Search results for

“Xcode”

93,902 results found

Post

Replies

Boosts

Views

Activity

Xcode
Why is it that I don’t have a product folder, content view, or info.plist when I open a new Xcode product I also don’t get the choice of choosing a life cycle, how do I go about fixing this?
2
0
429
Dec ’21
XCode 7.2.1support
At present, we are using Xcode 7.2.1 to post our mobile applications to App store. We are looking out for information to know more on the support that is available for Xcode 7.2.1. It would be great if anyone can clarify our below queries:1) Can we upload the apps built on Xcode 7.2.1 to App store? If yes, Is there a time frame or end date?2) Are we allowed to use Xcode 8 to upload apps to App store?.
1
0
187
Sep ’16
Xcode 7 and Xcode 8 Constraint Difference Issue
I have upgraded the project I developed with Xcode 7 to Xcode 8.I also did not use Auto Layout because the application works on a single device, and compared it to a problem in a library I use.Now my question is: This library was acting on constraints.With Xcode 7, the old project was added as a default constraint, but I see that Xcode 8 does not have a default constraint. I got this in the following wayWith Xcode 7 I get the following result when I write console. po button.constraints-[0] : NSContentSizeLayoutConstraint:0x7f93916b1210 H:[UIButton:0x7f9391615b20'Button'(46)] Hug:250 CompressionResistance:750 -[1] : NSContentSizeLayoutConstraint:0x7f93916141b0 V:[UIButton:0x7f9391615b20'Button'(30)] Hug:250 CompressionResistance:750With Xcode 8 I get the following result when I write console. po button.constraints0 elementsAs I said, I did not add the related button constraint in both projects, but by default in Xcode 7 there are 2 NSContentSizeLay
1
0
519
Feb ’17
Xcode 14.3 can not start Xcode server anymore
I've been using Xcode server for several years to run some UI tests for assurance quality. Even though it has some limitations and bugs, compared to Xcode Cloud, there is still a way to use it. In my case, it's mandatory, the UI Tests are running while connected to a local server application. Since I've updated to macOS 13.3 and Xcode 14.3, the user configured to run the tests is reported as Logged out on the Xcode Settings window, even though it is, in fact, logged in. Complete new install of the system, new install of Xcode and other tools : same results. I have a bunch of logs related to Xcode Server Builder in the console, but none is reported as an error. Do someone have the same phenomenon ?
2
0
1.4k
Apr ’23
Xcode
Best and easiest way to create app on Xcode? To include:User Forum (to post questions/answers) User Rating system (stars) Users to post their own videos/blogs Thanks.
3
0
331
Sep ’20
Xcode Server
I'm trying to setup an XCode 7 Build Server and don't have any development teams to signup for. Is this the same way to get certificates to work with the server in XCode 7?http://stackoverflow.com/questions/25913665/how-do-i-add-certificates-for-os-x-server-3-2-1-with-xcode-6-0-1
1
0
321
Jun ’15
Beta Xcode
I just upgraded my macOS to Sonoma and I couldn't use the Xcode on the app store with the OS so I had to download Xcode beta 15 The items below are required to start the review process: New apps and app updates must be built with the public (GM) versions of Xcode 11 or later, iOS, macOS, watchOS, and tvOS SDKs. Apps built with beta versions aren’t allowed. This build is using a beta version of Xcode and can’t be submitted. Make sure you’re using the latest version of Xcode or the latest seed release found on the releases tab in News and Updates
0
0
549
Sep ’23
XCode 13 SKScene issue on simulator
I've just updated to XCode 13.0 (13A233), and I noticed that my project behaves differently (on the simulator). Here is a snippet of the code: class GameScene: SKScene { override func didMove(to view: SKView) { let backgroundSprite = SKSpriteNode(imageNamed: background) backgroundSprite.position = CGPoint(x: 512, y: 384) backgroundSprite.blendMode = .replace backgroundSprite.zPosition = -1 addChild(backgroundSprite) physicsBody = SKPhysicsBody(edgeLoopFrom: frame) makeSlot(at: CGPoint(x:128, y:0), isGood: true) makeSlot(at: CGPoint(x:384, y:0), isGood: false) makeSlot(at: CGPoint(x:640, y:0), isGood: true) makeSlot(at: CGPoint(x:896, y:0), isGood: false) } func makeSlot(at position: CGPoint, isGood: Bool){ let slotSprite: SKSpriteNode if isGood { slotSprite = SKSpriteNode(imageNamed: slotBaseGood) } else { slotSprite = SKSpriteNode(imageNamed: slotBaseBad) } slotSprite.position = position slotSprite.physicsBody = SKPhysicsBody(rectangleOf: slotSpr
