After installing iOS 8 on my iPhone, the app I was working on with Parse v1.3.0 just stopped working.
I want to update my iOS XCode Project to v.1.4.1. However, as I installed Parse using CocoaPods, I am at a lost on how to update the project to v1.4.1 using Parse iOS SDK, as the latest version is not yet available on CocoaPods.
The Parse iOS SDK comes with 3 folders, Bolts.framework, Parse.framework, ParseFacebookUtils.framework. I can only find Parse.framework in my project folder and the rest of the pods files are in a mess. Do I just delete and replace the Parse.framework folder in my current project and what do I do with the Bolts.framework and ParseFacebookUtils.framework?
Would be grateful if anyone can help. Thanks!
It is easier, so long as all active dev projects use the same up-to-date frameworks, to place them in one central area, and then add framework references from within Xcode to that central location. This is what i do, and it works like a charm, without pods.
Related
I have recently downloaded new Xcode 11 GM Seed 2 so that i can update my project to support Dark mode. (I am already on MacOS Catalina latest beta version-19A558d).
I have my project(workspace with pods) working 100% fine with Xcode 10.2. When I have started building same project with newly installed Xcode 11 GM Seed 2, It randomly freeze while building with title Building X of Y tasks. It randomly stops building any file at anytime. As per my different observations, It stops building while it is building library from my Pods.
I have already tried cleaning, manually deleting derived data files. Also, i have tried by reinstalling Xcode. Also restarted Mac to give try. All trial get failed. If anyone faced same issue and know the solution, please post here.
Disable the Swift Optimizer for SwiftSoup:
I were trying all day hard to solve this issue. Finally issue get resolved.
Actually i tried to build/compile the app via Terminal. Then i found that it got struck/freezed while compiling the files from installed 3rd party libraries from pods. The 3rd party library named SwiftSoup was making problem. Then i removed that pod, and commented out the code related to that. And tried compiling/building the app again. And It worked successfully this time.
UPDATE:
I followed #Paul's Answer, that works without removing pod, keeping same pod and code working. Just need to update settings as described by him. But make sure, that you need to change this setting every time you update your pods.
I've an old project to start work on it. Client told that it was completed in 2012, and may be with v.4.3 or some older version of Xcode. It was only targeted for iOS v.6 and previous versions. Now client wants to make some upgrades and make it compatible for all iOS devices having iOS v.7 and/or above.
I'm running Xcode v.6.3 with iOS v.8
When I firstly open up the project and run – I got too many error (actually those should be come as warnings and not errors) from GPUImage framework. I solved it one-by-one. After solved those errors, when I run it again, I failed-up with few more error of SDKs not found. I can confirm that all SDKs are added properly. And its never changed, after the project was created. However its giving me errors.
Is there something that we've to setup when we run an old project (in latest Xcode and current iOS target)? Do we need to change architectures? Header search paths?
Note, all SDKs and app source code was on Github and added as submodules to the app. I have successfully cloned it in my Mac.
Please ask me if you want more information on this.
The following steps could solve your problem. I am not 100% sure but it worked for me once. Worth a shot.
1) Go to Build Phases and remove the FacebookSDK.framework
2) Clean
3) Link back the FacebookSDK.framework to your project
4) Clean and Run
I have been trying to send my application to apple for submission and it is my first experience about it. I have searched the errors and applied all suggested solutions. However none of the solutions didn't work for me. I got the error below.
I set the ios deployment target as ios 7.0 and later versions for both of the project target and Alamofire framework. Also, my Xcode version is 6.1.1 . However, I could not understand that why not working.
Could you help me please ?
Thank you for your answers
Best regards
Unfortunately, iOS 7 does not support frameworks. Here is some additional information about it. The known workaround is to add Alamofire to your project by dragging the Alamofire.swift file directly into your project.
A good way to track this type of usage in your project is to use Git submodules. You could also download a version and copy the file into your project, but then it gets more difficult to track what version you have compiled into your project.
This will build Alamofire into your project as though it was just another Swift file associated with your project.
