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add some more info Ld /Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/build/ResourcesTest.build/Debug/Objects-normal/arm64/Binary/ResourcesTest normal arm64 (in target 'ResourcesTest' from project 'BasicGuiProjectSetup') |
in the next step I tried after that which build the dmg file , but the icon in the install process is broken. this is the folder struct % pwd if I execute App, the app start running. |
Hey and thanks for reporting! I'll try to replicate what you have. Do I assume right you did all over the a terminal, e.g. iTerm? Could you also post your CMake and XCode version for me as reference? |
Hello Helmut,
thx for replying
yes, all cmds through apple terminal Version 2.14 (453)
% cmake --version
cmake version 3.26.3
CMake suite maintained and supported by Kitware (kitware.com/cmake).
% xcodebuild -version
Xcode 15.3
Build version 15E204a
% sw_vers
ProductName: macOS
ProductVersion: 14.3.1
BuildVersion: 23D60
… Am 08.04.2024 um 11:19 schrieb Martin Helmut Fieber ***@***.***>:
Hey and thanks for reporting! I'll try to replicate what you have. Do I assume right you did all over the a terminal, e.g. iTerm? Could you also post your CMake, XCode, and macOS version for me as reference?
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Thanks for adding the used versions! I was able to reproduce the issue and created a first PR where I try to solve the problem. One part is the defined architecture. I reworked this part for macOS to be defined more explicit. The current TL;DR is:
Long form: By having the cmake -GXcode -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -B build/xcode
cmake --build build/xcode The issue with this is I cannot run CPack yet!1 Still investigating, because it works with presets (read further). I also defined creating universal executables via presets. This gives a very convenient command I'll probably take into the quick start guide documentation.2 cmake --preset xcode-release
cmake --build --preset xcode-release The actual distribution can then be created without problems (at least for me) with the defined Xcode CPack preset: cpack --preset xcode-release Or, thanks to CMake workflows, all of this, after a fresh clone, works with one command: cmake --workflow --preset xcode-dist Let me know if you can run the preset commands, e.g. the workflow version of it (after removing the Footnotes |
Found out why CPack with the base command did not work, but with the Preset did: For Xcode to pick a Release configuration it is necessary to pass cmake -GXcode -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -B build/xcode
cmake --build build/xcode -- config Release Only then can CPack be run successfully, finding the right folder for the release distribution: cpack --config build/xcode/CPackConfig.cmake I also updated the PR: #25 I plan to merge the PR only after I tested some more scenarios in Windows and Linux as well, just to be sure how this option and the usage of presets can influence results on the other platforms. |
fine, thanks a lot for the expanations.
One remaining question: Is this a universal build for Mac, Does the dmg run on both platforms by the definition of the ARCH in the command line?
regards c~b
… Am 08.04.2024 um 22:17 schrieb Martin Helmut Fieber ***@***.***>:
Found out why CPack with the base command did not work, but with the Preset did: For Xcode to pick a Release configuration it is necessary to pass --config Release on build, like this:
cmake -GXcode -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -B build/xcode
cmake --build build/xcode -- config Release
Only then can CPack be run successfully, finding the right folder for the release distribution:
cpack --config build/xcode/CPackConfig.cmake
I also updated the PR: #25 <#25> I plan to merge the PR only after I tested some more scenarios in Windows and Linux as well, just to be sure how this option and the usage of presets can influence results on the other platforms.
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Hey, yes, as I wrote:
So either using this on the command line, or using the preset command where this is the default. Does everything run now for you? |
Hello
yes both solutions are working.
i will try this Universal build on the other machine in the next days.
Unfortunately i have to disable the test build otherwise i will get an compile error
I will check this in the next days in more detail.
Do you have a hint how to create a subfolder structure in the Resource folder , i.e. one for pics, one for fonts , one for texts etc?
Regards c~b
… Am 09.04.2024 um 05:54 schrieb Martin Helmut Fieber ***@***.***>:
Hey, yes, as I wrote:
for a universal executable the value x86_64;arm64 should be used ...
