Include active developing subproject in your current XCode4 project - objective-c

Assume you have two XCode4 projects
App
Library
Since the Library is active developing, so new headers might be added from time to time, code might be changed from time to time.
Even I can drag the Library XCode project into the App XCode project, I still need to copy the headers manually.
Are there any easy way, rather than copy the Library into the App library folder, I can develope the codes on two projects at the same time, e.g. debugging.

A few recommendations after beating my head against a wall:
Try creating an Xcode 4 workspace containing the 2 projects. It seems to work better than having one be a sub-project of the other.
Instead of copying the headers, add their path to the "header search paths", then select "always search user paths" (both in build settings).
To get started: Xcode 4 workspace docs

Related

Problems exporting Mac App from Xcode to the computer desktop

I have a somewhat frustrating problem with exporting a compiled copy of a Mac App to my desktop and have it run. First some background...
The app contains two referenced subprojects. The first project creates an archive and the second one creates a framework. They are both used by the main project to perform certain functions.
The app runs fine within Xcode. The problem start when I archive it and try to export it to my desktop to see how well it runs on it's own. I use the regular procedures for this but when I try and start the app from my desktop, it won't load. There's a message saying that the dynamic loader can't find the framework object. The part of the error report that looks most helpful says this...
Dyld Error Message:
Library not loaded: #rpath/JXLS.framework/Versions/A/JXLS
Referenced from: /Users/USER/BuntingSimulator.app/Contents/MacOS/Baseball Situation Simulator
Reason: image not found
JXLS does exist but it's definitely not in the exported Mac app bundle. Anybody have any suggestions on where to look or what to look for? My suspicions lay in the value of #rpath and how the subproject is referenced or built within the main project.
Thanks in advance.
This was added in after I got the answer below. In case anyone needs to use this I thought I'd illustrate the changes made to the project as they are a bit obscure...
First, need to add a copy files step into the build phase into the main target. What does that mean?
The detail steps are:
1: click on the main target for the main project
2: select buid phases
3: click on the plus sign to add a build phase
4: will get a pop up box (select New Copy Files Phase)
5: change 'destination' selection to 'frameworks'
6: drag the framework object from the left panel into the name section of the
new copy phase you just created
Second, need to go into the 'build settings' of the framework target and replace #rpath to #executable_path/../Frameworks
If you are doing this for your own use, make sure you copy the JXLS to /System/Library/Frameworks.
Otherwise, look at this answer.

How do I implement a static library from libPusher in Objective-C (Xcode 4.2)?

Please show me how I can add and implement the libPusher library to my Objective-C iOS project
This is my first post on StackOverflow
I've just started working in Objective-C iOS app development for a company that I co-founded with a couple of colleagues. Our first app needs to have the libPusher library implemented in its porject. Right now, I'm at a crossroads completing the following task of adding and implementing it on Xcode 4.2:
Simply copy libPusher-combined.a and the contents of the headers directory into your Xcode project..
Source: http://github.com/lukeredpath/libPusher/wiki/Adding-libPusher-to-your-project
What does it mean by "copy"ing those files, and where should it be copied to? Can anybody who has experience with libPusher give me specific details as a list and source code on how to execute this so I can understand it better? I would truly appreciated any help, it will get our company up and running for us getting our app functioning and ready for reviewing submission to Apple Developer staff. The link I've provided will tell you more on what I'm talking about, if I need to specify anything I'll create a new post. Thanks!
What "copy" means in this context is that you want to drag and drop the .a (library) file and the header files (all the .h files) into your new Xcode project (to be precise: the file inspector is the list of files along the left side of the workspace window).
To copy anything to an Xcode project, find it in the finder, highlight all of the files you want to copy over (or just take the folder it comes in), then drag everything over the Xcode icon in the dock.
If Xcode is full screen (lion), the icon will kind of blink, then enter Mission Control mode, you then hold the files over the correct project and drop them into the Xcode file tree.
Make sure that your application is checked as a target for those files!!
If Xcode is not full screen, just drag the files or folder into the Xcode file tree and they will be added.
To link to a static library, just navigate to the name of your project>Info>Framworks. Click the plus, then select your framework if it isn't already there.

XCode 4 Autocomplete with C++ library?

