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  • .xcodeproj does not get committed with XCode's SCM Tool

    - by Dimitris
    I am using the SCM Tools embedded in XCode to manage my app's versioning. I have created an iPhone app and I have added/committed it to the Subversion server but the .xcodeproj file won't upload (all the class files, resources etc are there)! I don't even get the option to "Add to Repository". Sometimes it gets an "A" (add) next to it under the "SCM" column but still, the next time I commit changes or commit entire project it still doesn't upload and show up on the server. As a result my team can't get and run the project. Is there a way to so something (other than just use the terminal or Versions)? Thank you.

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  • C++ STL library in XCode - memset not defined in this scope

    - by Sharath
    I am trying to create a STL based C++ library in XCode with a bunch of C++ files that I have. Basically my end output should be a shared library (dylib) that can be consumed by a Objective-C application. When trying to compile, I get the following error.. 'memset' was not declared in scope. Since my codebase uses a lot of external 3rd party codebases, I thought i'll include or to resolve this, but I tried both and even that didn't work. Does it have something to do with the SDK? Am currently running 10.5 with GCC 4.2 Need help with setting up the Target properly. Any help is appreciated. Thanks.

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  • Size of static libraries generated by XCode

    - by shaft80
    I have a project tree in XCode that looks like this: AppProject depends on ObjcWrapper that in turn depends on PureCppLib. ObjcWrapper and PureCppLib are static library projects. Combined, all sources barely reach 15k lines of code, and, as expected, the size of resulting binary is about 750Kb in release mode and slightly over 1Mb in debug mode. So far, so good. However, ObjcWraper.a and PureCppLib.a are over 6Mb each in either mode. So the first question is why it is so. But more importantly, how can I ensure that those static libs do not include parts or all of the source code? Thanks in advance!

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  • Fetched Property in XCode Data Model Editor for minimum value

    - by wal
    How do I add a Fetched Property in XCode's Data Model Editor for minimum value of one attribute?? My model: Item (name, note, storedItem) StoredItem (price, item) Item 1 ---> N StoredITem (1->N Relationship) I want that Item has a fetched property named minPrice and its value is the minimum value setted for price in the storedItems. Example: Item1 (banana, storedItem1 ... storedItem4, 10) StoredItem1 (10,item1) StoredItem2 (15,item1) StoredItem3 (30,item1) StoredItem4 (54,item1) What do I put in Destination?? StoredItem? And what do I put in Expression??

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  • Setting Xcode's target to iPhone NOT iPad

    - by Garry
    I just upgraded to iPhone SDK 3.2 Beta 4. Since doing so, I have not been able to get the app to launch in the iPhone simulator - it keeps launching in the iPad simulator. I have tried option-clicking the drop-down menu in the top left-corner of Xcode and setting 'Active Executable' to iPhone simulator 3.1.3 but it keeps going back to iPad simulator instead. What gives? I have no interest in my app running on the iPad and I don't want to test it in the 2X mode in the simulator. Thanks,

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  • How to change to a grouped table view in xcode without using Interface Builder

    - by Dave
    I have a table that I created within xcode so there is no nib file in this case. I want to make my table into the 'Grouped' style but im not sure how. I think it has somthing to do with the method below, the problem is Im not really sure how to call it, I do understand how methods work I'm just not too sure on where to start with this one: - (id)initWithFrame:(CGRect)frame style:(UITableViewStyle)UITableViewStyleGrouped So could someone tell me how to call it? The problem is that its not a method I wrote its a built in one so I could put that line into my header file but how would I use it in my implementation file? Thanks guys,

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  • Install multiple iPhone apps at once from Xcode to device

    - by Dimitris
    Supposing we have an Xcode iPhone project with 2 targets, is it possible to build and install both of them on the device with one click? Of course, I understand we will not be able to "build and run" both, but can we at least install them? And to extend this concept a bit a bit: are there any scripts to achieve the same thing but with multiple iPhone projects instead of multiple targets in one project? This would be useful when you want to load all your apps on a new development device and don't want to go through all your projects one by one and install.

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  • Use C++ with Objective-C in XCode

    - by prosseek
    I want to use/reuse C++ object with Objective-C. I have a hello.h that has the class definition, and hello.cpp for class implementation. class Hello { int getX() ... }; And I use this class in Objective-C function. #include "hello.h" ... - (IBAction) adderTwo:(id)sender { Hello *hi = new Hello(); int value = hi->getX(); NSLog(@"Hello %d", value); [textField setIntValue:value]; When I compile the code in Xcode, I get this error message. class Hello *XXXXX Users/smcho/Desktop/cocoa/adderTwo/hello.h:9:0 /Users/smcho/Desktop/cocoa/adderTwo/hello.h:9: error: expected '=', ',', ';', 'asm' or '__attribute__' before 'Hello' Q: What went wrong? Am I missing something?