So either using this on the command line, or using the preset command where this is the default.
Does everything run now for you?
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Can you post some more details about this? E.g. the error output? Would love to see what the issue is with that :) Regarding subfolder: I think this should be possible via MACOSX_PACKAGE_LOCATION as used in the AppAsset.cmake file. Here you could probably define the set of source files you want to differentiate and set the target property on them. # Split different types of assets
set(FONT_ASSETS ${PROJECT_SOURCE_DIR}/src/assets/fonts/Manrope.ttf)
set(IMAGE_ASSETS
${PROJECT_SOURCE_DIR}/src/assets/images/img1.png
${PROJECT_SOURCE_DIR}/src/assets/images/img2.png)
# Platform specific static assets
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
# ...
elseif (CMAKE_SYSTEM_NAME STREQUAL "Darwin")
set(MACOSX_ICON_ASSET ${PROJECT_SOURCE_DIR}/src/assets/icons/icon.icns)
set(ALL_MACOSX_STATIC_ASSETS
${FONT_ASSETS}
${IMAGE_ASSETS}
${MACOSX_ICON_ASSET})
# Define subfolders here:
set_source_files_properties(${MACOSX_ICON_ASSET}
PROPERTIES MACOSX_PACKAGE_LOCATION ${CMAKE_INSTALL_DATADIR})
set_source_files_properties(${FONT_ASSETS}
PROPERTIES MACOSX_PACKAGE_LOCATION ${CMAKE_INSTALL_DATADIR}/fonts)
set_source_files_properties(${IMAGE_ASSETS}
PROPERTIES MACOSX_PACKAGE_LOCATION ${CMAKE_INSTALL_DATADIR}/images)
target_sources(${NAME} PUBLIC ${ALL_MACOSX_STATIC_ASSETS})
elseif (CMAKE_SYSTEM_NAME STREQUAL "Linux")
# ...
endif () Remark: I did not test this, but I think this is how it should work. |
thanks for your help and sorry for the delay. i was a little bit busy ;=)
the hint with the subfolder have the same result as my trials
i changed the AppAsset make file and got the following result
% tree
.
├── Frameworks
│ └── libSDL2-2.0.0.dylib
├── Info.plist
├── MacOS
│ └── App
├── PkgInfo
└── share
├── fonts
│ └── Manrope.ttf
├── icon.icns
└── images
├── img1.png
└── img2.png
as you see, there is a share folder. Even the icon.icns cannot be found be the app and is not shown.
Anyway, the second problem with your test files is the following
% git clone https://github.com/MartinHelmut/cpp-gui-template-sdl2.git
% cd cpp-gui-template-sdl2
% cmake -GXcode -DCMAKE_BUILD_TYPE=Release -B build/xcode
% cmake --build build/xcode --config Release
————
/Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/build/ResourcesTest.build/Release/Objects-normal/arm64/Binary/ResourcesTest normal arm64 (in target 'ResourcesTest' from project 'BasicGuiProjectSetup') cd /Users/conrad/Sources/cpp-gui-template-sdl2 /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -Xlinker -reproducible -target arm64-apple-macos10.15 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX14.4.sdk -O3 -L/Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/build/EagerLinkingTBDs/Release -L/Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/src/core/Tests/Release -F/Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/build/EagerLinkingTBDs/Release -F/Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/src/core/Tests/Release -filelist /Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/build/ResourcesTest.build/Release/Objects-normal/arm64/ResourcesTest.LinkFileList -Xlinker -rpath -Xlinker /Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/_deps/sdl2-build/Release -Wl,-search_paths_first -Wl,-headerpad_max_install_names /Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/build/TestRunner.build/Release/Objects-normal/arm64 x86_64/TestRunner.o /Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/src/core/Release/libCore.a /Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/_deps/spdlog-build/Release/libspdlog.a /Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/_deps/fmt-build/Release/libfmt.a /Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/vendor/imgui-setup/Release/libimgui.a /Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/_deps/sdl2-build/Release/libSDL2-2.0.0.dylib /Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/src/settings/Release/libSettings.a -Xlinker -no_adhoc_codesign -Xlinker -dependency_info -Xlinker /Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/build/ResourcesTest.build/Release/Objects-normal/arm64/ResourcesTest_dependency_info.dat -o /Users/conrad/Sources/cpp-gui-template-sdl2/build/xcode/build/ResourcesTest.build/Release/Objects-normal/arm64/Binary/ResourcesTest
clang: error: no such file or directory: 'x86_64/TestRunner.o'
… Am 10.04.2024 um 09:26 schrieb Martin Helmut Fieber ***@***.***>:
Unfortunately i have to disable the test build otherwise i will get an compile error
Can you post some more details about this? E.g. the error output? Would love to see what the issue is with that :)
Regarding subfolder: I think this should be possible via MACOSX_PACKAGE_LOCATION <https://cmake.org/cmake/help/latest/prop_sf/MACOSX_PACKAGE_LOCATION.html> as used in the AppAsset.cmake file <https://github.com/MartinHelmut/cpp-gui-template-sdl2/blob/main/src/app/cmake/AppAssets.cmake#L16>. Here you could probably define the set of source files you want to differentiate and set the target property on them.
# Split different types of assets
set(FONT_ASSETS ${PROJECT_SOURCE_DIR}/src/assets/fonts/Manrope.ttf)
set(IMAGE_ASSETS
${PROJECT_SOURCE_DIR}/src/assets/images/img1.png
${PROJECT_SOURCE_DIR}/src/assets/images/img2.png)
# Platform specific static assets
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
# ...
elseif (CMAKE_SYSTEM_NAME STREQUAL "Darwin")
set(MACOSX_ICON_ASSET ${PROJECT_SOURCE_DIR}/src/assets/icons/icon.icns)
set(ALL_MACOSX_STATIC_ASSETS
${FONT_ASSETS}
${IMAGE_ASSETS}
${MACOSX_ICON_ASSET})
# Define subfolders here:
set_source_files_properties(${MACOSX_ICON_ASSET}
PROPERTIES MACOSX_PACKAGE_LOCATION ${CMAKE_INSTALL_DATADIR})
set_source_files_properties(${FONT_ASSETS}
PROPERTIES MACOSX_PACKAGE_LOCATION ${CMAKE_INSTALL_DATADIR}/fonts)
set_source_files_properties(${IMAGE_ASSETS}
PROPERTIES MACOSX_PACKAGE_LOCATION ${CMAKE_INSTALL_DATADIR}/images)
target_sources(${NAME} PUBLIC ${ALL_MACOSX_STATIC_ASSETS})
elseif (CMAKE_SYSTEM_NAME STREQUAL "Linux")
# ...
endif ()
Remark: I did not test this, but I think this is how it should work.
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Hey 👋🏻 Issue 1 - Build issueLet's start with this one. The build error I can reproduce, reason is, as described in the docs, when not using CMake Presets the target architecture needs to be set explicitly via cmake -GXcode -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -B build/xcode
cmake --build build/xcode --config Release Issue 2 - Bundle structureI actually cannot reproduce your folder structure when running CPack. One thing that is very strange to me:
A share folder should only be created at Windows or Linux, not macOS, where it should be a cmake -GXcode -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -B build/xcode
cmake --build build/xcode --config Release
cpack --config build/xcode/CPackConfig.cmake This should help me figuring out what is going on on your end. |
Hello MArtin,
thanks .
