I was working in xcode 3.2 until yesterday when I made the switch to xcode 4 (yuck to say the least). Anyway in my app within xcode 3.2 I had a section within settings for where the user can choose default states as well as see the current version of the app.
When I run my app in xcode 4, everything works like it did in xcode 3. However; I have just updated my app version and want to change this within the appropriate field within settings but I have no idea how to access this in xcode 4. All I see is a settings.bundle file but when I double click nothing comes up and single click doesn't give me any useful options either.
If anyone has any ideas or suggestions, it would be much appreciated.
Thank you
If you select settings.bundle, you should be able to expand it as though it was a folder and find a Root.plist file that you can update with your desired settings:
This thread should help you out: Empty Settings Bundle in Xcode 4.2
Related
I am currently on XCode Beta Version 9.3 beta 2 (9Q107o. I am facing some issues with a particular project. Autocomplete seems to have broken for the project. Its working fine for other projects.
Can anyone please help. Can't seem to figure out.
Thanks
Autocomplete working in Xcode is by no means guaranteed and definitely not for a beta. Try quitting everything, deleting your derived data, restarting your computer and if that doesn't work, go back to a supported version.
You can do as #Alper say, If it doesn't work. try restore Xcode to the default Settings ,than restarting your Xcode
This is the officially recommended way to delta Xcode preferences, type in Terminal.app:
defaults delete com.apple.dt.Xcode
That should restore Xcode to the state of its first launch.
(for older versions of Xcode the command was defaults delete com.apple.Xcode, i.e. without the dt in the middle).
I have just started working with Swish after buying my new imac and i am working on play ground. for last 2 days i am banging my head with wall but i could not fix this problem.
When ever i am writing few lines of code, Xcode hangs and mouse turns into small colored circle when you hoverover on the xcode window. I have to quit by force every time when xcode hangs.
I tried all possible option which i could find on stackoverflow;
I draged xcode from application to trash bin, cleaned trash bin, restarted the imac, downloaded xcode from app store installed it.
when i opened xcode after installation, it opened all my files automatically and problem was still there.
Then i followed this solution How to uninstall Xcode 5.0.2 from MAC 10.9 and removed all xcode related files by using appCleaner. It cleaned all files and folder. I restarted my system and installed xcode again :( and problem is still there.
I tried to uninstall xcode with sudo /Developer/Library/uninstall-devtools --mode=all but it does not work, terminal says
sudo: /Developer/Library/uninstall-devtools: command not found
I could see that there is something wrong with this run time compiler.
and yes i downloaded and installed the xcode 6.4 beta version and problem still there.
Can any one turn my face from :( -> :)
Here is a solution which #user3344236 provids. If someone has same problem use this trick. Create an empty project and then add playgrounds file in it. It would not crash or Xcode would not hang.
Playground is in early stages and there is something fishy with "standalone" playground, If you create swift file with File->New->PlayGround, there is high chances that Xcode will hang and you can have same problem what i had for 2 days.
A little late, but I have run into similar problems with the latest XCode (7.2) on Yoesmite. This is espcially annoying when you are, for example, writing up a long tutorial in the editor and risk losing content because of a Force Quit situation.
The simplest workaround I have found, especially when I am initially entering all the text and code (and hence really don't want it continuously trying to execute) is to insert the following at the top of each new file - removing it when I am ready to autorun the code.
don't execute
It can be any text, as long as it doesn't parse. The playground environment won't try to run while there is a syntax error in the file. But you still get all the context-sensitive help and auto-completion magic to aid in your writing.
After I send my app for approval to the app store I get the message 'Invalid Binary' in the iTunes Connect. Then I get the following message in an email from Apple:
Invalid Swift Support - The bundle contains an invalid implementation of Swift. The app may have been built or signed with non-compliant or pre-release tools. Visit developer.apple.com for more information.
My app is just a simple game application. No external programs are called. I have researched this message and went through and checked the following:
xcode is up to date - checked in app store
EMBEDDED_CONTENT_CONTAINS_SWIFT to YES or NO
send with the xcode app, not the application loader
did NOT build with the command line
(Xcode menu -> Preferences -> Locations tab - verified that the Command Line Tools matches Xcode version.
"Clean"ed the app, rebuilt and rearchived and then resent, same message
The app validates through the organizer fine
viewing the contents of the archive shows a SwiftSupport folder
I am only using one developer account and have never logged into any other developer account
I cannot find anything online that would help solve this problem.
