How do I install XCode in a different location than the default? - iphone

For the life of me, I cannot figure this out. All the installer seems to let me do is choose between my two hard drives, and there is no option to select a directory on the hard drive.
I have seen the similar question here, but this doesn't help me: Install Xcode 4 and keep Xcode 3?
I just don't see a dropdown or option of any kind to change the installation directory.
Any help?

Check this post out. U can see here how to change the directory.. Hope it helps.
Install Multiple xcodes

Related

Source control not working in Xcode 8

I have updated Xcode in order to program for iOS 10 and for some reason Source Control has stopped working.
Im using Git connected to visual studio data repo, since at least Xcode 6 with no problem at all.
I have checked the URL, User and Password and everything looks ok, I can use the Git with the console with no problem.
But in Xcode 8 Im not able to do anything related with the Source Control, I can't commit, Add files to track or even see the states besides the files (M, A, ?), but if I change something the Git keeps track of the change but Xcode does not.
As you can see in the pictures everything looks ok.
Does anyone is having the same problem??
Does anyone have a clue on what I have to do??
Dos anyone have an idea on what to check or configure in order to solve the problem?
Thanks in advance for any help.
I experienced this very same problem, and also verified that everything was setup correctly. I found that Xcode 8.1 GM seed just became available, downloaded and installed it and I am now able to commit my project without problems.

Xcode 7.3 autocomplete is so frustrating

There is a new autocomplete in Xcode. Probably might be useful because it checks not only beginning of names etc. But I found that very often it doesn't find a class name or a const name at all etc. I need to type in entire name by myself. Over all I found it makes my life harder and coding more time consuming. Is there a way to switch to the old way it used to work?
Xcode 7.3.1
In Xcode > Preferences > Text Editing
uncheck Enable type-over completions
restart Xcode
It seems that clearing the checkbox "Enable type-over completions" in XCode -> Preferences -> Text Editing does the trick. At least in my case autocompletion fell back to a sort of old way, so it could autocomplete the class name that I had to type in manually before that.
This is by no means an adequate solution, BUT it has allowed me to (barely) maintain my sanity the past few days:
After every build, you need to trash your Derived Data folder. You can find this folder in Xcode > Preferences > Locations > Derived Data. Just trash the whole thing and it'll kick off a re-indexing step that should restore proper autocomplete functionality.
Unfortunately, I've found that once I build, the autocomplete behavior reverts to its broken state.
just open Xcode derived data folder and delete the folder
/Users/yourUserName/Library/Developer/Xcode/DerivedData
then restart Xcode, now autocompletion works like a charm
I have the impression that some 'parts' of autocompletion simply fail after a while. I use to restart the Mac to get it back working. But sometimes it fails quite soon again.
Maybe the answer of #Alex Bykov combined with a restart will do the trick.
Anyway: auto-completion of Xcode always was crap. AppCode used to get it much better. Unfortunately not yet with swift.
Closed Xcode, opened Xcode, let it index, it worked.
it doesn't find a class name
As a work-around, you can try to press
Command + Shift + K and Command + B
Several times,it works temporarily.
Xcode 7.3.1
I will share another posible reason, that after couple of days we found out. We have multiple schemes, and in one of them, the bridging header was importing a file that didn't exist anymore. So, it didn't break while compiling and running (the header belongs to another scheme) but it caused the autocompletion to break (couldn't find any objective-c class).
Hope it would help someone!
After having tried different methods:
Delete Derived Data
Switching Module Enabled off in Build Settings
Full Clean
Relaunch
Only this worked:
Find any commented out (/* abc */) code after #end in your files and delete.
Credit to Max_B:
https://forums.developer.apple.com/thread/7439
In my case, other projects were auto-completing correctly. If all your projects fail to correctly predict code, then it might be a different issue, and the other answers might work.
I ran into this issue while trying to make an OS X app and I was able to fix this issue by making sure that the Xcode 7.3 documentation and the OS X 10.11.4 documentation was actually downloaded. Doing this fully restored my autocomplete functionality. My full instructions are below as well as in my answer to a similar question: https://stackoverflow.com/a/39420664/3444925
I had this problem myself and after looking through all the other similar questions & answers about this, I couldn't find a solution. However, I finally found what worked for me.
Go to Xcode -> Preferences -> Components. There you will probably find a screen that looks like the following:
This shows that the documentation has not has not been downloaded and therefore, any attempts to re-index or re-build the application without downloading the documentation would prevent you from being able to use the autocompletion functionality.
Once I downloaded the Xcode 7.3 Documentation and the OSX 10.11.4 Documentation, this was enough for me to get the autocomplete functionality back (I was trying to build an OS X app, so feel free to download as much documentation as is relevant for you).
I didn't run into this until I created a couple of new class files. Other classes worked fine, but autocomplete would NOT work for anything in the new files...
FIX (for me) - I had to add those files to ALL of my targets, including the unit test targets even though I wasn't using them yet.

