I had 2 files .sql in my project wish was at the root then I deleted them with the button move to trash but they are still here when I print with this function :
NSArray *filePath = [[NSBundle mainBundle]
pathsForResourcesOfType:#"sql" inDirectory:#"/"];
NSLog(#"file path : %#",filePath);
The result is :
"/Users/Fabrik/Library/Developer/CoreSimulator/Devices/46A082C2-6BCD-4904-A882-798A8642FFE1/data/Containers/Bundle/Application/547F421A-1934-49FF-B166-8C6AFB9F8ED9/iOSFramework.app//DELL_001_01_CREATE_SCHEMA.sql",
"/Users/Fabrik/Library/Developer/CoreSimulator/Devices/46A082C2-6BCD-4904-A882-798A8642FFE1/data/Containers/Bundle/Application/547F421A-1934-49FF-B166-8C6AFB9F8ED9/iOSFramework.app//DELL_001_02_CREATE_DATA.sql"
I reseted all the setting but they are still here.
How can I remove them ?
Go to Product > Clean
Then go to Product while pressing option in your keyboard and do Product > Clean Build Folder.
If this doesn't work just delete the app in the simulator and build your target again.
Related
After I build an app with sqlite. I have installed SQLite manager in Firefox. Doesn´t help because I really don´t know where is that file. I tried many ways.
And finally I try to find this file
_databasePath = [[NSString alloc] initWithString:[docsDir stringByAppendingPathComponent:#"myUsers.db"]];
To open with MesaSQLite
Still have the same problem. Where is my file.
Here is the last way I have used:
/Users/{YOUR NAME}/Library/Developer/CoreSimulator/Devices/{DEVICE ID}/data/Containers/Data/Application/{APPLICATION ID}/
I still can not find it. I have open almost every project folders.
Please help me.
Dont open Library on MacintoshHDD. You need to open Library on your USERName Folder. There,normally library folder is hidden. You need to follow the following to see the hidden files.
Or simply copy paste the path into the search finder on your mac.It will take you directly.
The long way to show hidden Mac OS X files is as follows:
Open Terminal found in Finder > Applications > Utilities.
In Terminal, paste the following:
defaults write com.apple.finder AppleShowAllFiles YES.
Press return.
Hold 'alt' on your keyboard, then right click on the Finder icon in the dock and click Relaunch.
You should be able to find this using this method :
- (NSURL *)applicationDocumentsDirectory
{
NSLog(#"%#",[[[NSFileManager defaultManager] URLsForDirectory:NSDocumentDirectory inDomains:NSUserDomainMask] lastObject]);
return [[[NSFileManager defaultManager] URLsForDirectory:NSDocumentDirectory inDomains:NSUserDomainMask] lastObject];
}
Just copy paste whatever is logged in navigate into the folder where you stored your sqlite file
The end result should look like this :
~/Library/Developer/CoreSimulator/Devices/4D2D127A-7103-41B2-872B-2DB891B978A2/data/Containers/Data/Application/0323215C-2B91-47F7-BE81-EB24B4DA7339/Documents/MyApp.sqlite
Please note that the long ID's will obviously be different, as well as the file name.
You just following line of code to Log.
NSString *databasePath = [[NSBundle mainBundle] pathForResource:#"myUsers" ofType:#"db"];
Or use below code.
NSBundle* bundle = [NSBundle bundleWithPath:[[NSBundle mainBundle] pathForResource:#"myUsers" ofType:#"bundle"]];
NSLog(#"%#", bundle);
NSString* test = [bundle pathForResource:#"myUsers" ofType:#"db"];
NSLog(#"%#", test);
NSDictionary* dict = [NSDictionary dictionaryWithContentsOfFile:[bundle pathForResource:#"Root" ofType:#"plist"]];
NSLog(#"%#", dict);
I am using the Core Data Editor a lot for my iOS projects. It is compatible with Mac and iOS applications and support XML, SQLite and binary stores, etc. It is free. :-)
http://thermal-core.com/CoreDataEditor/
In Xcode 6, I have an app I'm using Core Data in, but there is no folder in Application Support for the iOS 8 iPhone Simulator. Where are my files and Core Data sqlite database being stored?
The simulator directory has been moved with Xcode 6 beta to...
~/Library/Developer/CoreSimulator
Browsing the directory to your app's Documents folder is a bit more arduous, e.g.,
~/Library/Developer/CoreSimulator/Devices/4D2D127A-7103-41B2-872B-2DB891B978A2/data/Containers/Data/Application/0323215C-2B91-47F7-BE81-EB24B4DA7339/Documents/MyApp.sqlite
I would suggest that you use SimPholders to find your Simulator files. It is a menu bar item that tracks your simulator apps and lets you go directly to their folders and content. It's awesome.
