On my Mac I always have to force the xcode project to use the 10.6 SDK rather than 'Current Mac OS X'. Otherwise I get build errors due to zlib functions not included in the 10.5 SDK. This is despite the fact that my machine is running 10.6. I've reinstalled XCode and the problem persists. Others may be experiencing the same pain.
It makes it impossible to build from the command line because doing so reruns gyp. I also added gyp/build to the ignore list. This directory gets generated somewhere in the process of running gyp or building from xcode.
On 2011/10/12 17:40:02, bsalomon wrote: On my Mac I always have to force the xcode project to use the 10.6 SDK rather than 'Current Mac OS X'. Otherwise I get build errors due to zlib functions not included in the 10.5 SDK. This is despite the fact that my machine is running 10.6. I've reinstalled XCode and the problem persists.
Others may be experiencing the same pain. It makes it impossible to build from the command line because doing so reruns gyp. I also added gyp/build to the ignore list. This directory gets generated somewhere in the process of running gyp or building from xcode. LGTM Brian and I discussed this live. I am leery of requiring 10.6 for all developers (I don't understand why it should be necessary for zlib to work). Download bots list yahoo software: kudos for mac 2017.
But on the other hand, Brian hasn't been able to figure out a better way to fix his build. We have agreed that it is reasonable for Brian to commit this change, and if it causes anyone problems we can revert this later.
So my initial problem was resolved in an earlier thread, It turns out the SDK Manager required me to activate Administrator rights, regardless of my current administrator rights. Anyway, when I (Build Run) my application through unity, a window will pop up, prompting me to save my.apk file in my project folder, afterwards, another window will pop up, prompting me to 'Select an Android SDK root Folder'. Could anyone explain to me why this is happening? I've looked up guides to exporting your app, but no video displayed this window as mine will. I've tried all of the above suggestions - with several version of unity including 5.3.3, 5.5.0 & 5.6.0. Downloaded NDK 10e deleted from command line & reinstalled both Unity & Android Studio/SDK And used preferences - external tools to set paths. Still getting issue: check SDK path I've set up folder pathway to 'C: Users User AppData Local Android sdk1' on my PC & I've set a similar path on my Mac.
Neither are working. I'm very new to developing but, please guys, is it this difficult? Is there something simple that I missed, please?
Thank you for this. That IS the effective way of solving this issue when you can't update your unity version in large projects that involve a huge amount of external plugins that will broke when you upgrade your project (and where you can't spend the time to do that as you are running against time to get a build done) But bear in mind, that this can break your android studio needs for the SDK. You can later update to 25.2.2 version after doing this to ensure that everything will work afterwards If instead, you can do a clean update to the latest unity version, then do that instead, as Yuri mentioned In any case, here are the links, that are in the Stack Overflow question, in case that someone needs them later Windows: - MacOSX: - Linux.
Hi, I've just noticed a strange problem when using latest Unity and latest Android SDK tools. When building the project it creates a different AndroidManifest.xml, with duplicate permissions and also adds an unnecessary READPHONESTATE permission. That's how I noticed this bug.
Apple Time Machine is automatic backup software built into the macOS. Most drives will come formatted for Windows, but Time Machine requires that the drive be formatted for a Mac, called Mac OS Extended (Journaled) or HFS+. If the drive is not formatted correctly the backup will. How do i use a backup plus or goflex for mac.
Issue 5260041: Set Sdk For Mac Download
I suspect latest Unity fix that allows the use of new SDK tools is the culprit. I was able fix that by reverting back to the above version: toolsr25.2.3-macosx.zip I've tested that with both Unity 5.5.3p4 & 5.6.1p1 with exact same project.
When using tools 25.2.3 it creates a correct manifest but if I use 26.0.2 (latest) manifest is bugged. I'm attaching a zip file with two manifest files (taken from StatingArea) for the exact same project and the only difference is the tools version. Thanks for the reply. I haven't tested it with an empty project and unfortunately there is no bug report as the project is very big and I didn't want to submit one without a repo. But the project uses TapDaq ad mediator with Unity & Vungle video rewards plus Google Game Services. So, it's a bit messy in the Plugins/Android folder. But everything complies & works fine with 25.2.3.
And for above files, I even didn't close the unity editor. I've just replaced the tools folder and re-build. On another note, I'm currently using Unity 5.5.4 and yesterday I've tried upgrading Android SDK Tools to latest (26.0.2) and I couldn't build the apk with a merge error. Reverted back to 25.2.3 and it's working now. So, it looks like that problem doesn't seems to be fully fixed now.
