I'm sure it used to be possible to do this but I don't seem to be able to run the Xcode project generated by Titanium in Xcode. The app installs in the simulator and starts but immediately stops with the following runtime error:
Could not find the file app.js
I'm running Xcode 7.2.1 with appc cli 5.1.0 / ti CLI 5.0.5. The app is built with 5.1.2.GA.
Running the app in Xcode would provided access to instruments and perhaps better insight in native level crashes etc.
What you are trying to do isn't officially supported, but it is possible.
First, do a clean build of your Titanium app from Appcelerator Studio (or the command line). Then open the Xcode project from the build/iphone directory.
Next, open Xcode's preferences and go to the "Locations" tab. Click the "Advanced" button under the "Derived Data" field. Set the build location to "Custom" and "Relative to Workspace". Lastly set the "Products" location to build/Products and the "Intermediates" location to build/Intermediates. Click "Done" and close the preferences dialog. You only need to do this once.
You can now build your app from Xcode, but there are a few gotchas:
You cannot clean the Xcode project. You'll nuke all your app resources.
You can only build for the same target as you built the Titanium app for in Appcelerator Studio. In other words, you will probably have issues building the Titanium app for iOS simulator, then try building it for device from Xcode. Don't do this.
Again, this is currently not supported. I'm working on greatly improving this developer experience, but it's going to take a while. In the meantime, I hope the above helps.
Related
I want to generate an iOS build from Flutter to test in a multiple physical iPhone devices. I'm using macOS. with latest xcode installed, flutter-sdk, dart sdk and Development editor tool using Android Studio. any one has experience with this process. your precious help is strongly needed.
You need to follow these directions there very clear. https://flutter.dev/docs/get-started/install/macos
Make sure you've set everything up to build/compile in a mixed environment.
Next do: In Xcode, open Runner.xcworkspace in your app’s ios folder.
To view your app’s settings, select the Runner project in the Xcode project navigator. Then, in the main view sidebar, select the Runner target.
Select the General tab.
Details found here: https://flutter.dev/docs/deployment/ios
I'm using the latest reactnative verion 0.45 and I didn't get a clue on the official doc about how to build the ios release.
About how to the running on ios device section of the doc quoted here:
Connect your iOS device to your Mac using a USB to Lightning cable.
Navigate to the ios folder in your project, then open the .xcodeproj
file within it using Xcode.
But there is no ios folder found after running command npm ios. And most StackOverflow answers like this one require a command like react-native-bundle which was not found either.
I have already got Xcode and an app develop member account and Really want to build my first reactnative app to my iphone before I could do more stuff on it.
I know this might be a very newbie question. If someone could just give some guide or throw some docs about this?
I stuck on this problem since a few days too, unless you will not get an ios or android folder any more with React Native 0.45.
You can build your standalone app by using Expo: https://docs.expo.io/versions/v17.0.0/guides/building-standalone-apps.html
As I understand, they build your app for you online, so it takes some time and require an free expo-account, but after it finised, you can download your .apk or .ipa to submit it to Play Store or AppStore.
When you want to add more custom (non javascript) code to your project and edit it in Andoid Studio or Xcode, so you have to eject your from Reative Native: https://github.com/react-community/create-react-native-app/blob/master/EJECTING.md
After that, you can test your App by building for your own in the simulator, with no need of the Expo-App.
Open the ios folder of your project using xcode
Connect your phone and select your phone from the device selection dropdown
Select the first tab in the explorer and go to signing area, select your development team
Click play and it will install the app in your phone on development mode
For Production build, you can do the same. However, you would need to change your scheme to production:
Open scheme menu under product. From the dropdown, look all the way down, you'll find the menu Edit Scheme, select this.
Select the Release scheme, hit close and re-run your project in your phone.
Note: if you are building for release, make sure your target device is Generic iOS Device
Hope it helps! :)
I have an issue when building for iOS in Xamarin Studio:
I open Xamarin Studio and create a Single Project View App for IOS, I then run the project, but the project does not load onto the simulator all I get is the message
"Waiting for the debugger to connect to the iOS Simulator".
I have xcode installed on the machine.
Does anyone know how to solve this issue?
Try launching XCode directly - often after an update XCode will require you to accept a new EULA before it will launch, which can prevent other apps from launching XCode (or its components) automatically.
