What's new in Xcode 15

RSS for tag

Discuss the WWDC23 Session What's new in Xcode 15

Posts under wwdc2023-10165 tag

4 Posts
Sort by:

Post

Replies

Boosts

Views

Activity

GenerateAssetSymbols wrongly renaming image assets
Xcode generates symbols for image and color assets now (which is super nice!). We noticed an issue when generating code symbols for our image assets. We have an image named inputContour and one named inputContourColor. Xcode was not able to generate a symbol for inputContourColor and instead produced the following warning: #warning("The \"inputContourColor\" image asset name resolves to the symbol \"inputContour\" which already exists. Try renaming the asset.") It turns out that the generator automatically removes the color suffix when creating the code symbol. For color assets, this probably make sense (so tealColor would become just teal), but this should not be applied to image resources.
10
1
4.6k
Dec ’23
ImageResource properties name and bundle as public getters
Hi, I love the idea of the ImageResource struct and it is a great error reduction to automatically provide an ImageResource for every Image in the asset catalog. I immediately started to adopt it. But I have a case where I would still need to have access to the name of the Image and the bundle. So I would suggest that you provide change the struct for ImageResource to have name and bundle as public getters. With this, there is still a safe way in the code to access the resource and still be able to use the name of the resource. So instead of generating: struct ImageResource: Hashable { /// An asset catalog image resource name. fileprivate let name: String /// An asset catalog image resource bundle. fileprivate let bundle: Bundle /// Initialize an `ImageResource` with `name` and `bundle`. init(name: String, bundle: Bundle) { self.name = name self.bundle = bundle } } Just generate it as: struct ImageResource: Hashable { /// An asset catalog image resource name. let name: String /// An asset catalog image resource bundle. let bundle: Bundle /// Initialize an `ImageResource` with `name` and `bundle`. init(name: String, bundle: Bundle) { self.name = name self.bundle = bundle } } The same applies to ColorResource as well. I have posted a feedback on this, but I am curious what others think about this? Am I the only one who still needs to have access to the name and the bundle of the ressource?
3
1
1.8k
Jan ’24
Use of 64pt and 68pt iOS App Icon Sizes
Hi there! Back with Xcode 14 and iOS 16 there were two new app icon sizes introduced to iOS: 64pt @2x (128x128px) 64pt @3x (192x192px) 68pt @2x (136x136px) What are those icons used for? Neither the Xcode 14 release notes nor the Human Interface Guidelines are mentioning those sizes and what they are used for. In previous Xcode versions the asset catalog had labels for each icon size. As Xcode 15 still doesn’t bring that feature back I’m still puzzled when those icon sizes are visible to the user. Best! – Alex
3
0
2.8k
Aug ’24
Xcode15 Beta1: Firebase iOS SDK: Unable to process Info.plist during build process #11400
Description Environment Xcode version: Xcode15 Beta1 Firebase Component: Crashlytics Installation method: Swift Package Manager (SPM) Firebase SDK version: 10.4.0 Problem During the build process of my iOS application, I encountered an error related to processing the Info.plist file. Here is the error message: error: Info.plist Error Unable to process Info.plist at path /Users/...../Info.plist This could be a timing issue, make sure the Firebase run script build phase is the last build phase and no other scripts have moved RakutenIchiba.app from the location Xcode generated it. You can also add '$(BUILT_PRODUCTS_DIR)/$(INFOPLIST_PATH)' as an "Input Files" dependency for your Firebase run script build phase. Github Link: https://github.com/firebase/firebase-ios-sdk/issues/11400 Reproducing the issue Steps to Reproduce [Add the steps you take to reproduce the issue. This could be setting up a new project, adding Firebase via SPM, adding a Run Script phase, etc.] What I've tried I've checked the order of Build Phases to make sure the Run Script phase for Firebase is the last phase. I've verified the location and reference of the Info.plist file. I've cleaned the project and cleared the derived data. [Add any other troubleshooting steps you've tried.] Despite these attempts, the issue persists. Any guidance or suggestions to resolve this would be appreciated. Thank you. Firebase SDK Version 10.4.0 Xcode Version 15.0 Beta1 Installation Method Swift Package Manager Firebase Product(s) Crashlytics Targeted Platforms iOS Relevant Log Output No response
6
2
8.2k
Nov ’23