OK, this is in the pet peeve department. Not terribly important but sometimes annoying.
I am creating a series of test projects to experiment with various ideas. The projects are named "Test 1" through whatever.
When the project is created by XCode I get file names like "Test_1AppDelegate.h" and "Test_1ViewController.h".
What I want is: "Test_1_AppDelegate.h" and "Test_1_ViewController.h", which is far more readable and "civilized", if you will.
Is there a way to make this happen?
What I've resorted to now is a really messy process:
I name the project with a trailing space: "Test 1 "
This gives me the file names I want within the project.
I then have to go and use Project>Rename to remove the trailing space from the project name
At this point, close the project and rename the directory to remove the trailing space.
OK, it works, but it is convoluted and hopefully not necessary. This also produces a couple of "casualties" with weird naming that I simply have to live with:
"Test_1__Prefix.pch" // Double underscores
"Test_1_-Info.plist" // Underscore prior to hyphen
Again, not a huge deal, but it'd sure be nice to clean-up the naming as a part of the automagic project creation process.
Like many things XCode, it's a love-hate relationship.
Thanks,
-Martin
While I haven't done it, you can define your own custom project template. I would start first by examining the supplied project templates at:
(Xcode folder)/Library/Xcode/Project Templates/
to see the overall structure. The most difficult part is finding documentation on this topic, because I could not find any documentation supplied by Apple. This likely means that it is subject to change at any time and the work you put into defining your own template may need to be tossed.
I was able to find some instructions with a simple google search: Xcode custom project template
For example:
Cocoa dev: Design your own Xcode
project templates
Xcode: How to customize the existing
project templates
Related
I am trying to add pluralizable localization to my Xcode project, using Xcode 11.2.1
I followed the steps in this tutorial: https://medium.com/#vitaliikuznetsov/plurals-localization-using-stringsdict-in-ios-a910aab8c28c , which is a pretty basic instruction on how these things work. Mine, however, did not work, SO, I tried the following:
0) Actually running the tutorial code to make sure it works on my copy of Xcode. It does.
1) Copying the example Localizable.stringsdict from the tutorial into my program, and using
the keys from said tutorial in my calls, in case I had made a bad Localizable.stringsdict
or was calling it wrong. This failed.
2) Creating the Localizable.stringsdict as a property list, as some older questions suggested, instead of a Stringsdict file when creating it new, and copying the known 'good xml' of the example plist into it. This failed.
3) I tried removing all localized content from the project, and re-adding the strings file and the stringsdict file. Now it can't find either of them.
Clearly I must be missing some configuration, some step, some way of saying HEY XCODE LOCALIZE THESE. When I look at the 'Localizations' tab in the Project, there is only 1 file localized, for "Base"
Yesterday, I succeeded to localize Swift App using this tutorial.
Please try to follow this tutorial. Thanks
Number 4 was the clue here. My project has a lot of targets. Add your stringsdict file to the targets it needs to be added to. Derp.
I added the dict file to the proper target and everything works fine.
Always check the obvious stuff first.
Open your localized stringdict file, then in the right inspector click on Identity and Type you will see localization block with a button, click on it and project will recognize your file now
First off, I'm a Mac OSX newbie, both using and programming, but it's been thrust upon me. My project is moving along nicely, but I need to unzip a file, and it looks like SSZipArchive seems like the way to go. I want to manually add it to my project, so that it stays all together in my source code control system. Others, esp. the release engineer, shouldn't need to do anything, and we need to have all the source code local.
I've tried a million ways and back, only to keep getting the dreaded "No Such module" error. I've researched for a couple days now, and still no closer. So I'm starting from scratch in a new project to say what I'm doing and to plead for some help here. All this is being done on an El Capitan laptop, using Xcode 7.3.1, with Swift 2.2.
Create a Cocoa Application project, calling it 'ziptest', using Swift, nothing else checked. Build it just for fun.
Drag 'n' Drop the SSZipArchive folder found in the master.zip downloaded from the SSZipArchive GitHub site into my project. I'm not sure where it should go, or if it matters - top level, between ziptest project icon and the ziptest group or inside the ziptest group. But I'll put it inside the ziptest group. Now I'm faced with a new question - for the "Added folders", do I want to "Create groups" or "Create folder references". I do copy the items, because, as I said, I want to add them to SCCS later. I saw somewhere here on Stackexchange to make sure it is Group, so that's what I'll do. Build again and it still works.