With different networking options available—ethernet, Wi-Fi, iPhone tethering, etc.—you may find yourself in a situation where you want your Mac to automatically select one type of connection over another. A Macworld reader finds themselves in that exact situation.
I’d like to connect to my grandma’s Wi-Fi connection so that I can use her printer. However, her internet connection is as slow as molasses, so I want to simultaneously use my iPhone’s tethering capability (via USB or Bluetooth, of course) to browse the internet. MacOS does let you prioritize network connections, so you can pick which adapter gets used first when your system tries to connect to local network and internet-connected resources.
Open the Network system preference pane. Click the settings (gear) icon at the bottom of the adapter list. Select Set Service Order. Drag the items around in your preferred order. IDG You can drag your available network connections into the order you want macOS to use them. In the case of the reader's question, the iPhone tethering item should be placed above the Wi-Fi item.
This should retain the ability to access locally available resources, like the printer. In this situation, to achieve the best possible speed without any monkeying around, disable Wi-Fi fully unless the printer is needed. You can use the Wi-Fi system menu and choose Turn Wi-Fi Off until you need to print. Or, you can create a location via the Network preference:. Click the Location pop-up menu at the top of the pane. Choose Edit Locations. Click + to add a location.
Choose that new location from the Location menu. Make changes, such as disabling Wi-Fi (select Wi-Fi in adapters list, click the gear, and choose Make Service Inactive). Click Apply. Repeat for as many different kinds of network setups you want. You might name one “Cell Only” and another “Grandma Plus Cell.” You can easily switch between locations from the Locations menu available throughout the system. Ask Mac 911 We’ve compiled a list of the questions we get asked most frequently along with answers and links to columns: to see if your question is covered.
If not, we’re always looking for new problems to solve! Email yours to including screen captures as appropriate. Mac 911 can’t reply to—nor publish an answer to—every question, and we don’t provide direct troubleshooting advice.
Last year at Build, we launched Visual Studio for Mac, our native macOS IDE for developers building cloud, web, and mobile applications using.NET. Updates have been rolling out at a steady pace ever since, and we’re excited to announce the release of Visual Studio for Mac version 7.5. We have also continued to bring more Visual Studio 2017 code to the Mac. Our mission has always been to delight developers, and we have something for everyone in this release. You can get started by or updating your existing install to the latest build in the. Here are some of the features we’re most excited to share with you:. ASP.NET Core developers now have full Razor editor support.
We’ve also introduced JavaScript and TypeScript support. For iOS developers, we added WiFi debugging support for iOS and tvOS applications. We also improved the iOS provisioning system.
Android developers will enjoy the new Android SDK manager built right into the IDE, as well as a device manager to keep track of all your devices and emulators. Xamarin.Forms developers will enjoy an improved XAML editing experience. Cloud developers have support for Azure Functions development using.NET Core. We support.NET Core 2.1 RC and C# 7.2. Code-styling rules can be configured per-project using.editorconfig files. A preview of Team Foundation Version Control support for Team Foundation Server and Visual Studio Team Services is now available.
We’re also shipping improvements to performance and stability, accessibility, and multi-language support, along with fixes for a number of bugs reported by our vibrant developer community. You can find the full list of changes in our.
ASP.NET Core development with Razor, JavaScript, and TypeScript Editor Support We partnered with the Roslyn and Visual Studio JavaScript tooling teams to reuse Razor, JavaScript, and TypeScript editor source code, bringing the editing experiences you know and love from Visual Studio 2017 to the Mac. Official Razor support includes IntelliSense and syntax highlighting in.cshtml files Our JavaScript editor has been rewritten to provide the core editor experience you expect, including IntelliSense, enhanced colorization, and brace completion. We’ve also added TypeScript editing support, which shares the same IntelliSense and colorization as our JavaScript experience. Use.editorconfig files to Set Code Style Rules in Projects One of my favorite features is finally here:.editorconfig Visual Studio for Mac will now format your code following the conventions specified in the.editorconfig file. This will allow you to set your coding style, preferences, and warnings for your project; making it simpler for code that you contribute to other projects to follow the practices of those projects. Xamarin.Forms Development We now ship Xamarin.Forms templates that take advantage of.NET Standard Libraries. Working with XAML just got better, too, with IntelliSense improvements providing better support for self-closing elements and more completions.
