iT2D 1.4 - 'Base SDK Missing' (RESOLVED)
by Edward F. Maurina III · in iTorque 2D · 07/15/2010 (2:56 am) · 18 replies
** FOR COMPLETE STEPS TO RESOLVE SEE THIS RESOURCE **
Problem: I am currently encountering multiple errors when compiling the latest release (1.4) of iT2D. Initially I had a 'Base SDK Missing' problem (i.e. it would not coimpile at all). I actually (thought I had) fixed this, but I'm now getting the multiple compile errors.
Details:
XCode 3.2.3
SDK 4.0
iT2D 2.4
iPod w/ OS 4.0
Steps Taken So Far To Fix:
1. Project -> Edit Project Settings
2. Change 'Architectures->Base SDK' to select "iPhone Device 3.2"
3. Project -> Edit Active Target <my device>
4. Change 'Architectures->Base SDK' to select "iPhone Device 3.2"
Remaining Issues:
The above steps fix the 'Base SDK Missing' problem, but now I'm getting a bunch of compile errors of this nature:
"Stdarg.h: No such file or directory", where the missing headers are many.
Additional Notes:
- Before installing xCode 3.2.3, I did the following:
-- sudo /Developer/Library/uninstall-devtools �¢ï¿½ï¿½mode=all
-- restarted machine after above was done
I know this is probably something simple, but I'm not much of an OS X/XCode wiz and am hoping someone can give me a few hints.
Thanks!
Problem: I am currently encountering multiple errors when compiling the latest release (1.4) of iT2D. Initially I had a 'Base SDK Missing' problem (i.e. it would not coimpile at all). I actually (thought I had) fixed this, but I'm now getting the multiple compile errors.
Details:
XCode 3.2.3
SDK 4.0
iT2D 2.4
iPod w/ OS 4.0
Steps Taken So Far To Fix:
1. Project -> Edit Project Settings
2. Change 'Architectures->Base SDK' to select "iPhone Device 3.2"
3. Project -> Edit Active Target <my device>
4. Change 'Architectures->Base SDK' to select "iPhone Device 3.2"
Remaining Issues:
The above steps fix the 'Base SDK Missing' problem, but now I'm getting a bunch of compile errors of this nature:
"Stdarg.h: No such file or directory", where the missing headers are many.
Additional Notes:
- Before installing xCode 3.2.3, I did the following:
-- sudo /Developer/Library/uninstall-devtools �¢ï¿½ï¿½mode=all
-- restarted machine after above was done
I know this is probably something simple, but I'm not much of an OS X/XCode wiz and am hoping someone can give me a few hints.
Thanks!
About the author
Recent Threads
#2
Here is are some images to help show what I'm doing:


PS - I'm not sitting around waiting, but any other ideas folks have will be more than welcome. Thanks again!
PPS - Note: All 'Active Executables' fail to compile with the shown settings.
PPPS - Trying all 4.0 settings now. Will attach new image soon showing latest compile issues.
07/15/2010 (4:35 am)
@Dean - Thanks for the response, but I think I've got those settings right.Here is are some images to help show what I'm doing:


PS - I'm not sitting around waiting, but any other ideas folks have will be more than welcome. Thanks again!
PPS - Note: All 'Active Executables' fail to compile with the shown settings.
PPPS - Trying all 4.0 settings now. Will attach new image soon showing latest compile issues.
#3
Now to track this function definition/declaration down...
07/15/2010 (4:48 am)
OK. I found a flaw in my setup and am down to one error...still plugging at it ==>iPhoneTime.mm:97 usleep( ms * 1000 ); <= 'usleep' was not declared in this scope
Now to track this function definition/declaration down...
#4
#include <unistd.h>
NOTE: this is not required for SDK 4.2
07/15/2010 (5:02 am)
Forgot that with SDK 4 you need to add the following line to iphonetime.mm#include <unistd.h>
NOTE: this is not required for SDK 4.2
#5
Deployment Post processing: Yes
Strip Linked Product: Yes
Strip Style: All symbols
Use separate strip: Yes
07/15/2010 (5:04 am)
One other thing in the project info set the following...Deployment Post processing: Yes
Strip Linked Product: Yes
Strip Style: All symbols
Use separate strip: Yes
#8
07/15/2010 (5:32 am)
@Dean - Thanks, and thanks again for the help!
#9
I have encountered the same exact problem as you have listed. However, once I get to step 10 of your solution, I am stuck. There is no "iPhone OS Deployment Target" entry under the Deployment category for me to change.
Any thoughts on what may be the cause of this?
07/16/2010 (3:15 pm)
Hi Edward;I have encountered the same exact problem as you have listed. However, once I get to step 10 of your solution, I am stuck. There is no "iPhone OS Deployment Target" entry under the Deployment category for me to change.
Any thoughts on what may be the cause of this?
#10
I was going to ask, you did do a clean install right?
