Game Development Community

iTorque 2D and POCO for networking

by Kent Vasko · in iTorque 2D · 04/11/2012 (11:15 am) · 1 replies

Hey folks,

I have been working on incorporating the c++ libraries for POCO into iTorque 2D, so that I can use some of the networking functionality it offers on iOS devices.

I am having a problem getting the engine to build after incorporating the POCO libraries.

Specifically, when I try to include any of the POCO libraries, and build the engine, a conflict comes up between the "new" operator defined in platform.h and the "new" operator definition in OSX 10.7 sdk.

Has anybody come across such an error before? I know others may not have tried implementing POCO, but I am new to modifying the engine and adding libraries in Xcode.

Any help is greatly appreciated.

--EDIT--

Here is a post I made to POCO's forums, with just a little bit more detail, in case it helps: pocoproject.org/forum/viewtopic.php?f=10&t=5364

#1
04/16/2012 (9:17 am)
I got it to build. Found a forum post from a while ago that addressed std and tge memory manager conflicts.