iOS 6 CarbonCore Deprecated
by Matthew Wilmot · in iTorque 2D · 09/20/2012 (8:08 am) · 16 replies
So i've been working away fine with iTorque for a while now and bam!
iOS6 comes out and deprecates CarbonCore, now i can't get the engine to build.
It's a framework within the xCode project and that seems pretty integral to me so could I get a response from a developer here to tell me how boned iT2D is and weather this can be fixed, as you guys know your engine well is this going to take a major re-write just to get the engine building again or is it a matter of switching up to a new framework and referencing that instead?
Or possibly getting those files separately and adding them to the project as code files?
Thanks for any help you can give.
iOS6 comes out and deprecates CarbonCore, now i can't get the engine to build.
It's a framework within the xCode project and that seems pretty integral to me so could I get a response from a developer here to tell me how boned iT2D is and weather this can be fixed, as you guys know your engine well is this going to take a major re-write just to get the engine building again or is it a matter of switching up to a new framework and referencing that instead?
Or possibly getting those files separately and adding them to the project as code files?
Thanks for any help you can give.
#2
That and changes to the way UIKit handles rotations on startup broke my glkit viewcontroller resource, but I've fixed that now.
09/20/2012 (6:46 pm)
Its been mostly okay for me. Theres a thing with <math64.h> again when compiling for the simulators, but when compiling/testing against actual hardware, its been fine so far.That and changes to the way UIKit handles rotations on startup broke my glkit viewcontroller resource, but I've fixed that now.
#3
@Matthew - It seems Paul can build so not sure whats going on with your setup.
09/20/2012 (7:01 pm)
@Paul - Thanks for letting us know! Thats a relief. @Matthew - It seems Paul can build so not sure whats going on with your setup.
#4
Paul - do you have any additional info on what needs to be modified in your ViewController patch? I'm using that in my iPad game and haven't updated to iOS 6 just yet.
09/20/2012 (9:39 pm)
Johnny - Paul's version of iT2D building ok is no guarantee that the standard iT2D will also build as his is probably 50% different at this stage! ;-)Paul - do you have any additional info on what needs to be modified in your ViewController patch? I'm using that in my iPad game and haven't updated to iOS 6 just yet.
#5
And yes, replacing Carbon desktop code is a gigantic task. It's as much work as switching operating systems.
09/21/2012 (12:33 am)
Carbon isn't part of iOS. Are you talking about building the desktop binaries? The solution is to just choose an SDK one revision older, usually.And yes, replacing Carbon desktop code is a gigantic task. It's as much work as switching operating systems.
#6
I was able to build my iT2D apps using the latest Xcode 4.5.
09/21/2012 (1:23 am)
Ronny is right, Carbon is for OSX only. I was able to build my iT2D apps using the latest Xcode 4.5.
#7
I've not tested to see what happens when building to device.
@Ronny So you think if I revert my mac OS SDK back I will then be able to continue to build to the simulator?
Thanks again for the help.
09/21/2012 (4:41 am)
Sorry I should have made the error a bit clearer. When building to simulator the engine fails to build.I've not tested to see what happens when building to device.
@Ronny So you think if I revert my mac OS SDK back I will then be able to continue to build to the simulator?
Thanks again for the help.
#8
I don't think the simulator is a great thing to use. It takes me as much time to launch that as simply building to device, so I'd recommend going straight to device when you can. Not entirely sure why the simulator option would use CarbonCore at all, though, because it's literally supposed to build to x86 versions of the iOS libraries. Any OS X frameworks would be masked by simulation layers.
You could try playing around with simulator options if you need it:

You might be missing the pre-6.0 sims, which you can download in preferences. Perhaps they work better for you. Or maybe you ARE using a 5.0 or earlier simulator and 6.0 is the solution :)
09/21/2012 (5:40 am)
A rule of thumb when upgrading Xcode: Keep the old SDKs if you can, just in case, for the first month or so :)I don't think the simulator is a great thing to use. It takes me as much time to launch that as simply building to device, so I'd recommend going straight to device when you can. Not entirely sure why the simulator option would use CarbonCore at all, though, because it's literally supposed to build to x86 versions of the iOS libraries. Any OS X frameworks would be masked by simulation layers.
You could try playing around with simulator options if you need it:

You might be missing the pre-6.0 sims, which you can download in preferences. Perhaps they work better for you. Or maybe you ARE using a 5.0 or earlier simulator and 6.0 is the solution :)
#9
09/21/2012 (7:19 am)
Thanks for the input that's given me something to try I'll get back to you guys when I've had a go.
#10
09/21/2012 (8:40 am)
sorry i don't understand ... but is there big problem in the engine with new XCode ????? and ios 6 ????
#11
I'm using Lion and when updating my SDKs the CarbonCore files have been deprecated. Meaning they no longer exsist in the SDK so when I try to build to Sim it fails very early.
Some people seem to be having no trouble building to a device but I've not tested that yet and it could be related to whatever version of Mac OS their using but I imagine they are deprecateing CarbonCore across the board.
09/21/2012 (8:54 am)
@Andrea From what I understand:I'm using Lion and when updating my SDKs the CarbonCore files have been deprecated. Meaning they no longer exsist in the SDK so when I try to build to Sim it fails very early.
Some people seem to be having no trouble building to a device but I've not tested that yet and it could be related to whatever version of Mac OS their using but I imagine they are deprecateing CarbonCore across the board.
#12
09/21/2012 (12:16 pm)
Carbon is dead, dead, dead. Also remember that there are official Apple forums. Issues with CarbonCore are not unheard of outside this game engine.
#13
In TGBViewController.mm:
I've updated my resource files.
09/21/2012 (4:32 pm)
@Conor UIKit changed how they do rotations.In TGBViewController.mm:
change - (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation to - (void)viewWillLayoutSubviews
I've updated my resource files.
#14
By the way, in order for me to successfully upload my App to the App Store, I had to change iOS Deployment Target from iOS 3.1.3 to iOS 4.3, so keep that in mind if you still support old devices.
One last thing: I recommend you change your Compiler to LLVM GCC 4.2, as Torque will crash on load otherwise (if built with optimizations).
From this thread: http://www.garagegames.com/community/forums/viewthread/131179
09/23/2012 (12:44 pm)
I updated to Xcode 4.5, and dealt with similar compiler issues as well. I had to remove path references to old, unused frameworks. In Xcode, go to your target's Build Settings and look for "Header Search Paths". In there, I found references to Carbon, CarbonCore, and some other crap I know wasn't being used. I removed those path references, and it now compiles to the device. Also, I removed everything from "Framework Search Paths". Just so you know, removing items from these menus is really annoying -- that is, sometimes they don't actually get deleted or added, so make sure you double and triple check that they were changed.By the way, in order for me to successfully upload my App to the App Store, I had to change iOS Deployment Target from iOS 3.1.3 to iOS 4.3, so keep that in mind if you still support old devices.
One last thing: I recommend you change your Compiler to LLVM GCC 4.2, as Torque will crash on load otherwise (if built with optimizations).
From this thread: http://www.garagegames.com/community/forums/viewthread/131179
#15
09/26/2012 (7:12 am)
Thanks again Paul - that's working great for my iPad 3 on iOS 6.
#16
Thanks man. I removed the reference to the header and commented out the Math64 header and its all compiling great
10/12/2012 (2:57 am)
@Richard,Thanks man. I removed the reference to the header and commented out the Math64 header and its all compiling great
Torque Owner Johnny Vo
Definitely not good news if the new iOS sdk breaks iT2D.