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answerbug
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12/27/10 11:04 PM (15 years ago)

There is no SDK with the name or path 'iphoneos4.1?

Please help me. I only have 1 problem with compiling. That's what it says. What does that mean and how can it be fixed?
 
Gasguzziler
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12/28/10 01:16 AM (15 years ago)
they have a how to on the home screen for that one http://www.buzztouch.com/pages/youtube.php?ytid=3tVkPFfJQY4
 
answerbug
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12/28/10 12:25 PM (15 years ago)
My version of XCode does not have the iPhone Device 4.2 (current...) option. Please help.
 
David @ buzztouch
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12/28/10 12:31 PM (15 years ago)
Then you must not have the latest iPhone iOS SDK installed. Go the Apple Devleoper portal and download the iOS SDK so you are sure you have the latest release.
 
answerbug
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12/28/10 02:04 PM (15 years ago)
If I go to the apple website I have to download XCode again too. There has to be another way...
 
David @ buzztouch
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12/28/10 06:23 PM (15 years ago)
It's not that you have to download Xcode again, it's just that seemed like the best way. If you already have Xcode installed, you may not necessarily have the iOS sdk installed. If you do have the iOS SDK installed, you don't have to use the latest SDK (4.2) to compile your app. However, since you mentioned that you had an older version, this seemed best. If you have an older version of Xcode, feel free to compile against the older SDK (3.0, 3.2, etc). Up to you. I would download the latest Xcode, why bother with the older stuff?
 
answerbug
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12/28/10 08:38 PM (15 years ago)
Thank you. I am keeping the old for now and doing 3.2. it now says this: CodeSign error: code signing is required for product type 'Application' in SDK 'Device - iPhone OS 3.2'
 
David @ buzztouch
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12/28/10 09:28 PM (15 years ago)
Cool, 3.2 should be fine. For the code-sign, the idea is that you don't want to code sign apps when you are debugging and running in the simulator. You only need to code-sign apps if you want to install them on your phone or upload them to iTunes. So, to change this, select the project, then open up the properties. Use the Build tab and set the code-signing to Do not code sign for the debug configuration. The configuration choices are in the top left. You can set code-sign and other options for Release, Debug, etc.
 
answerbug
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12/28/10 09:56 PM (15 years ago)
Thanks but I want to upload it to iTunes and use it on my iTouch. So please tell me how to do it so I can use it with my iTouch/iTunes.
 
David @ buzztouch
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12/28/10 10:32 PM (15 years ago)
Did you already create an Apple Developer Account? If not, you'll need to do that first before Apple will let you install anything on your phone / touch or upload to iTunes. See the Apple Developer site (Google iOS Dev or something). There are tons and tons of instructions on the Apple Site about how to set the code-signing identity to a matching Provisioning Profile that you get from Apple. Again, see their docs, they are very detailed. There are also lots of posts on this forum about this. Search the forums for 'Code sign' If you don't want to sign-up with Apple (it was $99 last I checked), you could also explore some alternative Jailbroken markets like Cydia.
 
us_david
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12/29/10 01:28 PM (15 years ago)
I made a simple sample app and tried to compile it for Target 3.1 Simulator. However, I am getting the following errors: In file included from /Users/dc/Downloads/buzztouch_v14_iPhone_B4185D698DCD7193/source/fbconnect-iphone/src/FBRequest.m error: cannot find protocol declaration for 'NSXMLParserDelegate' And there some other similar errors: error: 'MPMoviePlayerViewController' undeclared (first use in this function) What is the minimum iPhone SDK version required by BuzzTouch? David
 
David @ buzztouch
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12/29/10 01:33 PM (15 years ago)
Hi David... headed to the City tonight for fun - neat to see the San Fran. reference ;-) So... your app should compile for 3.1 without any trouble. These types of errors are usually easy to track and fix. It may be best to kinda work backwards. If you have the latest SDK installed (4.2), select the latest SDK in Build Settings > Base SDK. Be sure to do this two times... once with the project selected and once with the Target selected (expand the Targets icon and select your app name). This does get confusing but makes sense eventually. Sooo. Debug configuration > Base SDK > iOS 4.2 Let me know if this works and we'll figure out the next thing...
 
David @ buzztouch
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12/29/10 01:35 PM (15 years ago)
Also... in build settings, the iOS Deployment target (scroll down) can be set to iOS 3.0 so older devices work. It's a matter of getting Xcode to compile with the proper SDK. newer SDK and older deployment target is a common approach because each time you download the latest SDK the older-one is really really hard to compile against. Like on my machine for example... there is no more choice for 3.0, 3.1, 3.2 because I've installed the 4.2 SDK. Sigh.... Apple makes this part painful!
 
Annonymous
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12/29/10 03:04 PM (15 years ago)
I made a simple sample app and tried to compile it for Target 3.1 Simulator. However, I am getting the following errors: In file included from /Users/dc/Downloads/buzztouch_v14_iPhone_B4185D698DCD7193/source/fbconnect-iphone/src/FBRequest.m error: cannot find protocol declaration for 'NSXMLParserDelegate' And there some other similar errors: error: 'MPMoviePlayerViewController' undeclared (first use in this function) What is the minimum iPhone SDK version required by BuzzTouch? David
 
us_david
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12/29/10 03:34 PM (15 years ago)
I am running Xcode 3.1.4 with iPhone SDK: 3.1. My Mac is running 10.5.8. So I cannot run 4.2 version of SDK unless I upgrade to 10.6.x, which I am planning to do in the future. I am assuming the code generated by buzztouch will be able to compile on 3.1 SDK... I have tried 3.0, 3.1, except 3.2, which requires mac os 10.6.
 