This is also why most Swift CocoaPods are iOS 8 only.
I recently downloaded Testflight SDK version 3.0 and added header files in the project as shown in https://www.testflightapp.com/sdk/ios/doc/3.0.0/. Previously I was using SDK 2.1.4
But when I archive the app and try to upload it to Testflight it still shows me my previous SDK version 2.1.4. I dont know whats the issue, i tried so many times but the sdk is still not updating to 3.0 in my project.
Just ran into and fixed this problem. In my case, the library search paths were pointing to the wrong place (with an older version of the library). Search for "Tetflight" in your Build Settings and delete or change any incorrect paths.
Only adding the header files is not enough. You also need to update libTestFlight.a to the latest version. Replace the older static library with the new one. Also make sure it is properly linked (Project, Build Phases, Link Binary With Libraries). Then clean the project, rebuild, and you should be fine.
If you already did that, you should say so in your question. Now you only mention header files. But based on your description it could be that you are still linking an older version of the TestFlight static library.
I ran into this issue first from the question, but then immediately couldn't upload my ipa into TF because it contained the SDK. TestFlight appears to be purchased by Apple and also TF has since removed support for Android.
TestFlight does not accept builds with TestFlight SDK
I have read that you can have multiple SDKs in Xcode 4 installed in the Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs directory. What was not made clear is how you can get these different SDKs. I'd at least like to test for iOS 4.0 instead of the latest iOS 4.3. Though it would be cool to test for 3.2 also. My Xcode 4 installed only with the latest 4.3 SDK in this directory. Is there a convenient way to add them?
When you install Xcode 4.0, your previous version get's renamed to something like "Developer-3.2.5". If you still have a previous version of Xcode installed you can simply do this:
cd /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs
sudo ln -s /Developer-3.2.5/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.0.sdk .
sudo ln -s /Developer-3.2.5/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.1.sdk .
If you don't have a previous version installed, uninstall Xcode 4.x and then install Xcode 3.2 and start progressively from there. After you install Xcode 4.x your previous version of Xcode 3.x will get renamed on disk after which you can symlink the 4.0/4.1 SDKs under Xcode 4.0. Relaunching Xcode 4.0 will give you 4.0 and 4.1 in the drop down option list.
No there is not a convenient way, unfortunately. The easiest way is to install an earlier version and then upgrade it, progressively if necessarily, to the latest version.
The XCode downloads available from http://developer.apple.com/downloads appear to contain packages going back to before 4.0. I recently hit this same issue and was able to determine that:
From 4.1 onward (Maybe earlier - still waiting for the download for XCode 3.2.3 and SDK 4.0.1), the packages contain sub-packages named quite similarly
Despite the inner package name, it appears that the actual iOS SDK will be included for the version mentioned on the primary DMG file. For instance, xcode_3.2.5_and_ios_sdk_4.2_final.dmg may contain what appears to be SDK packages for a bunch of versions, but the iOS SDK is only fully included for 4.2.
I was able to get my hands on 4.1, 4.2, and 4.3 by downloading the DMG XCode installers, viewing package contents, and running the corresponding iPhoneSDK4_X.pkg installer.
After installing, I had to copy the stuff it dropped from /Platforms/iPhoneOS.platform/ into the new location at /Developer/Platforms/iPhoneOS.platform.
In addition to the SDKs for iPhoneOS, I also made sure the iPhoneSimulator.platform stuff was there. For me, it seems that XCode handles installing most device support for debugging..
I hope this helps! The tricky part for me was realizing that the package names may be the same, yet the contents may be different. Each download only seems to have included a single full SDK.
Once I did this, i was able to change my base SDK in XCode and build against the target SDK.
Cheers!
PS: Once you add additional SDK's, you will likely see additional destinations appearing in your schemes list with identical device names for the physical devices. It drove me nuts, as each one is associated with one of the SDK's, yet the SDK version isn't listed in the list. Not bad once you figure out which is which, usually the symptom being a failed build, since it targets another SDK based on which physical device is selected. More info on this post: duplicate device scheme in xcode 4