Search results for

“Xcode”

93,891 results found

Post

Replies

Boosts

Views

Activity

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to the store using iOS 10.x would be set aside), but that may only present different issues, requiring you to learn outdated code, processes etc.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
Reply to System Voraussetzung Xcode
Ich habe eine Zeit lang ein MacBook Air 2010 mit OS X 10.11 El Capitan für Xcode 7 verwendet. Mit 2 GB RAM und 250 GB Festplatte. Ich benutze jetzt XCode 11 auf einem MBP 2016, Catalina, 16 GB RAM, 500 GB Festplatte und es läuft gut. Bei einem großen Code hatte ich jedoch Probleme mit dem iMac mit 16 GB RAM mit XCode 9. Sie sollten also in der Lage sein, das MacBook Air mit 8 GB zu verwenden, aber Sie riskieren eine Verlangsamung, wenn Sie große Projekte kompilieren.I used a MacBook Air 2010 with OS X 10.11 El Capitan for Xcode 7 for a while. With 2GB RAM and 250 GB Disk. I now use XCode 11 on a MBP 2016, Catalina, 16 GB RAM, 500 GB Disk and it's doing well. But for a large code, I had problems on iMac with 16 GB RAM with XCode 9. So, you should be able to be able to use MacBook Air with 8 GB, but you risk slow down if you compile large projects.
Mar ’20
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 Cloud Production Builds in XCode 14
I have the latest XCode 14 on my Mac running Ventura preview. I am trying to build and deploy a live production app, essentially an app previously built with XCode 13.4.1 and now on the store. From my knowledge, this was not previously possible on preview versions of Mac OS. So, I'm wondering if now XCode Cloud is able to build this production app in the cloud instead of locally, using the previous XCode version 13.4.1 (GM), but pushing it up with XCode 14 (Beta). Note: My app is not using any new features that require XCode 14, and builds successfully in 13.4.1 and 14.
2
0
983
Jun ’22
Why I didn't get xcode updates for xcode 9.0.1
I'm using Xcode 8.3.3 and my os version is 10.12.6. when I look for updates in App Store it shows if there's any availble updates. but doesn't show any update for Xcode. but if I searched for xcode then it shows the button Install, not for Update. I'm wondering why is that. what happen if I Install. does it install as a new Xcode or, update the existing verstion to 9.0.1 hope your answer with this.
1
0
888
Oct ’17
Reply to error: invalid target, create a target using the 'target create' command
Very deep cleaning (rm derived data, caches, ++) fixes the missing BackgroundTask console output. So whats left is that Xcode 13 LLDB does not print objects in most places of out code. Reproducible for the complete team. error: invalid target, create a target using the 'target create' command // ... (lldb) po someObject error: :3:1: error: cannot find 'someObject' in scope While Xcode 12.x works as expected. Due to the fact the internet did not explode yet, I assume this is not a general Xcode issue but something related to our Xcode Project. Any hint highly appreciated o/
Jan ’22
the code that works in Xcode 6 doesn't work with Xcode 7
this is my first question here and apologize for bad English.I was recently making a game application using Xcode 6.4 which worked perfectly in IOS devices. However, when I upload Xcode 7 Beta 4 to develop my app for IOS 9 there was a problem.I was using this code in Xcode 6, which was restricting my hero to flip between -1.0 and 1.0 in X-axes, my hero could not flipping to -2.0:func flip() { isUpsideDown = !isUpsideDown var scale: CGFloat! if isUpsideDown { scale = -1.0 } else { scale = 1.0 } let translate = SKAction.moveByX(0, y: scale*(size.height + kMLGroundHeight), duration: 0.1) let flip = SKAction.scaleYTo(scale, duration: 0.1) runAction(translate) runAction(flip) }But now in Xcode 7 this cod seems to not work. Firstly it seems alright but then hero starts to flip to -2.0, -3.0 and this goes on until the hero goes out of frame.Also this is my game scene cod which worked perfectly on Xcode 6: override func touchesBegan(touches: Set<UITouc
1
0
260
Jul ’15
XCode
Hey there! I'm a student and just want to start iOS development so I've googled for it and found out that Swift is the #1 language for iOS development and I've decided to learn that but I think it needs XCode IDE to work. But I am confused that Can I run XCode on my windows PC or not?
2
0
273
Dec ’20
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
XCode 7 breaks XCode 6 simulators
Downloaded XCode 7 to play around with the Demo Bots example. Now I've switched back to doing actual production work with XCode 6, and I'm getting the error The iOS 8.4 Simulator runtime is not available every time I try to run an app in the iOS simulator. Obvously XCode 6 was working fine launching iOS apps in simulator before I downloaded and used XCode 7.Why is this happening and how can I use two versions of xcode without breaking their simulators?
6
0
716
Sep ’15
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.
Replies
Boosts
Views
Activity
Feb ’17
Reply to System Voraussetzung Xcode
Ich habe eine Zeit lang ein MacBook Air 2010 mit OS X 10.11 El Capitan für Xcode 7 verwendet. Mit 2 GB RAM und 250 GB Festplatte. Ich benutze jetzt XCode 11 auf einem MBP 2016, Catalina, 16 GB RAM, 500 GB Festplatte und es läuft gut. Bei einem großen Code hatte ich jedoch Probleme mit dem iMac mit 16 GB RAM mit XCode 9. Sie sollten also in der Lage sein, das MacBook Air mit 8 GB zu verwenden, aber Sie riskieren eine Verlangsamung, wenn Sie große Projekte kompilieren.I used a MacBook Air 2010 with OS X 10.11 El Capitan for Xcode 7 for a while. With 2GB RAM and 250 GB Disk. I now use XCode 11 on a MBP 2016, Catalina, 16 GB RAM, 500 GB Disk and it's doing well. But for a large code, I had problems on iMac with 16 GB RAM with XCode 9. So, you should be able to be able to use MacBook Air with 8 GB, but you risk slow down if you compile large projects.