2
0
618
Sep ’21
Xcode
Coding SwiftUI course material in Xcode. Program is quitting and producing the message: Can’t open the application “SwiftfulSeries.app” because this application is not supported on this Mac. Any suggestions on how to solve this problem?
2
0
304
Apr ’22
Xcode Schemes?
I'm developing an iOS app in Xcode 13.1. I set the scheme (I think that's what says iPad Air 2 in the screenshot) to use a given simulator, but it I exit Xcode and restart, it sometimes changes to another simulator. Is there a way to get Xcode to remember the setting? Thanks, Mark
0
0
479
Oct ’21
Reply to iOS 10 - [UIDeviceRGBColor countByEnumeratingWithState:objects:count:]: unrecognized selector
Meanwhile I have isolated the bug by removing almost all code from my project, with the bug still remaining. You can download it here:https://www.dropbox.com/s/b7jggae97889xka/Bugtest.zip?dl=0The xib references a lot of undefined classes (which I removed for clarity) but those are just warnings, not errors. The code compiles and runs just fine when compiled by XCode 7.x with the iOS 9 SDK.When compiled with the XCode 8 beta 6 and iOS 10 SDK, even when running on an iOS 9.x device, you get the exception. On a device you get a bunch of hex addresses, but on the simulator you get a nice calling tree showing clearly that the crash happens deep down inside initWithNibName:bundle:.If you enable the ugly hack in HackForUnrecognizedSelectorInIOS10.m by changing #if 0 to if 1, the code runs without problems with the 10.0 SDK. But obviously you can't really ship code like that.Can anyone reproduce this so I know it's not just something on my machin
Topic: App & System Services SubTopic: Core OS Tags:
Sep ’16
Xcode 15 preview crashes Xcode
Hi, Having various problems with Xcode. Finally got it to load the runtimes and now when I try to preview, either with the old method or #Preview, the preview panel icon spins and the folder view refreshes several times until Xcode finally crashes with a SIGABRT. I've sent feedback, but not sure if I will hear back. I've tried with public 15.0, 15.0.1 RC and 15.1 Beta. All the same. The status bar at the top changes between 'Packages | Fetching' and 'Indexing | Processing Files', while the Folder list on the left keeps refreshing. About 10 refreshes later and Xcode crashes. Running directly in the simulator works, although it does take a long time to start after the app has loaded. This is with iOS 17.0 as the target or with 16.0. I cleared out all the previews with: xcrun simctl --set previews delete all Which saved some space but didn't help. Thanks, Darren
4
0
1.6k
Oct ’23
Xcode 26 swiftmodules are incompatible with Xcode 16
I am developing a binary SDK for consumption by others. When we updated to Xcode 26, any builds which are generated cannot be consumed by Xcode 16. The specifics lie in the optionals. The following Swift code generate a .swiftmodule func affectedApi() -> Int? { return 1 } In Xcode 16 it generated the following .swiftmodule in the framework. public func affectedIntApi() -> Swift.Int? In Xcode 26 it adds an if statement. #if compiler(>=5.3) && $NonescapableTypes public func affectedIntApi() -> Swift.Int? #endif That if statement prevents Xcode16 from seeing the API, and it causes compile failures. This happens regardless of which Swift version is used, and it only affects functions which use Optionals. Is there a way to prevent the compiler from wrapping the API in that statement?
2
0
146
Jan ’26
Xcode
Why is it that I don’t have a product folder, content view, or info.plist when I open a new Xcode product I also don’t get the choice of choosing a life cycle, how do I go about fixing this?
Replies
2
Boosts
0
Views
429
Activity
Dec ’21
Xcode 6 Xcode 7 - Pin constraint?
Hi,I am watching a tutorial on YouTube and he is using xcode 6, but i am using xcode 7.He has said to select 2 images and then click the editor tab and select pin but it isnt there!?Can someone please shed some light on this as i am very new and trying to learn.
