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  • ipod touch crashing after uploading app to device

    - by MaKo
    hi, I installed a new device (the second out of the 100), on xcode, an iPod touch but when I upload the app, the iPod crashes, apple logo shows, and gets frozen for a while, and then resusitates, in the xcode, I get the message on console: The Debugger has exited due to signal 15 (SIGTERM). I tried a simple app I made, and it loaded it, (some bouncing ball) after starting again, but tried the same with another app that plays some sounds and it shows normally, but doesnt play the sounds, questions: how to fix this issue? (in MyApp-info.plist, in bundle identifier, I have: com.yourcompany.${PRODUCT_NAME:rfc1034identifier} havent changed this, is this a problem?? 1.b. I used that conf to upload to an iPad with no problem?? Do the apps play normally sounds *.m4a, in the simulator it works!, not in the iPod, is this due to the crash or not? Thank you,, edit Im using AudioToolbox framework, the question after 1.b is 2 in my editor, but appears as 1 in the post??

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  • iPhone OpenGL Template is cheating?

    - by carrots
    XCode's OpenGL template seems to be cheating to solve this "stretched" viewport problem I've been trying to understand for the last 3 hours. In the iphone "OpenGL ES Application" template, the colorful square that bounces up and down on the screen is not really a square at all! ES1Renderer.m (the ES2 file as well) static const GLfloat squareVertices[] = { -0.5f, -0.33f, 0.5f, -0.33f, -0.5f, 0.33f, 0.5f, 0.33f, }; But it comes out looking square on the device/simulator due to the stretching/squashing effect of a non-square viewport. I tried to fix it by fiddling with glFrustumf() but that doesn't seem to change the aspect ratio. I was able to get things looking good (not-stretched) when I fed glViewport() with a 1:1 widht:height.. But this doesn't seem like the answer because it offsets the viewport placement. What's the right way to correct for this stretching and why doesn't XCode do it that way?

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  • iPhone application build fails with "dyld: Library not loaded: /System/[...]" error? Why?

    - by Andrew J. Brehm
    For my own reasons and not for the app store I am referencing the Apple private framework Apple80211 in an iPhone app. I got the framework from an earlier version of the iPhone SDK. I added the "existing framework", verified that that absolute path to the framework is /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.0.sdk/System/Library/PrivateFrameworks/Apple80211.framework and tried to build the app. But the build (to device) fails with the error dyld: Library not loaded: /System/Library/PrivateFrameworks/Apple80211.framework/Apple80211 Referenced from: /var/mobile/Applications/3691587D-87AF-44EA-A505-F73D17F39B3B/iWire2.app/iWire2 Reason: image not found I cannot figure out why Xcode would look for the library in a /System path (instead of using the path given in the frameworks list) or how to change that behaviour. I tried the tricks I found here and elsewhere for similar (and identical) sitiations: Delete the myusername.* files in the xcodeproj bundle Delete the build directory Clean all targets Start new project Result is always the same. How can I add this (or a) framework to an iPhone project AND get Xcode to at least look at the library located where I point to rather than a location in /System?

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  • Cannot add an icon to Resources

    - by Stanley
    Have been inputting and testing some sample code and everything seems to be ok. Just that suddenly I am running into this very frustrating problem of trying to add an icon to the project. Have downloaded an icon file (extension : icns) to my desktop and dragged it to the "Resources" group in xCode. Then a dialogue comes up from xCode where I checked the 2 options : "Copy items into destination group's folder (if needed)" and "Recursively create groups for any added folders". But when I press the "Add" button, an "Alert" message box would come up. It says "Could not copy the icon to ...". Hope that someone knowledgable in this area would give me some hints...

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  • How to avoid Modal Storyboard infinite loop

    - by misthills
    I've written a number of iOS applications a year ago on an old version of Xcode. I've just started a new project and discovered the storyboard feature in the latest Xcode. It turns out this is perfect for the application I am writing as it consists of ~30 interlinked screens. My question is, how do I structure my storyboard and segues to allow my application to follow a circular path through my screens. I have seen a number of examples that simply segue screen 1 to screen 2 and then screen 2 to screen 1 using the modal option. This clearly works but when I debug an application built this way, it instantiates a new instance of each screen (view controller) for every segue performed. In the diagram below (apologies, I drew a nice picture but due to my newbie status, was not able to post it), how do I go from screen 1 to screen 2 to screen 3 and back to original screen 1 without creating a new instance? // Screen 1 --> Screen 2 --> Screen3 // ^ | // | | // +-------------------------+

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  • Can we execute methods / code in XCcode just like in Visual Studio?