David @ buzztouch
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12/29/10 07:57 PM (15 years ago)
Ah, makes sense on an older machine. This could get tricky but it is doable. I know this because most of the code associated with these messages is older thn 3.1 and compiled fine a year or so ago. So... where to start. It may be easier to remove some code (or comment it out), depending on which features you are trying to use. In other words, what types of buzztouch screens you have added to your app. After looking at our backend database, it looks like you're not using any streaming video or share on facebook features. This makes me think it'll be easiest to just remove some code associated with these features since you are not using them and since they are causing the errors. If this is an approach you want to take, it means you'll be able to easily get the compile errors to go away but also means that if you re-download the project from buzztouch you'll need to do this each time. 1) Movie player error messages. For the MPMoviePlayerViewController errors, see AppDelegate.m in the /config folder. Your's will be named ydmobAppDelegate.m (or something like that, depends on your apps exact name). Do a search for MoviePlayer and you'll see several instances of the MoviePlayerViewController code. Remove everything in between the playVideo curly braces. This method starts on line 1077 the ends on line 1013. The playVideo method should look like this after removing all the unused code -(void)playVideo{ } Nothing in between the curly braces. That should clear up the Movie player related errors. Go ahead and do a Clean All Targets then rebuild the app to make sure these errors have gone away. 2) Facebook error messages. Lets just toss all the references to any Facebook code since you are not using it. Delete the Screen_ShareFacebook folder and everyting in it. Open the miscObjects folder and delete the FBConnect folder, and the MOFBHelper folder. Next, we need to search the AppDelegate.m file for any occurances of facebook and remove any code associated with the older, now removed facebook source. This should only be in the AppDelegate.m file (the same file you removed the movie player stuff from). Line 33, remove the line that reads #import FacebookViewController.h Line 935, remove everything in between the shareFacebook method curly braces. Just leave an empty method for shareFacebook like this... -(void)shareFacebook{ } Clean All Targets then rebuild again. Errors should be gone ;-) When you upgrade your machine, or feel a bit more brave, I can help you get these features workign on your rig but it will take some tinkering.
 
David @ buzztouch
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12/29/10 08:07 PM (15 years ago)
Forgot... You'll also need to clear the Header Search Paths in the build settings for the Project and the Target so it doesn't look for the Facebook code you removed. Highlight Project > Info > Build Tab... scroll down to Header Search Paths, clear this for All Configurations Targets > Highlight your target name > same as previous step
 
answerbug
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12/30/10 12:58 PM (15 years ago)
I have an account but isn't this site suppose to do it all for me?
 
David @ buzztouch
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12/30/10 01:09 PM (15 years ago)
Do what for you? This site helps you create mobile apps. What are you asking?
 
Annonymous
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01/15/11 11:04 AM (15 years ago)
I am running Xcode 3.1.4 with iPhone SDK: 3.1. My Mac is running 10.5.8. So I cannot run 4.2 version of SDK unless I upgrade to 10.6.x, which I am planning to do in the future. I am assuming the code generated by buzztouch will be able to compile on 3.1 SDK... I have tried 3.0, 3.1, except 3.2, which requires mac os 10.6.
 
us_david
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01/15/11 12:28 PM (15 years ago)
Thanks for your reply! I followed your suggestions. However, I am getting more errors: mostly are about facebook related, such as: error: FBConnect/FBConnect.h: No such file or directory it turns out the facebook related headers are included in many other file (not just AppDeligate.m What do you suggest now?
 
David @ buzztouch
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01/16/11 09:59 AM (15 years ago)
No Such File or Directory - this is confusing a) What version of the iOS SDK are you using b) Do you see the FBConnect directory and files in the Xcode project. Look in all the directories, should be in the Objects folder.
 
us_david
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01/16/11 05:11 PM (15 years ago)
iOS SDK v3.1 on MacBook 10.5.8. The FBConnect.h is in the project dir (for me: ydmob). Not FBConnect. So the path is wrong... There is no FBConnect subdir.
 
David @ buzztouch
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01/18/11 10:57 AM (15 years ago)
This is a bit tougher than I expected. The FBConnect source is a package provided by Facebook. It works great. However, it sounds like your project is having a difficult time finding it. Because you are seeing a FacebookConnect.h: No file or directory found I'm thinking the Header Search Paths in the build settings are not correct. Have a look at the Header Search Path in the Build Settings (for the Project and for the Target). You may need to tell the project where the FBConnect files are by entering a value like: source/fbconnect-iphone/src or something like that. Depends on your machine's directory structure. This is not something that caused issues before but I don't think I've helped anyone running the older 10.5 OS. Hoping we can get this to work without you having to go get a different machine ;-) It's really not suppossed to be this difficult - lol.
 

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