I am using Cocos2D Box2D template for my project.
When I type , "b2**" the autocomplete doesnt show any Box2D classes. (pressing ESC also doesnt show any )
I have included Box2D.h and Cocos2d.h in "Prefix.pch" file.
Is there any feature like "rebuild index" in "Eclipse CDT" ?
Any tips?
You can force Xcode to rebuild index by deleting it's service folder (DerivedData for Xcode 4.x):
Close Xcode
Remove service folder
Open your project and Xcode will rebuild index again
In my case this always works and I can call b2... autosuggest.
The DerivedData folder can be found in ~/Library/Developer/Xcode/DerivedData
This may be an obvious suggestion, but have you tried to type out a class that you know exists with what you have included, and see if it recognizes it(With both colorization and/or quick help)? Also, do you have the necessary frameworks included, etc? As far as reloading goes, the only thing that you can do in XCode that I know of is clean(shift+cmd+k) and re-build. Are you getting any sort of warnings, errors, etc? Another potentially obvious issue, is XCode set to c++ as the language? Anyways hopefully you haven't already tried all of this and it helps you get somewhere.
Assuming you're using XCode 4, you can rebuild the index rather simply:
Open the Organizer (Command+Shift+2)
Click 'Projects' in the top section
Select the project you want to rebuild the index for in the left sidebar
Click 'Delete' next to 'Derived Data' in the center portion of the Organizer
This is easier than traversing through the directories and manually deleting a series of folders.
This page lists the steps another user went through to get code completion working for Xcode 4 and Box2D – the steps include deleting the derived data folder, but also changing user header search paths, making sure there were no spaces in the path to the project, and other things. Some of these steps may be random or unrelated, but apparently they fixed the problem for two people on that forum.
Combining all the above posts together, this is how I went about solving my issue:
1) Make sure that all files are in 1 folder. This may sound obvious, but I had my Box2D files not in the same folder as my other code. When creating a new project with XCode, it creates a folder with the name of your project, then another folder within that that has the name of the project again. Example: "{path of project}/TempProject/TempProject". I had my Box2D files in the first TempProject directory and not with the rest of my code that is created under the sub-directory of TempProject.
2) Open your project's settings by double clicking your project in XCode
3) Scroll down to "Search Paths"
4) Edit the "Header Search Paths" value to be: ${SOURCE_ROOT}/${PROJECT_NAME}/** (Note: If your Xcode does NOT create a subdirectory like mine does "TempProject/TempProject", then just use ${SOURCE_ROOT}/**)
5) Delete your project's Derived Data by doing 1 of the 2 following ways:
a) Open Organizer -> Select Projects -> Select your Project -> Select Delete next to Project's Derived Data
b) Open Finder -> Select Go from the toolbar -> type in "~/Library/Developer/XCode/DerivedData" -> Find and Delete desired project's folder
6) Restart Xcode
7) Clean and rebuild code
8) Code sense should now work!

