Best way to debug high Xcode CPU usage [closed] - ios

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I recently wanted to use an open source library that dropped Cocoapods support so I decided to migrate my entire project over to using Swift Package Manager. That means no more using the .xcworkspace file and now opening the .xcodeproj file instead. Is there a difference among settings that occurs when using the .xcodeproj instead? I noticed my project is always indexing first thing when I open it and when I build my project Xcode jumps to 110% CPU utilization and stays there even after the build and is idle. This makes the experience inside Xcode a bit laggy. Anybody else experiencing this? Is this expected? What’s the best way to go about trying to figure out what’s going on?

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What apps can not be created with flutter? [closed]

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I am very interested about what apps I can not create using flutter?
It seems like almost everything (except what?) can be done, and the only price of cross-platform is app speed.
The primary downside of using Flutter is library support. Only a very small number of libraries have been ported over. For instance, Realm is a popular database solution. It has not been ported to Dart or Flutter. So if you have either an existing app or an idea for an app that you want to develop in Flutter, then you should first think about what libraries you need (databases, maps, etc.) and then ensure that there exist the appropriate libraries.
Everything CAN be done in Flutter, but unless all of the main libraries you need have been ported over, it will be a lot of work. So in that case, you should choose a different framework.

Has anyone had success deploying pyqt to iOS with pyqtdeploy? [closed]

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I have been using PyQt for years and would love to be able to use for an iOS app now that both apparently support it. However, I have never had any luck with pyqtdeploy. The tutorial is hard to follow and the build errors difficult to read.
Has anyone had any success with this? Or possibly with another PyQt5 deployment method for iOS?
Thank you!
EDIT
I installed everything with homebrew: qt5#5.8.0, python3#3.6.0 pyqt5#5.7.1; and pyqtdeploy-1.3.1 installed with pip3. I also tried the pyqtdeploy-1.3.2.dev1612281206 snapshot installed from source. I ran into so many problems that I wasn't interested in getting into troubleshooting a specific problem. The wording of the tutorial is just difficult to follow, it's hard to tell which file he is talking about and in what directory, and where the SYSROOT variable should point, where the qmake symlinks go, etc. There are also lots of build errors for missing files which I was unable to track down, for example "/$SYSROOT/lib/python3.5/_bootlocale.py", or some arc file which I can't pull up right now. It also seems to top out at python3.5 and doesn't work with python3.6 which is all the hombres offers right now. It just seems like such a mess that I would simply ask if anyone has actually had success with it and start from there.
We'll, I'm answering my own question now that I've had some success with pyqtdeploy and iOS. I got to the stage of signing the app but don't have a developer certificate at the moment so it of course failed. I have not yet deployed to the iphone simulator because pyqtdeploy does not prepare the correct architecture when deploying to the iPhone simulator.
As a beginner with pyqtdeploy the tutorial was an inadequate starting point. I had to skip to the chapter about building the sysroot. So I would say this is mostly a documentation issue.

why iOS project archiving takes longer than building? [closed]

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I am developing an application. It takes 20 seconds to build into my iPhone, but couple of minutes to archive into an IPA, what is the reason of this ?
I use Xcode 6, and Swift.
EDIT :
i once read about dsym option that could be turned off, and save a lot of time, are there any other options that i can turn off to save time?
That's obvious because the archiving does a lot of optimisation and compression on the code and resources (images etc), which takes additional time than just installing a debug build.
As far as I understand it archiving an app is building it ánd compressing it's not weird that it takes longer than only building. You may have a look at this: https://en.wikipedia.org/wiki/.ipa_(file_extension)

Improving Sprite Kit application [closed]

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I am now finishing my first app I developed in Xcode.
Now i want to improve smoothness of my app. Sometimes my app freezes for really short time. If you would played it for first time, you wouldn't noticed, but for me it is a nightmare.
Maybe my sounds causing that problem (i am running them on different thread but anyway), or something else..
What is the best way to test my app? Are there some special programs to do it?
First thing you can do in Xcode: Product -> Scheme -> Edit Scheme -> Build Configuration -> Release.
If you e.g. work much with arrays, it will speed up your app.
You can then also use Instruments to test the behavior of your app.

iOS app with a strange structure [closed]

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I have the code of an application but inside it there aren't ".m" files, but app works fine and runs on device; is it possible? I don't understand this fact, can you explain me this case?
If the app is calling into a file with one .a suffix, that means it's an already compiled library and the original source code is on the original author's machine.
You can ask him/her nicely for the source code to that .a library but unless it's open source, chances are high they're not going to provide it.
Using the "nm" tool to get the exported symbols is one trick, but whatever API's you're supposed to use in the library are probably visible and documented in the .h file.
You can put the #interface and #implementation code in 1 .h-file no problem. It will still work and if you do it doesn't need a .m-file.
The seperation between .h and .m is just default by xcode but not mandatory to stick to as you can see.

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