xcode10

Fat Framework Script for Xcode 10?

╄→гoц情女王★ 提交于 2019-12-04 02:13:59
I used this script in the post-action of the archive in my scheme to make a FAT binary framework. One that will work on the simulator and actual device. https://gist.github.com/gauravkeshre/eabb2a13ef6d673fadec84ca60b56b05 Does anyone know how to convert it to work with Xcode 10? Using the legacy build system fixes the errors, but I would rather not rely on it. Here is the script itself: exec > /tmp/${PROJECT_NAME}_archive.log 2>&1 UNIVERSAL_OUTPUTFOLDER=${BUILD_DIR}/${CONFIGURATION}-universal if [ "true" == ${ALREADYINVOKED:-false} ] then echo "RECURSION: Detected, stopping" else export

Adding code snippet in Code Snippet Library (Xcode 10)

﹥>﹥吖頭↗ 提交于 2019-12-03 23:33:10
Recently when I was using Xcode 10 beta 3 , I tried to make a code snippet and add it to the code snippet library . But the drag drop cannot be done as the code snippet library is detached in Xcode 10 , and hides when I click on a code. How to add code snippet in code snippet library in Xcode 10? After some time found out. Select the code you want to add to library. Right-click on it and click on Create Code Snippet from the pop-up menu. Apparently upto Xcode 9.x.x, this option was not there. For Xcode 10 to make a Snippet, 1) Select the resign of code you want to reuse in future. 2) Click the

Xcode 10.1 doesn't show 'distribute app' option when archiving, can't archive

青春壹個敷衍的年華 提交于 2019-12-03 20:03:17
问题 I suddenly got this weird issue with Xcode 10.1. When I archive app store target for my app I cant see "distribute app" option, instead it now says "Distribute Content" and neither I can export ipa nor upload to app store directly. My archive comes under "Other items" in Organizer instead of iOS apps. It seems to work fine with development target though. Here is the screen shot. Anyone with any knowledge about it please help. Thanks 回答1: Please make changes as follows Change Skip install to

Run script for universal framework on Xcode 10

≯℡__Kan透↙ 提交于 2019-12-03 17:07:57
I Xcode 9.x, I was using the below script which worked fine : ###################### # Options ###################### REVEAL_ARCHIVE_IN_FINDER=false FRAMEWORK_NAME="${PROJECT_NAME}" SIMULATOR_LIBRARY_PATH="${BUILD_DIR}/${CONFIGURATION}-iphonesimulator/${FRAMEWORK_NAME}.framework" DEVICE_LIBRARY_PATH="${BUILD_DIR}/${CONFIGURATION}-iphoneos/${FRAMEWORK_NAME}.framework" UNIVERSAL_LIBRARY_DIR="${BUILD_DIR}/${CONFIGURATION}-iphoneuniversal" FRAMEWORK="${UNIVERSAL_LIBRARY_DIR}/${FRAMEWORK_NAME}.framework" ###################### # Build Frameworks ###################### xcodebuild -project "${PROJECT

Value for SWIFT_VERSION cannot be empty

冷暖自知 提交于 2019-12-03 14:33:27
问题 I have installed swift pods for the obj c project. I got this error when I was trying to build it. I have gone through all the solutions like deleting derived data, cleaning the build folder. Swift Compiler_Language also missing in the XCode 10. Added user-defined setting too, even it didn't work. 回答1: Select your app target then goto build setting, search for swift set the swift language version from the dropdown. 回答2: In case there is anybody else reading through this thread who has this

Xcode 10 command-line building: Archive failed with Fabric Info.plist Error

*爱你&永不变心* 提交于 2019-12-03 13:40:17
I have Jenkins server for autobuilding iOS project that has two targets. Project builds with command-line utility xcodebuild . Full commands are /usr/bin/xcodebuild -workspace "Our project.xcworkspace" -scheme "First target" -configuration Release archive DEVELOPMENT_TEAM=TEAMCODE -allowProvisioningUpdates and /usr/bin/xcodebuild -workspace "Our project.xcworkspace" -scheme "Second target" -configuration Release archive DEVELOPMENT_TEAM=TEAMCODE -allowProvisioningUpdates Before I did update Xcode to version 10 it works perfectly. But after updating each time I see error error: Fabric: Info

UIDocumentBrowserViewController error “Cannot create urlWrapper for url” on iOS13 simulator

家住魔仙堡 提交于 2019-12-03 12:55:07
问题 I have a very strange problem with UIDocumentBrowserViewController when testing on iOS 13. The importHandler(newDocumentURL, .move) seems to crash without any reason : [DocumentManager] Cannot create urlWrapper for url file:///.../tmp/23720D22-BC1D-4E7B-A7AE-A1C8B0293F9E.txt. error Error Domain=NSPOSIXErrorDomain Code=22 "couldn't issue sandbox extension com.apple.app-sandbox.read-write for '/.../tmp/23720D22-BC1D-4E7B-A7AE-A1C8B0293F9E.txt': Invalid argument" UserInfo={NSDescription=couldn't

Base internationalisation with Xcode 10

让人想犯罪 __ 提交于 2019-12-03 12:30:16
My project declares two languages: English as development and French as additional. Also it has Use Base Internationalization ticked. When I localise a Strings file in Xcode 9, I normally move the content to French, then tick Base in Localization list. This gives two copies of the new Strings file one in Base.lproj (containing English text), another in fr.lproj , so English will be used for a language other than French. With Xcode 10, the Localization doesn't list Base , so I can't see a way to use Base.lproj other than doing localisation in Xcode 9 and then revert to Xcode 10 with Base file

SpriteKit .sks Files Crash Xcode 10 When Assigning Texture

主宰稳场 提交于 2019-12-03 12:10:23
Am I missing something obvious? For reasons unknown, Xcode 10 keeps crashing on me when I go to assign a texture to a named sprite using the Scene Editor. After having to delete and recreate my .sks files a couple times, I decided to try and reproduce the issue using Xcode's game template. The steps I took to do this are as follows: Open Xcode and select Create a new Xcode project . Choose the Game template, name the project Test and save it somewhere, i.e. your desktop. Drag any image asset into Assets.xcassets . I used this green square: Open GameScene.sks and drag a Color Sprite onto the

Minimum hardware and software requirements to install Xcode 10.0

我与影子孤独终老i 提交于 2019-12-03 10:05:14
问题 What are the minimum hardware and software specifications to install Xcode 10.0 in a MAC mini and Macbook Pro? How much RAM is required? What processor is required? 回答1: These are specification for Xcode 10 Xcode 10 requires a Mac running macOS 10.13.6 or later.. Xcode 10 includes SDKs for iOS 12, watchOS 5, macOS 10.14, and tvOS 12. Xcode 10 supports running multiple concurrent versions of the Xcode app and of any associated tools such as Simulator. Xcode 10 can coexist with previous