Code loses syntax color in Xcode 4

I have just upgraded to the new Xcode 4 and the code is not colored has it ought to be.
For instance, the string NSString is not colored in my custom code, but when I switch to Apple's code (NSString.h for example) everything is well colored.
How can I fix that?
It's a known bug with the latest XCode. This happens with some projects which are migrated from XCode 3.X to the new version. For some people it seems to help to go to the organizer, and in the project tab delete the derived data for the project where code sense does not work correctly.
If you have a small project, it might also help to create a new project in XCode 4 and import the files from the XCode 3 project.
Update: XCode 4.0.1 made the situation a bit better, at least in some of my projects I have syntax coloring and code sense back. But it's still far from fixed.
Update 2: XCode 4.0.2 did not change much. It seems that the problem is related to subprojects, specifically static libraries. According to comments of this blog post some people were successful by changing header search paths from relative to absolute paths, e.g. instead of Foo/Bar use $(SOURCE_ROOT)/Foo/Bar. This together with switching all projects to XCode 3.1 format and to use LLVM 2.0 fixed a lot for me as well. It's not perfect yet, but usable.
Update 3: After converting the sub projects to independent projects and putting them in a workspace (aka the XCode 4 way) I have now full syntax highlighting and code completion back.
My current environment is now a XCode 4 workspace with each projects being 3.1 compatible (as opposed to the default which is 3.2), LLVM GCC 4.2 (system default) and the header search paths are still absolute (using $(SOURCE_ROOT)/.../).
I used undefined Macro, But those macros defined in Preprocessor Macros in build settings. So the xcode4 didn't generate any error for that undefined macro.
Steps taken to resolve.
Removed undefined macros wherever I used those undefined macros.
Removed duplicate definitions of Marcos.
Removed duplicate Resources. (I'd added same (many Thumbs.db files) files into the project.)
Clean & Build.
if still you are not getting the color then, please relocate your project to some different location, I changed to my Desktop location.
After these steps I got the color in my eyes.
But its very bad issue. I sucks lot of valuable time. I think these steps may help you.
Thanks.
I had the same problem with mine. Its a cocos2d game with box and chipmunk. It was a hell of a mess getting the project to recognize and find the user search paths in the first place so I wasn't about to mess with those.
What I wanted to point out is that I DO HAVE recursive paths and I do have relative paths and I still got the issue. It happened when I added a new version of a 3rd party SDK I was using. It was Testflight 083 which I updagraded to 1.0. I erased my old version but only removed references. Then I manually deleted it from finder. Imported the new SDKv1 folder and readded it to my project and removed the old SDK0 folder path leaving only the newly added SDK1 folder path. For some reason I noticed that even though in v083 I had used a #import in my Prefix.pch file, it still wasn't recognizing a call to a method from AppDelegate. Which means the #import in Prefix.pch for some reason was not working. I had to add #import to my AppDelegate file individually. This gave me duplicate #imports as Jeeva said above. That sounded an alarm in my head.
So the solution was to go and effectively remove the duplicate #import in Prefix.pch therefore only leaving the one in AppDelegate. It reindexed and CodeSense works again. Thanks Jeeva!
This issue was driving me insane, and I had given up hope of fixing it without some ugly hack on XCode's configuration. I passed through this very forum thread a stack overflow of times. Then one day, I happened to accidentally fix it. I'm not sure if you need all these steps, but I've found this a sure-fire way to fix XCode's indexing issues:
Clean your project (Command-shift-K)
Open organizer, close your project.
Under the "Projects" tab in organizer, remove the derived data for the project you want to reset.
Quit XCode
In the terminal, run:
sudo mdutil -a -i on
This seems to reset spotlight indexing (I don't know much about it because I don't use spotlight).
When the command finishes, Spotlight will have to re-index. Look up to see a little dot in the magnifying glass for your spotlight's icon. When the dot leaves, spotlight has re-indexed. You can check the progress by opening spotlight.
Re-open XCode, and wait for it to re-index all your files.
Build the project.
On build success, you should now have appropriate syntax highlighting again. I hope you guys find this little discovery as useful as I did :)
EDIT:
I should probably add that the syntax highlighting sometimes seems to re-break when the debugger hangs the simulator during app launch. I just try to avoid this by being more careful about letting the process hang.
EDIT2: (sorry first contribution)
Works on XCode 4.6 and 4.6.2.

