11
Its also look like im need to catchout to recompile my project with xcode 8.1, which can been the one of last version for now, until im have purchased a new Mac (my Mac can no longer updated and is now stuck on El Caption, its a early 2009 Mini Mac model). The lastest project was with xcode 6.1 im did, so some time ago. Im head there was no issues with xcode 7.x throught. But im will in this month take a look on the iOS to update to reflect the changes to the xcode 8.1 and eventuelly update the readme file.

Also the iOS project is still on glBasic 12 (which im update it to use glBasic 14 of course).

But what you can do is:
- First at all, if you use different projects, then make sure you also delete the temp folder before you compile.
- You need to open settings.ini as well and insert your TeamID and AppID in that file.
- Upload the gpc_temp6.cpp? Its look like the issues is all the same.
Title: Re: Many failures, compiling for iPhone
Post by: msx on 2016-Nov-11
I'll keep you informed. Thank you.


Enviado desde mi iPhone utilizando Tapatalk
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-11
Look like im still missing some glbasic source code, before im can update it to use xcode 8.1. Gernot can you send me the full source code to my email again? Im get a lots of error in glb-full with the ip-v6 changes with some member names not exists in the class NETadress. Rest seen to go fine.

Please note, when im have done the update (which might take some time, because im till missing some source code diff), then iOS8 would been required to been minimum. That means im will remote all those iOS6 rotation workaraound, which is no longer required.
Title: Re: Many failures, compiling for iPhone
Post by: msx on 2016-Nov-11
Then, can I do something or just wait?
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-11
im cant test anything before im got the full source code again so the net ip6 thing can been updated (yes its that long time ago, so its time to do that again). Please note, im cannt property support issues, that is with vmware. Im using a real mac (which is quite very old). Im would also update the jpg issue as well for iOS as well (that security issue that was with Android, which can been same for iOS).
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-12
so nothing im really can do, and im have wrote to Gernot, so im can get the changed lines in the NETadress class. Im thinks its all missing to get it working again.
Title: Re: Many failures, compiling for iPhone
Post by: msx on 2016-Nov-12
Let's hope Gernot answers you soon.
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-13
im got the files. but tired today and no time tomorrow, so this might take somewhere a week me thinks. Then im hopefully can port it succusful to iOS10 (and Apple TV). Im do might remove iOS6 orintation stuff as well, since its seen no longer required, since iOS8 is required now to submit (im havent checked about legancy apps, but Apple are begin to remove apps that no longer works on newer iOS).
Title: Re: Many failures, compiling for iPhone
Post by: msx on 2016-Nov-13
I appreciate your effort.
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-15
im got the missing files. So today im got the library compiled, but im have still not tested it on a device yet (which might been good or fail). But im do thinks its might take about a week before im will release it (property on Black Friday). On that date im also relaese the few things im did for Android.

Today im also doing some stuff for a Greedy Mouse DLC for Steam (which release later this week).
Title: Re: Many failures, compiling for iPhone
Post by: msx on 2016-Nov-15
Can I help you doing tests?


Enviado desde mi iPhone utilizando Tapatalk
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-15
im testing with my own apps throught. Im was just distrup with other thing today as well. Im do update it using newest glbasic source code and compile using that. You might need to wait until im release a new xcode package. Im do dont thinks its very much different this time (iOS 8 was the worst one to get sync, due 64bit requirement).
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-15
got the game to work again. There is few 64bit issues that needs to been fixed (old issues) that you did not got implemented (Gernot). Im will send that to you later.

There is few 64bit issues that require a refix (im will send those to you Gernot). They was all old to get thing working again.

Also libstdc++ compiler is depreacted by Apple. But lucky libc++ seens works fine (a least in the game project, not tested with glbasic source code lib its self).

Im do need to update the project a little bit before im can release it. You also might need to update plist file (which is printed to the output window, which require a bit edit).

Im also hope you have all cerficate etc done as well. They are required as well.

PS. Damn anoying C-obj. Im have currently NO idea how to set a variable from a another class, which is required to try fix a freeze bug when pause/resume (its currently crash out on a swap buffer call).... this is property the last major bug needs fixed.....
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-16
Im seen require some help on the multi tasking issue from HeadKaze (a person om know, without him, the iOS project would never been have been done) to fix that multi taskning issue when resume (no image is shown when resuming, but the app do no longer crash at all). For small apps, the app could howover just close it (which is why ALLOWESCAPE TRUE is still been valid on iOS, just not on Android).

Im do later this week release a BETA version of it, so the project etc can been setup and the app seens running as its should. Greedy Mouse does run fine, but not ready for App Store release (but fine under testing).