    - by balexandre
    Visual Studio is one of the best developer IDE of all times, and now was improved with multithreading debugging and much more. My question is regarding Xcode and the ability to execute code just like we do in Visual Studio. Let's assume an object in a view and I want to run, let's say: [pickerView setHidden:YES]; in a breakpoint just to see if in that break point I could actually hide the object. I can't find any place for this in the XCode Debugger Am I missing something or I can't execute code that is not in the files already? like in Visual Studio Watch List or Immediate Window

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  • subversioning ipad app project

    - by MistakesRInevitable
    Hi All, I am currently looking at setting up an Ipad app project into subversion. Ive had a lot of experience with windows based development and .net. With this we have just created a repository in a network folder (by just right clicking - TortiseSVN - create repository) , than all we have done is our developers have checked out from this directory. How do we go about doing this in xcode. I know subversion is integrated with xcode and I am pretty confident of doing everything (from tutorials) except for the creation of the repository. Just wondering how we go about creating a repository in a folder based up on network folder? Thanks in advance

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  • Warning of "Control may reach end of non-void function"

    - by Cloud_cal
    I ran a C++ program in Xcode, and encountered a warning of "Control may reach end of non-void function". Here is the code: Node* search(Node* head, int x) { if(!head) return NULL; else if(x == head->key) return head; else if(x < head->key) search(head->lchild, x); else search(head->rchild, x); } I got the same warning when compiling it in Linux, but got the correct result. But in Xcode, the result was wrong. By the way, I got the correct answer and no warning in Visual Studio.

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  • What metric captures why my OSX machine is so slow during XCode indexing

    - by Ben Flynn
    My entire machine OSX Lion machine slows down while XCode 4.4 is indexing. The CPU is less than 10% busy, I've got over 500 MB free memory, plenty of disk space, disk IO rate is not high, network activity is not high. Indexing just a few files can take minutes and builds are extremely slow. While this is going on, even loading a new web page in Chrome can be slow. Knowing how to fix it would be great, but more fundamentally how can I measure what is actually going slowly? What metrics should I be looking at? Nothing in Activity Monitor, iostat, top, or sar betray anything about what's going on to me. Even getting a man page is interminable.

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  • Alternative to Xcode [closed]

    - by Moshe
    For those familiar with Windows, I used to use "Programmer's Notepad" and "TextPad". I want a Text Editor, not an IDE, with the following few features (in no particular order): Syntax Highlighting Tabbed editing Projects (groups of files together in one "project" file) Spellcheck Lightweight - I prefer something other than Xcode. Updates I am looking for something primarily for web development. Must be Free. +1 For relevant link(s). GUI Based only Conclusion I realized that gEdit is available for OS X. I met it back on Ubuntu 6. Something-or-other. We have a winner. all for input.

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  • Dismiss Popover using Unwind Segue in Xcode Storyboard

    - by AlexR
    I am using Xcode 4.5 and the new iOS 6 feature to unwind segues. I am presenting a navigation view controller inside a popover which is presented programmatically from a bar button item: - (IBAction)configChartTapped:(id)sender { if (self.popover.isPopoverVisible) { [self.popover dismissPopoverAnimated:YES]; } else { UINavigationController *chartConfigNavigationController = [self.storyboard instantiateViewControllerWithIdentifier:@"GrowthChartNavigationController"]; ConfigChartTypeViewController *configChartTypeViewController = (ConfigChartTypeViewController*) chartConfigNavigationController.topViewController; self.popover = [[UIPopoverController alloc]initWithContentViewController:chartConfigNavigationController]; self.popover.popoverContentSize = CGSizeMake(320, 500); self.popover.delegate = self; [self.popover presentPopoverFromBarButtonItem:sender permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES]; } } Next to this method I have defined a target to unwind the segue (i.e. dismissing the popover)... - (IBAction)cancelConfig:(UIStoryboardSegue *)segue { // } ... and connected it to a cancel button in the navigation view controllers's navigation bar. Connecting the cancel bar button to the cancelConfig button worked fine in Xcode. However, when running the code, nothing happens when clicking on the Cancel button despite Xcode 4.5 should be supporting dismissing popovers when unwinding segues (according to the release docs). What did I miss? Thank you!

