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xcode github

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Reply to Load a 3D Model from internet?
The Preview application uses Scene Kit to preview Collada files, so it does work on OS X. I also it witnessed it my own apps. I've never heard of Xcode optimizing Collada files.Either it does not work properly on iOS or your downloading code is buggy. Which error do you get, by the way ?
Topic: Graphics & Games SubTopic: SceneKit Tags:
Feb ’16
Reply to iOS IKEv2 Vpn Connection
can you upload the Xcode project to GitHub?Please drop me a line via email (my email address is in my signature).Share and Enjoy — Quinn “The Eskimo!” Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = eskimo + 1 + @apple.com
May ’18
Code Snippets sync on all device or iCloud or Github?
I start to feel the need for code snippets :-)i just create my first one, and then i remembered that i often erase my computer, and i have two computers that i use xCode on (MacBook and MacBook Air).How to keep those snippets on all machine in sync and/or bring them back after a clean install.i found this xCode plugin which is 5 years old, i do not know if it workhttps://github.com/acoomans/ACCodeSnippetRepositoryPluginbut i guess the best way for me would be to have this xcode pref on icioud drive i am not sure but i think that is system preference -> keyboard -> text all replacement created there are sync to new machine,it would be nice to have something like that for snippetsof maybe it is already like that any suggestions Thank you
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Dec ’18
Reply to Xcode Cloud is not able to access swift-gen generated file
I'm also experiencing the issue, when digging into the logs a bit further I noticed that the file I generate in the build command is failing to be generated. This doesn't happen locally or when building in Github Actions - so seems specific to Xcode Cloud? I wonder if it is to due with the write permissions of the pluginWorkDirectory being different in Xcode Cloud or because of where DerivedData is located... Any suggestions on what steps I could add to the pre_xcodebuild.sh script would be really helpful!
Feb ’23
Reply to Unable to discover services for retrieved peripheral
Have you found any solution? I am having the same problem using XCode 7 and Swift, and testing on an iPhone 6s running 9.x and a 6 running 8.3. The discovery of the peripheral succeeds, the connect succeeds, but the call to discoverServices never results in a While I can't find it documented in any Apple materials, I see comments that the didDiscoverServices call back should be called no matter what - either with an error or a collection of services. I have tried passing in an array of services to look for, as well as nil. I have tried waiting several minutes. I have another app that consistently connects to the same peripheral using the same service, so I know the problem is with code. I also tried running a project from github that uses the same basic connection (https://github.com/MichMich/nRF8001-Swift), and get the same results (after updating the project to work around a lot of complile errors for my updated environment).Finally, I also tried connecting to a different
Sep ’15
Reply to building for OSX, but linking in object file built for iOS
I'm not actually using Xcode for anything. It's there because it supposedly has the pieces to do this build. The build simply uses makefiles that invoke a gcc binary.This Mac was recently upgraded to OS X v10.10.5 from an older version (I forget what it was) by a contractor. Prior to the upgrade, we had a configuration that worked for doing this build. The configuration had everything in the /Developer hierarchy, which the contractor says is the hierarchy that Xcode used to create. So, to your question about whether Xcode 7 can build an iOS dylib, I would think it can, since whatever older version of Xcode we had before was able to do it.I can copy the old /Developer hierarchy from the backup to the main disk, but with the newer version of OS X it no longer works. The contractor suggested installing Xcode v7.2.1, which is the newest Xcode that can be used with OS X v10.10.5. We did the install, but where the old /Developer hierar
Oct ’17
Reply to code signing - old Xcode, old Mac, new iOS
There’s two parts to this: Signing an app for iOS 15 Xcode support for iOS 15 The latter requires Xcode 13, which means at least macOS 11.3 (the table in Developer > Support > Xcode is something I like to keep handy). There’s no supported way around this. When it comes to code signing, the codesign tool is part of macOS and thus the code signature format you get is determined by your macOS version (Xcode only comes into play based on the arguments it passes to codesign). And AFAIK the macOS 10.15.x codesign is incapable of producing DER entitlements, which is what’s required by iOS 15 [1]. Honestly, the best way forward here is to get a new Mac. Everything else either puts your on an unsupported path, or will burn through a lot of your time, or some combination of the two. For example, macOS 10.15.x can run macOS 11 in a VM and so you could fire up a VM just to sign your code. However, that’s a significant amount of hassle
Topic: Code Signing SubTopic: General Tags:
Nov ’21
Reply to Xcode 11 beta 5 crashes as soon as open it.
Yes, tried that and the Version 11.3 beta (11C24b), also update Catalina to 10.15.2 Beta (19C46a).I opened at DTS inciident and they were no help.Using a different Catalina user account did not help but creating a new APFS volume, installing Mohave there with latest GM Xcode, (slack, github etc) then Shutdown and reboot into that to use Xcode lets me build again.
Nov ’19
Reply to NSDockTilePlugin tutorial....
After further Googling I found a github repo that contained a DockTilePlugin Sample that was 7 years old. I have updated the sample so that it builds and runs with XCode 11 and enhanced it slightly to suit my needs, as I wanted to be able to dynamically update the App's DockTile menu when the app isn't running.I hope others find this update sample useful.The updated project, with the original author's ReadMe.rtf can be found on GitHub here -https://github.com/CartBlanche/MacDockTileSampleIf someone with more Objective C experience can look over the code and tell me if there are better ways of doing things, I'll update the code, or send me a PR.
Topic: UI Frameworks SubTopic: AppKit Tags:
Dec ’19
Reply to Developing for iOS on multiple machines
Quoting the Support/Code-Signing page:Frequently Asked QuestionsHow do I transfer my code signing certificates and provisioning profiles to another Mac? Review the instructions in Export signing certificates and provisioning profiles.For keeping the projects in sync, look into using 'source control', built into Xcode - see Xcode Help, and:h ttps://medium.com/swlh/how-to-use-github-with-xcode11-8a93b64ff1bc
Jun ’20
Reply to In-app purchase restore not work in 10.2.1
1) what is the error returned in restoreCompletedTransactionsFailedWithError2) Can you comment on this in my earlier post:One thing you wrote: We installed our app(v1.x) from the App store and then installed (v2.x) from Test filght. In this version, the buy In-app purchase and Restore options were provided.Installing an app over another app rather than deleting the first version will change the code that is run (i.e. you will get the options in v2.x) but it may not change the signature of the app - that is, the app installed from Xcode may think it was installed from the App Store and seek out the production environment rather than the sandbox environment for all IAP functions.
Topic: App & System Services SubTopic: StoreKit Tags:
Mar ’17