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  • Replace these OpenGL functions with OpenGL ES?

    - by Constantin
    I search for a possibility to migrate my PC OpenGL application and an iPhone App into one XCode project (for convenience). So if I make chances to these source files I want to apply this for both plattforms and want to be able to compile for both plattforms from one project. How could I accomplish this? Is there a way to do so in XCode 4 or 3.25? Any help would be highly appreciated edit: Okay, I went so far - All in all, it seems to work with XCode 4. My only problems are these openGL/Glut functions, that aren't working on iPhone: glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_LIGHTING_BIT ); glPopAttrib(); glutGet(GLUT_ELAPSED_TIME); glutSwapBuffers(); Any ideas how to fix these issues?

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  • Building iPhone static library for armv6 and armv7 that includes another static library

    - by Martijn Thé
    Hi, I have an Xcode project that has a "master" static library target, that includes/links to a bunch of other static libraries from other Xcode projects. When building the master library target for "Optimized (armv6 armv7)", an error occurs in the last phase, during the CreateUniversalBinary step. For each .o file of the libraries that is included by the master library, the following error is reported (for example, the FBConnectGlobal.o file): warning for architecture: armv6 same member name (FBConnectGlobal.o) in output file used for input files: /Developer_Beta/Builds/MTToolbox/MTToolbox.build/Debug-iphoneos/MTToolbox.build/Objects-normal/armv6/libMTToolbox.a(FBConnectGlobal.o) and: /Developer_Beta/Builds/MTToolbox/MTToolbox.build/Debug-iphoneos/MTToolbox.build/Objects-normal/armv7/libMTToolbox.a(FBConnectGlobal.o) due to use of basename, truncation and blank padding In the end, Xcode tells that the build has succeeded. However, when using the final static library in an application project, it won't build because it finds duplicate symbols in one part of build (armv6) and misses symbols in the other part of the build (armv7). Any ideas how to fix this? M

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  • iPhone dev question: "No provisioned iPhone OS is connected" error, I don't know what else to try fo

    - by dsobol
    Howdy, I am trying to compile and install my first application onto my iPhone after setting up a profile and certificate. At this point I am getting the "No provisioned iPhone OS is connected" error when I Build & Go. I am using iPhone OS 3.1.3, and Xcode 3.2.2 on 10.6.3. • I have verified that my iPhone is connected to my development machine (it is seen on the computer by both iTunes and Xcode Organizer (in Organizer, it has the green dot next to it)). • I have rebooted the iPhone and restarted Xcode multiple times. • I have verified that the Bundle Identifier in my appname.plist is set to com.. (with the appropriate values between the angle brackets). I have looked the error message up on the web, and so far have not found a hint that has gotten me over the hump.... Thanks for any and all assistance! Regards, Steve O'Sullivan

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  • iphone build error that makes me want to buy a nail gun

    - by sol
    I'm just trying to build a simple update (which I have done before) for an iphone app, but now for some reason I'm getting this error. Can anyone tell me what it means? Command/Developer/Library/Xcode/Plug-ins/CoreBuildTasks.xcplugin/Contents/Resources/copyplist failed with exit code 127 sh: plutil: command not found Here are the Build Results: CopyPNGFile /Users/me/path/build/Dist-iphoneos/MyApp.app/img_000.png images/img_000.png cd /Users/me/ setenv COPY_COMMAND /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/System/Library/Frameworks/JavaVM.frameworK/Versions/1.6/Home/" "/Developer/Platforms/iPhoneOS.platform/Developer/Library/Xcode/Plug-ins/iPhoneOS Build System Support.xcplugin/Contents/Resources/copypng" -compress "" /Users/path/images/img_000.png /Users/me/path/build/Dist-iphoneos/MyApp.app/img_000.png sh: dirname: command not found CopyPlistFile /Users/me/path/build/Dist-iphoneos/MyApp.app/Entitlements.plist Entitlements.plist cd /Users/me/ setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/System/Library/Frameworks/JavaVM.frameworK/Versions/1.6/Home/" /Developer/Library/Xcode/Plug-ins/CoreBuildTasks.xcplugin/Contents/Resources/copyplist --convert binary1 Entitlements.plist --outdir /Users/me/path/build/Dist-iphoneos/MyApp.app sh: plutil: command not found

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  • Starting with Liferay and a bit overwhelmed with how to begin

    - by hairbymaurice
    Hello I would like to start developing a lifeRay theme and am a little bit lost! I am a Mac user and i have installed liferay and also Xcode but i am not clear how to begin. I have downloaded the SDK for liferay but i do not understand how to install it or use it for that matter, so questions: Is Xcode an appropriate development environment to work with or is something else a little easier to get on with? Does Xcode build in the same way ANT does? How do i install the SDK? Do i just drop it into Tomcat and away i go? Yes i am very new to all this!! I am not actually sure if i am asking the right questions

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  • Develop iPhone application remotely?

