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Any way to fix Control-O?
As a long-time emacs user, I love that OS X supports many basic emacs commands including Control-O (open-line). In almost all apps it works the same as emacs - inserting a newline at the cursor position and not moving the cursor. In XCode, Control-O is handled strangely - it behaves like the return key, then inserts a space after the cursor, which is inconsistent and not useful to me at least. There are several Insert Newline... choices in Key Bindings, but none of them perform the same operation as Control-O does in other Apple apps - Insert Newline without moving the cursor.Is there any way to get Control-O to behave the same in XCode as it does in every other app?Thanks,Dean
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Jun ’15
Testflight Crash Reports only for live apps?
We are using pre-release build tsting via Testflight. Though the app crashes, I am not getting any Crash Reports in Xcode. Is this normal? Strangely, I did get a handful of crash reports with the first release, but none since.Furthermore, Apple support says that Testflight does not send reports for prerelease builds - only for live apps in the store. But this makes no sense to me, so I wanted to see if this is the case for everyone or just for me (not getting reports for apps you're beta testing). What's the point of Testlfight if you don't get any crash reports? You can use Ad Hoc builds to get the app into testers' hands...
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Jun ’15
New behavior for `Create NSManagedObject Subclass…` bug?
With Xcode 7, two different files are created when you choose to `Create NSManagedObject Subclass`. One file is an extension that adds the properties that are added in the model editor. You aren't supposed to edit this file. Instead you edit the second file, the class file, that's created. This is where you add any custom functionality you want your NSManagedObject subclass to have. The point of this, as far as I can tell, is so that you can add your custom functionality, but when you later change the model, you can regenerate a new extension with the updated attributes/relationships without affecting or overwriting the custom code that you wrote.But...Xcode 7 beta 1 isn't doing this. Selecting `Create NSManagedObject Subclass` blows away both files. Is this a bug or am I missing something?Erik
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Jun ’15
How to submit 64-bit only iOS apps?
So I want to submit an arm64-only app to the store.To do this, I tried the following:Set Valid Architectures to 'arm64'Add 'arm64' to UIRequiredDeviceCapabilitiesWhen submitting to the app store, XCode organizer returns with the error:UIRequiredDeviceCapabilities contains the value 'arm64' which is incompatible with the MinimumOSVersion value of '8.3.'I feel this is incorrect behaviour by XCode Organizer.An indirect way of only running on 64bit iOS devices, is to require OpenGLES3 capability.However, this requires you to ship an arm64 binary, and also an armv7 binary, which will never be used by any customer ever.This seems very inelegant.Bram
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2.0k
Jun ’15
Xcode - Offline access to API documentation, class reference
Hi everyone,In Xcode I want to be able to access API docs and class reference etc even when I'm offline. However for some reason it's only available when I'm online.I'm using Xcode 6.3.2. I've already gone to Prefreences -> Downloads -> Documentations and downloaded the items iOS 8.3 and Xcode 6.3 (not doing Mac OS developmenet so left it out). However if I'm offline and go to Help -> Documentation and API Reference, I can see the content menu on the left hand side (root items are: iOS 8.3, OS X 10.10.3, Xcode 6.3), however if I click on any of the items under iOS 8.3, the right hand side remains blank and says No Content on the middle column. Items under OS X are the same but that's expected. Curiously, the items under Xcode 6.3 are accessible. Any help will be much appreciated!CK
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Jun ’15
Reply to New but excited
I haven't gone through it myself, but several people I know have recommended the Programming Methodology podcast/course from Stanford on iTunesU for beginners to programming.https://itunes.apple.com/us/itunes-u/programming-methodology/id384232896?mt=10There are a lot of other great courses on iTunes U, including Stanford's course for creating your first iOS app with Swift, but it assumes you have some programming experience in other languages.Other than that, just trying to work through some of the Swift tutorials on the web (google: swift beginner tutorial), would be a way to get started.With Swift tutorials you will need to pay attention to the version of Swift or version of Xcode recommended, since Swift has been changing rapidly and some of them will be out of date. Hopefully some other people here can give specific suggestions of good Swift tutorials that have been updated (to Swift 1.2 for XCode 6.3, or Swift 2 for Xcode 7 beta).
