How to add Gstreamer to your project on xcode

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How to add Gstreamer to your project on xcode

Arvin6
I've added Gstreamer.framework to xcode frameworks list. Then added Library
search path to /Library/Frameworks/GStreamer.framework/Headers.
Xcode still says gst.h is not found.
After further inspection I found that Gstreamer.framework/Headers is not
being opened for some reason.
What are the steps to integrate GStreamer to Xcode? Someone please
elaborate.



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Re: How to add Gstreamer to your project on xcode

Arvin6
So I figured that I should add the Header path to Header Search Path rather
than Library Search Path on Xcode. That fixed the Gst.h not found problem.
Now when I compile the code, Xcode throws a Linker error.
It'll be awesome if someone explains how to integrate Gstreamer with Xcode
8.



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Re: How to add Gstreamer to your project on xcode

Mailing List SVR
Il 20/09/2017 13:31, Arvin6 ha scritto:
> So I figured that I should add the Header path to Header Search Path rather
> than Library Search Path on Xcode. That fixed the Gst.h not found problem.
> Now when I compile the code, Xcode throws a Linker error.
> It'll be awesome if someone explains how to integrate Gstreamer with Xcode
> 8.

in "Build Settings" set "Enable Bitcode" to "No", this should solve the
link error, if not please post more details about it,

to avoid a lot of warnings set "Documentation Comments" to "No" too,

Nicola

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Re: How to add Gstreamer to your project on xcode

Arvin6
I'm developing a Mac application. There is no option to disable bitcode. I've
checked that the code compiles if Gstreamer framework is removed. What might
be the problem?



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Re: How to add Gstreamer to your project on xcode

Mailing List SVR
Il 20/09/2017 14:11, Arvin6 ha scritto:
> I'm developing a Mac application. There is no option to disable bitcode.

This is a common problem when compiling for iOS, probably not related
for Mac

>   I've
> checked that the code compiles if Gstreamer framework is removed. What might
> be the problem?

you should post the error details, without them we can only try to guess,

Nicola

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Re: How to add Gstreamer to your project on xcode

Arvin6
This post was updated on .
I'm pretty new to Mac development. This is what gets displayed.

clang: error: linker command failed with exit code 1 (use -v to see
invocation)

When I reveal in log.
Ld
DerivedData/DisplayX/Build/Products/Debug/DXDemo.app/Contents/MacOS/DXDemo
normal x86_64
    cd /Users/arvindn/Stuff/Arvind/displayx-master
    export MACOSX_DEPLOYMENT_TARGET=10.12
   
/Applications/Xcode8.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++
-arch x86_64 -isysroot
/Applications/Xcode8.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.12.sdk
-L/Users/arvindn/Stuff/Arvind/displayx-master/DerivedData/DisplayX/Build/Products/Debug
-F/Users/arvindn/Stuff/Arvind/displayx-master/DerivedData/DisplayX/Build/Products/Debug
-F/Users/arvindn/Stuff/Arvind/displayx-master -F/Library/Frameworks
-filelist
/Users/arvindn/Stuff/Arvind/displayx-master/DerivedData/DisplayX/Build/Intermediates/DisplayX.build/Debug/DXDemo.build/Objects-normal/x86_64/DXDemo.LinkFileList
-Xlinker -rpath -Xlinker @executable_path/../Frameworks
-mmacosx-version-min=10.12 -Xlinker -object_path_lto -Xlinker
/Users/arvindn/Stuff/Arvind/displayx-master/DerivedData/DisplayX/Build/Intermediates/DisplayX.build/Debug/DXDemo.build/Objects-normal/x86_64/DXDemo_lto.o
-Xlinker -export_dynamic -Xlinker -no_deduplicate -fobjc-arc
-fobjc-link-runtime -framework GStreamer -framework opencv2 -framework
Security -framework ServiceManagement -framework IOKit -framework
CoreServices -framework OpenGL -framework Cocoa -Xlinker -dependency_info
-Xlinker
/Users/arvindn/Stuff/Arvind/displayx-master/DerivedData/DisplayX/Build/Intermediates/DisplayX.build/Debug/DXDemo.build/Objects-normal/x86_64/DXDemo_dependency_info.dat
-o
/Users/arvindn/Stuff/Arvind/displayx-master/DerivedData/DisplayX/Build/Products/Debug/DXDemo.app/Contents/MacOS/DXDemo

ld: file not found:
/Library/Frameworks/GStreamer.framework/Versions/1.0/lib/libgstcontroller-1.0.0.dylib
for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see
invocation)

I says like libgstcontroller is missing. But when I run locate, it shows

-iMac:frameworks arvindn$ locate libgstcontroller
/Library/Frameworks/GStreamer.framework/Versions/1.0/lib/libgstcontroller-1.0.0.dylib
/Library/Frameworks/GStreamer.framework/Versions/1.0/lib/libgstcontroller-1.0.dylib





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Re: How to add Gstreamer to your project on xcode

Mailing List SVR
In reply to this post by Mailing List SVR
Il 20/09/2017 14:33, Arvin6 ha scritto:
I'm pretty new to Mac development. I couldn't view better info about the
error for some reason. This is what gets displayed.

clang: error: linker command failed with exit code 1 (use -v to see
invocation)

right click on issue --> reveal in log

should give more info,

as general rule try to start from one of the gstreamer tutorials and see the difference from them and your project, I'm quite new to mac/ios too and this way I solved several issues,

Nicola


I have only added the GStreamer framework, no other coding. When I open the
issue prompt on finder, it points to Gstreamer.framework other than that,
there is no other information.




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Re: How to add Gstreamer to your project on xcode

Arvin6
Yes, makes sense. This is making me crazy, libgstcontroller-1.0.0.dylib
showed up in locate but when I inspect it physically, it was not in
/versions/1.0/lib. After further inspection, I came to know that some
libraries are in /opt/local/lib. Do you have any idea how to link that on
Xcode? I tried adding it to Library search path but it didn't work.



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Re: How to add Gstreamer to your project on xcode

Arvin6
In reply to this post by Mailing List SVR
I finally got it to compile. The problem was, some files were installed in
/opt/local/lib while their reference were needed by Gstreamer.framework on
xcode. Copying and pasting all those libgst* files to the frameworks's lib
folder did the trick.



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