    - by ANE
    4 java developers are new to iPod Touch/iPhone app development. They have an idea for an app. They have never used Xcode or Macs before. Instead of spending money for a new iMac or Mac Mini for each of them, my boss would like to sell them a $999 Apple server, hosted at a facility connected a single T1 line, and have all 4 people work remotely in Xcode. Is this feasible? Is anyone doing anything like this? Specifically, is 1 T1 enough for realistic remote app development? Would they have to work in black & white via Logmein or Gotomeeting to get decent speed? Can four people work remotely together on an Xcode project at the same time? Do they absolutely need their own Macs to connect their iPod Touches or iPhones physically to, or can they connect to their existing PCs with iTunes and install their in-development apps that way?

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  • Why won't gcc compile a class declaration as a reference argument?

    - by Jorge
    This compiles fine in Visual studio, but why not in XCode? class A() {}; someMethod(A& a); someMethod(A()); //error: no matching function call in XCode only :( Is this bad form? it seems annoying to have to write the following every time: A a(); someMethod(a); //successful compile on Xcode Am i missing something? I am not very experienced so thank you for any help!

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  • How to submit an app that uses an iOS6 feature?

    - by Darren
    I'm ready to submit my app to apple, however it says on the iOS Dev portal that xCode 4.5 cannot be used to submit apps yet, use the public release. xCode 4.4 wont compile my project because I am using -(NSUInteger)supportedInterfaceOrientations { return UIInterfaceOrientationMaskPortrait; } which is the new way to support orientation changes. It seems strange with iOS6 round the corner that I cannot submit this. Must I remove this and submit, then resubmit to support iOS6 when they allow it, or has anyone successfully submitted from xCode 4.5 beta 4? Thanks

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  • How do I tell gdb how long my zero-length array is?

    - by Joe
    Slightly oxymoronic title! Bonus points for Xcode answer but it's a gdb question. If I have a standard, statically sized array gdb will print all its elements [and Xcode will let me browse through it] but if I have a zero length array, it won't, because it doesn't know. Obviously I can print the array indexes one by one, but I'd like a dump of the whole thing. How do I tell gdb how much space I have allocated for the array to allow it to print the array (or to allow Xcode to view the array). Is it even possible?

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  • Interface builder hangs.

    - by Tejaswi Yerukalapudi
    I was running IB without any problems when it hanged when I was trying to modify the properties of a tableview. I couldn't get it to forcequit as my whole OS hanged and I had to do a hard reboot. Since then I couldn't get it to run at all, everytime I start it, it just hangs and gives me the option to ForceQuit. I've reinstalled Xcode+IB, but it's still the same. Help? Thanks, Teja

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  • How to handle merge conflicts with Subversion on Mac?

    - by Simo Salminen
    We are developing a Xcode project, using subversion version control. I have yet to find a good tool to handle merge conflicts. Any tool recommendations? What you are using? At the moment I am using Kdiff3, but it is a lot of work to handle lots of conflicts. Ideally I'd like to have graphical interactive tool. Update: I found SmartSVN product, and I think it is the best.

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  • Code sign error with Xcode 3.2