XCode CoreData files not found/opening

I am using the Xcode 3.1.4 that means SDK 3.1.2
The problem is that I cannot open .xcdatamodel (Core Data) file and I don't even get the Data Model option in Design Menu bar.
When ever I double click and try to open the file,
XCode gives me an error saying that it cannot find the file at (my project's path).Perhaps it was moved or deleted? , but the file exists at the same path.
Please help me out as I haven't upgraded my system to Snow Leopard so cant use SDK 3.2
Regards
jAmi
I think definitely one thing you can check is to ctrl-click on your file, select get info, and see if the path name is in red. If it's in red, it doesn't hurt to click choose and relink it.
Hope this helps.
It's been a while since the question, but in case anyone searches for this: I have found that Clean or Clean All Targets will fix this issue.
Aggravating, but putting Cmd-Shift-K on your list of remembered shortcuts is worthwhile.

Xcode falsely claims CFBundleExecutable to be (null)

I'm trying to create an ad-hoc build of an iPhone app for beta testing.
On their end, they're seeing an error like the following:
"The info.plist for application at xxx specifies a CFBundleExecutable of (null), which does not exist"
Here is an excerpt from the actual info.plist:
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
And it clearly is not null.
What am I doing wrong here?
The WORKING SOLUTION is this (and only this):
In Xcode, choose “Executables” from the project hierarchy. Click your project executable then press Command-I. Choose the General tab and set the working directory to “Build Products directory”.
Found via BrainwashInc, who credits MacHackShack. I thought this valuable information was way too important to leave floating around on random blog.
It seems like sometimes XCode may flip this setting, as I suddenly started having this issue, and the fix above repaired it. Changing it back to "project directory" reproduces the issue for me, every time.
I also had to restart XCode to get the debugger to work once this fix installed the app, that may be unrelated.
I don't think there is ONE working solution to this. I found several solutions that doesn't work for me. At the end, I did find one solution.
By deleting whatever I had in the "Producs" folder in xCode I managed to get it working. I am using xCode 3.2.1.
Note: I did the change regarding "Build Products directory” above as well, perhaps both solutions needs to be implemented, up to you to try it out.
This is, to say the least, quite anoying. As a beginner, things are complicated enough without bugs in the SDK...
Hope this will help someone out there!
Cheers
It sounds like you're looking at the info.plist in the project not the built product.
The '${EXECUTABLE_NAME}' in the project info.plist is just a place holder for a variable in the build script. You need to look at the info.plist in your built product to see what is listed there. It sounds like for some reason, the build script is not populating the field as it should.
You might actually check that the contents of the application package actually has an executable. Sounds weird I know but a few years ago I mucked about with my build setting son a project and ended up with a product without an executable. Everything else, the package, resources, string files etc was there just no actual program.
This is a know issue of SDK:
Changing an iPhone Executable's working directory from “Build Products directory” may cause the application not to install properly with the error message “The Info.plist for application at (null) specifies a CFBundleExecutable of (null), which does not exist.”
as you can see here:
http://developer.apple.com/iphone/library/releasenotes/General/RN-iPhoneSDK-3/index.html
For me, it worked to change the working directory.
I created the problem deleting by hand the build directory.

