Simple demo compile of native code on iPhone failed with errors.
splashy
Member Posts: 7
Hi,
I used the simple thumbstick example posted by CodeMonkey (thanks for that BTW it's excellent) recently to test my Game Salad to iPhone workflow before I embark on any further GS development. The idea was to create a simple project, test it in the viewer app, then compile it to native iphone app via the GS publish feature, then test it as a native app on my iphone.
The publish to iphone went fine so I decided to take it to the next stage and publish to iphone natively so I submitted it to the GS server via the publish process and received a native download of my app a few minutes later (great feature BTW).
I then tried to compile the app to my device and this is where things stated to go wrong, I'm pretty sure it's just a case of missing frameworks or similar but either way when I ry to compile my now native iphone app I get the following errors.
BTW I have only included the top half of the errors as there were quite a few. Hopefully somebody can help.
thanks in advance
Undefined symbols:
"___save_vfp_d8_d15_regs", referenced from:
circleDef_new(lua_State*) in libGameSalad.a(physics.o)
world_new(lua_State*) in libGameSalad.a(physics.o)
polygonDef_new(lua_State*) in libGameSalad.a(physics.o)
b2World::SolveTOI(b2TimeStep const&) in libGameSalad.a(b2World.o)
b2World::Solve(b2TimeStep const&) in libGameSalad.a(b2World.o)
b2World::CreateBody(b2BodyDef const*) in libGameSalad.a(b2World.o)
b2World::~b2World()in libGameSalad.a(b2World.o)
b2World::b2World(b2AABB const&, b2Vec2 const&, bool)in libGameSalad.a(b2World.o)
b2Body::CreateShape(b2ShapeDef const*) in libGameSalad.a(b2Body.o)
b2CircleContact::b2CircleContact(b2Shape*, b2Shape*)in libGameSalad.a(b2CircleContact.o)
b2CircleContact::Create(b2Shape*, b2Shape*, b2BlockAllocator*)in libGameSalad.a(b2CircleContact.o)
b2PolyAndCircleContact::b2PolyAndCircleContact(b2Shape*, b2Shape*)in libGameSalad.a(b2PolyAndCircleContact.o)
b2PolyAndCircleContact::Create(b2Shape*, b2Shape*, b2BlockAllocator*)in libGameSalad.a(b2PolyAndCircleContact.o)
b2PolygonContact::b2PolygonContact(b2Shape*, b2Shape*)in libGameSalad.a(b2PolyContact.o)
b2PolygonContact::Create(b2Shape*, b2Shape*, b2BlockAllocator*)in libGameSalad.a(b2PolyContact.o)
b2EdgeAndCircleContact::b2EdgeAndCircleContact(b2Shape*, b2Shape*)in libGameSalad.a(b2EdgeAndCircleContact.o)
b2EdgeAndCircleContact::Create(b2Shape*, b2Shape*, b2BlockAllocator*)in libGameSalad.a(b2EdgeAndCircleContact.o)
b2PolyAndEdgeContact::b2PolyAndEdgeContact(b2Shape*, b2Shape*)in libGameSalad.a(b2PolyAndEdgeContact.o)
b2PolyAndEdgeContact::Create(b2Shape*, b2Shape*, b2BlockAllocator*)in libGameSalad.a(b2PolyAndEdgeContact.o)
gsShapeUserData::gsShapeUserData(gsShapeUserData*)in libGameSalad.a(Box2D_extensions.o)
gsContactListener::~gsContactListener()in libGameSalad.a(Box2D_extensions.o)
gsContactListener::~gsContactListener()in libGameSalad.a(Box2D_extensions.o)
b2Shape::Create(b2ShapeDef const*, b2BlockAllocator*) in libGameSalad.a(b2Shape.o)
b2Island::SolveTOI(b2TimeStep&) in libGameSalad.a(b2Island.o)
b2Island::Solve(b2TimeStep const&, b2Vec2 const&, bool)in libGameSalad.a(b2Island.o)
b2PolygonShape::b2PolygonShape(b2ShapeDef const*)in libGameSalad.a(b2PolygonShape.o)
b2EdgeShape::b2EdgeShape(b2Vec2 const&, b2Vec2 const&, b2ShapeDef const*)in libGameSalad.a(b2EdgeShape.o)
b2CircleShape::b2CircleShape(b2ShapeDef const*)in libGameSalad.a(b2CircleShape.o)
+[GSMusicManager sharedMusicManager] in libGameSalad.a(GSMusicManager.o)
"___switch8", referenced from:
_lua_topointer in libGameSalad.a(lapi.o)
_lua_gc in libGameSalad.a(lapi.o)
_lua_objlen in libGameSalad.a(lapi.o)
_luaO_rawequalObj in libGameSalad.a(lobject.o)
_getobjname in libGameSalad.a(ldebug.o)
_luaD_seterrorobj in libGameSalad.a(ldo.o)
_reallymarkobject in libGameSalad.a(lgc.o)