There was various old and few new issues that is fixed, im send those to you Gernot to been included.
Title: Re: Many failures, compiling for iPhone
Post by: bigsofty on 2016-Nov-16
As a guesstimate it sounds like the app is loosing it's GL context(or it's invalid). You would need to execute a little test openGL routine when unpause and write your results to disk or STDOut.

The GL commands to check the status of the rendering context are... "glGetError" & GL_INVALID_FRAMEBUFFER_OPERATION or "glCheckFramebufferStatus" & GL_FRAMEBUFFER_COMPLETE.

See... https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetError.xml

I don't have any apple setup for development to test this myself though.
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-16
I'm got some eagle view code from Jungool (a iOS game), so I'm can compare and checking what missing. I'm do see few thing is missing. Hope I'm can fix in this week.

Of course IPad Pro would been supported to as well update TVos as well.
Title: Re: Many failures, compiling for iPhone
Post by: Alex_R on 2016-Nov-17
Hi Spacefactral!

Have you tested your apps in a iPhone 7 Plus? I have one user with problems with my game and such device. It seems the touch coordinates are changed like a mirror.  :S


I have tested my game with an iPhone 6s and it works fine. Unfortunatley I haven't any iPhone Plus.  :( Anyway, the problem is very weird. How is possible that it works fine with iPhone 5, 6, 7 and iPad (old and new ones) and the touch system is changed in iPhone plus? It doesn't make any sense.
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-17
I'm want to see a video before I'm can do anything l. It's property a mouse scaling issue me thinks.

I'm believe the issue is same on iPhone 6+. But very hard with no such device to test with, so pretty hard to blind fix.

Im do believe those device mosue use mouse scaling 3, and not 1 or 2 as on other devices. The internal resolution on those + devices is also bigger than the screen (its downscaling a bit). Those device is a quite weird.

The issue eventuelly is lie in iphoneviewcontroller.m me thinks. you can try this:

on line 16, fScaleFactor = use_scale == 2.0f ? 2:1 should property have been just fScaleFactor = use_scale.

Also dont use SETORIENTATION at all for software device rotation. Let the system doing that its self. Currecttly use ONLY EITHER Landscape or Portrait mode works. Currectly surfaces cannot resize correctly when landscape is turned to portrait mode. (which im also will look into as well and is not a show stopper issue). The orientation was changed a lots in iOS8, so its act more like Android do. That means SETORIENTATION should not been used.
Title: Re: Many failures, compiling for iPhone
Post by: Alex_R on 2016-Nov-17
Many thanks Space. I'll try what you say. But I need an iPhone + to try. I hope to meet someone with it!  =D
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-19
Im got fixed a HIBERNATE issue, so its dont resume before you returns to the app again.

But im do still cannot get the FrameBuffer to work again, Its seen its create the framebuffer with correct resolution and not a 0.0 (which it did before), but still nothing is shown after a resume. But the app does no longer crash, and the touch controller also seens working, even with no Framebuffer is shown.

Also im do have removed various pre iOS8 stuff, which means iOS8 is now required with future updates (so no old xCode support). im do not have plans to remove iCade support yet at a all.
Title: Re: Many failures, compiling for iPhone
Post by: Kitty Hello on 2016-Nov-19
You can drop iCade. There's a GLBasic code thst uses key()
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-19
currectly no reason to do that. There was touch code events im used twice, one for ios7 and older, and one for ios8, which was required to move to the viewcontroller rather than the eagleview. That is removed, since we cant release Ios7 and older anymore, and hence no reason to keep that.

Orientation was also changed a lots in iOS8, which acted pretty much Android.
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Nov-22
still issues with FrameBuffer.

But howover today im got fixed Portrait mode, so its no longer start in landscape mode, if Device Orientation is set to Portrait and Upside Down (both orientations still does not work, so either landscape or portrait). Its was pretty much a simple one line fix after took some time and then got a idea (pretty much just a SETORIENTATION 0, if the resolution was started in portrait). Howover its do might start in upside down, but its will rotate back thought as its should.
Title: Re: Many failures, compiling for iPhone
Post by: msx on 2016-Dec-25
Are we still unable to compile on iOS?
Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2016-Dec-25
actuelly possible, yes, but im do cant get the annoying framebuffer to work after switching apps. Howover you might just let it force close down instead when pause is called.

Im got away with the issue recently and diddent have that much time. But im did update in the Android/iOS thread and its workable.
Title: Re: Many failures, compiling for iPhone
Post by: msx on 2017-Jan-07
Impossible, I do not know what I can do. Could someone please help me with this?


