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ld: warning: directory not found
After upgrading an existing swift project I am seeing the following warning when it builds the tests:ld: warning: directory not found for option '-F/Applications/Xcode-beta.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS9.0.sdk/Developer/Library/Frameworks'That directory does not exist.. should it be looking for SDKs/iPhoneOS9.0.sdk/System/Library/Frameworks?Is this something that needs fixing within my project files/build settings/etc?
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Jun ’15
Reply to How do I install apps without a developer program?
I haven't tried this yet but I pulled this from the XCode 7 release notes. Maybe you are running into one of these issues:Free Provisioning•Accounts with expired Apple Developer Program memberships may not be able to use free provisioning.(20486606)Workaround: Create a new Apple ID and enter it into Xcode's Accounts preference pane.•The list of teams displayed within Xcode's Accounts preference pane may not update to show your new freeprovisioning team. (19775448)Workaround: Remove your Apple ID and add it again in Xcode's Accounts preference pane.•When logging in via the Preferences window’s Accounts pane, any standard Apple ID will allow you to log inand use Free Provisioning. Such logins will not be subject to the Apple Developer Program LicenseAgreement. (21243707)•You may be asked to select between a free membership and your company team membership whenconfiguring apps for distribution. (20276021
Jun ’15
Reply to Testing Apps on iOS Devices without subscription
I haven't tried this yet but I pulled this from the XCode 7 release notes. Maybe you are running into one of these issues:Free Provisioning•Accounts with expired Apple Developer Program memberships may not be able to use free provisioning.(20486606)Workaround: Create a new Apple ID and enter it into Xcode's Accounts preference pane.•The list of teams displayed within Xcode's Accounts preference pane may not update to show your new freeprovisioning team. (19775448)Workaround: Remove your Apple ID and add it again in Xcode's Accounts preference pane.•When logging in via the Preferences window’s Accounts pane, any standard Apple ID will allow you to log inand use Free Provisioning. Such logins will not be subject to the Apple Developer Program LicenseAgreement. (21243707)•You may be asked to select between a free membership and your company team membership whenconfiguring apps for distribution. (20276021
Jun ’15
Reply to Converted 32bit to 64bit app Crashes
The crash log is useful if it's symbolicated. It's not particularly useful in that format. (Incidentally you don't normally need to post the long list of binaries at the end, or the irrelevant threads - usually just the header and the thread that crashed is sufficient. More info is better than less though.)These two lines1 OIDAR 0x0000000100095020 0x100038000 + 3809602 OIDAR 0x0000000100093d0c 0x100038000 + 376076will point to the specific source file and line of code that caused the crash once you have that log symbolicated. (Drag into Xcode in the device logs window)
Jun ’15
Reply to Xcode setting ENABLE_BITCODE
When bitcode is enabled for a target, all the objects, static libraries and user frameworks used when linking that target must contain bitcode. Otherwise, an error or a warning will be issued by the linker. (Note: missing bitcode is currently a warning for iOS, but it will become an error in an upcoming beta release of Xcode 7.) ENABLE_BITCODE should be consistently turned on for all the targets. If you use a library or framework provided by a third party, please contact the vendor for an updated version which contains bitcode.
Jun ’15
Copying target on build success only
I did create a command line tool for my iOS project. I would like the binary to be copied to ~/bin folder, just after a successful compilation and linking. What I did so far is:cp ${TARGET_BUILD_DIR}/${PRODUCT_NAME} ~/bin/entered as a pre-action run script in XCode scheme. I am almost happy with that, only except that I unnecessarily need to run the toole to have it copied. I would prefer to enter the above command as a post-action build script, but only if compilation and linking have both been successful.Is there a way to put a condition into post-action build script?
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Jun ’15
Xcode 6.3.2 "forgetting" source control
I just got a new iMac, and installed Xcode 6.3.2 on it. I checked out a copy of my source code repository, and everything runs and builds just fine, but there's one very weird glitch.When I start up Xcode, everything's normal, I can see which files have been modified, and look at their deltas in the Version Editor.However, after a couple of minutes (at most), Xcode will suddenly forget the source code repository, and mark all my files with ? (indicating that it thinks the file is unversioned).In the File Inspector, the files now have Version Not yet committed and Status Unversioned, but they also have a Location corresponding to the repository location (e.g. svn+ssh://repo.flim.com/../trunk/Foo/bar.swift since I happen to be using subversion for this project).From the shell, access to the repository is completely normal - no errors. And if I restart Xcode, everthing works fine - until whatever it is updates, and marks everything as unversioned again.I've been using this con
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2k
Jun ’15
Black bars when using simulator?
Anyone have this issue? My app works fine when I download it on my device from the App Store, but if I go to run the same branch of my code in the simulator running 10.11 and Xcode 7 Beta I get black bars. I've not had this issue before, and my app is optimized for larger screens. In addition, on a branch where I started implementing Auto Layout, I have the same issue. Even if I remove all my constraints and set to suggested constraints, I have the same issue. Also, I have tried to set the Size Constraints, but that doesn't do anything. What is even more strange, is if I load the app onto my iOS 9 device, I get the same thing. Is anyone else having this issue? Or am I just doing something wrong?
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4.7k
Jun ’15
SpriteKit SKSprite only displaying if asset is on “Universal”
'm having a little bit of trouble with an image I need for my SpriteKit project. I'm creating a background for my game. This is the code I have in my scene:let backgroundName = Background let backgroundImage = SKSpriteNode(imageNamed: backgroundName) backgroundImage.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame)) self.addChild(backgroundImage)I think there's no problem there. This is my asset catalog:http://i.stack.imgur.com/BauYU.pngI don't think there's a problem there, either. But that doesn't work. When running the app on my iPad, all I get is a black background. The interesting thing is that if I put the assets in a Universal group, instead of the iPad group, the background will show correctly. Why? This is something I don't want to do, since I want to add assets for the iPhone.I'm using Xcode 7 and iOS 9.Any help would be appreciated. Thanks.
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1.2k
Jun ’15