Replies
Boosts
Views
Activity
Mar ’20
Xcode quit unexpectedly. Xcode 6.3.2
I'm trying to submit an archive to the App Store. Yesterday, the same process was working fine. I'm getting an Xcode quit unexpectedly error. I'm using Xcode 6.3.2. Please provide assistance.
Replies
8
Boosts
0
Views
2.2k
Activity
Jun ’15
Xcode
xcode in on my IPhone 11 isn’t working nor will it download any reason why?
Replies
0
Boosts
0
Views
217
Activity
Jun ’20
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:
Replies
Boosts
Views
Activity
Oct ’15
XCode Cloud Production Builds in XCode 14
I have the latest XCode 14 on my Mac running Ventura preview. I am trying to build and deploy a live production app, essentially an app previously built with XCode 13.4.1 and now on the store. From my knowledge, this was not previously possible on preview versions of Mac OS. So, I'm wondering if now XCode Cloud is able to build this production app in the cloud instead of locally, using the previous XCode version 13.4.1 (GM), but pushing it up with XCode 14 (Beta). Note: My app is not using any new features that require XCode 14, and builds successfully in 13.4.1 and 14.
Replies
2
Boosts
0
Views
983
Activity
Jun ’22
Why I didn't get xcode updates for xcode 9.0.1
I'm using Xcode 8.3.3 and my os version is 10.12.6. when I look for updates in App Store it shows if there's any availble updates. but doesn't show any update for Xcode. but if I searched for xcode then it shows the button Install, not for Update. I'm wondering why is that. what happen if I Install. does it install as a new Xcode or, update the existing verstion to 9.0.1 hope your answer with this.
Replies
1
Boosts
0
Views
888
Activity
Oct ’17
Xcode Cloud using old Xcode versions
Xcode Cloud seems to be stuck at Xcode 13.2 beta 2 even if the release candidate (13C90) came a week ago and got realeased yesterday. It builds fine but the builds are rejected by App Store Connect because they were built with an obsolete version. Any tricks to convince Xcode Cloud to use the Xcode 13.2 (13C90)?
Replies
1
Boosts
0
Views
1.1k
Activity
Dec ’21
Reply to error: invalid target, create a target using the 'target create' command
Very deep cleaning (rm derived data, caches, ++) fixes the missing BackgroundTask console output. So whats left is that Xcode 13 LLDB does not print objects in most places of out code. Reproducible for the complete team. error: invalid target, create a target using the 'target create' command // ... (lldb) po someObject error: :3:1: error: cannot find 'someObject' in scope While Xcode 12.x works as expected. Due to the fact the internet did not explode yet, I assume this is not a general Xcode issue but something related to our Xcode Project. Any hint highly appreciated o/
Replies
Boosts
Views
Activity
Jan ’22
Xcode 7 beta aside Xcode 6 ?
Hihas this been asked as usual? Is it ok to install Xcode 7 beta aside to Xcode 6 such that Xcode 6 is not touched and able to use for production, submission, etc?Thanks!
Replies
3
Boosts
0
Views
2.6k
Activity
Jun ’15
the code that works in Xcode 6 doesn't work with Xcode 7
this is my first question here and apologize for bad English.I was recently making a game application using Xcode 6.4 which worked perfectly in IOS devices. However, when I upload Xcode 7 Beta 4 to develop my app for IOS 9 there was a problem.I was using this code in Xcode 6, which was restricting my hero to flip between -1.0 and 1.0 in X-axes, my hero could not flipping to -2.0:func flip() { isUpsideDown = !isUpsideDown var scale: CGFloat! if isUpsideDown { scale = -1.0 } else { scale = 1.0 } let translate = SKAction.moveByX(0, y: scale*(size.height + kMLGroundHeight), duration: 0.1) let flip = SKAction.scaleYTo(scale, duration: 0.1) runAction(translate) runAction(flip) }But now in Xcode 7 this cod seems to not work. Firstly it seems alright but then hero starts to flip to -2.0, -3.0 and this goes on until the hero goes out of frame.Also this is my game scene cod which worked perfectly on Xcode 6: override func touchesBegan(touches: Set<UITouc
Replies
1
Boosts
0
Views
260
Activity
Jul ’15
Unable to build project in Xcode 12
My project have Swift and Objective C Code together also i have bridging header to use objective c code in swift and everything works well in Xcode 11.x but when i upgrade my Xcode to 12.3. Its tell all my objective c classes are not in scope. Cannot find type '***********' in scope
Replies
2
Boosts
0
Views
689
Activity
Jan ’21
XCode
Hey there! I'm a student and just want to start iOS development so I've googled for it and found out that Swift is the #1 language for iOS development and I've decided to learn that but I think it needs XCode IDE to work. But I am confused that Can I run XCode on my windows PC or not?
Replies
2
Boosts
0
Views
273
Activity
Dec ’20
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:
Replies
Boosts
Views
Activity
Feb ’16
XCode 7 breaks XCode 6 simulators
Downloaded XCode 7 to play around with the Demo Bots example. Now I've switched back to doing actual production work with XCode 6, and I'm getting the error The iOS 8.4 Simulator runtime is not available every time I try to run an app in the iOS simulator. Obvously XCode 6 was working fine launching iOS apps in simulator before I downloaded and used XCode 7.Why is this happening and how can I use two versions of xcode without breaking their simulators?
Replies
6
Boosts
0
Views
716
Activity
Sep ’15