_sweeplist in libGameSalad.a(lgc.o)
_luaV_equalval in libGameSalad.a(lvm.o)
_Arith in libGameSalad.a(lvm.o)
_mainposition in libGameSalad.a(ltable.o)
_luaB_tostring in libGameSalad.a(lbaselib.o)
_LoadFunction in libGameSalad.a(lundump.o)
_luaK_dischargevars in libGameSalad.a(lcode.o)
_discharge2reg in libGameSalad.a(lcode.o)
_luaK_exp2RK in libGameSalad.a(lcode.o)
_codearith in libGameSalad.a(lcode.o)
_luaK_storevar in libGameSalad.a(lcode.o)
_luaK_prefix in libGameSalad.a(lcode.o)
_luaK_goiftrue in libGameSalad.a(lcode.o)
_luaK_infix in libGameSalad.a(lcode.o)
_luaK_infix in libGameSalad.a(lcode.o)
_match_class in libGameSalad.a(lstrlib.o)
_match in libGameSalad.a(lstrlib.o)
_str_gsub in libGameSalad.a(lstrlib.o)
_getValueForPort in libGameSalad.a(scenegraph.o)
_SGArithmeticNodeCompute in libGameSalad.a(SGArithmeticNode.o)
_SGPortGetStringValue in libGameSalad.a(SGPort.o)
_vorbis_book_decodev_add in libGameSalad.a(codebook.o)
_floor1_look in libGameSalad.a(floor1.o)
_floor1_encode in libGameSalad.a(floor1.o)
b2Joint::Destroy(b2Joint*, b2BlockAllocator*)in libGameSalad.a(b2Joint.o)
_Gslibs_Init in libGameSalad.a(gsLibs_wrap.o)
"___switch16", referenced from:
_symbexec in libGameSalad.a(ldebug.o)
_propagatemark in libGameSalad.a(lgc.o)
_singlestep in libGameSalad.a(lgc.o)
_luaV_execute in libGameSalad.a(lvm.o)
_chunk in libGameSalad.a(lparser.o)
_match in libGameSalad.a(lstrlib.o)
_str_format in libGameSalad.a(lstrlib.o)
_Tokenizer_next in libGameSalad.a(LuaXML_lib.o)
"___restore_vfp_d8_d15_regs", referenced from:
I used the simple thumbstick example posted by CodeMonkey (thanks for that BTW it's excellent) recently to test my Game Salad to iPhone workflow before I embark on any further GS development. The idea was to create a simple project, test it in the viewer app, then compile it to native iphone app via the GS publish feature, then test it as a native app on my iphone.
The publish to iphone went fine so I decided to take it to the next stage and publish to iphone natively so I submitted it to the GS server via the publish process and received a native download of my app a few minutes later (great feature BTW).
I then tried to compile the app to my device and this is where things stated to go wrong, I'm pretty sure it's just a case of missing frameworks or similar but either way when I ry to compile my now native iphone app I get the following errors.
BTW I have only included the top half of the errors as there were quite a few. Hopefully somebody can help.
thanks in advance
Undefined symbols:
"___save_vfp_d8_d15_regs", referenced from:
circleDef_new(lua_State*) in libGameSalad.a(physics.o)
world_new(lua_State*) in libGameSalad.a(physics.o)
polygonDef_new(lua_State*) in libGameSalad.a(physics.o)
b2World::SolveTOI(b2TimeStep const&) in libGameSalad.a(b2World.o)
b2World::Solve(b2TimeStep const&) in libGameSalad.a(b2World.o)
b2World::CreateBody(b2BodyDef const*) in libGameSalad.a(b2World.o)
b2World::~b2World()in libGameSalad.a(b2World.o)
b2World::b2World(b2AABB const&, b2Vec2 const&, bool)in libGameSalad.a(b2World.o)
b2Body::CreateShape(b2ShapeDef const*) in libGameSalad.a(b2Body.o)
b2CircleContact::b2CircleContact(b2Shape*, b2Shape*)in libGameSalad.a(b2CircleContact.o)
b2CircleContact::Create(b2Shape*, b2Shape*, b2BlockAllocator*)in libGameSalad.a(b2CircleContact.o)
b2PolyAndCircleContact::b2PolyAndCircleContact(b2Shape*, b2Shape*)in libGameSalad.a(b2PolyAndCircleContact.o)
b2PolyAndCircleContact::Create(b2Shape*, b2Shape*, b2BlockAllocator*)in libGameSalad.a(b2PolyAndCircleContact.o)
b2PolygonContact::b2PolygonContact(b2Shape*, b2Shape*)in libGameSalad.a(b2PolyContact.o)
b2PolygonContact::Create(b2Shape*, b2Shape*, b2BlockAllocator*)in libGameSalad.a(b2PolyContact.o)
b2EdgeAndCircleContact::b2EdgeAndCircleContact(b2Shape*, b2Shape*)in libGameSalad.a(b2EdgeAndCircleContact.o)
