Kimball Posted December 16, 2012 Report Share Posted December 16, 2012 Not sure whether or not this one is known, but this is the error I started getting a week or so ago. If I omit Atlas when I do update-workspaces, the game builds fine but this is what I get otherwise:==== Building AtlasUI (release) ====....IGUIObject.cppUndefined symbols for architecture x86_64: "wxNavigationEnabled<wxNonOwnedWindow>::RemoveChild(wxWindowBase*)", referenced from: vtable for ActorEditor in ActorEditor.o vtable for AnimListEditor in AnimListEditor.o vtable for PropListEditor in PropListEditor.o vtable for TexListEditor in TexListEditor.o vtable for ColourDialog in ColourDialog.o vtable for AtlasDialog in AtlasDialog.o vtable for AtlasWindow in AtlasWindow.o ... "wxNavigationEnabled<wxNonOwnedWindow>::AddChild(wxWindowBase*)", referenced from: vtable for ActorEditor in ActorEditor.o vtable for AnimListEditor in AnimListEditor.o vtable for PropListEditor in PropListEditor.o vtable for TexListEditor in TexListEditor.o vtable for ColourDialog in ColourDialog.o vtable for AtlasDialog in AtlasDialog.o vtable for AtlasWindow in AtlasWindow.o ... "wxNavigationEnabled<wxNonOwnedWindow>::SetFocus()", referenced from: vtable for ActorEditor in ActorEditor.o vtable for AnimListEditor in AnimListEditor.o vtable for PropListEditor in PropListEditor.o vtable for TexListEditor in TexListEditor.o vtable for ColourDialog in ColourDialog.o vtable for AtlasDialog in AtlasDialog.o vtable for AtlasWindow in AtlasWindow.o ... "wxNavigationEnabled<wxNonOwnedWindow>::AcceptsFocus() const", referenced from: vtable for ActorEditor in ActorEditor.o vtable for AnimListEditor in AnimListEditor.o vtable for PropListEditor in PropListEditor.o vtable for TexListEditor in TexListEditor.o vtable for ColourDialog in ColourDialog.o vtable for AtlasDialog in AtlasDialog.o vtable for AtlasWindow in AtlasWindow.o ... "wxNavigationEnabled<wxNonOwnedWindow>::AcceptsFocusRecursively() const", referenced from: vtable for ActorEditor in ActorEditor.o vtable for AnimListEditor in AnimListEditor.o vtable for PropListEditor in PropListEditor.o vtable for TexListEditor in TexListEditor.o vtable for ColourDialog in ColourDialog.o vtable for AtlasDialog in AtlasDialog.o vtable for AtlasWindow in AtlasWindow.o ... "wxNavigationEnabled<wxNonOwnedWindow>::AcceptsFocusFromKeyboard() const", referenced from: vtable for ActorEditor in ActorEditor.o vtable for AnimListEditor in AnimListEditor.o vtable for PropListEditor in PropListEditor.o vtable for TexListEditor in TexListEditor.o vtable for ColourDialog in ColourDialog.o vtable for AtlasDialog in AtlasDialog.o vtable for AtlasWindow in AtlasWindow.o ...ld: symbol(s) not found for architecture x86_64clang: error: linker command failed with exit code 1 (use -v to see invocation)make[1]: *** [../../../binaries/system/libAtlasUI.dylib] Error 1make: *** [AtlasUI] Error 2make: *** Waiting for unfinished jobs....IGUIScrollBar.cpp3 warnings generated.IGUIScrollBarOwner.cppLet me know if you need more info. Quote Link to comment Share on other sites More sharing options...
MishFTW Posted December 16, 2012 Report Share Posted December 16, 2012 Last night I got similar build errors on OSX 10.7.5I also omit atlas when I update workspaces (using --disable-atlas)I'll try again today and see if it was just an isolated incident or not.Edit: it happened again and here is the output. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted December 16, 2012 Report Share Posted December 16, 2012 Let me know if you need more info.Assuming you're using MacPorts, can you check which wxWidgets port is installed? "port -v installed wxWidgets-devel" ought to do it. Also make sure you don't have the old wxWidgets 2.8 installed by mistake: "port -v installed wxWidgets". It might be a good idea to update MacPorts and the installed ports as described here - but I can't guarantee that will solve your problem.Didn't you update Xcode recently?Last night I got similar build errors on OSX 10.7.5I also omit atlas when I update workspaces (using --disable-atlas)I'll try again today and see if it was just an isolated incident or not.Edit: it happened again and here is the output.Have you installed anything on the system that might have modified the OpenAL framework? Someone had a similar problem here and the solution was to replace the framework from another source. I'd make a backup first, just in case, but it surely doesn't seem like a 0 A.D. issue. Quote Link to comment Share on other sites More sharing options...
