Enabling Double Length Pseudolanguage doesn't work in Xcode 7.3 - ios

I'm trying to use the Double Length Pseudolanguage to test potential layout problems with other languages. I've enabled Application Language -> Double Length PseudoLanguage in scheme editor but when I run the app in the simulator, none of the strings were doubled. I've tried preview editor in Storyboards and the strings stayed the same.
FYI: I have localized my app to two languages already, I have a Base language (English) and pt-br (Portuguese). All of my hardcoded strings were changed in code to use NSLocalizedString.

Try testing it on a real device.
Looks like this is a bug of the simulator on newer versions of Xcode.

This might sound completely unrelated to the topic, but believe me, I read the question correctly.
If you use AFNetworking pod, go to AFURLSessionManager.m -> _AFURLSessionTaskSwizzling implementation and comment out the line [localDataTask cancel]. If you use CocoaPods you might get a warning that you have to unlock editing of the file. That fixes it for me.

Having the same issue both with Xcode 7.3 and 8 Beta. If you run on iOS 8 simulator this seem to work. Not ideal, but better than nothing.

Related

Xcode 11.4 Analyze shows no issues

I was using Xcode "Product > Analyze" to find the localizability issue, but in Xcode 11.4, after analyzing, Xcode shows no issue at all. But I'm certain that there are quite a few issues out there.
I tried to set "Analyze During 'Build'" to YES, but nothing changed
I'm using Xcode 11.4 and swift 5.0
Does anyone have any ideas?
I do not know what you think you mean by “localizability issue,” but this much is certain: you’re barking up the wrong tree. Xcode’s Analyze feature is for Objective-C only. In Swift it does nothing! If you want to trace issues with your code, just compile it. If your code doesn’t have any compile time issues, then you need to use the various scheme based runtime tools, UI testing, and so forth, to track down whatever you think is wrong.
Make sure the build device you've selected isn't "Any iOS device". That gives no output when using Objective C. Changing it to a simulator device gives the Analysis output.

Is there a way to turn off Xcode 8's autocomplete for image names?

Xcode 8 has this new feature that is supposed to suggest image file names when you use UIImage(named:)
In my case it suggests image names even when it doesn't make any sense.
Example:
There is nothing in preferences. I wonder if there is some secret command to disable this part of autocompletion.
No this unfortunately can't be turned off, and nothing states that this is fixed in the Xcode 8.1 Release Notes.
It should either be fixed or you should have the opportunity to turn it off. The functionality is kind of good when it´s used for it´s purpose only, as I describe in this post.
But the issue is that Xcode 8 is inserting images inline in source when it can't possibly make any sense as you mention. For example, if you have a for iteration and type for x in to start a loop and you have any image in the project whose name matches "in" using this syntax.
Annoying issue, that I hope Apple will fix soon, because the feature is good when it´s used for images only.
Update:
Just confirmed that this is still an issue in Xcode 8.1 stable version.
Update:
This functionality remains in Xcode Version 9.0 beta 6 (9M214v)
Update
This seems to be fixed in Xcode 10 now.
It seems to me that the best way to deal with this issue is by using comments (commmand + /). Changing the code to become a comment seems to turn off the autocomplete for image names.
So, you would have basically to switch back and forth between commenting and uncommenting your code (e.g. you find an error, make your code as a comment, fix the error, uncomment your code, check if your changes fixed the issue, and so on.).
Example of the same code with and without being a comment.
Simply update to Xcode 10: the image autocompletion feature has been discontinued:
Code Completion for Swift image literals has been removed in Xcode 10. (38087260)
Source: the Xcode 10 Beta release notes (this note was removed in the final release notes)

