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Reply to Project cannot be opened because it is in a future Xcode project file format
Are you sure the project format is still Xcode 3.2 after working on the project in Xcode 13? Xcode 13 changed the project file format. Working on your project in Xcode 13 may have changed the project format to Xcode 13 so it won't open in Xcode 10. Other people ran into a similar issue, and the fix was to open the project in Xcode 13 and set the project format to an earlier Xcode version.
Feb ’22
Reply to How to add GameController support into macOS app
According to the WWDC 2021 session on game controllers, adding the Game Controller capability adds an entry to Info.plist with the GCSupportsControllerUserInteraction key and the value True. You can manually add that entry to the Mac app target's Info.plist file by selecting the Mac app target from the project editor and clicking the Info button at the top of the project editor.
Topic: Graphics & Games SubTopic: GameKit Tags:
Feb ’22
Reply to how to have 2 functions with one button
You need a Boolean variable that tells you whether or not to run the first function. var shouldRunFirstFunction = true When the button is pressed, check the value of the Boolean variable. If it's true, run the first function. If it's false, run the second function. if buttonPressed { if shouldRunFirstFunction { firstFunction() shouldRunFirstFunction = false } else { secondFunction() shouldRunFirstFunction = true } } In a real app you should also change the button text after clicking the button to indicate you're doing something different each time you click the button. Otherwise people will be confused if clicking a button does one thing the first time and something else the second time.
Topic: UI Frameworks SubTopic: UIKit Tags:
Feb ’22
Reply to Xcode unable to prepare iPhone for development
suddenly unable to connect Did the iPhone suddenly become unable to connect when you updated to iOS 15.3? Xcode does not work well with devices running a newer version of iOS than the SDK that comes with Xcode. Xcode 13.1 has the iOS 15.1 SDK. You are going to run into problems with iOS versions newer than iOS 15.1. Updating to the latest version of Xcode should enable you to run and debug your project on the iOS 15.3 device.
Mar ’22
Reply to Adding Source Control to an existing Xcode project
Back up your project before doing anything else so you have a copy to go back to in case things go wrong. In the Finder press Cmd-Shift-Period. Doing this will show hidden files and folders in the Finder. Pressing Cmd-Shift-Period a second time will hide the hidden files. Go inside your project folder. There should be a hidden folder with the name .git. That folder contains the git repository. The files and folders in your project must be in the same folder where the .git folder resides, the project folder, for git to track the files. DO NOT put your project files inside the .git folder. The left side of the project window has a list of the project's files. Do any of the files have a question mark next to them? If they do, select the file, right-click, and choose Source Control > Add Filename from the contextual menu to add the file to the repository. If the file has an A next to it in the project window, you will have to commit the file to finish adding the file to the repository. If none of the files have a question mark next to them, you're going to have to show the contents and structure of your project folder for anyone to solve the problem. Somehow the contents of your project are not inside the project folder. As a test I created an Xcode project without a git repository and added a git repository through Xcode's Source Control menu. The project file had a question mark next to it, and I added the file from the contextual menu.
Mar ’22
Reply to Xcode problems
You have a compiler error. No one can tell you how to correct the error until you show the compiler errors. Press Cmd-5 to show the issue navigator, which will show you the errors. Please post the errors as text instead of screenshots. Text is easier to read on these forums than text in screenshots. Judging by the questions you are asking here, you are new to iOS development with SwiftUI. Instead of asking questions on these forums every time you get a compiler error, you would get better results by taking Hacking with Swift's free 100 Days of SwiftUI course. https://www.hackingwithswift.com/100/swiftui The Hacking with Swift course is geared towards people new to iOS development. Plus the site has a forum dedicated to the course where you can ask questions if you run into problems with the projects in the course. They also have a forum for SwiftUI questions. The Hacking with Swift forums are focused on new developers more than these forums, which are meant for specific issues developers are having with Apple's frameworks and tools.
Mar ’22
Reply to Standalone OS-X App
You can create and distribute Mac apps without using the Mac App Store. Start by archiving the project by choosing Product > Archive. You can find the archive in the Organizer window by choosing Window > Organizer. Click the Distribute App button in the Organizer to distribute the app. For internal use choose Development as the distribution method. You could also choose Copy App as the distribution method and manually send the app to your group.
Topic: App & System Services SubTopic: Core OS Tags:
Mar ’22
Reply to Failed to prepare device for deployment
Is this error occurring because I am using Xcode 13.1 with iOS 15.4.1 and need to upgrage to Xcode 13.3 instead? Yes. The following article provides more details and workarounds if you're unable to update to Xcode 13.3: https://www.swiftdevjournal.com/dealing-with-failed-to-prepare-device-for-development-error-message-in-xcode/
Apr ’22
Reply to Can't run Swift App on Mojave
What type of Xcode project did you create? Xcode defaults to using SwiftUI for Mac App and Document App projects. SwiftUI projects will not run on macOS 10.14. When you choose App or Document App on a Mac project and click the Next button, make sure you choose either Storyboard or Xib from the Interface menu. Choosing Storyboard or Xib will create an AppKit project. With an AppKit project you can set the deployment target to macOS 10.14 and have the app run on macOS 10.14.
Topic: Programming Languages SubTopic: Swift Tags:
Apr ’22
Reply to Can't run Swift App on Mojave
What architectures did you build for? What is the value of the Build Active Architecture setting? Judging by the problems you're having, it looks like you built for the active architecture only. If you click the Run button in Xcode's toolbar, Xcode is set to build a Debug build, which builds only for the active architecture. On an M1 Mac, building for the active architecture builds an app that won't run on Intel Macs. Any Mac running 10.14 isn't going to be able to run an M1 app. If you want your app to run on both M1 and Intel Macs, take the following steps: Choose Product > Archive to build and archive this project. This will create a universal binary that runs on both M1 and Intel Macs. Open the Organizer by choosing Window > Organizer. Select your archive from the list in the Organizer. Click the Distribute App button on the right side of the Organizer. Choose Copy App as the method of distribution. Click the Next button. Choose a location to store the exported app. Click the Export button. Now you should be able to copy the app to the older Mac and run it. You might have to bypass macOS's Gatekeeper security to launch the app because of choosing Copy App instead of Developer ID as the method of distribution. If the app still doesn't run on the older Mac, make sure you set the deployment target for both the project and the app target. If that doesn't work, I have nothing else to suggest.
Topic: Programming Languages SubTopic: Swift Tags:
Apr ’22