Closed dan-f closed 6 years ago
Is xcode installed? What does xcode-select -p say?
Yeah, I've got xcode and the xcode developer tools installed. xcode-select -p
returns: /Library/Developer/CommandLineTools
.
Hmm, mine return a path inside /Applications/Xcode.app
So this pr will cause the build to fail for all systems that behave like mine.
Are you also on macOS 10.13?
Yes, 10.13.4
Well, currently the build fails on systems that behave like mine, so how about we figure out a method for deterministically locating the CoreAudio headers? :)
On May 28, 2018, at 12:24 PM, Simon Rönnberg notifications@github.com wrote:
Yes, 10.13.4
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Alright, running xcode-select --reset
changed the active developer directory to one inside of /Applications/Xcode.app
, and the compile worked! Very strange... I'll close this PR.
Did you have Sierra before and upgraded xcode directly instead of reinstalling? That path looks like the one on older versions of osx.
That's certainly possible.
On May 28, 2018, at 12:59 PM, Simon Rönnberg notifications@github.com wrote:
Did you have Sierra before and upgraded xcode directly instead of reinstalling? That path looks like the one on older versions of osx.
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I don't really understand why they feel a need to move all frameworks every major version update :/
We just put on a workshop and ran into an issue where one user did not already have xcode installed. To avoid the 4GB Xcode download in the middle of the workshop, we attempted to just install the xcode command line tools, which at least allowed rust to link crates correctly etc. However we then ran into this issue where coreaudio-sys could not find CoreAudio.h
.
xcode-select -p
returns /Library/Developer/CommandLineTools
, so we tried calling xcode-select --reset
but it had no effect (I'm guessing because the Xcode.app itself did not exist yet). We noticed that Apple seems to allow for installing "Auxilliary tools" (with audio, opengl, etc - ~60mb rather than 4gb), however we didn't have time to investigate further and I don't have a mac available to investigate further right now.
It would be nice if it were possible to have coreaudio-sys work without having to install xcode in its entirety, but I don't personally have any solutions yet - just posting this for the record.
Hmm, we could add support for that path specifically I guess, would have to be hardcoded most likely though.
We just ran another workshop and ran into a new variation of this issue - this time coreaudio-sys
itself would link and compile fine, however the user's AudioUnit.h
seemed to contain modified versions of some of the functions and in turn resulted in compiler errors in coreaudio-rs
. The work around we ended up using was to basically uninstall xcode-select
and re-install it. To do this we:
xcode-select -p
which in our case returned /Library/Developer/CommandLineTools
rm -r /Library/Developer/CommandLineTools
(be careful with this command!)xcode-select --install
Hi there!
I couldn't get this library (0.2.1) to compile on my mac (macOS 10.13.4 High Sierra). This patch fixes that for me. I'm not super familiar with where macOS system libraries are kept, but I know for certain that I was getting the following error when trying to compile:
error: header '/Library/Developer/CommandLineTools/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/CoreMIDI.frame work/Headers/CoreMIDI.h' does not exist.
The proper location on my system is
/Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/System/Library/Frameworks/CoreMIDI.framework/Headers/CoreMIDI.h
.