I am having a lot of issues following this video tutorial. I'm getting hung up on the AppDelegate.applescript file. AppleScript Facelift
Here are the steps I'm taking:
1. Create a new project
2. Then I choose "App"
3.1 Options for interface
3.2 Options for Language
Save to file location - can't attach an image due to limit
5. "Template" files created
6. I can add frameworks and libraries (not sure if this is necessary? im doing things blindly...)
7. Then these are the AppDelegate files. (note- I can change the identity and type in the top right fields. if I select AppleScript Uncompiled Source, it does not change the extension)
I've tried creating a new "blank file" and saving it as AppDelegate.applescript, but I don't think this is working. Can someone point me in the right direction???
I've been working on an AppleScript project which works with my Apple Music. Someone mentioned I should look into Objective-C AppleScript, but this is making no sense. I think my end goal is having a window that allows more flexibility with input...
Thanks in advance!
The answer: I was taking a very dated approach to this and asking the wrong question.#has's suggestion to look at his project Swift-AppleScriptObjC is exactly what I needed.
Related
I'm attempting to import my "-Swift.h" file into one of my Objective-C .h files but xcode keeps telling me that the file doesn't exist
#import "Aesculus-Swift.h"
If I command click on the file name it will take me to the generated header file so I know it exists. Why is xcode not able to find it?
This seems like just another issue with Xcode and it's complex tool chain of static analysers and compilers.
Openradar lists radar://21362856 - Swift to Objective-C bridging is unreliable. I am sure there are more but I stopped looking after finding one for this example.
The author imarcelv notes in the description:
I asked a Swift engineer at WWDC in a lab and even he didn't know how to fix this issue.
Steps to Reproduce:
Add a ramdom Swift class to an Objective-C project
Add the #import "ModuleName-Swift.h" file that Xcode generates automatically
Try to use it or just try to compile the project
From time to time it simply doesn't work
It's probably best to file a radar on this issue as it seems that others are already calling it out.
One other thing you could try...
Historically, it was possible for Xcode to completely lose it's syntax highlighting and you could always find out what files the static analyser was giving up on by increasing log level of clang.
I'm not sure if it's still relevant but if I was in your position I'd be trying this command:
defaults write com.apple.dt.Xcode IDEIndexingClangInvocationLogLevel 3
This generates logs you can search with using Console.app for just xcode to highlight the messages. You'll want to trash the derived data of your project to force it to re-compile things.
Although not the same issue as what you're seeing, I have had this post on the syntax highlighting issue bookmarked for years for the above defaults write command to try in times like these.
I solved this recently by adding the following entry to my .xcconfig (you could add it in Xcode's Build Settings > User Header Search Paths if you prefer).
USER_HEADER_SEARCH_PATHS = $(BUILT_PRODUCTS_DIR)/MyFramework.framework/Headers
This tells the compiler to search for headers in the build output directory, which is where Xcode puts the generated header (at least in the case of this framework).
In my case this is a directory like ~/Library/Developer/Xcode/DerivedData/MyProject-LongCode/Build/Products/Debug-iphonesimulator/MyFramework.framework/Headers/MyFramework. You might find your generated header in there too.
Xcode's header and dependency management is a hot mess, and it's not surprising that it doesn't work for you.
I had trouble with this stuff & found that your -Swift file is the Product name of your Target ( not just the name of your Target ) . I found the details here helpful: http://ericasadun.com/2014/08/21/swift-calling-swift-functions-from-objective-c/
When you encounter such situation, just find your kinda "ProductName-Swift.h" file by just cmnd+click on it (even if xcode shows warning about it is not found, the #import "Aesculus-Swift.h" string is still clickable) and then in opened code editor window choose context menu and "Show in Finder" item, then explicitly add it to your project.
I've just installed mogenerator using one of tutorials. I have added run script to my new target, and clicked Cmd+B. I should get some new files, but i didn't. In my .xcdatamodeld i have 2 entities (User and Repos). Below you can find my print screen of my project.
Where is the problem in my thinking? What should i do more? Please, help me, because i haven't found the solution on the web yet.
This all looks fine (judging by your screenshot).
One thing to check - which caused me the same issue - is that, when you've created your Entities in the xcdatamodelId file, make sure that you click on the Data Model Inspector icon, and that each entity has a Name value, and a matching "Class" value.
Miss out the Class name, and nothing will get generated.
Btw, when you click on Build, do you get a "Build succeeded" message ?
Here's the tutorial I followed to get mogenerator working:
RaptureInVenice
I should say, I've used mogenerator in a few projects, and this command line bit is always the piece that gives me trouble. Sometimes, I have to select my xcdatamodelId file, and create a new Version of it, before mogenerator will use it. But once it is working, it's a blessing.
Anything to avoid having to use the needlessly over-complicated CoreData stuff.
Someone should remind Apple that it's 2014...
Forgive how simple this might sound but I'm stuck and need help. I am putting In App Purchases into may first app, which is not yet released. (So I'm very new)
I have been using a tutorial by Ray Wenderlich. I have just finished starting the Master Detail Application Template. Now it says I need to create a IAPHelper class which will be my class for the IAP the step I am on says to "create a file with the iOS\Cocoa Touch\Objective-C class template". However when I open Xcode and I select new project, I don't see this option. It has Single View Application etc.. the closest thing I see is Cocoa Touch Static Library.