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  • XCode Intellisense Question

    - by Cody C
    I've always seem to work around this lack of knowledge but I thought I would ask the community. I hope this question will make sense. In XCode, when I call a function that has several parameter the intellisense pops up. When I hit TAB the first time, it takes me directly to the first parameter. How do I get to the next parameter easily. If I hit TAB again, it puts an actual TAB in the line. For the last month I've been using arrow keys but I figured there must be a keyboard shortcut.

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  • Create Custom Builds of an Xcode Project

    - by macinjosh
    I am going to build a Mac application written in Obj-C with Xcode. For argument's sake let's say it will have 10 optional features. I need a way to enable or disable those features to create custom builds of the application. These builds would be automated (most likely through the Mac OS X Terminal) so I would need a way to state which of these features are enabled/disabled at build time (a configuration file or CLI arguments would be ideal.) So what is the best way to accomplish this? I'm trying to plan this out before I start coding so that there is proper separation in my code base to allow for these features to come and go. Ideally the custom build would only contain compiled code for the features it should have. In other words I don't want to always compile all the features and condition them out at runtime.

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  • xcode/iphone Code templates

    - by vilo
    Is there some tool in xcode that allows me to store snippets of code I often reuse in various applications so I do not have to retype it each time? I am talking about things like all the code that goes into defining Table Delegate Methods and Table Source Methods, UIAlertViews code and such. I just would like to have my own private repository where I can put snippets of code I think I may need in the future in other apps. Is there anything like that? Thanks for any help.

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  • How to remove previous versions of Xcode

    - by Ed Marty
    When the 3.2 beta of the iPhone OS first came out, Xcode for 3.2 had to be installed side-by-side with the version for 3.1.2. I installed the new version (3.2) in /Developer and moved 3.1.2 to /Xcode3.1.2. Now I want to get rid of the old version and just use the new one since we can do that now. I ran the uninstall tool at /Xcode3.1.2/Library/uninstall-devtools and uninstall-developer-folder, but the directory still exists and has lots of stuff still in it, adding up to about 5 GB. At this point, am I safe just deleting the folder if I want to totally get rid of it and still use the /Developer folder? (At about 8 GB, it's got lots more in it, but I'm not sure if that's just because it's larger or because the old version was 8 GB before I ran the uninstall tool)?

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  • Sharing classes between projects in xcode/objective-c

    - by Allyn
    Hey folks, I've got a client<=server app I'm building for Mac OS X, using Objective-c/Cocoa and xCode. I've created a different project for both the apps I have, and I'm wondering the best way to share classes between them. There are several classes I've made that would be useful to both. This far I've been copying them around, but I feel like this isn't the best solution. How do I share classes effectively? Should I redo it as 1 project and just have two build targets? How do I do this? Any other info? Thanks.

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  • Xcode compile error: Can't find an (old) file I used to have

    - by Carol
    This is what happens when I try to compile my iPhone app with Xcode v3.1.4 What in the world does it all mean? (And how do I fix it?) Processing /Users/carol/Documents/MyApp/build/Release-iphonesimulator/MyApp.app/Info.plist TabBarDemo2-Info.plist cd /Users/carol/Documents/MyApp setenv PATH "/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" TabBarDemo2-Info.plist -genpkginfo /Users/carol/Documents/MyApp/build/Release-iphonesimulator/MyApp.app/PkgInfo -expandbuildsettings -format binary -o /Users/carol/Documents/MyApp/build/Release-iphonesimulator/MyApp.app/Info.plist error: The file “TabBarDemo2-Info.plist” does not exist.

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  • Accessing resources in the package of an application created with xcode/cocoa

    - by Michael Minerva
    I am trying to make a simple that needs to create an NSImage and I want to put the .png file in the resources of my package contents. I added the .png file to my resources directory in Xcode and when I create the applicaiton the .png file shows up in my resources inside package contents but I am havhing trouble figuring out how to reference file here is what I tried: [image initWithContentsOfFile:@"resources/draw-button.png"]; I figured that my package contents would be my current directory so I thought this would work, but it does. How do I reference my resources directory?

