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[링크] Unity-Net-Core-Networking-Sockets

 

GitHub - JohannesDeml/Unity-Net-Core-Networking-Sockets: NetCoreServer Client implementation for Unity

NetCoreServer Client implementation for Unity. Contribute to JohannesDeml/Unity-Net-Core-Networking-Sockets development by creating an account on GitHub.

github.com

 

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[링크] https://chronoxor.github.io/NetCoreServer/

 

NetCoreServer

Ultra fast and low latency asynchronous socket server & client C# .NET Core library with support TCP, SSL, UDP, HTTP, HTTPS, WebSocket protocols and 10K connections problem solution

chronoxor.github.io

 

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[링크] https://medium.com/@dlaudtjr07/redis-redis-desktop-manager-%EC%84%A4%EC%B9%98-%EB%B0%8F-%ED%85%8C%EC%8A%A4%ED%8A%B8-6112e9824842

 

[Redis] Redis Desktop Manager 설치 및 테스트

해당 게시물은 학습 및 기록 목적으로 작성되었습니다. 사실과 다른 내용이 있을 수 있으며, 오류가 있거나 궁금한 점은 댓글이나 dlaudtjr07@gmail.com 으로 메일 주시면 감사하겠습니다.

medium.com

 

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[링크] https://www.microsoft.com/ko-kr/p/respapp-developer-gui-for-redis-formerly-redisdesktopmanager/9ndk76zvz3tm#activetab=pivot:overviewtab

 

RESP.app - Developer GUI for Redis® (formerly RedisDesktopManager) 구매 - Microsoft Store ko-KR

Developer GUI for Redis ®

www.microsoft.com

 

 

[무료버전 다운로드]

redis-desktop-manager-0.9.3.817

redis-desktop-manager-0.8.8.384

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[링크] https://dev.to/bowmanjd/install-docker-on-windows-wsl-without-docker-desktop-34m9

 

Install Docker on Windows (WSL) without Docker Desktop

Windows Subsystem for Linux 2 sports an actual Linux kernel, supporting real Linux containers and Doc...

dev.to

 

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[링크] https://blog.naver.com/nieah914/221815212859

 

mysql Workbench 사용법

안녕하세요 피드백맨입니다. 요즘 다양한 개발들을 진행하면서 어떻게든 내돈을 안들이면서 무료로 플랫폼...

blog.naver.com

 

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[링크] https://vmpo.tistory.com/82

 

윈도우 10 Mysql 설치하기 (mysql 개발환경 세팅)

윈도우10에서 mysql을 설치해보도록 하겠습니다. 아래 웹사이트로 접속하면 최신버전 mysql install 파일을 확인할 수 있습니다. https://dev.mysql.com/downloads/installer/ MySQL :: Download MySQL Installer..

vmpo.tistory.com

 

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[요약] 솔루션(sln) 파일을 vs2019에서 vs2022로 변경하기 위해 찾아봄

[방법]

1) 솔루션(sln)파일을 에디터로 열어서 원하는 버전으로 수정

    - 나는 글쓰는 시점 기준 17.1.358.51495로 수정함

    - vs2022는 17버전임. 세부 버전은 VS 실행해서 '도움말-Microsoft Visual Studio 정보'에서 세부 버전 확인

2) 솔루션(sln) 파일 연결 프로그램은 'Microsft Visual Studio Version Selector'로 변경.

3) 더블클릭해서 실행해본다.

    - 혹시나 잘안되면 .vs 폴더 삭제 후 다시 더블클릭

 

---------------------------------------

 

Welcome to Microsoft Q&A!

You can open the sln file of the project, for example, using Visual Studio Code.
This is a partial screenshot of two sln files, the upper one was created by Visual Studio 2019, and the lower one was created by Visual Studio 2022.

Visual Studio 2019:

Visual Studio 2022:

"# Visual Studio Version 16"
The major version of Visual Studio that (most recently) saved this solution file. This information controls the version number in the solution icon.
VisualStudioVersion = 16.0.28701.123
The full version of Visual Studio that (most recently) saved the solution file. If the solution file is saved by a newer version of Visual Studio that has the same major version, this value is not updated so as to lessen churn in the file.

You can modify these two version numbers.
As an example, I modified the version number of the sln file created by VS2019:


Double click the sln file, it will open in VS2020.

You can refer to Solution (.sln) file.

 

 

 

[출처] https://docs.microsoft.com/en-us/answers/questions/619989/upgrading-sln-to-open-with-visual-studio-2022-comm.html

 

Upgrading sln to Open With Visual Studio 2022 Community - Microsoft Q&A

 

docs.microsoft.com

 

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----------------------------------------------------

Unity 2020.3.27f1

Xcode 13.2.1

FBAEMKit 12.2.1

FBSDKCoreKit 12.2.1

FBSDKCoreKit_Basics 12.2.1

FBSDKLoginKit 12.2.1
GoogleMobileAds 6.1.2
GoogleMobileAds-FacebookUnityAdapter-3.6.0

----------------------------------------------------

회사 플랫폼에서 Firebase Auth를 쓰면서 FBSDK(12.2.1) framework 가 들어가게 됐는데,

여기서 광고를 쓰기 위해 GoogleMoblieAds(6.1.2)를 추가하고,

페이스북 광고를쓰기위해 GoogleMobileAds의 미디에이션인 FacebookUnityAdapter(3.6.0)을 추가했는데..