Xcode 7.3.1 autocomplete code completion not working

Ever since Xcode 7.3 the autocompletion or code completion doesn't work properly.
I have tried:
Deleting Derived Data folder
Clean Targets and Build
Reinstalling Xcode
It does autocomplete after you type it out fully the first time. But if you haven't referenced it once (i.e. like enums) it only shows what you typed out before (not showing full list of enums). Pressing escape doesn't help either.
Any other suggestions? Or anyone else experiencing the same?
Without doing anything, In Build-Settings -> Deployment changing iOS Deployment target from 8.0 to 8.1 resolved the issue for me.
It also works for XCode 6 as mentioned here
Also works on Xcode 8, Simply change the deployment target from iOS 9.0 to iOS 9.1.
Xcode 8 has now fixed this very annoying autocomplete issue. So anyone who is still having this problem, update to Xcode 8.
Edit: Please note, this has not solved for others. So your milage may vary. For me, it has fixed without doing anything extra. But they are using their new 'intelligent' autocomplete. Thinking about it, it could be part of the indexing. Deleting the DerivedData folder could help.
Perhaps, this answer is too late, I'll share it anyway.
First of all, I've uninstalled Alcatraz and all plugins.
Second, I've followed ElonChan's instructions explained on:
Xcode 7.3 autocomplete issues
As a result, autocompletion automagically got back! Thanks #ElonChan.
I hope this answer also solves your problem.
This Happen usually when you are using core Data in your project.(because of automatic indexing of files by xcode not been done) The simple way to avoid this thing is that just click to your project name and clean project come back the same file where you wanna see suggestions type any word and thats it.
There is a way to set shortcut keys for code completion. Xcode -> Preferences -> Key Bindings -> find Show Completions and set whatever non-duplicate keys you want.

Xcode 6: iOS doesn't use storyboard localizations

since I upgraded my Xcode project to Xcode 6, my storyboard localizations don't work.
I have:
A base localization as storyboard file (which is basically English)
Four string files: English, German, French and Japanese
Until Xcode 5 those worked without any problems.
But since Xcode 6 I have the following situation:
The application only uses the labels used in the base file when running on a device/simulator
BUT my Localizable.strings file, which I have in different languages for all non-storyboard related localizations, works perfect. (So in the end I have a mixture of languages while running on a device)
Since Xcode 6 there is the possibility to see the localizations as a preview screen in the assistant editor. Everything works there.
So: the only thing that doesn't work is the localization of the storyboard while running
Does anyone else have the same problem and is there a solution?
Update: With Xcode 6.1 GM the localization on the actual device is correct now but the simulator is English only, even if I choose another language in the simulator.
I am experiencing the samen problem. I have been struggling for hours getting my localized storyboard to work in Xcode 6.0, until I read your question. Then I tried the second GM of Xcode 6.1. There, my UILabels were localized properly on the device (not in the simulator). However, my UITextView did not get localized, which took me another 30 minutes to figure out.
Hopefully, this will be fixed soon.
I thought I had the same problem as I couldn't see any of my translated texts appearing in the simulator. I tried using a dummy new project and it worked which made me not so sure about what the problem was.
Then I decided to use a dedicated editor for the translation. After exporting, translating the files via the editor and importing them, I could see the correct texts in the iOS simulator. So I guess that it was the way I edited them manually which caused the issue.
FYI, the tool I used is https://poeditor.com
I've been experiencing the same issue. The solution is: you need to clean (shift-cmd-k) a project first, then you build and run it.
Try to switch localization files to “interface builder storyboard” instead of “localizable strings”. For some reason in my project Storyboard.storyboard works, but Storyboard.strings doesn’t. Probably xcode bug.

Packaging and AIR app for iOS causes version number discrepancies

I'm packaging an iOS app built in Adobe AIR, and have noticed some odd behaviour relating to version numbers.
When I set the versionNumber in the app descriptor and build it, the resulting .ipa file has a different short version number.
Steps to demonstrate:
I set the app version number in my app descriptor to be 2.0.001, like so:
<versionNumber>2.0.001</versionNumber>
If I then compile the app, break open the resulting .ipa and check info.plist, I see the "Bundle versions string, short" as the correct value: 2.0.001
However, I see the Bundle Version as 2.0.99
This other value is definitely not set anywhere manually, this is a clean project for testing this out.
My question then, is: why would 2.0.001 become 2.0.99 when building? What's actually happening here?
Thanks in advance.
Set xml file property readOnly. Flash can't change readOnly xml files.
Looks like a bug at Adobe's side. Frustrating.
https://bugbase.adobe.com/index.cfm?event=bug&id=3598688

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