Where'd my Xcode symbols go? - iphone

Some time in the last hour some pretty weird things have been happening with Xcode. There are, apparently, no symbols in my project at all.
Quite the project...
Even alt-clicking on SDK elements (which would typically bring up the quick help side bar) does nothing. Documentation is downloaded.
A world without NSLogs...
Command clicking a class or other object typically sends you to the item's declaration. No such luck for me! All function, classes, methods and pretty much everything but keywords, strings and chars are showing up as plain text within Xcode.
I <3 My IDE Syntax Formatting
Help me get my symbols back!
I've cleaned, I've rebuilt, I've restarted and made sure all the Dwarf settings were right and what not.
Help find the lost symbols!

I haven't experienced your exact issue, but if this happened to me the first thing I'd try is to delete the project derived data using the button in the Organizer, Projects tab, and then restart XCode immediately. Hope this helps.

Related

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.

Packing an Actionscript (Flash Builder) application for iPhone

Recently I tried to build a flash application in Flash Builder, and I wanted to export it to my iPhone. I have gone through all the required steps in order to certify my application.
Now, with all that done, all that was left to be done is building the ".ipa" file in Flash Builder. Now, this gives the following error:
'Launching TestGame' has encountered a problem.
Error occurred while packaging the application:
NotBefore: Wed Apr 11 18:52:40 CEST 2012
Google didn't give me a decent answer, nor does Adobe's information regarding mobile application development. All I can think off, is that I can't build the application before that date. That's ridiculous, I can't imagine a certain check like that.
I'm pretty sure my ".p12" key file is generated correctly.
Is anyone else familiar with this error? Please, be so kind to guide me in the right direction.
Kind regards,
Matthias.
The error occurs because the compiler didn't find the files under the corresponding directory such as debug-bin or release-bin folder. (explains from: http://forums.adobe.com/thread/893772)
For example, if you are doing a debug-build, and you didn't select the project option: copy non-embeded files to the output folder. And debug-build needs some files such as icons files under the debug-bin folder, and it couldn't find it.
Solution: select project compiling option: the copy non-embeded file to the output folder.
Try again, if still not you will need to try the ADT build to get more details http://help.adobe.com/en_US/air/build/WS901d38e593cd1bac35eb7b4e12cddc5fbbb-8000.html
I suggest compiling from command line. I'd ported an AIR app to iOS and compiled using adt dirrectly (without FB or whatever), and there were more meanful messages then yours. Take a look at the manual on how to build ipa wit adt. The other advise is to check your iPhone node in app.xml (take a look here) and icons.
The "error" was thrown because the certificate wasn't valid yet. It became valid on the date shown above.
You could also fix the manifest file in the iOS developers center.
This problem does come up more often than needed. The error reporting is lacking distinctions but is also difficult to asses since there can be many factors causing this error. If it was one factor or even just a few then it would most likely let you know.
A great way to ensure that the error reporting can do its job and tell you where the problem is is to check your error log. It will tell you at least a few of the places that threw the block.
If you are unable to read those strange glyphs then just ensure that all your resources are being packaged. This does mean a little time of list checking but it is well worth it, for the errors and to get rid of development junk.
The first step in the asset list check is to go through each part of your Assets class (flash builder reference). If you do not have a direct Assets class then you may want to make one and move all of your asset calls to that one class - since it will save you time if this happens again.
Your Assets class is not the same as your Assets folder. Your folder is where the files are stored - i.e. images, bitmaps, sounds, etc. Your Assets class is what categorizes and assigns references to each individual file.
Go through your Assets class to ensure that each of those files exist in the folder as well. Then go to the Project menu (top near Navigate and Search) and select Clean. Either clean all your projects or check the current one. Once this is done you need to click on your Assets Folder (right click or highlight and hit edit or whatever), and select Refresh. This will check that all the files are still there and get rid of/update them.
If none of this throws an error -red X- or other errors then you need to check your project .xml file. This may take you some time to ensure that all of your add on packages and details are correct. Make sure you have the correct:
at the top and it matches your current air release.
Make sure all the filenames, names, ids, version numbers, aspect ratios, fullscreen, visible, icons, extensionIDs, and everything else are not only correct but actually there. Most of these statements should have something written and not be blank. If they are blank find out what to put in.
Ensure that you have the proper icon file extension. If it says assets/icon48.png and the icon48.png is actually in assets/pictures/images/icons/toomanyfilesextensions/whatever/icon48.png
you need to fix that link.
The last thing that you will need to check is when you want to either Release Build or Debug. You need to make sure that all assets are checked and selected.
Go to Project - Properties.
then select ActionScript Build Path.
Click the Native Extensions tab and see if there are any red X's. If there are tap the little arrow beside them and see what the matter it. Add the correct ANE or get rid of it or whatever you need to do.
Then in the same menu go to the left and select ActionScript Build Packaging. A little arrow should be beside that one too. Tap the arrow and it will open to Apple iOS, BlackBerry, Gooogle and whatever else you have (probably nothing more). Select the OS your want to use, lets say Apple, and you will have 4 tabs pop up. Make sure you have the correct certificates selected. If you have none or are confused about this you need to spend some time on Google.
The biggest one for this error is under the Package Contents tab. Most people miss this!
Open the tab and see if anything is not checked. There will 99.99% be something or many of them not checked if you are getting this error. Just check them all and you can figure out what you need and don't need later. Some of them will be listed because you just threw in a bunch of ANEs and .SWFs to have some awesome app. Those add on packages will throw in unnecessary contents into this package. That is fine and don't worry until you want to be picky. Just make sure they are all selected and hit Apply and Ok.
That's it. You should have a working Release Build if you did everything else correct and this error should be easy from now on (but time wasting).
You may get a 'slip' error now, but that is another story. But that is a great sign because you are getting closer to that stupid mistake that we all make: the elusive spelling mistake.