Android는 잘되는데 iOS에서 에러 남.

 

플러그인 추가 진행 상황은 아래와 같다.

----------------------------------------------------

1) 플랫폼 SDK 추가하면서 FBSDK(12.2.1) 추가

  1.1)Plugins/iOS에 프레임워크 추가 돼 있음(FBAEMKit.framework/FBSDKCoreKit.framework/FBSDKCoreKit_Basics.framework/FBSDKLoginKit.framework)

 

2) GoogleMobileAds(6.1.2) 추가 -> 빌드 잘 됨

 

3) GoogleMobileAds-FacebookUnityAdapter(3.6.0) 추가 -> 빌드 에러

  3.1) [에러메시지] Undefined Symbols for architecture arm64: "_OBJC_CLASS_$_GAD...

  3.2) [해결방법] Unity Editor-Menu-External Dependency Manager-iOS Resolver-Settings : Link frameworks statically <- 체크

  3.3) [참조] https://blueasa.tistory.com/2587

 

4) 3) 해결 후, 빌드는 되는데 런타임에서 에러 남 -> 런타임 에러

  4.1) [에러메시지] Library not loaded: @rpath/FBAEMKit.framework...

    4.1.1) [추천] 4.2.4 방식 먼저 시도

  4.2.) [해결방법] 구글링 하다보니 아래와 같은 내용이 있음.

     4.2.1) General->Frameworks, Library, and Embedded Content. If it's "Do Not Embed", change to "Embed Without Signing"

      (참조: https://stackoverflow.com/questions/58144104/xcode11-dyld-library-not-loaded-reason-image-not-found)

    4.2.2) 빌드하고 수정하긴 그래서 XcodePostProcessor.cs에 아래 내용을 추가함.

        (처음엔 weak 파라미터를 false로 추가해봤었는데 여전히 런타임 에러 남)

      [추가소스]

      /// Initialize PbxProject
      var projectPath = pathToBuiltProject + "/Unity-iPhone.xcodeproj/project.pbxproj";
      PBXProject pbxProject = new PBXProject();
      pbxProject.ReadFromFile(projectPath);
      string targetGuid = pbxProject.GetUnityFrameworkTargetGuid();

 

      // 플랫폼 SDK에서 아래 4개 프레임워크를 추가해놔서 여기서도 4개 추가시킴

      pbxProject.AddFrameworkToProject(targetGuid, "FBAEMKit.framework", true); // weak 부분을 true로 넘김

      pbxProject.AddFrameworkToProject(targetGuid, "FBSDKCoreKit.framework", true);

      pbxProject.AddFrameworkToProject(targetGuid, "FBSDKCoreKit_Basics.framework", true);

      pbxProject.AddFrameworkToProject(targetGuid, "FBSDKLoginKit.framework", true);

 

    4.2.3) 위의 4.2.2) 방법이 안된다면 (스크립트로 프레임워크 추가를 안하고) 직접 넣어도 됨

              직접 넣는 건 아래 링크에서 원하는 버전의 FacebookSDK-Static_XCFramework를 다운받아서 추가.

              (iOS는 받아서 압축풀어보면 여러개의 폴더가 나오는데 ios-arm64(또는 ios-arm64_armv7) 폴더를 사용하면 된다)

              [링크] https://github.com/facebook/facebook-ios-sdk/releases

 

Releases · facebook/facebook-ios-sdk

Used to integrate the Facebook Platform with your iOS & tvOS apps. - facebook/facebook-ios-sdk

github.com

 

    4.2.3.1) static 프레임워크 추가하고  Undefined symbol: _vDSP 에러가 나면 Accelerate.framework도 추가하자.

                [참조] https://minmong.tistory.com/242

 

페이스북 sdk 빌드 에러 iOS Facebook SDK Static Framework build error

지난 번에 Facebook 심사를 위한 앱검수 얘기를 했었는데요. 페이스북 권한을 사용하는 컨텐츠를 동영상으로 촬영해야 된다고 말씀드렸습니다. 그리고 iOS의 경우는 시뮬레이터 빌드를 준비해야

minmong.tistory.com

 

  4.2.4) 최근(2023-05-10)에 FacebookSDK 버전을 올리려고 확인 해보면서 FacebookSDK_Dynamic.xcframework를 적용해봤는데 이걸로 해도 잘되는 것 같다.