Issue 1: works with the mentioned option
Issue 2:
i add the output as attachment
i guess, this is the problem
set_source_files_properties(/Users/conrad/Sources/cpp-gui-template-sdl2_/src/assets/images/img1.png;/Users/conrad/Sources/cpp-gui-template-sdl2_/src/assets/images/img2.png PROPERTIES MACOSX_PACKAGE_LOCATION share/images )
PACKAGE_LOCATION is wrong. What do you think
regards c~b

… Am 14.04.2024 um 20:33 schrieb Martin Helmut Fieber ***@***.***>:
Hey 👋🏻
Issue 1 - Build issue
Let's start with this one. The build error I can reproduce, reason is, as described in the docs <https://github.com/MartinHelmut/cpp-gui-template-sdl2/blob/main/docs/QuickStart.md#build>, when not using CMake Presets <https://github.com/MartinHelmut/cpp-gui-template-sdl2/blob/main/docs/CMakePresets.md> the target architecture needs to be set explicitly via CMAKE_OSX_ARCHITECTURES on macOS, e.g. for universal builds to x86_64;arm64:
cmake -GXcode -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -B build/xcode
cmake --build build/xcode --config Release
Issue 2 - Bundle structure
I actually cannot reproduce your folder structure when running CPack. One thing that is very strange to me:
as you see, there is a share folder
A share folder should only be created at Windows or Linux, not macOS, where it should be a Resources folder. So this is really confusing to me, as if the environment is wrongly detected by CMake 🤔 Could you give me the full log for all three commands (ref <https://github.com/MartinHelmut/cpp-gui-template-sdl2/blob/main/docs/Packaging.md#macos-1>) to create a bundle?
cmake -GXcode -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -B build/xcode
cmake --build build/xcode --config Release
cpack --config build/xcode/CPackConfig.cmake
This should help me figuring out what is going on on your end.
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Ahh yes I see, the package location needs to specify the installation data directory by using set_source_files_properties("<files ...>"
PROPERTIES MACOSX_PACKAGE_LOCATION ${CMAKE_INSTALL_DATADIR}/images) So instead of using |
hmm,
this doesn’t work on my side.
what work for me is to reconfigure
CMAKE_INSTALL_DATADIR since this contains share.
But if you set it before the call of set_source_files_properties something like
set (CMAKE_INSTALL_DATADIR "Resources")
it works well. What do you think…
… Am 14.04.2024 um 22:31 schrieb Martin Helmut Fieber ***@***.***>:
Ahh yes I see, the package location needs to specify the installation data directory by using CMAKE_INSTALL_DATADIR:
set_source_files_properties("<files ...>"
PROPERTIES MACOSX_PACKAGE_LOCATION ${CMAKE_INSTALL_DATADIR}/images)
So instead of using share/images it would be ${CMAKE_INSTALL_DATADIR}/images to create a Resources/images folder in the app bundle.
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Alright, I had to understand what is going on 😅 But, I think I figured it out now. I'll start with a short version. TL;DRNo need to set_target_properties(${NAME} PROPERTIES
XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY ""
MACOSX_BUNDLE_BUNDLE_VERSION "${BUILD_VERSION}"
MACOSX_BUNDLE_SHORT_VERSION_STRING "${PROJECT_VERSION}"
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/Manifests/Info.plist"
MACOSX_BUNDLE_GUI_IDENTIFIER "${PROJECT_COMPANY_NAMESPACE}.${CMAKE_PROJECT_NAME}"
MACOSX_BUNDLE_COPYRIGHT "(c) ${CURR_YEAR} ${PROJECT_COMPANY_NAME}"
INSTALL_RPATH @executable_path/../Frameworks
- RESOURCE "${MACOSX_STATIC_ASSETS}")
+ ) Second, do not use set_source_files_properties("<files ...>"
PROPERTIES MACOSX_PACKAGE_LOCATION "Resources/images") Long explanationI was able to reproduce the same behaviour, getting a set_target_properties(${NAME} PROPERTIES
XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY ""
MACOSX_BUNDLE_BUNDLE_VERSION "${BUILD_VERSION}"
MACOSX_BUNDLE_SHORT_VERSION_STRING "${PROJECT_VERSION}"
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/Manifests/Info.plist"
MACOSX_BUNDLE_GUI_IDENTIFIER "${PROJECT_COMPANY_NAMESPACE}.${CMAKE_PROJECT_NAME}"
MACOSX_BUNDLE_COPYRIGHT "(c) ${CURR_YEAR} ${PROJECT_COMPANY_NAME}"
INSTALL_RPATH @executable_path/../Frameworks
- RESOURCE "${MACOSX_STATIC_ASSETS}")
+ ) Removing this property yielded the set_source_files_properties("<files ...>"
PROPERTIES MACOSX_PACKAGE_LOCATION ${CMAKE_INSTALL_DATADIR}/images) Looking at the documentation for GNUInstallDirs, this should have not surprised me. As The problem then is, it is either the Picking up the earlier example this could look like this: # Split different types of assets
set(FONT_ASSETS ${PROJECT_SOURCE_DIR}/src/assets/fonts/Manrope.ttf)
set(IMAGE_ASSETS
${PROJECT_SOURCE_DIR}/src/assets/images/img1.png
${PROJECT_SOURCE_DIR}/src/assets/images/img2.png)