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  • Adding Existing Framework to Xcode (iPhone) error

    - by Urizen
    I have added the <QuartzCore/QuartzCore.h> to my Frameworks folder in my iPhone project and added the #import "<QuartzCore/QuartzCore.h>" statement at the top of a custom UIView class. However the custom UIView class gives me a "No such file or directory" compliation error in relation to the <QuartzCore/QuartzCore.h> framework. Is there something else I need to set so that the compiler can see the framework. I'm not expert on the Xcode IDE so any assistance would be extremely welcome.

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  • XCode - Copy sqlite DB from simulator and copy onto device for testing

    - by Neal L
    Hello, I am working on a Core Data app, and have populated the sqlite file in the iPhone Simulator with all of the fixtures/data that I use to test the app. I would like to use that sqlite file as a standardized set of testing data. The devices that I test the app on all have different data sets, and I would like to standardize on the one in the simulator. Is there a way in XCode (3 or 4) to add a step to the build/install process that will copy the sqlite file from the iPhone Simulator and install it over the file on the phone (if one exists)? Thanks, Neal

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  • Xcode: Using a custom framework

    - by Robert
    The error I'm getting: in /Users/robert/Documents/funWithFrameworks/build/Debug-iphonesimulator/funWithFrameworks.framework/funWithFrameworks, can't link with a main executable Cliff notes: trying to include framework doesn't want to link More detail: I'm developing for a mobile device... hint, hint using Xcode and I'm trying to make my own custom framework which I can include from another application. So far, I've done the following: Create a new project; an iPhone OS window based app. Go to target info- under packaging, change the wrapper extension from app to framework Go to Action-new build phase - copy headers. Change roles of headers to 'public' From my application, I add the framework to the frameworks group.

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  • Xcode missing Command Line Utility section - can't start Foundation project template

    - by Liza
    I downloaded the iPhone SDK from the iPhone dev center a couple of days ago and installed it yesterday. I'm following the Stanford iPhone development tutorials available on iTunes U. On Assignment 1B, the first instruction is to open a new Foundation Project template. The screenshot shows several sections in Xcode which my version doesn't seem to have, including the Command Line Utility section which the Foundation Project template is shown to be in. Does this need to be installed manually? I tried searching on Google with no luck. The fact that I'm an OS X newbie doesn't really help any either. Thanks in advance!

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  • XCode File Browsing doesn't open files!

    - by user288024
    Previously when I browsed source code files using Xcode's file browser (located on left side), clicking on a source file would open it in the right window. I must've accidentally changed some setting that stops this behavior -- now single clicking on any file doesn't do anything at all. I'd really like it to go back to the old behavior of opening the file. Any ideas? This behavior is driving me crazy. To open a source file I have to double-click and open in a separate window.

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  • checking player prefs from unity in xcode

