Missing Device Options next to run button in Xcode - ios

I am missing whatever the thing is called that is a drop down menu allowing one to select between devices and simulators to build and run onto. I have had trouble searching for a solution because I don't know what this thing is called.

It seems, that your display is not wide enough. (maybe the name of your target or device is too long?).
You can select the target and device like this, too:

Related

Can I change the simulator order in Xcode?

As title...
The simulator list is too long,
the default order of the list seems like order by alphabet,
If I want "iPhone Simulator" to show on the top, any method?
It's a very old question, but I will answer if anyone needs it.
Yes, it is totally possible.
Xcode with sorted simulators
It's not easy, but it's posssible. You will need to delete all existing simulators through "Devices and Simulators".
Devices and Simulators
Then you must recreate one at a time, in the order you want, from top to bottom, numbering them so that they are in the order.
No use renaming, it will stay in the order it was created. Create numbered, because in the creation it will put in the order you think necessary.
No, it is not order by alphabet, I check it. I think, you can just remove redundant simulators.

Xcode not allowing me to see full target names

My Xcode is acting weird like this:
For some reason I cannot seem to expand the Targets and Project tab so I cannot see which target is which.
Why is this question being down voted so much without a single comment
? I already tried moving the slider/divider to the right.
It's a bug: every once in a while, the column of project and target names gets "wedged" in this position.
But the workaround is pretty easy: make the window wider / narrow until the expander widget starts working again. You might also have to switch out of target editing mode to the code editor and come back again. Basically you're just trying to slap the target editor on the side of the head.

XCode still indicates a build is running when it isn't

I'm not sure if I phrased the question properly but I'm getting strange XCode build and run behavior that is frankly too annoying to ignore anymore.
Here's my scenario:
I build and run my XCode project onto my iPhone to play around with. Then I click the square stop button in the toolbar which terminates the app on my device and the stop button turns light grey again. This is then what I see:
I edit some code and then hit play again. Hmm, that's weird, it's not building. Taking a look at the above screenshot I see that even though it looks like it stopped running it still says "running" in the activity viewer. Expanding the little "2" button shows me this:
So that's the problem. I don't know why when I hit stop, everything stops as normal but it still says "running" and isn't starting up again when I hit run again. Now here is the annoying solution I'm working with. To get it running again, first I expand the scheme menu and choose a random simulator device like so:
Then, I simply switch it back to my device like so:
After I do that, the activity viewer automatically starts building the project and launching it on my device as if everything was normal:
It does this almost every time I build and run. It didn't used to do this at all and frankly my patience has run out with it. Am I missing something? How does one solve this without my hack-around? F.Y.I. I'm using XCode 7.1 (7B91b).
I was facing the same issue, i just build the project once when the running condition is showing up and thats it it solves my issue. So i would suggest just ⌘B once.

Can't find segues without identifiers

I've got a warning in Xcode 6 and 7 that says:
"Segues initiated directly from view controllers must have an identifier"
However, when I look at ALL the segues in the storyboard, they all have identifiers, and I call them all programmatically. It's not a show stopper by any means - the app builds and is totally useable. I just don't like warnings.
There are somewhat related questions like this one, but it's not the issue I'm seeing.
Are there places that hidden segues can live? Or a master list of segues that I can look at?
a master list of segues that I can look at
Absolutely. Control click on the storyboard's listing in the Project navigator and choose Open As > Source Code. Now you can read — and search — the storyboard as XML. Look for a <segue ... /> without an identifier attribute.
Once you've followed the suggestions in this post, you might need to restart Xcode. One indication for this is that the warning count is greater than the actual number of warnings that are showing up in the warnings panel. Doing a Clean or Clean Build Folder, rebuild, etc. may not clear this warning. I've experienced this issue with builds as late as Xcode 8.2.1
In my case, I couldn't find a segue without an identifier even when I searched the Storyboard's Source Code (thanks #matt). What I did to remove the warning was:
In the top menu go to Product > Clean
In the top menu go to Product > Alt + Clean (to clean the build folder)

Xcode keeps building storyboard after each keystroke

My Xcode project using a storyboard entered in a very weird state recently: Xcode keeps building the whole project and notably the storyboard after each keypress. I found no reason for this behavior neither in my project diffing all interesting files (storyboard and project) neither a setting in Xcode (maybe I just could not find it?) Needless to say that this "feature" makes working on my project nearly impossible since the CPU is constantly occupying with rebuilding the storyboard when I type new code. Anybody seen this?
It is caused by the IB_DESIGNABLE definitions in the source header files. Probably it makes problem only if the header file containing IB_DESIGNABLE is included (even implicitly) to the source file you are currently editing.
I did not find a definitive solution how to disable IB_DESIGNABLE and thus compiling the storyboard and the source files continuously. I would appreciate an Xcode flag to disable this temporarily. I tried also surrounding the IB_DESIGNABLE with #ifdef macros but they are considered even if the #ifdef evaluates to false. Commenting out one by one the IB_DESIGNABLE helps but it is not a feasible solution with many IB_DESIGNABLEs.
Update
I finally found a quick way to avoid this annoying behavior. Having the storyboard opened in the active window, disable "Automatically Refresh Views" from the Editor menu. This will stop updating the views in the storyboard editor that use your custom code and thus speed up your development significantly. When you need again the just-in-time compiling to have a visual preview of your custom code, enable this option again (it seems you also have to re-open your storyboard to make it working again).
You may wish to add a key binding to the command, such as command-option-control-A, to easily toggle the behavior on/off. To add a key binding in Xcode, touch command-comma for preferences, choose the Key Bindings tab, use the search bar to find the command, then double-click on the right area to add your desired keystroke.
"Leave it off" approach
Alternately turn "Automatically Refresh Views" off, and never turn it on.
Make a convenient keystroke for "Refresh all views", say command-option-shift-R
As you work, just touch command-option-shift-R from time to time, or as needed. It's generally only necessary to touch command-option-shift-R as you work on the storyboard.
I had this problem and the accepted answer did not work for me.
The problem I had was that I always keep the storyboard open in it's own tab within XCode so that I can access it quickly.
The only way I could fix it was to either close that tab or select a different file (like a normal code file) and then close and reopen XCode. Thereafter it was no longer rebuilding on each keystroke.
Be warned however if you need to open the storyboard to make changes then this problem can sometimes reappear and I will have to repeat the above process.
Can't wait till Apple fixes this as it is very frustrating indeed!
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