Replies
1
Boosts
0
Views
2.5k
Activity
Sep ’15
upload app to iTunneConnect with xCode 6.4, when have xCode 7
Can I upload app to iTunneConnect with xCode 6.4, when have xCode 7 ? Is there is an issue when submit app?
Replies
0
Boosts
0
Views
177
Activity
Sep ’15
XCode 7.2.1support
At present, we are using Xcode 7.2.1 to post our mobile applications to App store. We are looking out for information to know more on the support that is available for Xcode 7.2.1. It would be great if anyone can clarify our below queries:1) Can we upload the apps built on Xcode 7.2.1 to App store? If yes, Is there a time frame or end date?2) Are we allowed to use Xcode 8 to upload apps to App store?.
Replies
1
Boosts
0
Views
187
Activity
Sep ’16
Xcode 7 and Xcode 8 Constraint Difference Issue
I have upgraded the project I developed with Xcode 7 to Xcode 8.I also did not use Auto Layout because the application works on a single device, and compared it to a problem in a library I use.Now my question is: This library was acting on constraints.With Xcode 7, the old project was added as a default constraint, but I see that Xcode 8 does not have a default constraint. I got this in the following wayWith Xcode 7 I get the following result when I write console. po button.constraints-[0] : NSContentSizeLayoutConstraint:0x7f93916b1210 H:[UIButton:0x7f9391615b20'Button'(46)] Hug:250 CompressionResistance:750 -[1] : NSContentSizeLayoutConstraint:0x7f93916141b0 V:[UIButton:0x7f9391615b20'Button'(30)] Hug:250 CompressionResistance:750With Xcode 8 I get the following result when I write console. po button.constraints0 elementsAs I said, I did not add the related button constraint in both projects, but by default in Xcode 7 there are 2 NSContentSizeLay
Replies
1
Boosts
0
Views
519
Activity
Feb ’17
Xcode 14.3 can not start Xcode server anymore
I've been using Xcode server for several years to run some UI tests for assurance quality. Even though it has some limitations and bugs, compared to Xcode Cloud, there is still a way to use it. In my case, it's mandatory, the UI Tests are running while connected to a local server application. Since I've updated to macOS 13.3 and Xcode 14.3, the user configured to run the tests is reported as Logged out on the Xcode Settings window, even though it is, in fact, logged in. Complete new install of the system, new install of Xcode and other tools : same results. I have a bunch of logs related to Xcode Server Builder in the console, but none is reported as an error. Do someone have the same phenomenon ?
Replies
2
Boosts
0
Views
1.4k
Activity
Apr ’23
Xcode
Best and easiest way to create app on Xcode? To include:User Forum (to post questions/answers) User Rating system (stars) Users to post their own videos/blogs Thanks.
Replies
3
Boosts
0
Views
331
Activity
Sep ’20
Xcode Server
I'm trying to setup an XCode 7 Build Server and don't have any development teams to signup for. Is this the same way to get certificates to work with the server in XCode 7?http://stackoverflow.com/questions/25913665/how-do-i-add-certificates-for-os-x-server-3-2-1-with-xcode-6-0-1
Replies
1
Boosts
0
Views
321
Activity
Jun ’15
Beta Xcode
I just upgraded my macOS to Sonoma and I couldn't use the Xcode on the app store with the OS so I had to download Xcode beta 15 The items below are required to start the review process: New apps and app updates must be built with the public (GM) versions of Xcode 11 or later, iOS, macOS, watchOS, and tvOS SDKs. Apps built with beta versions aren’t allowed. This build is using a beta version of Xcode and can’t be submitted. Make sure you’re using the latest version of Xcode or the latest seed release found on the releases tab in News and Updates
Replies
0
Boosts
0
Views
549
Activity
Sep ’23
XCode 13 SKScene issue on simulator
