OCUnit wants me to install Rosetta - objective-c

I followed the instructions on Unit Testing objective C from Apple: http://developer.apple.com/tools/unittest.html
I installed the latest version of OCUnit, but when I compile, software update starts and tells me I need to install Resetta. What's going on?

Those instructions are outdated. You shouldn't need to install OCUnit at all, it's built into XCode 2.1 and later. Perhaps you downloaded an old PowerPC version?
the iOS Development Guide has a section on Unit Testing that's much more up-to-date.
There's also one for Mac OS X.

Related

Does React Native support Apple's M1 macbook pro?

Can ios apps be compiled on the new M1 chipset?
Is there any schedule for official support?
The short answer is yes.
The latest version of XCode (version 12) is compiled as a universal app. This means that it runs on both Intel-based and Mac Sillicon machines natively. From Apple's website:
Xcode 12 is built as a Universal app that runs 100% natively on Intel-based CPUs and Apple Silicon for great performance and a snappy interface.* It also includes a unified macOS SDK that includes all the frameworks, compilers, debuggers, and other tools you need to build apps that run natively on Apple Silicon and the Intel x86_64 CPU.
This means that you should be able to compile iOS with the latest version of XCode without a problem. It would be kind of crazy for Apple to release professional hardware (MacBook Pro) without this capability.
Keep in mind that a number of third party applications may not work well on the ARM machines yet. VSCode is not currently supported on M1 devices (although Microsoft have said that it's coming). VSCode is an Electron based app which currently can't be emulated with Apple's Rosetta II platform. You might not use VSCode, but keep in mind that any Electron based apps that you use may not work straight away.
If you exclusively use XCode and don't critically rely on any third-party apps you should be ok.
EDIT: I just noticed that you tagged your post for react-native. Information is pretty slim for compatibility at the moment, so I would be cautious. If you need a Macbook Pro to do commercial work or school projects right now then you run the risk of things not working as intended. The M1 MacBooks will undoubtedly support everything that you need as a developer in the future and they're particularly great candidates for iOS development because of the parallels made possible by the shared ARM architecture.
If you're relying on a new machine to get work done right now, going with an Intel-based machine is probably the best option. For reference, I recently got an Intel-based 16" MacBook Pro with work because I need to get things done right now without any issues. The commercial value far outweighs the potential benefits that an M1 machine might bring in a year or two. If you're ok with running into some issues over the next few months, I'm sure that the M1 machines will provide plenty of value for years ahead.
While there are problems that do not allow compiling the application.
brew and cocoapods are installed in the console with rosetta enabled.
pod install / update fails because flipper and some parts of RN are not supported by the platform
if you use expo - without cli then everything is ok
updates: now cli working (after update all - homebrew, cocoapods and other to last version)
from what I know, iOS app only compiles on Mac os, so it should work with whatever macOS uses.

How to update mac OS application to support Catalina?

I have an old mac OS application developed in Mojave with the deployment target 10.12. Now how to update mac OS application to support Catalina? Or is the application automatically supports all future mac OS versions?
When developing for macOS (or any other Apple platform, for that matter), there are two key concepts to take into account when thinking about compatibility:
The SDK version: this is the SDK you're compiling against and it is usually determined by the Xcode version you're using to build your project.
The Deployment Target: this is the lowest OS version you want to support.
Normally, if you have followed the best practice in implementing your code and all of your dependencies have done the same, updating an app for a new macOS version requires only to download the latest Xcode on the latest macOS, build it and run your smoke tests (manually or through automated tests).
There may be things that have been deprecated in the meantime and Xcode will report them as warnings while building. You may read more about deprecated APIs in the macOS 10.15 release notes.
Keep in mind that you don't actually have to rebuild your app every time a new macOS version comes out. Even though it is better to test it at least once and dedicate time to explore and make use of new APIs, apps built on the previous version of macOS will, most of the times, run flawlessly on the next version (and maybe even further). This obviously depends on the app complexity, so your mileage may vary.

What is the latest version of Mono that can be run on Raspberry Pi 2?

I am currently working from Mono Version 3.2.8 and am running into trouble finding any documentation on this version. I have no idea what code will run until after I get the exceptions. Either a compatibility list to what works or an idea of what version I can compile that works would be great. Any one have experience with this?
You can manually install the latest version. I was easily able to install
Mono version 4.6.2 on Raspbian.
The http://www.mono-project.com/docs/ site gives a general answer for which major libraries work. Letting you know when there isn't full compatibility but doesn't give specifics.

Use of OpenSSL with XCode 7.3

I'm writing an application that should be cross platform, so my idea is to write the full substrate in C then writing the user's interface related stuffs in Objective-C or other suitable language (i.e. C++ for linux).
For that application I have to use OpenSSL; as documented Apple dropped the support of this library since SDK 10.11; as I know OpenSSL should be available until SDK 10.10.
Now my question: I'd like to develop with XCode 7.3 but I'd like that my app should be also backward compatible with reasonably older version of OS X; my idea is that I have to install older SDK across the new XCode 7.3 then choose the right SDK to use under "Build settings" -> "Base SDK".
Can someone point me at a document describing how can I download and install older SDK on new XCode? On Apple Developer website I have found only older release of XCode but it will install a complete old release of XCode...
Thank you for your precious help.
Rather than building with an old SDK, you should build and link with OpenSSL yourself. From the documentation:
If your app depends on OpenSSL, you should compile OpenSSL yourself and statically link a known version of OpenSSL into your app.
The version of OpenSSL shipped with OS X is old and out of date, anyway. Apple dropped support for it precisely because they couldn't ship newer versions without breaking backwards compatibility (OpenSSL is not API stable between releases).

Porting Qt5 app to Qt4

Yes the title is correct...we are going BACK to qt4. We recently built a decent size app with Qt5. We now been told that the app must support RH 6 and RH 5 distros.
Since RH6 ships with Qt 4.6.2 and Rh 5 ships with Qt 3.3.6, I'm concerned about having to make lots of modifications to port back to older versions of Qt.
Can the latest versionf of Qt 4.x and 3.x understand new syntax of Qt5 (eg: connect is slightly different)? If not, can someone suggest how best to undertake this? Are we looking at ifdef'ing our way out of this? (and if so, is there an easy reference for how to do this)
Consider building qt5 libraries and deploying them (only ones you actually use) together with your project. This link can help to build.
I actually built them today on my CentOS 6.5 64-bit with this configuration command:
./configure -prefix /opt/my_prod/Qt-5.2.1 -release -nomake examples -dbus -qt-xcb -no-c++11
However I did not built all libs listed on the link and did not apply patches.
Then I built a small test app and ran it on CentOS and then on Ubuntu 12.04 (to which Qt5 libs I copied manually).