I know I need a "bridging header" file, so I'll create it. I thought at some point, Xcode asked if I wanted to create it, but the above step doesn't do that. After much experimention, I found that if I d'n'd the SSZipArchive.m/.h files directly, it asks me. It doesn't put anything into it, but at least it creates it and updates the Build Settings. But I do this now manually by right clicking on the ziptest group folder, select New File... and create an empty Header File called "ziptest-Bridging-Header.h", following the pattern from the Xcode created one, being sure to check off the ziptest Target.
I add:
#import "SSZipArchive.h"
to that file. And building still works.
I added ziptest-Bridging-Header.h as the Objective-C Bridging Header in the Build Settings. And building still works.
Now comes the moment of truth. I add:
#import SSZipArchive
to AppDelegate.swift and I get the dreaded No such module 'SSZipArchive'
What am I doing wrong?
Edited to add: Oh, I also added libz.dylib to the Build Phases -> Link Binary With Libraries part. Doesn't help, of course, because we haven't even gotten to the link phase yet.
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.
Can't seem change the name of my iPhone app 100%.
I followed multiple threads and performed the outlined methods below, but the old name keeps popping back up in Console. I'm concerned that on some deeper level the app's name has not really been changed 100%.
My concern is with the fact that I've made a "Lite" version by starting with a copy of the "Full" version. So I don't want the device to get confused if my customers upgrade and download the full version and the device see two apps with the same "CORE or ROOT" name.
Console continues to output:
2010-07-03 10:56:35.129 *OldAppName* [45672.207] Test Message
I have changed the Product_name, ".app" name, Bundle name, etc... - Where does "Console" get this name, so I can truly change the app's name 100%? I don't want an conflicts with the full version down the road as the apps grown independently in complexity. (i.e. Push Notifications, iAds, and other "APP" specific items)
I have performed the following, but still not getting 100% name change:
I. I have used Xcode, Project, Rename.
II. I have used the suggested answer on stackoverflow thread, Changing iPhone App's Name, to
Go to Targets in Xcode,
"Get Info" on your project's target (your current silly development name),
Search for "Product Name" under "Packaging". Change the value of that what you want the new program name is going to be.
My "Product_Name" field was blank for all builds, I changed it to the new name, but I continue to get the console output referencing the OldAppName.
III. I'm not trying to change the "Bundle Name", those are the same, as this is a Lite Version. And changing this does not change the Console reference name anyway, I tried.
IV. I have deleted the entire "Build" folder several times to assure no legacy issues, but the name still does not change.
I'm currently working on a large copy/paste migration over to a new project to try and fix this completely with a new project, because I would like to get app uploaded to the AppStore asap, but there must be a better way of achieving this.
Where does the "Console" get this name? Does this mean that if my customers' download the full version that on some deeper level the device will get confused-(i.e. NSUserDefaults with the same names, running issue, sandbox issues, etc...)?
The names are not stored in the info.plist, they appear to just be referenced from the target, but when I search through the target, I don't even find the OldAppName, is their an additional storage file for this core information?
I would like to stay in Xcode if possible. I have seen suggestions about using other programs or trying to change the XML directly through text editor, but I don't want to accidentally leave a "Third-Party" application marker or trial that might get rejected by Apple Reviewer's as they seem to be coming down hard on this issue.
Any detailed suggestions??
I had the same problem about a year ago.
I've got really nice & easy solution for your needs. You need to click on the "superview" of blue icon (Project/Targets) and then hit enter to change the name of the project. You can also double click on that field, but you need to do it with quite a long delay between clicks.
This method will change magically name of the project in all important places.
http://i.stack.imgur.com/3f1RD.png
Only Solution that Worked, and it was the one that feared the most and was trying to avoid.
I had to start a new project and painstakingly move all 96 class files (about 27mb of text) over one by one, because dragging the classes over kept giving me an error. I tried dragging over the classes as one large group, but that would not work. A little "re-factoring", rebuilding the .plist info, and setting up the new targets, and it I got it working again. I think that there was some sort of legacy issues that Xcode was getting caught up on.
It is working now under a new project, but there must be a better way.
Have you tried opening all files in your project in a text editor and searching for the old name?
Have you tried creating a new empty project and merely adding your content and code files to this empty project?