Can someone tell me how I "create a file with the iOS\Cocoa Touch\Objective-C class template". I'm lost, do I do it from inside the Master Application Template? Or do I use some other template name like utility or empty application or Cocoa Touch Static Library? Or do I not have this in my version of Xcode? Or am I totally coming at this the wrong way? ahhhh!lol
I have Xcode 4.3.2
I know this is probably a no-brainer for some but not for me :(
Thanks for the help :)
In the current project you are working in, right click on a file and click "New File..." or go to File>New>File and then you will probably want a Objective-c class objection under Cocoa Touch
You need to do this in the same project which you have done till now. What you are trying to do is to create new project where as the tutorial is asking you to create new file. You have to do this in the same project which you are working on. In order to do that there is an option in file menu to add a new file to project.
We're using the new Urban Airship iOS plugin for PhoneGap.
In the plugin's plist file, we're supposed to enter the app-specific keys needed to enable push notifications.
The problem is we have two versions, free and paid, of the same app, but the plist file only accommodates one version.
Essentially, we need to modify the Objective-C code to read different plist values, depending on whether it's the free or premium version.
We currently manage both versions with the same code base and Xcode project. Unless we change the plugin code, it seems like we need to create a new Xcode project, which we don't want to do.
How do we adjust Urban Airship's Objective-C files to read different values from the plsit file?
Sorry to keep you waiting, I wanted to give you a very detailed answer instead of rushing last night :) So here we go.
First in your project we need to add a new target. Go to your project settings and right click your target. Click duplicate.
You'll get a new target probably named Target-copy. You'll also get a new info.plist file just for that target.
Next we're going to edit our Pro version's Built Settings. Scroll or search and find Apple LLVM compiler 4.0 Preprocessing. Add to both your Debug and Release configurations. I normally just go with the simple PRO=1. You also need to add PRO=0 to your lite version or it will be undefined when you try to build that version.
Now lets look at how to add a custom plist like I'm sure you'll need. First create two folders. Its important these are folders not groups. In each folder we can create a plist with the exact same filename.
Since Now you can add something to each of them. I just added a key property and a value pro string / lite string. Finally to the code. In the sample project I made I simple overrode viewDidLoad but obviously this will work anywhere. Since the plists have the same name you can load them with one line of code. They'll never get mixed up because they are only copied to their respective target. If you need to do code level based logic you can use the PRO preprocessor we made.
- (void)viewDidLoad
{
[super viewDidLoad];
// This will load the proper plist automatically.
NSLog(#"Plist Value: %#",[[NSDictionary dictionaryWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"Property List" ofType:#"plist"]] objectForKey:#"property"]);
// Also remember we set up a preprocessor PRO. you can use it as well.
if (PRO) {
NSLog(#"Only Show for Pro");
} else {
NSLog(#"Only Show for Lite");
}
NSLog(#"This will show for both");
}
This is the method I use for all my lite/pro version apps so I can share a common codebase without copying it between projects or other complicated systems. It has worked pretty well for me so far :) Happy Coding!
Source
Figured someone may be able to use the project to look at so here it is on GitHub.
Awhile back I asked a question about custom key bindings in Xcode. I ended up recreating some of TextMate's key commands in Xcode. Just updated to Xcode 4 and it appears that the PBKeyBinding file no longer has any effect. What's the new hotness for custom key bindings, specifically for Xcode 4?
Yes, it can be done (at least for the moment). After spending the better part of a day searching, experimenting and digging through the bowls of /Developer I finally figured out how to accomplish this.
Open IDETextKeyBindingsSet.plist located in /Developer/Library/PrivateFrameworks/IDEKit.framework/Resources/
This bindings plist is formatted differently than others used throughout the system, the most important distinction is that all the methods must be listed in the same string, i.e.
<string>moveToBeginningOfParagraph:, insertText:, foo</string>
edit:
I have not tested this, but it looks like the new location in Xcode is
Xcode.app/Contents/Frameworks/IDEKit.framework/Resources/IDETextKeyBindingSet.plist
You can use Keymando to create any keybinding you like in Xcode 4 and any other OSX application.
The answer now seems to be to use the idekeybindings files — these are tied to the custom keyboard shortcut sets you create in the preferences — stored at ~/Library/Developer/Xcode/UserData/KeyBindings/. More information can be found in the Key Bindings Preferences Help. However it sounds like people are having no luck trying to combine multiple actions under one keyboard shortcut (as you can do with the older-style key bindings dict files). But presumably you could still do this in DefaultKeyBinding.dict, as long as you don't mind the shortcut also working in other applications :) If this doesn't work, I think you're out of luck for now. Sorry; file a bug!
Kike here http://www.codedojo.com/?p=580
you use this binding set
Download
http://www.codedojo.com/files/MSVC_xcode_config.zip
unzip it and place MSVC.pbxkeys in YourUserName/Library/Developer/Xcode/userdata/keybindings
and rename it to msvc.idekeybindings
then from
Xcode -> preferences -> keybindings
just pick msvc
Go to Xcode 4 > Preferences > Key Bindings and fiddle with them all you like. :)