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
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
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Kent Vasko
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