I've got an existing CloudKit based app that I'm trying to put a map into (via MapKit). CloudKit is currently storing building names, photos and also includes a location record for latitude and longitude for each building. I'm trying to search for a tutorial or example so I can see how to properly download CKRecords and use the locations to provide annotations/pins in a MapKit view.I'm not having any luck, though. I've run across a couple older Objective-C examples, but nothing recent and in Swift. Has anyone else seen something I might be able to use?
Search results for
build disappears
49,252 results found
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
I can build, run and debug watchOS 1 apps absolutely fine. When I try and build/run watchOS 2, Xcode runs for a bit, beachballs after a while and then it eventually stops. I can usually get the app on by manually installing via the iOS Apple Watch app.No debugger or logs though..Has anyone figured out a workaround or is this just not possible in the current beta?Simulator builds are all ok but I'm experimenting with Core Motion so it only really works on device..Note.. I'm trying with a brand new project, no changes. I believe everything is correctly provisioned..
I had some code that compiled and its test passed under Xcode 6.3.2.I opened it with Xcode7b1 and let it convert it. The code still had a number of errors so I tried fixing them and got to a point where Swift crashes during compilation and I cannot proceed any farther.Steps to Reproduce:1. git clone https://github.com/dave256/DDRCoreDataKit2. git checkout xcode7b1radar3. open the project and build itExpected Results:Swift compiler should not crashActual Results:Swift compiler crashesIf you want to see what happens during the conversion process, you can do:git clone https://github.com/dave256/DDRCoreDataKitgit checkout swift1.2and then open it with Xcode 7.
I think the ad-hoc installation process most closely mimics the App Store distribution. So I would start by installing an ad-hoc build of your old version, then installing an ad-hoc build of the new version over top.The app crashing on an update is a sign that your application data, which is preserved from the old version, was in a format that your new code didn't handle properly. Apps do not normally crash when updated unless there are bugs.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
It use to be possible to write a script to automatically archive, sign and upload a build to testflight.My question is, with the new improvements to testflight announced in WWDC2015, is it now possible to write a script to automatically upload a build to testflight?It doesn't seem like it is, but I just wanted to confirm that before deploying a coninious integration and deployment system.Thank you
I have an existing document-based Core Data application that I converted to Swift 2 in Xcode 7. After converting the project, the compiler crashes every time I build the project. I narrowed the problem down to the convenience init method I override in my NSPersistentDocument subclass. If I comment out the init method, the project builds.But if I have the convenience init method in my code, the compiler crashes, even if the only thing the init method does is call self's init method.convenience init(type typeName: (String!)) { self.init() }What changes do I have to make to the convenience init method to prevent the Swift compiler from crashing when building the project?
Hi,Is there a device/Xcode version compatibility list? I am trying to build and run an app on an iPhone 3GS to test compatibility with iOS 6 but Xcode 6 is not seeing the connected iPhone 3GS. Will I need to install Xcode 5 alongside the newer version to test on iPhone 3GS? Thank you.Also, I know that not many devices are running iOS 6 anymore so please do not say that I shouldn't support it; some users are still using that version more various reasons and iOS 6 is the earliest version supporting autolayout (which is the only requirement for my project).
Hey all,Setup:Xcode 6.3.2iOS/WatchKit SDK 8.3What Works:App groups are configured and tested to be working.Local development builds with development provisioning profiles work. I can build & debug to my Apple Watch hardware.Simulator also works (not that this matters).Now, enter ad hoc distributions via Crashlytic using our CI (Jenkins) environment. The application is distributed fine, and installs on device fine.But....Issue: Launching the application once installed on the Watch (via Crashlytics) results in a spinner that hangs forvever.Eventually (after about a minute) the app crashes.I've stripped the application down to a single controller with a button (no networking or heavy async stuff going on).To re-iterate - my local development builds to device work perfectly fine.Any ideas!? Is there a way to get the logs for what is going on with the watch?
I'm seeing two compile errors in the Objective-C header that Xcode generates for my swift class. I see this using Xcode 6.3.2 and 7.0 beta./Users/marc/Library/Developer/Xcode/DerivedData/VEO_iOS-agqlvygcyfcdvadpahyaxsamxmsp/Build/Intermediates/VEO_iPad.build/Debug-iphonesimulator/VEO_iPad.build/DerivedSources/VEO_iPad-swift.h:17:24: Typedef redefinition with different types ('uint_least16_t' (aka 'unsigned short') vs 'char16_t')/Users/marc/Library/Developer/Xcode/DerivedData/VEO_iOS-agqlvygcyfcdvadpahyaxsamxmsp/Build/Intermediates/VEO_iPad.build/Debug-iphonesimulator/VEO_iPad.build/DerivedSources/VEO_iPad-swift.h:18:24: Typedef redefinition with different types ('uint_least32_t' (aka 'unsigned int') vs 'char32_t')The problem is that uint_least16_t and uint_least32_t are defined in my generated *-Swift.h header and also in a file called __config.Any ideas?TIA,Marc
I've read Apple's publications The Swift Programming Langauge and Using Swift with Cocoa and Objective-C.I have no clue where to start programming in Xcode. The books did a great job explaining the language but not implementing it as if creating an app.I open up Xcode and am clueless of where to begin programming.Also, I do not even know what frameworks/objects/APIs to use, where to find them, nor where to implement them.I feel as though I know the language but do not know how to use it in the context of building an app.Thanks for any suggestions in advance.
I would start with the documentation under Getting Started in the iOS Developer Library: https://developer.apple.com/library/prerelease/ios/navigation/There are a couple of tutorials there that walk you through all the steps of building an app. Some might not yet be updated for Xcode 7 / Swift 2 but there are lots of resources there.
Topic:
Developer Tools & Services
SubTopic:
Developer Forums
Tags:
Often Beta 1 of the WWDC build is missing lots of stuff. The WWDC builds are usually quite old and not as new as what was shown in the keynote or even in the sessions. Usually features talked about will start showing up in Beta 2, 3, and 4.
Topic:
App & System Services
SubTopic:
Core OS
Tags:
The problem is a little bit more complicated, because you have (at least) two configurations as well: Debug and Release. If your framework is debugged and rock-solid, then you can use the Release configuration in other applications during debugging, but if you want to debug into the framework that's not a great approach.You can solve this problem as well as your device/simulator problem if you include the framework project as a subproject of each other application that needs it. That way the correct configuration/architecture gets built for whatever you're doing at the moment.In regard to your original question, I can only tell you what other people are doing, even though it's something that's explicitly unsupported by Apple. Some 3rd party iOS developers (including Microsoft) build the Intel architectures and ARM architectures separately, then 'lipo' them into a single fat framework. It happens to work for now, though of course I'm not recommending this as a solution. (Plus, you'd still have the Deb
Topic:
UI Frameworks
SubTopic:
AppKit
Tags:
1.) Never. Devs are obligated to use release tools only for build/submit to the store - right now that means nothing above 6.3.22.) Since Swift 2 comes with beta tools, see #1
Topic:
App & System Services
SubTopic:
Core OS
Tags:
Hello, I have submitted my app build from xCode on June 10, 2015 through XCode. It passed all validations and submission was successful. But it's not appearing in iTunes Connect even now. As it is not shown, I have been trying to submit another build for the same application using the same configurations and same xCode method for submission, am getting this error description: Invalid Signature - Code object is not signed at all. Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose Clean All in Xcode, delete the build directory in the Finder, and rebuild your release target. For more information,