Android Development with Xamarin On the Android side of the house, we added an integrated Android Device Manager dialog, eliminating the need to rely upon 3 rd-party tools for device and emulator management. You can find this under Tools Device Manager. IOS Development with Xamarin iOS fans will enjoy a streamlined Entitlements editor experience, making it a breeze to add capabilities and services to your iOS apps. Simply open the Entitlements.plist file and jump right in! Not only that, our new Automatic Signing experience makes deploying your application to devices very simple. In the Signing section of the Info.plist editor, you’ll find using Automatic Signing makes the burdens of manually tracking your entitlements and provisioning devices things of the past.
Issue 5260041: Set Sdk For Mac Mac
Building Serverless solutions with Azure Functions Our new Azure Functions templates now support the Azure Functions.NET Core SDK, empowering you to build, debug, and test Azure Functions locally. In addition, item templates provide guidance for building functions using the most common triggers, enabling you to get up and running with new functions in minutes.
After creating a new Azure Functions project, right-click and select Add Add Function, then choose your favorite function from the template dialog. Check out our for a walkthrough to create your first Function in Azure.NET Core 2.1 RC and C# 7.2 Visual Studio for Mac version 7.5 now supports.NET Core 2.1 RC. Major improvements include faster build performance, better compatibility with.NET Framework, and closing gaps in both ASP.NET Core and EF Core.
You can read more about the.NET Core 2.1 RC release in the. Support for the newest C# release, is also available today. Working with your source with Team Foundation Version Control One of our most popular feature requests has been to add support for Team Foundation Version Control (TFVC) to access source saved in Team Foundation Server or Visual Studio Team Services.
We heard you loud and clear! Today, we’re previewing a new extension to do just that. To install the extension, navigate to Visual Studio Extensions in the Visual Studio for Mac menu and search the gallery for “team foundation”. We support Get, Commit (with associated work items), version history, and more. Feedback We hope you’ll find Visual Studio for Mac version 7.5 as delightful as we do. Let us know what you think!
Your feedback helps us improve our products and better understand your needs as a developer. Please let us know about issues via Help Report a Problem. You’ll be able to track your issues and receive updates in the. You can also provide product suggestions via the Help Provide a Suggestion menu and vote on suggestions at. Miguel de Icaza Miguel de Icaza, Distinguished Engineer, Mobile Developer Tools Miguel is a Distinguished Engineer at Microsoft, focused on the mobile platform and creating delightful developer tools.
With Nat Friedman, he co-founded both Xamarin in 2011 and Ximian in 1999. Before that, Miguel co-founded the GNOME project in 1997 and has directed the Mono project since its creation in 2001, including multiple Mono releases at Novell. Miguel has received the Free Software Foundation 1999 Free Software Award, the MIT Technology Review Innovator of the Year Award in 1999, and was named one of Time Magazine’s 100 innovators for the new century in September 2000. Hi All We have setup VSTS for MAC and installed Team Foundation Version Control extension. Once i click Connect to Team Foundation Version, i can see options 1. Visual Studio Team Services (VSTS) 2. Team Foundation Server (TFS) Once i select Team Foundation Server (TFS) It ask me follosing details- Name Server User name Password Domain Once i fill all the required field and click on to login its spin since long.
Please let me know if i am doing something wrong here (My TFS Server is not enabled for for now). Hi Just installed TFS addon for Visual Studio Community 2017 for mac. I’ve already managed to connect to my remote TFS and to map it to a local folder. Already through the most difficult part. However I don’t see how to download last version from remote version to local workspace.
In windows it would usually be right click and you’d see a contextual menu with all the version control features (Get latest version, view history). But I can’t find these options in my Mac.
I’ve tried it all (Option + Click, cmd + click) with no luck. Can you help me? Kind regards. We have been working with the VS MAC TFS plugin and have successfully connected to cloud based VSTS. We have been unable to connect to our on-prem TFS which is 2017 SP4 on Windows Server 2016. We also attempted to connect to an older TFS instance (2012 running on Server 2008 R2) without success.
We have been able to successfully connect to the TFS instance through the browser, but using the plugin, we have tried numerous credentials and connection variations with no luck. Can someone please post sample successful connection parameters? Also, the spinning “please wait” UI should probably time out or provide some sort of feedback. On the positive side, using the TFS web interface, we pulled down our.Net core solution (2 projects), which was initially developed on a windows box and compiled and ran it on the MAC (running VS 2017 Pro for Mac on High Sierra). Initially it bombed out (missing webpack) but we resolved that error and the solution compiled and ran. Many thanks to Cecil Phillip for this post which worked perfectly.