Later today or tomorrow I'm going to walk through the steps again. If I find anything I'll update the instructions above.
Sorry you're having troubles.
-Ed
07/17/2010 (9:50 pm)
@Brian - Are you still stuck? I was going to ask, you did do a clean install right?
Later today or tomorrow I'm going to walk through the steps again. If I find anything I'll update the instructions above.
Sorry you're having troubles.
-Ed
#11
You should convert your post to Resource.
www.torquepowered.com/community/resources
07/17/2010 (9:59 pm)
@EdwardYou should convert your post to Resource.
www.torquepowered.com/community/resources
#13
I did a complete clean install (as you can see from my "iT2d 2009 (1.4) - What am I missing" thread. I wiped out both the GG and TorquePowered directories in my library, killed all projects, wiped the whole iT2D application, and went from a clean build of XCode 3.2.3 with iOS SDK 4.0.1.
All of my devices have the latest version of their respective OS's:
With any or none of the devices (all provisioned for use) connected during XCode launch, I get the same error and am stuck with not being able to make your changes.
Also, how did you address the misdirected frameworks?
07/18/2010 (3:08 pm)
@Edward - Yes, unfortunately I am still stuck. I cannot make teh changes you mention in step 10 because that field simply does not exist for me to modify.I did a complete clean install (as you can see from my "iT2d 2009 (1.4) - What am I missing" thread. I wiped out both the GG and TorquePowered directories in my library, killed all projects, wiped the whole iT2D application, and went from a clean build of XCode 3.2.3 with iOS SDK 4.0.1.
All of my devices have the latest version of their respective OS's:
- 2nd gen iPhone (16GB model preceding the release of the 3G) - 3.1.3 (7E18)
- iPhone 4 - 4.0.1 (8A306)
- iPad - 3.2.1 (7B405)
With any or none of the devices (all provisioned for use) connected during XCode launch, I get the same error and am stuck with not being able to make your changes.
Also, how did you address the misdirected frameworks?
#14
You need to expand on the Targets (under Groups & Files)
right click on the iTorque2DGame_Device
Set your base sdk 3.2 for ipad
set your base sdk 4.0 for iphone
Set your c/C ++ complier version to GCC 4.2
Set Iphone OS deployment Target to the same SDK you set above.
07/18/2010 (3:18 pm)
BrianYou need to expand on the Targets (under Groups & Files)
right click on the iTorque2DGame_Device
Set your base sdk 3.2 for ipad
set your base sdk 4.0 for iphone
Set your c/C ++ complier version to GCC 4.2
Set Iphone OS deployment Target to the same SDK you set above.
#15
07/18/2010 (3:36 pm)
What's your error?
#16
The suggested modifications have all worked and I now have a successful (within the context of this particular issue) build. However, I do find one discrepancy from the instructions you have provided, Dean, with regards to the Base SDK setting. You mention that for iPad development, you must set the Base SDK to 3.2. However, that should be the iPhone OS Deployment Target setting, as this would be the lowest device on which you wish the app to run. The Base SDK, from my understanding, should always be iPhone Simulator/Device 4.0 for any current projects to be submitted to Apple for approval. Otherwise, you could not make Universal builds as iOS 3.2 does not exist for the iPhone/iPod Touch platforms.
Again, I thank you both very much for your help with this--now, onto tackling the more important issue of making a Universal build.
07/19/2010 (8:11 pm)
@Carlos & Dean - It was apparently misinterpretation on my part for the instructions that Carlos gave. I kept trying to modify the actual Project settings as opposed to the individual Target settings (which is why the option did not show up for me). It was Dean's latest post that caught my eye when he referenced "Targets" as opposed to the "Project".The suggested modifications have all worked and I now have a successful (within the context of this particular issue) build. However, I do find one discrepancy from the instructions you have provided, Dean, with regards to the Base SDK setting. You mention that for iPad development, you must set the Base SDK to 3.2. However, that should be the iPhone OS Deployment Target setting, as this would be the lowest device on which you wish the app to run. The Base SDK, from my understanding, should always be iPhone Simulator/Device 4.0 for any current projects to be submitted to Apple for approval. Otherwise, you could not make Universal builds as iOS 3.2 does not exist for the iPhone/iPod Touch platforms.
Again, I thank you both very much for your help with this--now, onto tackling the more important issue of making a Universal build.
#17
thanks alot
01/24/2011 (5:03 pm)
I have xcode 3.25 and this thread really rules. Finally it works like a shame. thanks alot
#18
01/30/2011 (6:05 pm)
Stickied until 1.4.1 is released. Thanks Edward.
Torque 3D Owner Dean Parker
Serendip Games
c/c++ Compiler version -> Gcc 4.2
Other settings I have set...
mac osx depolyment target -> 10.5
targeted device -> iphone/ipad
iphone os deployment target -> iphones os 3.2