    - by user313100
    I made a simple scene that has some GUI buttons in Unity. When you press a button it will set a player preference to 1. I have a button for facebook, twitter and a store. In XCode, when the value hits 1, it switches to a new window with facebook, twitter or the store. My problem is that when I try and retrieve the player preferences in XCode, they always come up as null. To compound my confusion, my code seems to respond to the switch to 1 and it switches to the new window when the value hits 1. Any ideas why it manages to switch to the other window and why I am getting null values? - (void) applicationDidFinishLaunching:(UIApplication*)application { printf_console("-> applicationDidFinishLaunching()\n"); NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; [userDefaults setInteger:0 forKey:@"Store"]; [userDefaults setInteger:0 forKey:@"Facebook"]; [userDefaults setInteger:0 forKey:@"Twitter"]; _storeWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; _facebookWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; _twitterWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; viewControllerSK = [[SKViewController alloc]initWithNibName:@"SKViewController" bundle:nil]; viewControllerFacebook = [[xutils_exampleViewController alloc]initWithNibName:@"FacebookViewController" bundle:nil]; viewControllerTwitter = [[xutils_exampleViewController2 alloc]initWithNibName:@"TwitterViewController" bundle:nil]; [_storeWindow addSubview:viewControllerSK.view]; [_facebookWindow addSubview:viewControllerFacebook.view]; [_twitterWindow addSubview:viewControllerTwitter.view]; [SKStoreManager sharedManager]; [self startUnity:application]; } - (void) applicationDidBecomeActive:(UIApplication*)application { printf_console("-> applicationDidBecomeActive()\n"); if (gDidResignActive == true) { UnitySetAudioSessionActive(true); UnityPause(false); } gDidResignActive = false; [self newTimer]; } - (void) applicationWillResignActive:(UIApplication*)application { printf_console("-> applicationDidResignActive()\n"); UnitySetAudioSessionActive(false); UnityPause(true); gDidResignActive = true; } - (void) applicationDidReceiveMemoryWarning:(UIApplication*)application { printf_console("WARNING -> applicationDidReceiveMemoryWarning()\n"); } - (void) applicationWillTerminate:(UIApplication*)application { printf_console("-> applicationWillTerminate()\n"); UnityCleanup(); } -(void)newTimer { NSTimer *theTimer = [self getTimer]; [theTimer retain]; [[NSRunLoop currentRunLoop] addTimer: theTimer forMode: NSDefaultRunLoopMode]; } -(NSTimer *)getTimer { NSTimer *theTimer; theTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector: @selector(onLoop) userInfo:nil repeats:YES]; return [theTimer autorelease]; } -(void)onLoop { NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; //NSLog(@"FB: %@", [userDefaults integerForKey:@"Facebook"]); if ([userDefaults integerForKey:@"Store"] != 1 && [userDefaults integerForKey:@"Facebook"] != 1 && [userDefaults integerForKey:@"Twitter"] != 1) { UnityPause(FALSE); _window.hidden = NO; _storeWindow.hidden = YES; _facebookWindow.hidden = YES; _twitterWindow.hidden = YES; [_window makeKeyWindow]; } if ([userDefaults integerForKey:@"Store"] == 1) { UnityPause(TRUE); _storeWindow.hidden = NO; _window.hidden = YES; [_storeWindow makeKeyWindow]; } if ([userDefaults integerForKey:@"Facebook"] == 1) { UnityPause(TRUE); _facebookWindow.hidden = NO; _window.hidden = YES; [_facebookWindow makeKeyWindow]; } if ([userDefaults integerForKey:@"Twitter"] == 1) { UnityPause(TRUE); _twitterWindow.hidden = NO; _window.hidden = YES; [_twitterWindow makeKeyWindow]; } } -(void) dealloc { DestroySurface(&_surface); [_context release]; _context = nil; [_window release]; [_storeWindow release]; [_facebookWindow release]; [_twitterWindow release]; [viewControllerSK release]; [viewControllerFacebook release]; [viewControllerTwitter release]; [super dealloc]; }

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  • Xcode 4: deleting items in Build Settings

    - by occulus
    In XCode 4.0 there's a newly designed Build Settings page. My problem is that I can't see how to remove a setting once I've specified it. Example: I've changed "Versioning System" to "Apple Generic" at the target level. Afterwards I realised I should set it at the project level, and so I want to delete the target level setting. However, there's no way I can see to remove the setting -- you click on it and there's two options, neither of which is the default "not specified" empty setting. Hitting the delete key on the keyboard nothing. The same goes for fields that accept text -- if I try to delete a setting by just deleting all the text set, it still shows that field in green, but with no text in it, and regards it as the presence of a setting.

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  • Linking Libraries in Xcode

    - by Dan
    Hey all, I'm using a powerbook (osx 10.5) and recently downloaded and installed FFTW 3.2 (link text). I've been able to compile and run some simple programs based on the online tutorial using the terminal: g++ main.cpp -lfftw3 -lm however, I can't get the same program to compile in Xcode. I get a linking error, "symbol(s) not found". There is a file called libfftw3.a in /usr/local/lib. How can this be linked? Furthermore, apparently the libraries have to be linked in a particular order, i.e. see: link text thanks for any help

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  • Xcode, Dev Docs Search Field Loosing Focus?

    - by fuzzygoat
    I am having a strange issue with the developer documentation (which i have only noticed after installing Xcode 3.2.3). My problem is that as you type in the search field (upper right) it looses focus and immediately starts looking for the first few letters you type. For example if you looking for "NSObject" you start typing "NSO" and as you type the field looses focus the last 5 characters "bject" just give beeps as you need to reselect the field to type extra characters. Has anyone else come across this or know what the problem might be? cheers Gary.

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  • How to make distributed builds using XCode 3.2 on OS X 10.6

    - by Sorin Sbarnea
    After I upgraded using a clean install from OS X 10.5 to 10.6.2 and upgraded the XCode to 3.2.1 I wasn't able to use distributed builds feature anymore. There are several issues that I detected: In most cases Bonjour is not detecting the other computers even they are on the same switch. I added a custom 'set' where I added manually the IP addreses of each computer. Even so I still get status: "unreachable" on them.BTW, ping does work without problems. Both share my computer for shared workgroup builds (distcc) and distribute builds via shared workgroup builds options are checked.

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