    4.2.4.1) FacebookSDK_Dynamic.xcframework 추가

    4.2.4.2) 기존 Dependencies.xml은 버전 맞춰 주기(난 15.0.0으로 맞춤)

      [참조] <iosPod name="FBSDKLoginKit" version="15.0.0" minTargetSdk="12.0"> </iosPod>

 

 

5) 4)까지 하고 빌드하니 런타임에서도 에러 안나고 잘 됨. -> 빌드 잘 됨

 

6) 빌드 성공!

 

 

[첨언]

결론적으로 GoogleMobileAds가 Static Framework을 강제(Link frameworks statically)하면서 생기는 문제로 보인다.

결국 GoogleMobileAds를 사용해야 된다면 dynamic framework 추가 방식은 불가능하므로, Facebook 관련 SDK 소스를 직접 추가(4.2.3)하는게 맞는 것 같다.

 

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Unity 2020.3.27f1

GoogleMobileAds-v6.1.2

GoogleMobileAds-FacebookUnityAdapter-3.6.0

 

[에러메시지]

Undefined Symbols for architecture arm64: "_OBJC_CLASS_$_GAD...

 

[해결방법]

Unity Editor-Menu-External Dependency Manager-iOS Resolver-Settings : Link frameworks statically 체크

 

[참조] https://newreleases.io/project/github/googleads/googleads-mobile-unity/release/v6.0.0

  - [GooglemobileAds  6.0.0] You need to enable "Link frameworks statically" in Unity Editor -> Assets -> External Dependency Manager -> iOS Resolver -> Settings, or else the GMA plugin does not work.

 

-----------------------------------------------------------------------------------------------------

[펌]

Unity【iOS】「Undefined symbols for architecture arm64: _OBJC_CLASS_$_GADMediaView」エラーの対処法に関するメモ

 

Unityで開発したアプリをiOSでビルドした際に出たエラーの対処法がわかりづらかったのでメモ。

Xcodeでビルドした際に以下のエラーが出ました。

ld: warning: Could not find or use auto-linked framework 'AVFAudio'

Undefined symbols for architecture arm64:

  "_OBJC_CLASS_$_GADMediaView", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADRequest", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADNativeAdImageAdLoaderOptions", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADNativeAdViewAdOptions", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADBannerView", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADInterstitialAd", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADNativeAdView", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_kGADAdSizeMediumRectangle", referenced from:

      -[ALGoogleMediationAdapter adSizeFromAdFormat:withServerParameters:] in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADMobileAds", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_kGADAdSizeLeaderboard", referenced from:

      -[ALGoogleMediationAdapter adSizeFromAdFormat:withServerParameters:] in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADAdLoader", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_GADCurrentOrientationAnchoredAdaptiveBannerAdSizeWithWidth", referenced from:

      -[ALGoogleMediationAdapter adSizeFromAdFormat:withServerParameters:] in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

      +[ALGoogleMediationAdapter currentOrientationAchoredAdaptiveBannerSizeWithWidth:] in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADQueryInfo", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADExtras", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_kGADAdSizeBanner", referenced from:

      -[ALGoogleMediationAdapter adSizeFromAdFormat:withServerParameters:] in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADRewardedAd", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_kGADAdLoaderAdTypeNative", referenced from:

      -[ALGoogleMediationAdapter loadAdViewAdForParameters:adFormat:andNotify:] in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

ld: symbol(s) not found for architecture arm64

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

 

このエラーの厄介なところは、具体的にどんな対処をすればいいのかわからない点です。この部分でエラーが出ているよってことがわかればなおせますが、複数の要因により出ていると思われるエラーは修正することで泥沼にいっちゃうこともあるので慎重に対処するのが大事かなと思います。

 

 「Undefined symbols for architecture arm64: _OBJC_CLASS_$_GADMediaView」エラーに関する対処法

僕の環境では以下の方法で解決できました。(具体的なエラー原因がまだわかっていないので、上記のエラーが出た場合の対処法の一つ程度だと思ってもらえれば幸いです)

 

1.Unityで iOS ResolverのSettingsを開く

 

2.Link frameworks staticallyにチェックを入れる

3.iOSプロジェクトを出力して再ビルド

上記の方法でエラーが解消されました。

最近結構出るエラーなので、また発生したら今回のメモを参考にしたいと思います。

 

 

 

 

 お知らせ

謎解き推理ゲーム「イラスト探偵」を最近リリースしました!

もしよろしければダウンロードお願い致します!

 

[출처] https://develop.hateblo.jp/entry/unity-ios-error-build-arm64

 

Unity【iOS】「Undefined symbols for architecture arm64: _OBJC_CLASS_$_GADMediaView」エラーの対処法に関するメ

Unityで開発したアプリをiOSでビルドした際に出たエラーの対処法がわかりづらかったのでメモ。Xcodeでビルドした際に以下のエラーが出ました。ld: warning: Could not find or use auto-linked framework 'AVFAu

develop.hateblo.jp

 

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