Xcode won't build to device

This problem has been KILLING me. I've been working on this app for 8 Months, and I am so close to finishing, I just can't seem to build for device. Building for the simulator works fine, but device always gives me the SAME 2 errors.
The 1st Error:
"Instruction requires a CPU feature not currently enabled"
From googling, I've found this probably means I'm not linking a binary I should be, but I'm not sure.
The 2nd Error:
If you can't read it, it says: Generating JWFNS.app.dSYM ... error: unable to open executable '/Users/ajr1188/Library/Developer/Xcode/DerivedData/JWFNS-azshgysfabycfagnebotitpcyaww/Build/Products/Debug-iphoneos/JWFNS.app/JWFNS'
This is the big one. I cannot seem to build the .app.dSYM file properly. I went in and deleted the build folder, I looked at EVERY stackoverflow question I could find and tried changing any random thing mentioned in another question, but all of it is to no avail. I'm so suck right now. AHH. PLEASE. Any help would be so appreciated!
Maybe your project has become hopelessly corrupted. One thing to try is to start a brand new project and copy/import all your sources/assets into the new project to see if that fixes the problem.
Another less nuclear (but perhaps more time consuming) approach is to binary search the build. Exclude absolutely everything except main.m and see if that fixes the problem. If it does, include half your sources, and buid again....repeat, trying to narrow in on the problem spot. Maybe a file or group of files has received special build settings that don't belong there.
I've had very similar problems, I cant remember the exact error message but it was very similar. Are you able to make a new project that will run on your device?
if so (and I know this sounds bad but it's worth a try) Create a new project and simply copy all the code and resources across and see if it still works. If it doesn't then there is something wrong with you code and you can continue trying to isolate the problem from there.
Hope this is helpful.
check the frameworks you link to. there's a chance that you linked a framework (say quartz) of osx, instead of ios.
Answering in detail is probably going to take looking at your target settings. But it looks like you may be building for the wrong architecture. (It doesn't link, so there is no .dSYM symbol file.) For example, if you have only recently built for device, you probably created your project under an older Xcode, and it may not have the arm6/arm7 settings right.
To check, show the Build Settings for your target (not the project), and filter on Architecture.
Make sure that in build settings the architectures are armv6 and armv7. Also make sure that in .plist file, the "Application requires iPhone environment" is TRUE. Delete "Required device capabilities" in the .plist if present.

When my colleague changes code and commits it to the repository I can see the code, but xCode compiles as if his contributions weren't there

Have any other iPhone developers experienced this phenomenon? I can see his contributions in xCode - I see for example my colleague has wrapped a navigation controller around one of my view controllers and added it to my tab bar. Great! That view really did call for a navigation controller and this is a welcome addition to the project.
So, I up my code and compile - no navigation controller. I do build -> clean all targets, thinking maybe some pre-compiled code is mucking me up and compile again. Same result. I was eventually able to get his changes to compile by deleting the whole directory and checking it out from the repository, but I really don't want to do that every time my colleague checks in code.
Is there some kind of box I need to check or something? What could be causing this behavior?
Thanks in advance.
Here are a number of possible fixes:
1) Delete the current version of your app off the simulator and/or device. This especially becomes necessary when using Default.png or app icons. There are a lot of shortcuts that the compiler takes for apps that are already "installed".
2) Make sure that there are NEVER any build folders or user specific files (pbuser.USERNAME I think). These files wrecked havoc on a few projects and we basically had to delete and start over.
3) Make sure that all files are svn added to the project before each commit (although this wouldn't matter for your current problem.
4) Find the changed code and set breakpoints for the debugger to catch. I believe that breakpoints that turn YELLOW while running signify that there is a difference between run and code.
I would tend to believe that it would be a problem with the .proj file also, but it sounds like that's not it.
Some things to check (but maybe you already did it):
is the new code added to the correct target? You will still see it in the project tree, but it won't be compiled
if you are using a SVN (or CVS) client that is not XCode, you have to remember to commit (and update) the .xcodeproject file too.
Your question isn't entirely clear to me, so forgive these follow-up questions:
Where in Xcode did you see the changes? In the repository browser, or in the file browser part of Xcode?
What do you mean by "up your code"? (I'm assuming you mean that you chose the "Update source from repository" option or whatever it is called - I'm away from my mac right now - but I thought I'd check.)

MY XCode datatips are not showing up

I've got a little problem and I'm hoping someone here can help me out. I've used XCode pretty regularly for a while now and have made plenty of use of the Debugger datatips. All of the sudden today on a new project that I am working on, they are not there. The setting is toggled on under the Run->Debugger Display->Datatips menu, but they just aren't showing up for this project. If I go into any of my other projects or make another new project they show up fine.
Any ideas?
Thanks in advance.
I have two solutions for when I get random weirdness with a specific Xcode project:
quit Xcode, trash the "build" folder for the project, open up the project again and re-build (harmless, just costs you a rebuild)
quit Xcode, delete foo.xcodeproj/username.mode1v3 and foo.xcodeproj/username.pbxuser (relatively harmless - you lose personal settings such as debugger breakpoints and custom executable settings - the files get re-created with default settings)
I know it's just voodoo but these seem to fix a lot of random problems.