Battleforge Error Header Not Found
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Modulemap Umbrella Header Not Found
Sign up Swift compiler error: Header not found up vote 0 down vote favorite I started a "Cocoa Touch Static Project" with a Cocoa Pods dependance. Podfile: platform :ios, '8.4' inhibit_all_warnings! target 'project' do pod 'libPusher', '~> 1.6' end target 'project' do end A workspace has been created by the command "pod install". Then I created un swift project on this workspace and
Afnetworking H Not Found Cocoapods
I created a Bridge header between this swift project and my Objective-C library project. My swift project configuration: //:configuration = Debug SWIFT_OBJC_BRIDGING_HEADER = demo/demo-Bridging-Header.h //:configuration = Release SWIFT_OBJC_BRIDGING_HEADER = demo/demo-Bridging-Header.h When I compile my swift project, I obtain this error: demo-Bridging-Header.h:5:9: In file included from /Users/XYZ/Projets/iOS/project/library/demo/demo/demo-Bridging-Header.h:5: project.h:10:9: 'Pusher/PTPusherDelegate.h' file not found Failed to import bridging header '/Users/XYZ/Projets/iOS/project/project/demo/demo/demo-Bridging-Header.h' Do you know why the swift compiler doesn't found header file and how can I fix it? ios swift header xcode6 cocoapods share|improve this question edited Jul 27 '15 at 10:53 EI Captain v2.0 9,59032954 asked Jul 27 '15 at 10:09 Ben44 589 Your bridging header is found. It is it's content that is incorrect. See response below. Tested. –SwiftArchitect Jul 28 '15 at 5:24 Why inhibit_all_warnings!? You shouldn't get any warnings in the first place. –SwiftArchitect Jul 28 '15 at 5:27 Because I obtain some errors from 'SocketRocket' (dependance of LibPusher) like: .../SocketRocket/base64.c:183:10: Implicit conversion loses integer precision: 'size_t' (aka 'unsigned long') to 'int' .../SocketRocket/SRWebSocket.m:127:20: Implicit conversion loses integer precision: 'size_t' (aka 'unsigned long') to 'CC_LONG' (aka 'unsigned int') etc... &ndash
Support Search GitHub This repository Watch 84 Star 515 Fork 383 mixpanel/mixpanel-iphone Code Issues 9 Pull requests 2 Projects 0 Wiki Pulse Graphs New issue "Umbrella header not found" when using the library in Swift #454 Closed dolma opened this Issue Mar cocoapods header search paths 1, 2016 · 3 comments Projects None yet Labels None yet Milestone No milestone Assignees No
Cocoapods Bridging Header File Not Found
one assigned 2 participants dolma commented Mar 1, 2016 Hello, I followed all instructions to use the Mixpanel library in my swift project. I did: afhttprequestoperationmanager.h file not found Clone the git Add the Mixpanel directory to my project directory in the Finder Add the Mixpanel directory from the project directory in the Finder to the project hierarchy in XCode Add the bridging header to my project Added the http://stackoverflow.com/questions/31650346/swift-compiler-error-header-not-found line #import "Mixpanel/Mixpanel.h" in the bridging header Added the line import Mixpanel in my Swift file (AppDelegate.swift) When I do so and try to build the project, the build fails and I get the following errors: [My Project Directory Path]/Mixpanel/module.modulemap:2:21: Umbrella header 'Mixpanel.h' not found And [My Project Directory Path]/AppDelegate.swift:14:8: Could not build Objective-C module 'Mixpanel' I am guessing here that the second error is only resulting from the first one. But it still doesn't explain why the first error https://github.com/mixpanel/mixpanel-iphone/issues/454 occurs in the first place. I tried looking this error up. The solutions I found so far were: Checking in Build Settings > Search Paths that the Always Search User Paths was set to No --> Mine already was in Build Phases > Headers, set the Mixpanel.h header file as having the visibility 'Public' --> Did that, didn't solve the error Removing the line: umbrella header "Mixpanel.h" in the module.modulemap file, but then I get the same error with the second line: header "MixpanelWatchOS.h". I removed this as well, but then got another error with the last line of the file: module * { export * } but then got this error: [My Project Directory Path]/Mixpanel/module.modulemap:6:12: Inferred submodules require a module with an umbrella I thus removed this line as well, leaving only the line: export * in the module.modulemap file, and that removed the error, but I'm guessing it would also break the code and any call to the Mixpanel library. What can I do to solve this problem ? I have tried looking everywhere, and all solutions either don't apply or don't work. Plus, the documentation about how to use Mixpanel in Swift is very scarce (only one very short paragraph about it, and then all examples are presented in Objective-C), so it's hard to find any answer. Thanks! Dolma samgreen commented Mar 1, 2016 Typically you manually integrate by dragging Mixpanel.xcodeproj in to Xcode. This is
files from Battleforge? I dont find anything on web and i would have the soundfiles from Battleforge. I think here are many good ppl and maybe someone http://fileforums.com/archive/index.php/t-86425.html know how to open/extract the .pak files from Battleforge. Beware the .pak files cant be open with .zip/.rar or dragon unpacker! Always there is an error message to open. I tried some http://prohardver.hu/tema/battleforge/hsz_21961-21980.html other programs but always i get an error message! Please if someone know how to open/extract the files let me know it. :) (sorry for my english iam german) ----------------- Hallo, ich bin not found auf der Suche nach einer Mglichkeit die .pak Dateien von Battleforge zu ffnen um an die Sounddateien zu gelangen. Ich habe schon danach gesucht aber finde leider keine Mglichkeit und ich dachte hier sind viele gute Leute die sich mit sowas beschftigen knnten. :) Ich habe WinZip, Winrar und den Dragon Unpacker versucht aber bekomme jedesmal ne Fehlermeldung. Es wre sehr nett, wenn mir jemand sagen header not found knnte wie ich an die Sounddateien in den .pak Dateien von Battleforge gelange. Ich hoffe da findet sich jemand der sich damit auskennt und diese .pak Dateien knacken kann. (Laut EA ist das ja Verboten, mchte ja das Spiel nicht verndern, lediglich die geilen Sounds der Einheiten haben!) TippeX23-04-2009, 05:47they're probably a custom format, most likely they're zlib compressed as well you'd have to reverse engineer the file format, then code your own extractor most likely Chucky291023-04-2009, 09:22Well i cant code anything like a program to open/extract that... :( anybody else could help me? DABhand23-04-2009, 11:49There is no custom unpacker for battleforge. And if you did the card art is probably encrypted in some way also. Chucky291023-04-2009, 12:02I dont want the pictures from the cards! I want the soundfiles! Look at this Thread, there is a guy how did it but didnt tell how cause i think he is stuipid^^ http://forum.elberethzone.net/viewtopic.php?f=5&t=387 DABhand23-04-2009, 12:59He did say how, Dragon Unpacker 5. http://www.elberethzone.net/lang-en/dup-download.html TippeX23-04-2009, 13:27yup guy said that indeed, and that he couldn't give instructions because the program was in french, and he doesn't read french.... @chucky2910 - its a good idea to read the thread before cal
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