libxml/tree.h no such file or directory

I am getting following errors.
libxml/tree.h no such file or directory
I have already added libxml2.dylib to my project, however I am getting this type of trouble.
Please help me.
Follow the directions here, under "Setting up your project file."
Setting up your project file
You need to add libxml2.dylib to your project (don't put it in the Frameworks section). On the Mac,
you'll find it at /usr/lib/libxml2.dylib and for the iPhone, you'll
want the
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.0.sdk/usr/lib/libxml2.dylib
version.
Since libxml2 is a .dylib (not a nice friendly .framework) we still
have one more thing to do. Go to the Project build settings
(Project->Edit Project Settings->Build) and find the "Search Paths".
In "Header Search Paths" add the following path:
$(SDKROOT)/usr/include/libxml2
Also see the OP's answer.
Adding libxml2 in Xcode 4.3 / 5 / 6
Adding libxml2 is a big, fat, finicky pain in the ass. If you're going to do it, do it before you get too far in building your project.
You need to add it in two ways:
1. Target settings
Click on your target (not your project) and select Build Phases.
Click on the reveal triangle titled Link Binary With Libraries. Click on the + to add a library.
Scroll to the bottom of the list and select libxml2.dylib. That adds the libxml2 library to your project.
2. Project settings
Now you have to tell your project where to look for it three more times.
Select the Build Settings tab.
Scroll down to the Linking section.
Under your projects columns double click on the Other Linker Flags row.
Click the + and add -lxml2 to the list.
Still more.
In the same tab, scroll down to the Search Paths section.
Under your projects column in the Framework Search Paths row add /usr/lib/libxml2.dylib.
In the Header Search Paths and the User Header Search Paths row add $(SDKROOT)/usr/include/libxml2.
In those last two cases make sure that path is entered in Debug and Release.
3. Clean
Under the Product Menu select Clean.
Then, if I were you (and lets face it, I probably am) I'd quit Xcode and walk away. When you come back and launch you should be good to go.
For Xcode 6, I had to do the following:
1) add the "libxml2.dylib" library to my project's TARGET (Build Phases -> Link Binary With Libraries)
2) add "$(SDKROOT)/usr/include/libxml2" to the Header Search Paths on the TARGET (Build Settings -> Header Search Paths)
After this, the target should build successfully.
You also need to add /usr/include/libxml2 to your include path.
Form the link of #Matt Ball,
I found following helpful to me.
You need to add libxml2.dylib to your project (don't put it in the Frameworks section). On the Mac, you'll find it at /usr/lib/libxml2.dylib and for the iPhone, you'll want the /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS2.0.sdk/usr/lib/libxml2.dylib version.
Since libxml2 is a .dylib (not a nice friendly .framework) we still have one more thing to do. Go to the Project build settings (Project->Edit Project Settings->Build) and find the "Search Paths". In "Header Search Paths" add the following path on the Mac:
/usr/include/libxml2
Ray Wenderlich has a blog post about using gdata that solves this problem. Basically these simple steps:
In XCode, click Project\Edit Project Settings and make sure “All Configurations” are checked.
Find the Search Paths\Header Search Paths setting and add /usr/include/libxml2 to the list.
Finally, find the Linking\Other Linker Flags section and add -lxml2 to the list.
original post: read and write xml documents with gdataxml
I found the same, I had to add $(SDKROOT)/usr/include/libxml2 for the latest Xcode (4.3.x). ALSO, what kept me circling around for hours is the fact that I was modifying the "TARGET" and not the "PROJECT" (the new UI of Xcode is so intricate that its easy to overlook this). You need to modify the PROJECT!
Another solution. do all the steps in header search path etc. and make sure your selected configuration in project in Project settings is the correct one. When you double click on project build settings ,you may be changing in Distribution settings, But you are trying to add header search path in "Debug" settings. So make sure you are in correct settings. or choose all settings
I found that with xCode 4.3.2 I had to enter
$(SDKROOT)/usr/include/libxml2
into the Header Search field rather than simply
/usr/include/libxml2
As of Mavericks (OS X 10.9) the /usr/include directory is gone. Half of the answers here are obsolete, as the application will not compile until you sort out the include directory.
I solved the problem creating a symbolic link to MacOSX SDK in terminal, using the following command:
sudo ln -s /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/usr/include /usr/include
The application now compiles again.
I'm not sure what the difference is but add the include path to the project as well as the target.
On Mountain Lion I was facing same issue, which was resolved by adding /usr/include/libxml2 to include paths with flag "recursive", use this if all above is not fruitful.
I had this problem when I reopened a project (which was developed on XCode 3.something on Leopard) after upgrading to Snow Leopard and XCode 3.2. Curious enough, it only affected some kinds of builds (emulator builds went fine, device ones gave me the error). And I have libxml2 at /usr/include, and it indeed contains libxml/tree.h.
Even the magic "Clean" did not work, but "Empty Caches..." under the "XCode" menu (between the Apple logo and File) did the trick (was that menu there in previous versions?). Beats me the reason, but after a clean there were no more complaints regarding libxml/tree.h
Also select "Always Search User Paths" to YES. In XCode 4.3.3 its by default NO
Please follow the following steps
Adding libxml2
libxml2.dylib can be found on your mac machin at /usr/lib/libxml2.dylib
Change "Header Search Paths"
Click on [Project Name] (in left panel) -> Project -> Build Settings -> Select All (default is Basic)
Type Header Search Paths in search box
Double click on Header Search Paths -> + -> "$(SDKROOT)/usr/include/libxml2"
Add -lxml2 to "Other linker flag"
Search for "Other Linker Flags" as search in step 2
click on the "Other Linker Flags" row. Click the "+" and add "-lxml2" to the list.
Change your project type to ARC -> No i.e Automatic Reference Counting to No