    - by quux
    I had a fully working build environment before upgrading to iPhone OS 3.1 and Xcode 3.2. Now when I try to do a build, i get the following: Code Sign error: Provisioning profile 'FooApp test' specifies the Application Identifier 'no.fooapp.iphoneapp' which doesn't match the current setting 'TGECMYZ3VK.no.fooapp.iphoneapp' The problem is that Xcode somehow manages to think that the "FooApp Test" provisioning profile specifies the Application Identifier "no.fooapp.iphoneapp", but this is not the case. In the Organizer (and in the iPhone developer portal website) the app identifier is correctly seen as 'TGECMYZ3VK.no.fooapp.iphoneapp'. Also, when setting the provisioning profile in the build options at the project level, Xcode correctly identifies the app identifier, but when I go to the target, I'm unable to select any valid provisioning profile. What could be causing this problem? Update: I've tried to create a new provisioning profile, but still no luck. I also tried simply changing the app identified in Info.plist to just "no.fooapp.iphoneapp". The build succeeds, but now I get an error from the Organizer: The executable was signed with invalid entitlements. The entitlements specified in your application's Code Signing Entitlements file do not match those specified in your provisioning profile. (0xE8008016). This seems reasonable, as the provisioning profile still has the "TGECMYZ3VK.no.fooapp.iphoneapp" application identifier. I also double checked that all certiicates are valid in the Keychain. So my question is how I can get Xcode to see the correct application identifier? UPDATE: As noted below, what seems to fix the problem is deleting all provisioning profiles, certificates etc, making new certificates / profiles and installing them again. If anyone has any other solutions, they would be welcome. :)

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  • Is it normal to these Xcode prompts/errors when you deploy to IOS Simulator from Unity?

    - by Greg
    Just trying out the IOS build process.... Is it normal to see: Q1 - "upgrade to latest project format - project currently in Xcode 3.1 format, this will upgrade to 3.2" - just click OK and let Xcode do it's stuff? Q2 - same as Q1 but this time for the message "Remove obsolete build settings - will remove the build setting PREBINDING" Q3 - also when deploying to "Lastest IOS Simulator" you get the Simulator target produced, but also a non-simulator target which has lots of errors. So I assume you just ignore this target and not use it in Xcode correct? (i.e. just use the simulator target that is produced) Q4 - get a lot of warning after the simulator target is built? program works ok however.... Images For Q1 and Q2: For Q4: Settings used in Unity: Errors I see in XCode:

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  • How to fix "failed codesign verification" of an iPhone project?

    - by Horace Ho
    Last night, the iPhone project was built perfectly. This morning, I installed XCode 3.2.3 in a separate folder. When I open the same project in the old XCode 3.2.2 and re-built the project. I got this warning: Application failed codesign verification. The signature was invalid, or it was not signed with an Apple submission certificate. (-19011) How can I fix it? Thanks!

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  • Instruments freezes and restarts iPod touch 2g

    - by Eande
    I can't get my application running with instruments. I tried running through xcode with run-start with performance tool, instruments starts, iPod gets stuck and restarts everytime. It is really annoying. I am on 10.6.2, xcode 3.2.2 and using 3.2.1 SDK. Need help!

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  • Objective-C: making documentation

    - by VansFannel
    Hello. I've been developing for Visual Studio and C# for a long time. Now, I'm developing with XCode and Objective-C. On C# I can use /// <summary> to generate documentation. Is there any kind of mechanism like that on XCode to generate documentation? And what kind of comments should I use? Thank you.

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  • Mac : Run Foundation Tool app as cronjob?

    - by Holli
    This may not be completely programming related ... In Xcode I wrote a little Foundation Tool application for maintenance. Copy files from A to B , delete logs and so on. Now I want to run the application in background once a day or once an hour. How do I set this up? Can it be done with a Foundation Tool application or is there another Xcode project type for tasks like this?

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  • Best way to set-up an iPhone project?

    - by wgpubs
    Looking for the best way to set-up an iPhone project in XCode ... namely: What is the preferred project template to start with (e.g View-Based or Windows-Based application)? What folder structure should I create in XCode to manage the project? For example, under "Classes" is it a preferred practice to add Models, Views and Controllers sub-folders? Any other best practices, tips, etc... would be appreciated. Thanks

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  • Documenting Objective C classes, methods and variables

    - by Alex Reynolds
    What are good approaches to documenting ObjC classes, variables and methods, esp. for automated, downstream class creation, documentation creation, and general integration with Xcode? As an example, I like to use: #pragma mark - #pragma mark UITextField delegate methods for demarcating chunks of code of interest, for quick access from within Xcode.

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  • Use CFBundleIconFiles or CFBundleIcons?

    - by Pablo
    According to apple, it's better to use CFBundleIcons in plist if iOS5 or greater. Now if I use CFBundleIcons then Xcode 5 seems doesn't recognize those items, but it looks like on device proper icon is selected. I've followed option in Apple's document and provided filename with extensions for all resolutions. The icons I'm using: If I use CFBundleIconFiles then Xcode 5 will not complain, but on device wrong icon is selected (iOS5 iPad2, system selected 80px iOS7 icon instead of 72px).

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