I am running OS X Yosemite 10.10.1.
xcode version is 6.1.1 version 6A2008a - built, cleaned and sent with this version
I have also pressed the Option key and "Cleaned Build Folder" and resent, same message
I cannot find any other reason for this online or in any forums. Any help is greatly appreciated. Thank you for your time.
SOLUTION I FIND
Edit:
(1)
One you contact Apple and you wait long time … for reset iTunes connect because this problem coming in Apple . (Apple ask to send log of this problem)
(2)
An other solution, your create an other project application on iTunes connect and upload your work, this solution work fine, is the solution for me .
(3)
An other solution, you create a new project on Xcode, copy and paste your project in this other project.... (create new provisioning profile etc..) And upload your work in the same project application on Itunes Connect.
(4)
Step (2) + step (3), create a new project in Xcode and Itunes Connect.
(5)
Create a new project with the same name bundle identifier, it works perfectly !
See: Technical Q&A QA1881 Embedding Content with Swift in Objective-C.
It seems that you only need to set EMBEDDED_CONTENT_CONTAINS_SWIFT to YES "If you are building an app that does not use Swift but embeds content such as a framework that does".
What language is your app written in? If Swift yo do not need EMBEDDED_CONTENT_CONTAINS_SWIFT.
I ran into this problem the other day. Took some doing, but I finally figured out the problem ( for me at least). Everything I read online said the problem had to do with this setting:
EMBEDDED_CONTENT_CONTAINS_SWIFT
When this started failing, I had this set to NO. So I tried setting it to YES, and it still failed for the same reason. The GUI wouldn't let me remove this setting, I could only change it between YES and NO.
For what it's worth, my code has no EMBEDDED code, it's all just straight up SWIFT.
Anyway, so I decided to uninstall XCode and redownload it, hoping that would help.
While XCode was downloading, I fired up Beyond Compare, and compared my current project, with a backup from last week, to see what could have changed.
Beyond Compare found that a file deep inside the Projectname.xcodeproj file, changed ... a file called project.pbxproj file.
Inside this, was that line:
EMBEDDED_CONTENT_CONTAINS_SWIFT = NO;
This appeared in the current version of my project (that was failing). Interestingly enough, this line didn't exist at ALL in the old backup version from a week ago. I know that I didn't set this flag. There must have been something in Xcode that did it under the covers.
Anyway with that knowledge, Xcode finished downloading, and I reinstalled. Started it up, opened my project, and magically, Xcode REMOVED that line from the .pbxproj file, and now my project uploaded to itunesConnect sucessfully.
BottomLine: There's a bug in xcode that it may decide to add this line to your project for no reason, making your project invalid.
Solution: Editing the pbxproj file yourself and removing that line might work ... but reinstalling XCode seemed to clear up any confusion it had, and it removed it for me.
If you are submitting an app that has an AppleWatch extension, you can get this error if you try and submit the app using the Application Loader utility and a zip file. I got the error:
The bundle contains an invalid implementation of Swift. and
The bundle contains an invalid implementation of WatchKit.
I went through pretty much every solution for the first of the errors - but it was submitting via Xcode that fixed it.
well xcode 6.1 is a bit old and contains old swift. xcode 6.4 is the newest public one IIRC
"Check your code signing. I had this error when in automatic signing. I Put my dev profile for dev and production profile for release version and error is gone."
Link for the Quote
Sometimes this happens inadvertently.
To be safe, all components of your app should be built with the same version of Xcode and the Swift compiler to ensure that they work together.
I think you need to do a pod clean and install. I reckon one of your swift pods was created on a old version of Xcode, you updated Xcode and then tried to do a submission to the app store.
Read the apple swift blog about binary compatibility and frameworks
You will also want to specify that your embedded content contains swift in the build settings:
EMBEDDED_CONTENT_CONTAINS_SWIFT
Enable this setting to indicate that content embedded in a target's product contains Swift code, so that the standard Swift libraries can be included in the product.
I downloaded FlickrKit and open its sample project file. But cannot run coz of following error. Changing the 'Deployment Target' didn't work. Please, help !
According to the error, the project was probably made in a newer version of Xcode than the one currently on your machine. Update your software and if it still doesn't work, I'd assume it was made with the newest developer only version, Xcode 5.
