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Xcode

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Reply to XCode 15 warnings
For sure, Xcode may be very verbose and some warnings are hard to solve (even impossible). But you can silence the warnings and just keep errors. In the Issues navigator click on x at the bottom on the Filter line Could you show the real and more complete code, so that we can understand these hang pont (???) messages
Topic: UI Frameworks SubTopic: UIKit Tags:
Apr ’24
Xcode playgrounds do nothing
Hello. I have bought a brand new Macbook and installed the latest version of macOS, Xcode and Xcode development tools. I assume if I am going to be learning how to write code with Xcode, this would be an ideal setup. I open Xcode and click on the first option 'Get started with a playground.' Since I have a Macbook, I then click on 'macOS' and for fun, I click on the 'Map' option instead of 'Blank.' I click on the location of 'MyPlayground' and an editor window shows up with some code that looks like Swift://: A MapKit based Playground import MapKit import PlaygroundSupport let appleParkWayCoordinates = CLLocationCoordinate2DMake(37.334922, -122.009033) // Now let's create a MKMapView let mapView = MKMapView(frame: CGRect(x:0, y:0, width:800, height:800)) // Define a region for our map view var mapRegion = MKCoordinateRegion() let mapRegionSpan = 0.02 mapRegion.center = appleParkWayCoordinates mapRegion.span.latitudeDelta = mapRegionSpan mapRegion.
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1.6k
Nov ’18
Reply to Submit ios9+ app
Looks like you can... My Xcode 9.3 supports down to iOS 8.0 via the Deployment OS setting. You may need to code around any deprecations, etc. Idioms might help.And just a note that after all the chatter surrounding Apple's repeated admonition that as of April 2018 (May 1 is tomorrow...), 'all new apps and updates must support iOS 11', which would mean latest Xcode 9.3 (as of now), iTunes Connect, after nearly two years, remains unchanged, still saying this about that:Submit your builds using Xcode 6 or later, or Application Loader 3.0 or later.If you want to build w/base SDK iOS 9.x, you're free to use Xcode 7.x - which of course means you can't also support iOS 11 - but you seem to be good-to-go in that example, since you have no interest in iOS 11 support.Good luck.
Apr ’18
Reply to CAMetalLayer calling -display has no effect.
Hello Greven.SKEmitter nodes are very broken.Try to do this in Xcode 9.1 Beta 2. using ios 9.x-Add one SKEmitter to the default GameScene.sks using the spacehip texture.(In code)- create a strong reference to the skemitter- Remove the emitter from the scene (Using removefromparent)- Add the emitter back to the scene addchildren(Broken)- Broken in iOS 9.x Simulator & Real Hardware+works in iOS 8.x Simuator & Real Hardware+work removing - adding SKSprite nodes
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Oct ’15
Xcode
I just had WindowServer crash. Xcode stopped working shortly after that. I tried restarting Xcode 26.0.1 universal but it refused. I rebooted macOS 26.0.1 Tahoe and tried to start the same Xcode, no joy. I tried...six different already installed Xcodes, all displaying the Xcode_26.1b quit unexpectedly. alert. Looking at the report: Exception Type: EXC_BAD_ACCESS (SIGKILL (Code Signature Invalid)) Exception Subtype: UNKNOWN_0x32 at 0x00000001111e4000 Exception Codes: 0x0000000000000032, 0x00000001111e4000 Termination Reason: Namespace CODESIGNING, Code 2, Invalid Page This seems wild to me. Thanks! -Mike
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Oct ’25
Reply to Change base SDK to older Versions
Not in that example, no.The usual process in that case is to lower the '[ <target>General/Deployment Info ]Deployment Target' - just be aware your code may need updating as well.Otherwise, if you must stay at 8.x iOS, install an older Xcode, such as 6.2, (where a need to submit to the store using iOS 10.x would be set aside), but that may only present different issues, requiring you to learn outdated code, processes etc. - my advice is to modernize now, instead.
Feb ’17