Xcode 9 Beta - editor, column selection gone? - editor

In previous versions of Xcode, we could hold down Alt/Option key, drag the mouse to select columns in the text editor. In Xcode 9 Beta this doesn't seem to work.
Is this gone now, or is it a different key combination? Any ideas?

According to the Xcode 9 release notes it is a missing feature. I can only assume it will be added back in before the official release.
From the Xcode 9 Release Notes (page 21):
Xcode 9’s new source editor does not yet support discontiguous or columnar selection. (30738532)

Related

XCode 8 GM schemes listing massive

Currently learning so I don't know all the correct names for items, but when I downloaded the Xcode 8 beta, it showed a massive list of various iOS devices that I could virtually test on. When I asked a developer friend about it, he said that his didn't look anything like mine. I have uninstalled both Xcode 7 and 8 beta and installed the 8 gold version and the list of devices is still massive.
Can someone tell me where I go or how to trim this list down. I would also like to get rid of the extra "name".
Here's the screenshot of what I'm talking about. http://i.imgur.com/ag8d9kt.png
From Dan above.
Go to Window > Devices in Xcode and delete all the duplicate ones from the simulators list

Xcode 8 with older Base SDK

I'm running into compatibility issues for some external frameworks I'm using in my project. Is there a way to change the Base SDK on Xcode 8? Currently in the project settings only show me the Latest SDK.
I've tried copying the older SDK from another version of Xcode to here but it didn't work:
/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/
Starting with Xcode 7.3, in addition to copying in the SDK, you must also edit a certain Info.plist file, as described here for macOS in the post by agx. It looks like there is a similar file for iOS, at
Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Info.plist
Try changing the value of MinimumSDKVersion in there from 10.0 to whatever SDK version you want.
I've not tried this with iOS, but, using this workaround, I was just able to build a macOS target with macOS 10.6 using Xcode 8.0 (8A218a) (the "GM").
UPDATE
The hack described above stopped working for me in Xcode 9. If you want to use Xcode 9+, see my more recent answer dated Nov 22, 2017.
My original answer, although it worked with Xcode 8, for some strange reason which is not worth explaining, no longer works with Xcode 9 on a particular client's old project. So I've been using an alternative workflow which is really not too bad.
To work on this project, I open it in both the older Xcode, which can build it with the required SDK, and in a recent Xcode. I put the old Xcode window in the background and do my work in the recent Xcode. When I am ready to test changes, I do a File > Save All (⌥⌘S), then switch to the old Xcode and Build (⌘B). When the build is done, I switch back to the recent Xcode and Product > Perform Action > Run without Building (⌃⌘R). Because the dSYM file format has not changed, breakpoints work as expected.
The advantages are that no hacking of Xcode is required, and the only thing I need to remember about the old Xcode (Xcode 3 in my case) is, mercifully: ⌘B.
One little warning: In this particular project's Target, in Build Settings, it has a custom Build Products Path. This is typical of the way Mac apps were built years ago. To ensure that both of your Xcodes are working with the same product, if your old and recent Xcodes straddle the version which changed the default Build Products Path, you may need to set Build Products Path.
The workflow could probably be made even easier by scripting the xcodebuild and xcode-select command line tools, but this is good enough. With Apple's announcement at this year's WWDC about support for 32-bit Mac apps going away during the next two years, my client has some tough decisions ahead in any case.
You just have to change the "Deployment Target" settings. You basically use the latest available SDK as base SDK but select a target OS X version.
Of course it depends on why you want to use an older SDK?

Xcode project shows with error after updating to Xcode to 6.3

I had a project in xcode (Swift). before everything was perfect. I only entered to the AppStore and i updated the Xcode. After that i updated the Xcode to the version 6.3.1, my project shows with many errors like shows in the picture below, every time that i want to run it. How can it resolve it please ??
That's normal unfortunately. Xcode 6.3 comes with Swift 1.2 what usually breaks your code done with previous swift versions.
Xcode has a tool to automatically migrate to 1.2. If that doesn't work, you'll need to address those errors one by one (or at least those that automatic migration didn't fix).
To migrate, click the Edit menu, then choose Convert > To latest swift syntax.

Can i transfer my Xcode 5.1.1 contents in project file into Xcode 6

Can everything just simply copy and paste over from Xcode 5.1.1 to Xcode 6 for Objective-C? I don't want to re-create the entire game app from scratch on Xcode 6. If i could just copy and paste from Xcode 5.1.1 to Xcode 6 i'd do it. Or does Xcode 6 completely overwrite and delete Xcode 5.1.1 projects?
Is it possible to implement iOS 8 and 4.7 inch and 5.5 inch iPhone simulators in Xcode 5.1.1?
There is no need to update any projects to be compatible with Xcode 6 if they were created in Xcode 5. Simply open the project file (or the workspace if you're using that, such as with CocoaPods), and ensure that it's using the Xcode 6 program.
There are some differences between the two versions, but nothing that will cause your project to break. The main worry for that is updating to be using the iOS 8 SDK, but that usually is simply new deprecated warnings. If you have problems with that, ask a separate question with details on that.
You cannot use Xcode 5 to work in iOS 8 and the 4.7 inch/5.5 inch sims. Even if you found a way, you shouldn't - Xcode 6 will receive the new updates and patches from Apple, so you should go ahead and upgrade. It's relatively painless, I promise. (Now, anyway... it was rough when it first came out, but that time has mostly passed.)
Additionally, you'll want to re-download the 7.1 simulators, as they do a sort of half uninstall whenever you update Xcode. You can access the download button for those through Xcode -> Preferences -> Downloads. Just click the button to the right of the sims (and the docs if you're interested in those). It won't be a full download, mostly just a reinstall of the programs.

Xcode iOS Base SDK Missing

I have an old iOS app that I never distributed and am now trying to work on the project again. It worked fine with an earlier version of Xcode but I was not ready to deploy it at that time. Now I am using the current version of Xcode but I have an error that there is a missing base SDK. I have explored every posting here with that error message and they did not work for me.
On investigation in Xcode. I can choose my app under "Project" pane. With the Info tab chosen, it has under Deployment Target as "Mac OS X Deployment Target" and Default in the drop list.
This is an iOS app and not a Mac OS X app. How do I change this?
I already have the base SDK as the Latest iOS.
Suggestions?
Try this:
Open Xcode and Press cmd + 1
In left panel choose your project -> Your target in center panel-> Build Settings in right panel
Find "Base SDK" and choose "Latest iOS". If you see a Release and Debug lines, then choose this for both Release and Debug.
Restart your Xcode
Usually when you see this, it's when you've got an old iOS project and you're using a version of Xcode that uses a newer base iOS. In those cases, you can click on the target on the top of the tree structure of the Project Navigator on the left, and you'll see the project settings. There's a button labelled "Validate Settings" and will show up near the lower center portion of the main panel. Click on it.
If that doesn't do it (e.g. it's from a really old version and Xcode can't figure out how to remedy it), it might be easier to recreate the project. Create a new iOS project and then copy your source code, its NIBs and resources into that project. Maybe that will be easier than trying to fix the old project you have.

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