myconid Posted December 16, 2012 Report Share Posted December 16, 2012 wxNavigationEnabled was added in version 2.9, according to the docs. A quick search shows that these errors can be caused by an incompatibility between wxWidgets and Xcode's Clang toolchain. Their suggested workaround is to use a different toolchain, such as llvm-gcc. Not a mac user, so that's all I got. Quote Link to comment Share on other sites More sharing options...
MishFTW Posted December 16, 2012 Report Share Posted December 16, 2012 Have you installed anything on the system that might have modified the OpenAL framework? Someone had a similar problem here and the solution was to replace the framework from another source. I'd make a backup first, just in case, but it surely doesn't seem like a 0 A.D. issue.I have installed Awesomium SDK and just updated to Unity 4, but I hardly think that should mess with OpenAL. The game compiled a week ago ( on Dec 9). I opened the OpenAL.framework directory from my /Library and its there, with the date modified as the December 9 (the day I last compiled). I even opened the executable but in Terminal I get this:iMac:~ Geek$ /Library/Frameworks/OpenAL.framework/Versions/A/OpenAL ; exit;Launch of "OpenAL" failed: the PowerPC architecture is no longer supported.logout[Process completed] Quote Link to comment Share on other sites More sharing options...
Kimball Posted December 16, 2012 Author Report Share Posted December 16, 2012 @ Ben:wxWidgets-devel @2.9.3_0+sdl (active) platform='darwin 11' archs='x86_64'Same case with me, the game last compiled on Dec 8th. I updated XCode a few days before that though since I needed the command line tools after I updated to Mountain Lion (10.8). Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted December 17, 2012 Report Share Posted December 17, 2012 @ Ben:wxWidgets-devel @2.9.3_0+sdl (active) platform='darwin 11' archs='x86_64'Same case with me, the game last compiled on Dec 8th. I updated XCode a few days before that though since I needed the command line tools after I updated to Mountain Lion (10.8).Try a clean build with this command before building:export CC=llvm-gcc CXX=llvm-g++Edit: actually for the clean build I'd suggest ./clean-workspaces.sh first, then update-workspaces.sh, etc. Maybe not required but I like to clean everything when changing the compiler. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted December 17, 2012 Report Share Posted December 17, 2012 I have installed Awesomium SDK and just updated to Unity 4, but I hardly think that should mess with OpenAL. The game compiled a week ago ( on Dec 9). I opened the OpenAL.framework directory from my /Library and its there, with the date modified as the December 9 (the day I last compiled).Something messed with it, if it was modified It looks like Awesomium is 32-bit only in OS X, so if it did alter any system files, that would potentially cause problems building a 64-bit binary. Anyway it's very naughty behavior, there's no excuse for modifying those files (unless an OS X update is responsible). Quote Link to comment Share on other sites More sharing options...
Kimball Posted December 17, 2012 Author Report Share Posted December 17, 2012 I don't know what happened, but I cleaned the workspaces and everything compiled fine. Carry on. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted December 17, 2012 Report Share Posted December 17, 2012 I don't know what happened, but I cleaned the workspaces and everything compiled fine. Carry on.Good to know, probably the compiler changed and wasn't compatible with the previously built SpiderMonkey libs, etc.I would suggest Geek also try cleaning workspaces. Quote Link to comment Share on other sites More sharing options...
MishFTW Posted December 18, 2012 Report Share Posted December 18, 2012 I would suggest Geek also try cleaning workspaces.I always use do clean before building. I got success this time by replacing the OpenAL framework in ~/Library/Frameworks with the one located in ~/System/LibraryFrameworks Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted December 18, 2012 Report Share Posted December 18, 2012 Glad the problems are fixed anyway Quote Link to comment Share on other sites More sharing options...
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