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  • Accuracy of OpenGL ES Instrument

    - by Rob Jones
    I'm developing a game for the iPhone. I've decided that 30FPS is plenty so I've written some code that only allows the App to present the render buffer every 1/30 of a second. When I tried to verify this with Instruments I got varying information. On an iPod Touch (2009 edition, 32G) it reports 30 FPS for Core Animation Frames Per Second. On an iPhone 3G I get wildly varying results. And not just less than 30 FPS. I see 30 FPS on a regular basis. It actually seems to hang closer to 36-39. To investigate this anomaly I added my own FPS to the app and update it once per second. I stays right at 29 FPS on both devices. So, does anyone have any suggestions as to what might be going on? I expect Instruments to be accurate so it really concerns me that it appears inaccurate. It makes me think I have a bug somewhere, but I sure can't find it.

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  • Instance of method leaking, iPhone

    - by Wolfert
    The following method shows up as leaking while performing a memory-leaks test with Instruments: - (NSDictionary*) initSigTrkLstWithNiv:(int)pm_SigTrkNiv SigTrkSig:(int)pm_SigTrkSig SigResIdt:(int)pm_SigResIdt SigResVal:(int)pm_SigResVal { NSArray *objectArray; NSArray *keyArray; if (self = [super init]) { self.SigTrkNiv = [NSNumber numberWithInt:pm_SigTrkNiv]; self.SigTrkSig = [NSNumber numberWithInt:pm_SigTrkSig]; self.SigResIdt = [NSNumber numberWithInt:pm_SigResIdt]; self.SigResVal = [NSNumber numberWithInt:pm_SigResVal]; objectArray = [NSArray arrayWithObjects:SigTrkNiv,SigTrkSig,SigResIdt,SigResVal, nil]; keyArray = [NSArray arrayWithObjects:@"SigTrkNiv", @"SigTrkSig", @"SigResIdt", @"SigResVal", nil]; self = [NSDictionary dictionaryWithObjects:objectArray forKeys:keyArray]; } return self; } code that invokes the instance: NSDictionary *lv_SigTrkLst = [[SigTrkLst alloc]initSigTrkLstWithNiv:[[tempDict objectForKey:@"SigTrkNiv"] intValue] SigTrkSig:[[tempDict objectForKey:@"SigTrkSig"] intValue] SigResIdt:[[tempDict objectForKey:@"SigResIdt"] intValue] SigResVal:[[tempDict objectForKey:@"SigResVal"] intValue]]; [[QBDataContainer sharedDataContainer].SigTrkLstArray addObject:lv_SigTrkLst]; [lv_SigTrkLst release]; Instruments informs that 'SigTrkLst' is leaking. Even though I have released the instance? (I know that adding it to the array increments the retainCount by 1 but releasing it twice removes it from the array?)

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  • renderInContext creating memory that is not promptly released

    - by iworkinprogress
    While debugging in instruments using 'ObjectAlloc' I'm noticing 7megs of memory being allocated for the renderInContext call, but it never is released. When I comment out the renderInContext call this doesn't happen, and future renderInContext calls does not continue to increase the memory allotment. UIGraphicsBeginImageContext(contentHolder.bounds.size); [contentHolder.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); Is there a way to force this memory to be released?

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  • Memory Leak from Foundation & CFNetwork Library

    - by Lakshmie
    I am using instruments to resolve memory leak issues for an app in iPhone. I just wanted to know if I have to resolve the leaks coming from Foundation and CFNetwork Libraries. Specifically, the leaks are from: 1. NSCFString 2. NSConcreteData 3. General Block-3584 Since they do not directly point to the code that I have written, how should I resolve them, if I have to? Thanks.

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  • Image not showing in UIImageView in Interface Builder / iPhone

    - by dbonneville
    I have a UIView with an UIImageView dragged onto the view. All of a sudden, for all my xibs, the image no longer shows up. There is a blue X. However, when it builds, the image is there. At one point, I deleted and regenerated all my images and moved some into a subfolder in XCode. Normally, when you go to select an image for an UIImageView, IB allows you to pick from any image in the project. But, I can't see any of the images I had put in the folder anymore in the dropdown. All I see in the dropdown on the Inspector is the one image I want, but that is also the one that is not showing up. And like I said, if I build it on the device or simulator, it all works. There is some cache or something screwed up somewhere. Everything builds with no errors. I cleared the caches and rebuilt. It all works. No error or warnings. But...I can't see any other images and IB still thinks it's missing the image that is clearly selected in the dropdown. So how do I get XCode and IB back on track and see what assets it properly should be seeing in the XIBs?