I have done these in the past and found they work fine:
http://drjunker.org/2008/04/10/xcode-rename-project-and-application-change-copyright-and-version-number/
http://homepage.mac.com/kelleherk/iblog/C1216817469/E1454445171/index.html
I also Clean All Targets/Builds and rename the Executable after.
I had a problem when there was a localized strings (infoPlist.strings) file in project with "CFBundleDisplayName"="MyOldAppName" in it. Removing this file and renaming target to my NewAppName worked for me.
Within the Netbeans 6.5's Tools -> Options -> Fonts & Colors -> Syntax dialog, you have the ability to change the look and feel of the Netbeans text editor. When you select a language, you are presented with a preview of your font/color scheme. However, when I preview Java, there are far more options for syntax changes than are being displayed in that preview window. If I were able to view a more robust piece of code, I'd be able to see the immediate effect of more of the options.
How can I supply a preview document to view my font/color changes?
UPDATE:
After looking into this some more, I've been able to narrow down the problem a bit. From what I can tell, everything in Netbeans is considered a plugin. The GUI editor is a plugin, and even the text editor is a plugin. This means that what ever piece of Netbeans that actually analyzes Java code and does syntax highlights is also a plugin (since Java is just one of many languages Netbeans highlights, it makes sense this is a plugin).
I think fromvega is on the right track with his suggestion. The tutorial for creating a manifest file editing plugin pointed me in the right direction. The tutorial eludes to a file used as a sample document used for font/color previews. It tells you how to create one inside this new plugin project. (Located in "Registering the Options in the NetBeans System Filesystem", part 4. About 4/5 of the way down the page.)
My next line of thought was to look for the Java syntax editing mode plugin and find this file and update it with a richer example file. I looked in the installation directory and came up empty, but I found what looks like the appropriate files within my user settings directory. There is a config directory with a lot of subfolders within my user directory (Windows: C:\Documents and Settings\saterus.netbeans\config).
I've been poking around inside this directory a bit, but have only found the xml files the manifest tutorial talks about. I have been unable to find the extensionless sample file for the Java plugin that I believe should be there.
Since I've hit a brick wall for the moment, I thought I'd toss it back to the SO community and see if you guys might make the last leap and find the solution.
Just for anyone who wants to alter this themselves it is possible on a unix machine to use grep to locate the file i.e.
grep -lr "some part of the current sample code" /path/to/netbeans
I used this method to locate the ruby example filename and from that identified that it is kept in org-netbeans-modules-ruby.jar as a file called RubyExample. By simply altering that file I was able to construct a better sample file for my own use.
Hope this helps someone!
The document which is displayed (for each mime type) is specified in a particular folder in the "system file system" (which is a NetBeans concept which is a virtual file system composed from contributions from individual modules; this is how functionality is dynamically registered in NetBeans).
Modules typically specify their system file system contributions in a file named "layer.xml" in the plugin. The create plugin templates typically offer to create this for you.
For example, here's how the Python example is registered:
<filesystem>
...
<folder name="OptionsDialog">
<folder name="PreviewExamples">
<folder name="text">
<file name="x-python" url="PythonExample.py"/>
</folder>
</folder>
...
Here, PythonExample.py is a sample file in the same directory as the layer file.
Therefore, what you need to do is create a plugin which overrides the existing registration(s) for the mime type(s) you care about and provide alternate sample documents. You may need to hide the existing registration first (see the _hidden
part from http://doc.javanb.com/netbeans-api-javadoc-5-0-0/org-openide-filesystems/org/openide/filesystems/MultiFileSystem.html ).
Hopefully this guides you in the right direction.
However, in thinking about it, we probably ought to make the preview area editable - so people can cut & paste whatever codefragment they care about right in there. This wouldn't be persistent, so whenever you change languages you get the original samples back - but it provides a quick way to see your own code. This shouldn't be just for the Fonts & Colors customization, but for the Formatting preview panels as well.
I've filed an issue against NetBeans for this:
http://www.netbeans.org/issues/show_bug.cgi?id=155964
-- Tor
I think you can only accomplish that with a new plugin, since you need somekind of parsing to define what is what.
Give a look a these tutorials, I haven't read them in details but they seem to show you how to do what you want:
http://platform.netbeans.org/tutorials/nbm-mfsyntax.html
http://www.antonioshome.net/kitchen/netbeans/nbms-coloring.php