A place to discuss everything related to Newton Dynamics.
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by DanBraddock » Tue Jan 11, 2011 11:06 pm
The suggestions do not seem to work.
Here are the resulting errors when Device 3.2 and Simulator 3.2 are selected.
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DanBraddock
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by JernejL » Wed Jan 12, 2011 4:18 am
Umm, sorry.. but TIFF files?!
I hope you realize they don't show up natively in 99% of non-apple browsers.
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JernejL
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by thedmd » Wed Jan 12, 2011 4:48 am
It looks like you're trying to compile newtonEdit for iOS. That will not work, this is Mac OS X application AFAIK.
Select latest Mac OS X SDK, not iOS and this should work.
Another thing. If you never compiled applications for iOS before, please look for tutorial how to obtain you own signing key. This is mandatory, each iOS application have to be signed. Look at [url]developer.apple.com[/url]. There are also tutorials on YouTube how to do that.
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thedmd
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by DanBraddock » Wed Jan 12, 2011 3:01 pm
Assuming Newton is compiled with MacOSX, will the resulting compiled code work with an application built on iOS?
If so how is the Newton build code bound into the iOS build process?
I have built before on the iOS iPad simulator and understand the code signing required when running on an actual iPad device.
Thanks for your help.
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DanBraddock
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by thedmd » Wed Jan 12, 2011 4:16 pm
You can find different libraries in Julio archive. libnewton_iPhoneDevice.a is for iOS, libnewton64/32/32_G3.a is for Mac OS X.
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thedmd
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by DanBraddock » Thu Jan 13, 2011 5:51 pm
Is the Julio archive you refer to contained in the Newton MacOS SDK 2.24 I downloaded?
There seem to be many files of type .xcodeproj in the SDK.
Which one should I be using to invoke the tutorials and samples?
I tried newton_iPhone.xcodeproj and selected Mac OS X 10.5 as the base SDK (I do not have a 10.4 on my MacBook) and tried to build.
I got the following error messages:
Check dependencies
[BEROR]No architectures to compile for (ARCHS=, VALID_ARCHS=i386 ppc ppc64 ppc7400 ppc970 x86_64).
I do not know how to interpret the messages.
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DanBraddock
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by thedmd » Thu Jan 13, 2011 8:42 pm
If sample is for iPhone, then select iOS SDK. Valid architectures are armv6 (older iPhone/iPod Touch) and armv7 (iPad and new iPhone/iPod Touch).
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thedmd
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by DanBraddock » Thu Jan 13, 2011 10:45 pm
project settings:
ARCHS = $(ARCHS_STANDARD_32_BIT)
SDKROOT = iphonesimulator3.2
ONLY_ACTIVE_ARCH = YES
VALID_ARCHS = i386
build warning and error messages for newton_iPhone project:
ld: warning: directory '/Users/danbraddock/Downloads/NewtonSDKxxx/iPhoneTutorials/../../../iPhoneTutorials/iNewton' following -L not found
ld: warning: in /Users/danbraddock/Downloads/NewtonSDKxxx/iPhoneTutorials/iNewton/libJointLibrary_iPhoneDevice.a, missing required architecture i386 in file
ld: warning: in /Users/danbraddock/Downloads/NewtonSDKxxx/iPhoneTutorials/iNewton/libnewton_iPhoneDevice.a, missing required architecture i386 in file
ld: duplicate symbol _NewtonGetMemoryUsed in /Users/danbraddock/Downloads/NewtonSDKxxx/iPhoneTutorials/iNewton/libJointLibrary_iPhoneEmulation.a(Newton.o) and /Users/danbraddock/Downloads/NewtonSDKxxx/iPhoneTutorials/iNewton/libnewton_iPhoneEmulation.a(Newton.o)
collect2: ld returned 1 exit status
Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/g++-4.2 failed with exit code 1
What next?
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DanBraddock
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by thedmd » Fri Jan 14, 2011 5:47 am
My settings are:
Archs: $(ARCHS_UNIVERSAL_IPHONE_OS)
Base SDK: iphoneos
Valid Archs: armv6 armv7
I'm using latest Xcode version and latest iOS SDK. You also should to the same. If you want to run you application on older iPhones set proper "iOS Depolyment Target" (for example to "iOS 3.2"). That's the way this should be done, but people tends to stick to older SDK's.
If you switch do Simulator builds trough target selection combo box, list of Archs and valid archs will be changed automatically by Xcode. You do not have to worry about them.
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thedmd
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by DanBraddock » Fri Jan 14, 2011 6:38 pm
Thanks for you effort to explain what is going on.
The settings I described in my last post were generated by Xcode from the information I entered in the GUI.
The problem I am having is that every build I have tried fails if Newton SDK is included.
I had hoped, that if you examined the warning and error messages in my last post, you might be able to tell me what is going wrong.
For the application I am trying to develop, I need to be able to use the iPad simulator on a build which includes the Newton SDK. The application uses Objective C and the OpenGLES graphics library.
If this is not possible, then we are wasting our time.
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DanBraddock
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by Julio Jerez » Fri Jan 14, 2011 6:46 pm
but the thing is that newton is only two libraries, the device an dteh iphone emulations with and intephase in ojective C.
you can create your own project and just use the Iphone wraper and it should just work. It has nothing to do with Ipad, Ipot or Iphone, teh SDK is still the same.
When I do that I just clik on xcode to crare teh project with teh defaul parameters and teh add the libraries and file as I I need them.
had you done that?
There are sevaral people who had used Newton wraper on Iphone games, sussefully I do not undernat why you cannot.
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Julio Jerez
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by DanBraddock » Fri Jan 14, 2011 7:06 pm
Hello Julio,
Obviously I am missing something.
What is the "iPhone wrapper" that you mentioned in your post.
Should Xcode 3.2 be trying to build code that is contained in the Newton SDK ?
Should one of the .xcodeproj files contained in the Newton SDK download be invoked or not?
You mention two libraries, how do I identify and select the simulation (or emulation) one?
There is a lot of material in the SDK. I am having trouble distinguishing between the library part and tutorials and samples.
What should the Xcode project folder hierarchy look like?
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DanBraddock
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by Julio Jerez » Fri Jan 14, 2011 7:58 pm
I will open tyhe xcode project tonight. Frankly I do not think it is that dificult to run it.
the way I remember, there is one xcode projec of iphone sdk and one ofr Mac.
I will check it tonoght.
there is a wiki tutorial for xcode iphone here
http://newtondynamics.com/wiki/index.php5?title=Tutorials
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by DanBraddock » Fri Jan 14, 2011 10:08 pm
Hello Julio,
I downloaded the iPhoneTutorials file mentioned in the Newton WiKi.
I clicked on the newton_iPhone.xcodeproj file.
I then clicked on the Xcode "Build & Run" option.
The build failed with the following error message window:
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DanBraddock
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by thedmd » Sat Jan 15, 2011 9:26 am
There is again "Base SDK Missing" problem. Select the latest iOS SDK you have and rebuild everything. That should do the job.
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thedmd
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