I've just updated to XCode 13.0 (13A233), and I noticed that my project behaves differently (on the simulator). Here is a snippet of the code: class GameScene: SKScene { override func didMove(to view: SKView) { let backgroundSprite = SKSpriteNode(imageNamed: background) backgroundSprite.position = CGPoint(x: 512, y: 384) backgroundSprite.blendMode = .replace backgroundSprite.zPosition = -1 addChild(backgroundSprite) physicsBody = SKPhysicsBody(edgeLoopFrom: frame) makeSlot(at: CGPoint(x:128, y:0), isGood: true) makeSlot(at: CGPoint(x:384, y:0), isGood: false) makeSlot(at: CGPoint(x:640, y:0), isGood: true) makeSlot(at: CGPoint(x:896, y:0), isGood: false) } func makeSlot(at position: CGPoint, isGood: Bool){ let slotSprite: SKSpriteNode if isGood { slotSprite = SKSpriteNode(imageNamed: slotBaseGood) } else { slotSprite = SKSpriteNode(imageNamed: slotBaseBad) } slotSprite.position = position slotSprite.physicsBody = SKPhysicsBody(rectangleOf: slotSpr
Replies
2
Boosts
0
Views
618
Activity
Sep ’21
Xcode
Coding SwiftUI course material in Xcode. Program is quitting and producing the message: Can’t open the application “SwiftfulSeries.app” because this application is not supported on this Mac. Any suggestions on how to solve this problem?
Replies
2
Boosts
0
Views
304
Activity
Apr ’22
Xcode Schemes?
I'm developing an iOS app in Xcode 13.1. I set the scheme (I think that's what says iPad Air 2 in the screenshot) to use a given simulator, but it I exit Xcode and restart, it sometimes changes to another simulator. Is there a way to get Xcode to remember the setting? Thanks, Mark
Replies
0
Boosts
0
Views
479
Activity
Oct ’21
Reply to iOS 10 - [UIDeviceRGBColor countByEnumeratingWithState:objects:count:]: unrecognized selector
Meanwhile I have isolated the bug by removing almost all code from my project, with the bug still remaining. You can download it here:https://www.dropbox.com/s/b7jggae97889xka/Bugtest.zip?dl=0The xib references a lot of undefined classes (which I removed for clarity) but those are just warnings, not errors. The code compiles and runs just fine when compiled by XCode 7.x with the iOS 9 SDK.When compiled with the XCode 8 beta 6 and iOS 10 SDK, even when running on an iOS 9.x device, you get the exception. On a device you get a bunch of hex addresses, but on the simulator you get a nice calling tree showing clearly that the crash happens deep down inside initWithNibName:bundle:.If you enable the ugly hack in HackForUnrecognizedSelectorInIOS10.m by changing #if 0 to if 1, the code runs without problems with the 10.0 SDK. But obviously you can't really ship code like that.Can anyone reproduce this so I know it's not just something on my machin
Topic: App & System Services SubTopic: Core OS Tags:
Replies
Boosts
Views
Activity
Sep ’16
Xcode 15 preview crashes Xcode
Hi, Having various problems with Xcode. Finally got it to load the runtimes and now when I try to preview, either with the old method or #Preview, the preview panel icon spins and the folder view refreshes several times until Xcode finally crashes with a SIGABRT. I've sent feedback, but not sure if I will hear back. I've tried with public 15.0, 15.0.1 RC and 15.1 Beta. All the same. The status bar at the top changes between 'Packages | Fetching' and 'Indexing | Processing Files', while the Folder list on the left keeps refreshing. About 10 refreshes later and Xcode crashes. Running directly in the simulator works, although it does take a long time to start after the app has loaded. This is with iOS 17.0 as the target or with 16.0. I cleared out all the previews with: xcrun simctl --set previews delete all Which saved some space but didn't help. Thanks, Darren
Replies
4
Boosts
0
Views
1.6k
Activity
Oct ’23
Xcode 26 swiftmodules are incompatible with Xcode 16
I am developing a binary SDK for consumption by others. When we updated to Xcode 26, any builds which are generated cannot be consumed by Xcode 16. The specifics lie in the optionals. The following Swift code generate a .swiftmodule func affectedApi() -> Int? { return 1 } In Xcode 16 it generated the following .swiftmodule in the framework. public func affectedIntApi() -> Swift.Int? In Xcode 26 it adds an if statement. #if compiler(>=5.3) && $NonescapableTypes public func affectedIntApi() -> Swift.Int? #endif That if statement prevents Xcode16 from seeing the API, and it causes compile failures. This happens regardless of which Swift version is used, and it only affects functions which use Optionals. Is there a way to prevent the compiler from wrapping the API in that statement?
Replies
2
Boosts
0
Views
146
Activity
Jan ’26