b2EdgeAndCircleContact::Create(b2Shape*, b2Shape*, b2BlockAllocator*)in libGameSalad.a(b2EdgeAndCircleContact.o)
b2PolyAndEdgeContact::b2PolyAndEdgeContact(b2Shape*, b2Shape*)in libGameSalad.a(b2PolyAndEdgeContact.o)
b2PolyAndEdgeContact::Create(b2Shape*, b2Shape*, b2BlockAllocator*)in libGameSalad.a(b2PolyAndEdgeContact.o)
gsShapeUserData::gsShapeUserData(gsShapeUserData*)in libGameSalad.a(Box2D_extensions.o)
gsContactListener::~gsContactListener()in libGameSalad.a(Box2D_extensions.o)
gsContactListener::~gsContactListener()in libGameSalad.a(Box2D_extensions.o)
b2Shape::Create(b2ShapeDef const*, b2BlockAllocator*) in libGameSalad.a(b2Shape.o)
b2Island::SolveTOI(b2TimeStep&) in libGameSalad.a(b2Island.o)
b2Island::Solve(b2TimeStep const&, b2Vec2 const&, bool)in libGameSalad.a(b2Island.o)
b2PolygonShape::b2PolygonShape(b2ShapeDef const*)in libGameSalad.a(b2PolygonShape.o)
b2EdgeShape::b2EdgeShape(b2Vec2 const&, b2Vec2 const&, b2ShapeDef const*)in libGameSalad.a(b2EdgeShape.o)
b2CircleShape::b2CircleShape(b2ShapeDef const*)in libGameSalad.a(b2CircleShape.o)
+[GSMusicManager sharedMusicManager] in libGameSalad.a(GSMusicManager.o)
"___switch8", referenced from:
_lua_topointer in libGameSalad.a(lapi.o)
_lua_gc in libGameSalad.a(lapi.o)
_lua_objlen in libGameSalad.a(lapi.o)
_luaO_rawequalObj in libGameSalad.a(lobject.o)
_getobjname in libGameSalad.a(ldebug.o)
_luaD_seterrorobj in libGameSalad.a(ldo.o)
_reallymarkobject in libGameSalad.a(lgc.o)
_sweeplist in libGameSalad.a(lgc.o)
_luaV_equalval in libGameSalad.a(lvm.o)
_Arith in libGameSalad.a(lvm.o)
_mainposition in libGameSalad.a(ltable.o)
_luaB_tostring in libGameSalad.a(lbaselib.o)
_LoadFunction in libGameSalad.a(lundump.o)
_luaK_dischargevars in libGameSalad.a(lcode.o)
_discharge2reg in libGameSalad.a(lcode.o)
_luaK_exp2RK in libGameSalad.a(lcode.o)
_codearith in libGameSalad.a(lcode.o)
_luaK_storevar in libGameSalad.a(lcode.o)
_luaK_prefix in libGameSalad.a(lcode.o)
_luaK_goiftrue in libGameSalad.a(lcode.o)
_luaK_infix in libGameSalad.a(lcode.o)
_luaK_infix in libGameSalad.a(lcode.o)
_match_class in libGameSalad.a(lstrlib.o)
_match in libGameSalad.a(lstrlib.o)
_str_gsub in libGameSalad.a(lstrlib.o)
_getValueForPort in libGameSalad.a(scenegraph.o)
_SGArithmeticNodeCompute in libGameSalad.a(SGArithmeticNode.o)
_SGPortGetStringValue in libGameSalad.a(SGPort.o)
_vorbis_book_decodev_add in libGameSalad.a(codebook.o)
_floor1_look in libGameSalad.a(floor1.o)
_floor1_encode in libGameSalad.a(floor1.o)
b2Joint::Destroy(b2Joint*, b2BlockAllocator*)in libGameSalad.a(b2Joint.o)
_Gslibs_Init in libGameSalad.a(gsLibs_wrap.o)
"___switch16", referenced from:
_symbexec in libGameSalad.a(ldebug.o)
_propagatemark in libGameSalad.a(lgc.o)
_singlestep in libGameSalad.a(lgc.o)
_luaV_execute in libGameSalad.a(lvm.o)
_chunk in libGameSalad.a(lparser.o)
_match in libGameSalad.a(lstrlib.o)
_str_format in libGameSalad.a(lstrlib.o)
_Tokenizer_next in libGameSalad.a(LuaXML_lib.o)
"___restore_vfp_d8_d15_regs", referenced from:
Comments
Firstly thanks for your reply, I'm currently using the latest SDK, 3.1 and my device is also on 3.1, Is not supported?
Sorry I can't help any more than that - the technical side of things still confuses me! :O
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
It's not an isolated incident that i can attribute directly to GS , I have had a couple of other problems with xcode and 3. but all is well now.
Are you in the london area by any chance? I have written a couple of iphone apps most recently this one http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=328169593&mt=8
Would love to catchup and share thoughts and ideas perhaps....
http://gamesalad.com/game/play/23519
Though really, the particles should be blue
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Oh, and yes, Splashy, I'm in London!
Send me a PM
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io