You can search ARC as per in step 2
Xcode 4.5
I have used The CW's solution entirely.
The only exception is that $(SDKROOT)/usr/include/libxml2 didn't work for me, and I had to add "$(SDK_DIR)"/usr/include/libxml2 to my Projects Header Search Paths and User Header Search Paths.
After that project builds successfully.
EDIT: I have Google GData project inside my project (called MyProject) (my project uses). GData requires libxml. To build project MyProject successfully, I add "$(SDK_DIR)"/usr/include/libxml2 to Header Search Paths of MyProject and no to Header Search Paths of GData . If I didnt add it to MyProject, project did not build).
I found this visual tutorial useful.
Blockquote
Adding libxml2 in Xcode 4.3.x
Adding libxml2 is a big, fat, finicky pain in the ass. If you're going to do it do it before you get too far in building your project.
Here's how.
Target settings
Click on your target (not your project) and select "Build Phases". Click on the reveal triangle titled "Link Binary With Libraries". Click on the "+" to add a library. Scroll to the bottom of the list and select "libxml2.dylib". That adds the libxml2 library 2 your project… but wait.
Project settings
Now you have to tell your project where to look for it three more times.
Select the "Build Settings tab". Scroll down to the "Linking" section. Under your project's columns double click on the "Other Linker Flags" row. Click the "+" and add "-lxml2" to the list.
Still more.
In the same tab, scroll down to the "Search Paths" section. Under your project's column in the "Framework Search Paths" row add "/usr/lib/libxml2.dylib".
In the "Header Search Paths" AND the "User Header Search Paths" row add "$(SDKROOT)/usr/include/libxml2". In those last two cases make sure that path is entered in Debug AND Release.
Then. Under the "Product" Menu select "Clean".
This is working and for Xcode5 too! Thank you!
Don't put libxml2.dylib under frameworks folder put it under root just below the root(Top left blue icon )
Then Click on the Project (TOP Left blue icon) ,GO to Build Settings,in the search box type "Header Search Paths" and then add the this "$(SDKROOT)/usr/include/libxml2"
This code resolve my issue hope it will help you fix this
#Aqib Mumtaz - I got it working by following the instructions in Parris' note above entitled "Adding libxml2 in Xcode 4.3 / 5 / 6". The step in using a Framework Search Path does not work and the compiler complains. Big kudos to that fella anyway!
I am using Xcode 6.2b3
Regardless of the version of Xcode you are using, it is buggy. Don't always assume that compile errors are real. There are many times when it does not follow header search paths and includes clearly listed are not found. Worse, the errors that result tend to point you in different directions so you waste a lot of time dinking around with distractions. With that said...
Recommend baby steps by starting with this exactly...:
create a single window Mac OS X Cocoa project called "Bench Test"
add XpathQuery into your project source directory directly in the Finder
click on the tiny folder icon under the project window's red close button
drag XpathQuery (folder if you contained it) into the project assets on the left of the project window's display
drag /Applications/Xcode/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.10.sdk/usr/lib/libxml2.2.dylib into your project assets, at the bottom. This will add it into your "Build Phases" -> "Link Binary With Libraries" the easy way
click on the "Bench Test" project icon in the project assets column, top of the left
search for "Other Linker Flags" under "Build Settings"
add "-lxml2" (sans "") to "Other Linker Flags" under the "Bench Test" project icon column
search for "header search" under "Build Settings"
add "$(SDKROOT)/usr/include/libxml2" (sans "") to "Header Search Paths" under the "Bench Test" project icon column
add "$(SDKROOT)/usr/include/libxml2" (sans "") to "User Header Search Paths" under the "Bench Test" project icon column
Notes:
Mine would not work until I added that search path to both "Header Search Paths" and "User Header Search Paths".
To get to the libxml2.2.dylib in the finder, you will need to right click your Xcode icon and select "Show Package Contacts" (editorial: what a hack.. cramming all that garbage into the app)
Be prepared to change the linked libxml2.2.dylib. The one inside Xcode is intentionally used to ensure that Xcode gets something it knows about and in theory was tested. You may want to use the dylib in the system later (read up in this thread)
As I am using Xcode 6.2b3, I may have a newer libxml2.2.dylib. Yours could be named slightly different. Just search the folder for something that starts with "libxml" and ends with ".dylib" and that should be it. There may also be an alias like "libxml2.dylib". Don't use that right away as resolving an alias adds another variable into the Xcode "what could have bugs" equation.
For sanity sake, I make aliases of the external libraries, rename them to indicate which one they are, and keep them at the same level as the project file in the Finder. If they change location, change name, etc, the alias will have in it's Get Info, the original file's full path for later detective work to get the project compiling and linking again. (symlinks break too easy and are not natural to the Mac)
Last thing, and very important, see http://www.cocoawithlove.com/2008/10/using-libxml2-for-parsing-and-xpath.html where you can download XpathQuery and get some more goodness.
hope this helps.
If you happen to be developing something for Veterans, oh say an iPhone / iPad or Mac app, and are working against something called "MDWS" or "VIA" which are SOAP based interfaces to the medical record system... please contact me
I solved in three steps inXcode 8.0 + Unit Test Project
1) I added libxml file to the Build Phases.follow this link
2) I added Other Linker Flags as -ObjC (For both project and test project targets)
3) I setup Header Search Path as "${SDKROOT}/usr/include/libxml2" (Don't forget double quote in either side) (For both project and test project targets)
One of them will solve the issue. If not you have to apply all three of the above.
i tought i added wrongly, then i realize the problem is it not support arc, so check the support one here, life saver -> http://www.michaelbabiy.com/arc-compliant-gdataxml-library/