I was trying to do the ToDOList project explained in the tutorial from Apple "Start developing iOS app Today". I downloaded the XCode 6 and created a new "Empty Application". The IDE looks different than how it is in the tutorial, it doesn't give me the option to choose the target device. Also, there was no code files created upon creating the project. I also see an error that says "Base SDK missing". Can anyone tell me how to resolve this.
Xcode 6 doesn’t have the “Empty Application” template any more. The one I think you used is just called “Empty”, and it creates a project with nothing at all in it. That’s not what you want.
You can start with the “Single View Application” template. If you want to empty it out, follow the instructions in this answer.
Related
I am new to ios/xcode and I was trying to follow through the new SwiftUI tutorial. The first one has you create a ios single view app . However when I go to xcode under the ios filter that, among others is not an option for me: I have verified that my xcode is up to date via app store. Is this due to me not having a paid developer account? Are those templates in a beta channel of xcode?
Answering, as per the OP...
The tutorial in question was done using Xcode 11
In Xcode 12, there is no longer a Single View App option — it has been replaced with simply “App”
Select app and then in the next screen select "Storyboard" in the "Interface" drop down menu. That will create what you need (mainly the Main.storyboard file) for the single view app. (see the linked screenshot here below)
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I don't think the "App" template that #donmag mentions is exactly the same (I don't believe it gives the same folder structure). I have a template on github for the Single View App that should match the folder structure you need, if you're still looking for that: https://github.com/jcross0204/ios-single-view-app-template/tree/master
I have reach experience in iOS native app development, My company have a unity app. Unity app developer exported the app for iOS and shared with me. I wanted to use my own created cocoa-pod library (which I have already using in my another iOS App) into Unity iOS project.
So Unity developer exported by File -> Build Settings, choose iOS and click Build, and now I am trying integrated pod (which is written in Swift 4.2) into Unity exported of iOS project.
I have taken medium post and many more reference, I have implemented the same as conclusive direction. Please look the attached screenshot below.
Reference - https://medium.com/ios-os-x-development/swift-and-objective-c-interoperability-2add8e6d6887
Please look the below screenshot for autogenerated file
Now when I am going to import this autogenerated header file to make connection between Objective C to Swift, then it is showing error as attached screenshot below
Please help me to resolve this issue. Thanks in advance.
One thing that has hung me up on this in the past is if you get an error during the initial build, then sometimes it doesn't create the -swift.h file and then subsequent builds also get an error that it's missing. Make sure you've deleted your derived data and cleaned the build folder to reset so everything gets built from the beginning.
I tried to download and run the Lister app sample code which was presented at WWDC for the session 406: Integrating Swift With Objective-C. (I am running XCode 6.1 on Yosemite and this is the most updated version of the Lister app from the sample code page in Apple).
https://developer.apple.com/library/ios/samplecode/Lister/Introduction/Intro.html
However I was unable to run the app in XCode which are best show in the attached screenshot.
The app doesn't have the Run and Stop buttons enabled. They are greyed out. Never had this before for any other app.
The icons for the Lister app is not showing. Instead there is this new Settings-like icon which I have never seen and have no idea what it means.
There is a ReadMe.txt file in the project that you downloaded. Have you read it because I had the same problem and by reading it, my problems were solved.
Regards
The QuickStart guide included in the project gives the key setting to change in the Build Settings to enable iCloud.
In the User-Defined section, double-click on com.example.apple-
samplecode to edit the LISTER_BUNDLE_PREFIX value.
Change this prefix to a globally unique reverse DNS string for your own
organization’s name, such as com.somecompany.lister.
So I was just trying to create a simple instant messaging application on my Xcode 5.0.2. I downloaded the free beta SDK from c2call.com and I followed exactly what their video instructed. However once I tried to build, atleast a dozen issues popped up.
Heres the link to the tutorial:
http://www.youtube.com/watch?v=qyp_BFORvIk
One of the comments said that one possible reason might be because I need to set my Xcode 5 to default in build settings, but I'm not sure how. Does anyone know what I should do?
I used OSX 10.7.4 , Xcode 4.3.3 and iPad iOS 5.1.1 . I already run my app to iPad but the app cannot be open. i find out that my Xcode is base sdk missing. i also don't have the folder that can select to simulator. there's only folder for MacOSX10.4u.sdk MacOSX10.5u.sdk MacOSX10.6u.sdk only. How can i run my app perfectly.
Update:
this is the problem
and there's no iOS sdk
Head to your Project Settings, and under 'Summary' change 'Deployment Target' to whatever you like (say, '5.0'). If that doesn't work, select 'Manage Schemes' via the 'Product' menu and then 'Autocreate Schemes Now'.
Is this either one of your old projects or even some project you got from somewhere else (including even the sample projects that Apple provides)? You can fix this "Missing Base SDK" by selecting the project on the top of the panel on the left (in this example, it's one of Apple's samples, "Recipes", and then click on the "Validate Settings" button:
After doing that, you'll probably get a message about updating your project. Go ahead and you should be good:
If you just created the project, then it's something else. But this is the most common scenario for "missing base SDK".
I came here looking for a solution for XCode 3.2.6 but other answers did not seem to apply. Further experimentation found that Project -> Edit Active Target and then setting Base SDK on that page was just what I needed. Hope this helps the next guy that stumbles through.