Other options to fix this issue:
You could also try to Reset Content and Settings... on the actual simulator menu, then build again.
Re adding the simulator: Open Xcode > ⌘⇧2 to open Devices > Select the simulator device you are trying to use > Right click and delete it > Then add it again, bottom left + button.
If this doesnt work try checking for any errors in Console.app when building to the simulator.
I always ran into issues when there're different Xamarin versions on the MAC and the Windows PC. Also cleaning the solution, re-connecting the MAC and rebuild the project is always worth a try.
First of all open iOS Simulator after that clean your project solution and project, then run your project it works for me.
I have the iOS 9.3 beta installed on a testing device as I'm running a few 9.3-compiled apps, but I also have an old app that is compiled in Xcode 7.2. I can run the app on any iOS 9.2 device with ease, but if I try to run it on the one iOS 9.3 beta device, I get the "could not find Developer Disk Image" error.
Xcode 7.3 includes some updates to Swift, so I'd have to change a great deal of my files, and I just want to test to see if it's working fine. Is there any way to do this without having to change a lot of Swift code? It's on the App Store compiled for 9.2 and I can run it on my 9.3 device, so I don't understand why it's so difficult.
If you want to avoid the beta version of Xcode from potentially altering your original project, just make a copy of the project and then just open it up in the beta version. If you have an app running in Swift 2.1.1 (Xcode 7.2), the differences to Swift 2.2 (Xcode 7.3) are pretty modest. And if you do this with a copy, you can be confident that your original project won't be altered.
If you don't want to do that for some reason you can install apps from a production version of Xcode on a device running a beta version of iOS:
First, you want to make sure you have the profiles installed on your beta iOS device. The easiest way to do this is to run some "Hello World" app on your beta device from the beta Xcode. If prompted to add a team/profile onto your device, you should go ahead and do so, like usual.
Quit the beta Xcode and start the production Xcode and open the project for the app you want to install. Select "Generic iOS Device" where you choose the active scheme in jump bar and then build the app. You should then see the .app file (not in red) in the Products folder in the "Project Navigator" tree in the left panel.
Install the app on the device by opening the devices window (shift+command+2) and selecting the device in question. In the right panel (or top right panel if you're showing the console, too), you'll find a "Installed Apps" section. Just drag the .app file from the Products folder into this installed apps section.
Clearly, if you have other apps you want to install, you can just repeat steps 2 and 3 as appropriate.
There are a bunch of different ways to install an app on a device, but I find this is the easiest for one-off installs with a device sitting in front of me. You won't be able to debug if you do it this way, but you can at least fire it up, run it through its paces, watch the device console for any debugging messages you may be NSLog'ing, etc.
When you create a fresh Cordova project it's called HelloCordova, which is also the app icon name. If I rename the project in XCode it will no longer run in the iPad simulator.
I am running Cordova 3 and Xcode 4.6.3 on OS X 10.8.4
Steps to reproduce
In terminal:
cordova create Survey com.domain.mysurveyap
cd Survey
cordova platform add ios
cordova build
This creates the XCode project in platforms/ios/. I then open it in XCode. The project is called HelloCordova. I hit run with the target set to iPad 6.0 Simulator.
Running HelloCordova on iPad 6.0 Simulator. No issues
Good. I get the Hello World app up.
Next I rename the project by changing the Project Name in the Identity panel. I'm doing this
a) because I don't want my project to be called 'HelloCordova'.
b) because the name here seems to dictate what the App Icon is labelled as on the device.
I rename it to 'Survey':
Xcode prompts me to rename related project content items for me. I click 'Rename'
After renaming, I go to run in the simulator again. Now it won't run. I see a 'Build succeeded' overlay for a moment. But in the status panel at the top it says:
Finished running Survey.app on iPad 6.0 Simulator. No issues.
I notice that it still shows 'HelloCordova' in the scheme selector. I have tried running 'Clean' and also restarting XCode.
This is a completely fresh PhoneGap project with no modifications. Any ideas where I'm going wrong?
I don't know why the renaming was failing, and I can't explain that "Finished running... No issues" problem. But: cordova create takes an extra argument that was missing.
This solves the problem:
cordova create Survey com.domain.mysurveyap "Survey"
The final "Survey" there sets the project name on creation, thus avoiding the need to rename the project in the first place.