If this is the case you must purchase a developer account at the: iPhone Developer Center and download Xcode 5. If you do not want to do that, you cannot use the project.
Its easier than that to recover your existing project. Open the project file on Xcode 5. Then:
Open file inspector for each xib
On "Interface Builder Documents" section change "Open with" to Xcode
4.6 (if it's 5.0). Adjust any other obviously incompatible parameters
Save, Close the project and open with the old Xcode.
i have installed the latest iphone sdk 3.0 beta 5, and trying to submit the first application build from this sdk,but when i upload to itunes connect, it give me the message "The binary you uploaded was invalid. The value provided for the key MinimumOSVersion is not acceptable." and cannot be uploaded. therefore i edit my info.plist file in the project and set this key to 2.2.1,like
<key>MinimumOSVersion</key>
<string>2.2.1</string>
and upload again but it still return the same message,have anybody met the same issues and how to get rid of this?
You SHOULD NOT specify MinimumOSVersion in your Info.plist. From the Information Property List Key reference:
MinimumOSVersion (String - iPhone OS, Mac OS X). When you build an iPhone application, Xcode notes the target OS (as determined by the Base SDK selection) as the MinimumOSVersion property. Do not specify this property yourself in the Info.plist file; it is a system-written property. When you publish your application to the App Store, the store indicates the iPhone OS release on which your application can run based on this property. It is equivalent to the LSMinimumSystemVersion property on Mac OS X.
What you need to do is change the Deployment Target setting in your project. The Deployment Target specifies the minimum OS you would like your application to run on. This is regardless of the SDK you build against, which should always be the most recent SDK so you can ensure your application runs correctly on the most recent OS version available. So, in short:
Set the Base SDK to be the latest OS available
Set the Deployment Target to be the earliest OS you'd like your app to run on.
Manually editing the Info.plist file is really just fooling the App Store into thinking your app can run on an OS it isn't built to run on, which could yield unpredictable results.
Please read the notice in the iPhone developer centre. You CANNOT use the iPhone 3.0 SDK to build apps for the App Store at the moment, not even if you compile them for the 2.x OS. You have to compile an app using the 2.x SDK to submit it to the App Store.
You can install both sets of developer tools side by side. When you get to the screen where you select which parts of the package you want to install, you can select an alternative destination for the install.
I had the same problem. Heres how to fix it!
My project was called SuperTennis, so I clicked the project in xcode, and clicked Get Info. Under the General tab, change "Base SDK for all iPhone configurations" to iPhone OS 2.0, then go into the build tab, and change "Base SDK" to "iPhone OS 2.0", then build it for your device. Reveal the app in finder, and then continue on, to upload it. Email me at ryan2925 at gmail.com if you want some more help. I hope this works for you, and anyone else reading.
I got this error when I finally upgraded things from 2.2.1 to the 4.0 SDK, and tried to use an existing project.
I had to:
Click on the project in XCode, then click on Info.
Click 'Build'
Pay attention to what 'Configuration' you are setting. Are you accidentally setting distribution when you are trying to debug?
Set 'Base SDK' to the highest possible.
Change 'Target Device Family' to whatever it is you are doing.
Set 'iPhone OS Deployment Target' to your device's OS (you can check by going to Window > Organizer).
My main time sink was setting my distribution settings when trying to debug and not realizing it.
Try this:
ARMV6: before iPhone 3GS
ARMV7: including and after iPhone 3GS
"Proj." and "Target(s)" right-click, Get Info. Select:-
Base SDK: iPhone 4.0 (latest s greatest)
Standard: ARMV6, ARMV7
Uncheck build for Active Architecture
Deployment Target: 4.0 (not older ones 3.1.3; you don't have the SDK if you upgrade to 4.0)
Compiler section: Ensure that both ARMV6 and ARMV7 checkboxes are ticked under Generate Code, Thumb section.
The binary output is slightly bigger as it is generic code that supports both architectures.
If you want to support ARMV7 only, don't check ARMV6 in compiler section, selection code optimised for ARMV7, check active architecture only. In info.plist, add armv7 in UIRequiredDeviceCapabilities items. This field already exists in info.plist and probably has other system requirements auto-specified.
Right click on your project and go to your build tab. Near the top of the list you can specify your Base SDK. This is the minimum you will compile against. After this your build settings drop down will have the older versions. When you go to make your distribution make sure you aren't using 3.0 cause that will cause your binary to get rejected (as you found out).