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  • Interface Builder is unable to open documents of type iPad XIB.

    - by sagar
    After installing SDK 3.2 Beta 5 on your MAC. Please follow this steps to understand my problem. Start XCode. Click on Help Menu - Select Developer Documentation from the toolbar of window - Click on Home - & select iPhone OS 3.2 Library On the left side of screen - you can see Cocoa Touch Layer Category under Frameworks Select UIKit from it. On right side you will have - ToolbarSeach - as an first one link on it. Click on it. After clicking on it - You will see an option of "Open Project in xCode" on the title. Click on it & save the project to open it. Now, Click on run to execute this sample code. After compilation - it will give you two errors. something like this - "Interface Builder is unable to open documents of type iPad XIB." I don't know why this error is disturbing me? What should be solution to resolve it? Sagar.

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  • The best way to package iPhone/iPad static libraries?

    - by Derek Clarkson
    Hi everyone, I have a couple of static Phone/iPad libraries I an working on. The problem I am looking for advise on is the best way to package the libraries. My objective is to make it easy to use the libraries in other projects and include the correct one in a build with minimal problems. To make it more interesting I currently build 4 versions of each library as follows armv6/armv7 release (devices) i386 release (simulator) armv6/armv7 debug (devices) i386 debug (simulator) The difference between the release and debug versions is that the debug versions contain a lot of NSLog(...) code which enables people to see whats going on internally as an aid to debugging. Currently when I build the whole projects I arrange the libraries into two directories like this: release lib-device.a lib-simulator.a debug lib-device.a lib-simulator.a This works ok except that when include in projects, both paths are added to the library search path and switching a target from one to the other is a pain. Or alternatively I end up with two targets. The alternative I am thinking of is to change the directories like this: release device lib.a simulator lib.a debug device lib.a simulator lib.a In playing with XCode is appears that all xcode uses the lbrary references of a project for is to get the name of the library file, which it then looks up in the library paths. Thus by parameterising the library path with the current built type and target device, I can effectively auto switch. What do you guys think? Is there a better way to do this? ciao Derek

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  • Problem with header files of ARToolkitPlus after making the ARToolKitPlus dylib!

    - by MNassar
    I'm writing this Augmented Reality app for the iPhone and I'd decided to use ARToolKitPlus for it. Using QMake, I created the xcode project file and subsequently the libArToolKitPlus.dylib I tried to compile and run the sample files "simple" and "multi" which worked well. Now all other attempts that I tried to create another project and use the library have failed due to header files not being found. If I drag the "include" folder to the xcode project I get 8 errors instead of just one; The one is for the main include not being found is solved but then it includes 8 other headers that cannot be found (although they are in the same folder) #include "ARToolKitPlus/TrackerSingleMarkerImpl.h" I get a error: ARToolKitPlus/TrackerSingleMarkerImpl.h: No such file or directory If I drag the include folder then some of what I get: error: ARToolKitPlus/TrackerSingleMarker.h: No such file or directory error: ../src/TrackerSingleMarkerImpl.cpp: No such file or directory error: expected class-name before ',' token class TrackerSingleMarkerImpl : public TrackerSingleMarker, protected TrackerImpl<__PATTERN_SIZE_X,__PATTERN_SIZE_Y, __PATTERN_SAMPLE_NUM, __MAX_LOAD_PATTERNS, __MAX_IMAGE_PATTERNS Having the dylib doesnt make a difference as far as I can tell. What do you think I should do?? Would creating a framework help??

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  • Object not declared in scope

    - by jay
    I'm using Xcode for C++ on my computer while using Visual Studio at school. The following code worked just fine in Visual Studio, but I'm having this problem when using Xcode. clock c1(2, 3, 30); Everything works just fine, but it keeps giving me this error that says "Expected ';' before 'c1'" Fine, I put the ';' .. but then, it gives me this error: "'c1' was not declared in this scope" Here's the whole header code: #include <iostream> using namespace std; class clock { private: int h; int m; int s; public: clock(int hr, int mn, int sec); }; clock::clock(int hr, int mn, int sec) { h = hr; m = mn; s = sec; } Here's the whole .cpp code: #include "clock.h" int main() { clock c1(2, 3, 30); return 0; } I stripped everything down to where I had the problem. Everything else, as far as I know, is irrelevant since the problem remains the same with just the mentioned above. Thanks in advance!

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  • parameter for xcodebuild for using latest sdk.