Topic: Programming Languages SubTopic: Swift Tags:
Jun ’15
Will Xcode 7 exit beta before iOS 9 is released?
Working on a new app not in the app store targeting iOS 8. We're building it with Swift 1.2, and am interested in migrating to Swift 2 to take advantage of some of the newer features of the language. However, we're hoping to release to the app store before Fall. Is Xcode 7 going to stay in beta until iOS 9 is released in the Fall, or is it likely to exit beta before then?
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Jun ’15
Accept license agreement?
I'm trying to install Server on my 10.11 beta machine, and connect it up to Xcode 7 beta so I can use it as a build server. Xcode 7 and Server each open just fine. However when I try to point Servrer at Xcod 7 beta it won't connect with it. I get an error message asking me to open Xcode 7 and accept the licence agreement...which I did.)It's similar to this issue (https://discussions.apple.com/thread/6582858), but that solution didn't work. Any hints at how I can resolve this deadlock so I can move on and setup my build server?
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Jun ’15
Reply to New but excited
As LCS suggested, the stanford course in iTunesU is exceptional. The Winter 2015 course teaches swift and iOS 8, and is a good start on how to do iOS applications, but as LCS also pointed out, it assumes some basic programming knowledge.Do NOT start with any of the beta stuff - Swift 2.0 or XCode 7. You will have a nightmare of trying to figure out why your code won't compile using examples from a book, or online examples, etc. It is different. VERY different. Even for simple stuff. When you're ready, switching over to Swift 2.0 will not be hard, and by that time, most of the online resources will be updated to follow that work flow. There is NOTHING in Swift 2.0 or XCode 7 that you need in order to start programming in Swift. Ray Wenderlich's website - http://www.raywenderlich.com/ - is a really good site dedicated to how to do stuff within iOS. Again, assumes some level of programming knowledge.Aaron Hillegass's site - Big Nerd Ranch - https://www.bignerdranch.com/ - is also a great resour
Topic: Programming Languages SubTopic: Swift Tags:
Jun ’15
Xcode 7 causing problems in Xcode 6?
I installed the first Xcode 7 beta, and installed the command line tools. Now, I'm getting test failures for tests that pass on my build server (on which I didn't install the beta), and compiler warnings I didn't used to get. I've tried deleting the build folder repeatedly, and I've trashed the beta, but it doesn't make a difference.What can I do to troubleshoot this and get it working again?
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Jun ’15
Input Method Kit does not handle NSKeyUp events. Chorded keyboards are thus impossible to implement.
I was very excited to find Input Method Kit. I was planning on creating software implementations of various specialized hardware keyboards.https://developer.apple.com/library/mac/documentation/Cocoa/Reference/InputMethodKitFrameworkRef/Unfortunately I have found that Input Method Kit does not catch NSEvents of type NSKeyUp.rdar://21376535This immediately disqualifies all chorded input methods. One cannot calculate chording without knowing when keys are pressed down and (importantly) when they go back up.https://en.wikipedia.org/wiki/Chorded_keyboardBecause Input Method Kit does not catch NSKeyUp events, I cannot calculate if keys are being pressed at the same time. Chording keyboard input methods will thus not work.Other OS X technologies such as CGEventTap or [NSEvent addLocalMonitorForEventsMatchingMask:] allow for monitoring key events of NSKeyUp, in addition to NSKeyDown or other types. Input Method Kit only allows monitoring of NSKeyDown.Additionally, returning `NSKeyUpMask` from IMKStateSetting
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699
Jun ’15
Error trying to build watchOS 2 app in Xcode 7
Extension error:target specifies product type 'com.apple.product-type.watchkit2-extension', but there's no such product type for the 'iphonesimulator' platformMy watch app also has this error:Xcode/DerivedData/AnxietyTracker-aabqxayllohhlydulhldvvzxqkzv/Build/Products/Debug-watchsimulator/AnxietyTracker WatchKit Extension.appex: No such file or directoryAnyone have any suggestions or insight?
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Jun ’15