iPhone: Failed to launch simulated application: Unknown error

This is a new iPhone project, only 1 target (different from this question)
On build we get:
Failed to launch simulated application: Unknown error.
The google again gives us nothing, lots of people have encountered this and there are lots of crazy ideas to try "oh clean the build", "clear the cache", "twiddle this flag" and none of them work and work consistently. We can reproduce this on two different machines with SDK 2.2.1 and 3.0 beta. Not the install on the machines since other iphone projects work just fine so we believe it has something to do with the config of this particular project but after combing through the config twice we can't spot the problem.
Vanna, I'd like to buy a clue for $200 please.
Tried: XCode menu->Clear cache
Tried: clean all targets
Tried: rm -rf ~/Library/Application\ Support/iPhone\ Simulator
This happened to me once and I think I saw in a blog to simply quit and restart Xcode. Miraculously, it worked for me. I doubt this is the end all solutions to all problems like these though, but if you haven't yet closed Xcode, it's worth a try.
I sometimes see this problem and it is fixed by rebooting the maching. I suspect the internal state of the simulator gets screwed. Doesn't sound like your problem though.
I agree with MiRAGe; if this persists, start a new project and import your source.
If other projects work fine; start a new one and copy the files. Combing through configs just won't do it (since XCode has, well, thousands of config possibilities).
You can send me a check with the $200.
P.S: When you actually do start a new project, do it step by step. Run it after each change. Maybe you will find your problem. It might be a ton of work, but it might also help the other thousands of lost souls who have an 'Unkown Error'.
Changing the product name worked for me. I tried several different alternatives and all of them worked fine. It was the "magic product name" I used at the onset that failed every time I went back to it. YMMV.
This might be because items are missing for the target. Expand the target and verify that all needed source files and libraries are there. Restart Xcode after you've messed around.
alt text http://pici.se/pictures/TsnTQxhKh.png
Thanks ...Did have the same problem or worse. My app wasn't loading in the simulator, alternatively sometimes the build failed. Now realized it's pretty logical.
When you create a new project and info.plist get associated with the project.
Each time you add a modify/add the target another plist is generated with the new name.
But the original association with the info.plist is still around and there's a conflict.
So remove that association from the current target or better still remove from project and trash the info.plist.
Just make sure in the target settings(do getInfo) the correct info.plist is mentioned.
Note the name for product/target should not have spaces. If you really want it change the bundle display name.
Now the only reason why xcode should be closed is to ensure the project file has registered all changes.
I got this problem when I added the .plist to my target (Info.plist -> Get Info -> Targets -> Target Memberships). It went away when I unchecked it again.
I see that that's separate from the Targets -> -> Get Info -> Build -> Packaging -> "Info.plist file" -> my.plist that trips mentioned, but I still don't really understand what's going on, and definitely don't understand why we get such an unhelpful error message.
I've had this twice for the same reason: adding a folder called Resources to the project. This is a naming conflict with something (though there is nothing called "Resources" in the application bundle by default). It might be that mysterious naming conflicts are a common cause of this problem.
To fix I renamed the folder to something else ("Assets"), manually deleted the entire build folder (clean didn't work) and quit the simulator.
Another thing to try if you are desperate is to change the 'Product Name' setting. This worked for me once when everything else didn't.
I had the same problem because I had changed the BundleName and some other values but not changed the PRODUCT_NAME. I had problems finding where PRODUCT_NAME is defined: Get Info on the target, Build-tab and it is down the list somewhere.
I changed PRODUCT_NAME to match the bundle name, restarted Xcode and it worked.
Fred
I had this problem recently and the fix was ridiculously simple. I remembered that I had been editing the target settings and under the "Properties" tab in the "Executable" field there was a space after the value which was ${EXECUTABLE_NAME}. Yes, a single space. It was impossible to see unless you highlight the field. I figured this out because I had edited that field seeing if I could add a command line option that way. I guess when I cut the additional option back out, I missed a space. So while this is the only possible cause of this problem, it's worth checking out.
Had same problem. None of the answers above worked for me. Then i remember i had just added the icon to the Resources folder before the problem started. Moved icon to Other Sources folder and it worked. Weird!
Thanks Guys.
I had the Product name different than in the info plist. A restart once I fixed that made it all go away.
ps, stackoverflow has been a real help to beginners like me. Thanks from downunder.
I add this issue with a folder named "resources". Rename it, clean every thing and run again.
1) Restart Xcode;
2) Use "Get Info" on Info.plist and uncheck current target (Info.plist would be added anyway).
That's all.
I can confirm that a naming conflict was the source of our problem. We had a filesystem folder named resources inside the Xcode group named Resources. Sometimes we would get the error and a system would lock up and sometimes it would not. Changing the folder to the name assets resolved our problem. After reading some of the above comments - it appears that Xcode group names can clash with directory/folder names.
This happened to me when I changed my version number from 1.0 to 0.1. When I changed it back it started working again.