These are the errors now:

Code (glbasic) Select

Showing Recent Messages
  "__GLBASIC__::SHOWSCREEN()", referenced from:


      __GLBASIC__::__MainGameSub_() in gpc_temp0.o


  "__GLBASIC__::__DG_DEBUG", referenced from:


      ___GLB_Defaults in gpc_temp0.o


  "__GLBASIC__::__glb_AppName()", referenced from:


      ___GLB_Defaults in gpc_temp0.o


  "__GLBASIC__::__DG_FRAMERATE", referenced from:


      ___GLB_Defaults in gpc_temp0.o


  "__GLBASIC__::__DG_SCHOOLVER", referenced from:


      ___GLB_Defaults in gpc_temp0.o


  "__GLBASIC__::__DG_WANTMOUSE", referenced from:


      ___GLB_Defaults in gpc_temp0.o


  "__GLBASIC__::__DG_FULLSCREEN", referenced from:


      ___GLB_Defaults in gpc_temp0.o


  "__GLBASIC__::__DG_MULTISAMPLE", referenced from:


      ___GLB_Defaults in gpc_temp0.o


  "__GLBASIC__::DGStr::clear()", referenced from:


      __GLBASIC__::DGStr::~DGStr() in gpc_tempg.o


      __GLBASIC__::DGStr::~DGStr() in gpc_temp0.o


  "__GLBASIC__::DGStr::DGStr(__GLBASIC__::CGStr)", referenced from:


      __GLBASIC__::__BuildSerial() in gpc_tempg.o


      __GLBASIC__::__GetPrpjectVersionGLB() in gpc_tempg.o


      __GLBASIC__::__MainGameSub_() in gpc_temp0.o


  "__GLBASIC__::DGStr::DGStr(char const*)", referenced from:


      __GLBASIC__::__CompileTime() in gpc_tempg.o


      __GLBASIC__::DGStr::operator=(char const*) in gpc_temp0.o


  "__GLBASIC__::PRINT(__GLBASIC__::DGStr const&, float, float, int)", referenced from:


      __GLBASIC__::__MainGameSub_() in gpc_temp0.o


  "__GLBASIC__::__DG_RESX", referenced from:


      ___GLB_Defaults in gpc_temp0.o


  "__GLBASIC__::__DG_RESY", referenced from:


      ___GLB_Defaults in gpc_temp0.o


  "__GLBASIC__::operator+(__GLBASIC__::DGStr const&, __GLBASIC__::CGStr)", referenced from:


      __GLBASIC__::__CompileTime() in gpc_tempg.o


  "__GLBASIC__::operator+(__GLBASIC__::DGStr const&, __GLBASIC__::DGStr const&)", referenced from:


      __GLBASIC__::__CompileTime() in gpc_tempg.o


  "___EndProgram", referenced from:


      -[EAGLView drawView] in iphoneeaglview.o


  "___glb_set_cmd_line", referenced from:


      -[AppController application:handleOpenURL:] in iphoneappcontroller.o


      -[AppController application:didFinishLaunchingWithOptions:] in iphoneappcontroller.o


  "_glb_allow_escape", referenced from:


      -[AppController applicationDidEnterBackground:] in iphoneappcontroller.o


  "_glbasic_get_screen_size", referenced from:


      -[EAGLView createFramebuffer] in iphoneeaglview.o


  "_glbasic_notify_screen_change", referenced from:


      -[EAGLView createFramebuffer] in iphoneeaglview.o


  "_iPhoneMain", referenced from:


      -[EAGLView drawView] in iphoneeaglview.o


ld: symbol(s) not found for architecture x86_64


clang: error: linker command failed with exit code 1 (use -v to see invocation)





Title: Re: Many failures, compiling for iPhone
Post by: spacefractal on 2017-Jan-07
simulator does not work. you need compile it for real device.
Title: Re: Many failures, compiling for iPhone
Post by: msx on 2017-Jan-07
Ok. Could be that. I'll try.

Thanks


Enviado desde mi iPhone utilizando Tapatalk
Title: Re: Many failures, compiling for iPhone
Post by: msx on 2017-Jan-08
All perfect!  :nw:
Title: Re: [SOLVED] Many failures, compiling for iPhone
Post by: bigsofty on 2017-Jan-26
Does the app switching problem still exist?
Title: Re: [SOLVED] Many failures, compiling for iPhone
Post by: spacefractal on 2017-Jan-29
im was on vaccation. Its a issues im personally cannot fix it by my self and need help outside. The framebuffer does not recreate correctly after resume. Howover can do save your game possition on a PAUSE event and then quit the game. Next time the user is back, its there the user have been since....
Title: Re: [SOLVED] Many failures, compiling for iPhone
Post by: bigsofty on 2017-Jan-29
Ah, that's a pity, is this a relatively new bug? I seem to remember this was a problem a long time ago but it got fixed?
Title: Re: [SOLVED] Many failures, compiling for iPhone
Post by: spacefractal on 2017-Jan-30
I'm thinks it's was fixed, but iOS now simply remove the frame buffer when app is switched. It's something similar what it's happens on android.

It's pity, but I'm do need help on this one. But it's however still run on iOS10 with the update.