# Platform specific static assets
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
# ...
elseif (CMAKE_SYSTEM_NAME STREQUAL "Darwin")
set(MACOSX_ICON_ASSET ${PROJECT_SOURCE_DIR}/src/assets/icons/icon.icns)
set(ALL_MACOSX_STATIC_ASSETS
${FONT_ASSETS}
${IMAGE_ASSETS}
${MACOSX_ICON_ASSET})
# Define subfolders here:
set_source_files_properties(${MACOSX_ICON_ASSET}
PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
set_source_files_properties(${FONT_ASSETS}
PROPERTIES MACOSX_PACKAGE_LOCATION "Resources/fonts")
set_source_files_properties(${IMAGE_ASSETS}
PROPERTIES MACOSX_PACKAGE_LOCATION "Resources/images")
target_sources(${NAME} PUBLIC ${ALL_MACOSX_STATIC_ASSETS})
elseif (CMAKE_SYSTEM_NAME STREQUAL "Linux")
# ...
endif () Small note, if changing the folder for the font this also needs to be adjusted in - const std::string font_path{Resources::font_path("Manrope.ttf").generic_string()};
+ const std::string font_path{Resources::font_path("fonts/Manrope.ttf").generic_string()}; |
Hello ,
yes, i see the trick.
cmake is really a tough guy.
Thanks for all your Effort!
sizu c~b
… Am 15.04.2024 um 22:16 schrieb Martin Helmut Fieber ***@***.***>:
|
It is indeed 😅 But also fun to tackle! Glad I was able to help. In that case I would close this issue now as resolved ✌🏻 Don't hesitate to reach out again, I can also always reopen this issue if there comes up anything else. |
Hello
yes, fine with closing.
One question came to my mind. Have you ever tried to do this with iOS?
Redards c~b
… Am 21.04.2024 um 11:30 schrieb Martin Helmut Fieber ***@***.***>:
cmake is really a tough guy
It is indeed 😅 But also fun to tackle! Glad I was able to help. In that case I would close this issue now as resolved ✌🏻 Don't hesitate to reach out again, I can also always reopen this issue if there comes up anything else.
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Yes indeed 😅 I'm literally currently (last week's) working on getting the template ready for mobile devices in general. I started with SDL3 version and am testing it currently. After that I will port it to this and other templates too. |
👍
let me know if you have published your code…
… Am 21.04.2024 um 15:20 schrieb Martin Helmut Fieber ***@***.***>:
Have you ever tried to do this with iOS?
Yes indeed 😅 I'm literally currently (last week's) working on getting the template ready for mobile devices in general. I started with SDL3 version <https://github.com/MartinHelmut/cpp-gui-template-sdl3> and am testing it currently. After that I will port it to this and other templates too.
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Hello
first I want to say a big thank you for your article and all those explanations.
I tried to compile your code as described in the QuickStart doc.
#cmake -GXcode -DCMAKE_BUILD_TYPE=Release -B build/Xcode
and
cmake --build build/xcode
and got the following error
clang: error: no such file or directory: 'x86_64/TestRunner.o'
which is correct ;=)
where can I specify the correct platform? And why is the platform wrong estimated?
thanks for your help
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