    - by Maciek Sawicki
    I using ant exec task to execute xcodebuild to build some iOS projects hudson. I would like to be able to crate script that way that allows not to specify sdk version, because after updating sdk on hudson slave or my iOS projects all my projects failing.... There is is nice option in xcode since sdk 4.2 in target setup Base SDK - Latest iOS and I don't have to provide -sdk param in xcodebuild command, but then (i think) it's taken from xcode project and it's bad because then some one can change target from simulator to device accidentally during commit. I need something that is constant. I will prefer not to use env variable because I would like to be able to run this ant task also on dev machines and would like not have to renember about setting it on all machines. Unfortunately xcodebuild -showsdk gives only: Mac OS X SDKs: Mac OS X 10.4 -sdk macosx10.4 Mac OS X 10.5 -sdk macosx10.5 Mac OS X 10.6 -sdk macosx10.6 iOS SDKs: iOS 4.2 -sdk iphoneos4.2 iOS Simulator SDKs: Simulator - iOS 3.2 -sdk iphonesimulator3.2 Simulator - iOS 4.0 -sdk iphonesimulator4.0 Simulator - iOS 4.1 -sdk iphonesimulator4.1 Simulator - iOS 4.2 -sdk iphonesimulator4.2 I need something like -sdk iphoneosLatest. My only idea is to pare output of xcodebuild -showsdk with some script, but I don't like this idea.

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  • Cocoa App with Python extension which use Scipy -> ImportError: No module named scipy

    - by Snej
    Hi: I have installed Scipy (via macports) for Python on my Mac and it runs fine when running Python scripts. But now I'm using Scipy (via PyObjc) for calculations embedded in a Cocoa App frontend. The following error occurs: ImportError: No module named scipy I am using the "Python.framework" in XCode. Does anybody know why Scipy module is not found? I even added it manually to the module search path via sys.path.append("/opt/local/var/macports/software/py26-scipy/0.7.1_0+gcc43/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/scipy/") EDIT: I found the problem myself. The path should be without "/scipy" at the end. But now I got an architecture problem: ImportError: dlopen(/opt/local/var/macports/software/py26-scipy/0.7.1_0+gcc43/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/scipy/fftpack/_fftpack.so, 2): no suitable image found. Did find: /opt/local/var/macports/software/py26-scipy/0.7.1_0+gcc43/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/scipy/fftpack/_fftpack.so: mach-o, but wrong architecture EDIT 2: I checked the architectures: Yes, sure it is an architecture problem. But when I run: file /opt/local/var/macports/software/py26-scipy/0.7.1_0+gcc43/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/scipy/fftpack/_fftpack.so I get a result Mach-O 64-bit bundle x86_64. And the Mac OS 10.6 PYTHON is: Mach-O universal binary with 3 architectures /usr/bin/python (for architecture x86_64): Mach-O 64-bit executable x86_64 /usr/bin/python (for architecture i386): Mach-O executable i386 /usr/bin/python (for architecture ppc7400): Mach-O executable ppc I build the XCode project as x86_64.

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  • iPod touch debugging: Error on install/run only if app exists on device already?

    - by Ben
    Hi all, I am using an iPod to test an app. The device is all set up with the right provisioning profiles, etc-- that's not really the issue. But every time I start the app from Xcode on the device, I get the "A signed resource has been added, modified, or deleted." error from the Organizer window. Wait, I know, you think it's a provisioning profile problem. But here's the kicker: if I just delete the app from the iPod (using the main screen) and try again, it works fine. I only get this error when the app is already installed. The other kicker is that this behavior doesn't happen on an iPhone that I have for occasional testing-- on that device, I can start/restart/restart indefinitely. But using the iPod, my compile-run-test cycle is annoyingly slow since I have to manually delete the app each time. Any ideas? I'm using Xcode 3.2.2 (prerelease) FWIW. The iPod has stock OS 3.1.2 on it. Thanks!

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  • Is there only one distribution certificate per team leader or one per application?

    - by dbonneville
    I'm confused by the dev and dist cert. I got one app in the store, but I named my certs after my first app. Was this a mistake? I'm ready to go on my second app. But XCode is selected the dist cert with the old app name on it. It built without error. Though I named it wrong, will it still work? XCode is automatically picking this cert for me. Is this right? You need a new app ID for each app so you can 1) put in plist, 2) put in code signing section on Build tab of Target info, but you don't need a new dev and dist cert for each new app. Therefore is this right too? For each app you develop, you only need your original dev and dist cert, but a new app ID for each app. This is so obscure! I wish apple had done a better job!

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