I found SimulatorManager application very useful. It takes you directly to the application folder of installed simulators. I have tried with 7.1, 8.0 and 8.1 simulators.
SimulatorManager resides as an icon in the system tray and provides an option to "Launch At Login".
Note: This works only with Xcode 6 (6.1.1 in my case) and above.
Hope that helps!
To know where your .sqlite file is stored in your AppDelegate.m add the following code
- (NSURL *)applicationDocumentsDirectory
{
NSLog(#"%#",[[[NSFileManager defaultManager] URLsForDirectory:NSDocumentDirectory inDomains:NSUserDomainMask] lastObject]);
return [[[NSFileManager defaultManager] URLsForDirectory:NSDocumentDirectory inDomains:NSUserDomainMask] lastObject];
}
now call this method in AppDelegate.m
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
//call here
[self applicationDocumentsDirectory];
}
This worked for me in swift:
let dirPaths = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)
println("App Path: \(dirPaths)")
I wrestled with this for some time. It became a huge pain to simply get to my local sqlite db. I wrote this script and made it a code snippet inside XCode. I place it inside my appDidFinishLaunching inside my appDelegate.
//xcode 6 moves the documents dir every time. haven't found out why yet.
#if DEBUG
NSLog(#"caching documents dir for xcode 6. %#", [NSBundle mainBundle]);
NSString *toFile = #"XCodePaths/lastBuild.txt"; NSError *err = nil;
[DOCS_DIR writeToFile:toFile atomically:YES encoding:NSUTF8StringEncoding error:&err];
if(err)
NSLog(#"%#", [err localizedDescription]);
NSString *appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:#"CFBundleName"];
NSString *aliasPath = [NSString stringWithFormat:#"XCodePaths/%#", appName];
remove([aliasPath UTF8String]);
[[NSFileManager defaultManager] createSymbolicLinkAtPath:aliasPath withDestinationPath:DOCS_DIR error:nil];
#endif
This creates a simlink at the root of your drive. (You might have to create this folder yourself the first time, and chmod it, or you can change the location to some other place) Then I installed the xcodeway plugin https://github.com/onmyway133/XcodeWay
I modified it a bit so that it will allow me to simply press cmd+d and it will open a finder winder to my current application's persistent Documents directory. This way, not matter how many times XCode changes your path, it only changes on run, and it updates your simlink immediately on each run.
I hope this is useful for others!
Open finder>Library>Developer>CoreSimulator>Devices
Then Change Arrangement icon from finder select Date Added
Select your app >data>Container>data>Applications>
choose your app >Documents>Here is your db file
In my case:
/Users/pluto/Library/Developer/CoreSimulator/Devices/A75107D2-A535-415A-865D-978B2555370B/data/Containers/Data/Application/265A12BC-FF5B-4235-B5EF-6022B83754B4/Documents/dboPhotoBucket.sqlite
Otherwise do this :
NSLog(#"app dir: %#",[[[NSFileManager defaultManager] URLsForDirectory:NSDocumentDirectory inDomains:NSUserDomainMask] lastObject]);
- It will print the full path to data folder.
Swift:
let dirPaths = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)
println("App Path: \(dirPaths)")
Use Finder-->go to folder and enter given basepath to reach application folders
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *basePath = ([paths count] > 0) ? [paths objectAtIndex:0] : nil;
NSLog(#"%#",basePath);
The simulator puts the file in ~/Library/Developer/CoreSimulator/Devices/... but the path after /Devices is different for everyone.
Use this handy method. It returns the path of the temporary directory for the current user and takes no argument.
NSString * NSTemporaryDirectory ( void );
So in my ViewController class I usually put this line in my viewDidLoad just for a reference when I need to grab my CoreData stored file. Hope this helps.
NSLog(#"FILE PATH :%#", NSTemporaryDirectory());
(Note: to go to the path, from the finder menu click on Go and type ~/Library to open hidden directory then in the Finder Window you can click on the path shown on your console.)
This location has, once again, changed, if using Swift, use this to find out where the folder is (this is copied from the AppDelegate.swift file that Apple creates for you so if it doesn't work on your machine, search in that file for the right syntax, this works on mine using Xcode 6.1 and iOS 8 simulator):
let urls = NSFileManager.defaultManager().URLsForDirectory(.DocumentDirectory, inDomains: .UserDomainMask)
println("Possible sqlite file: \(urls)")
The simulators are located under:
~/Library/Developer/CoreSimulator/
Here, they are listed as directories with UUID names. Use sort by 'Date modified' to find the latest one. Inside navigate to:
/data/Containers/Data/Application/
Here you will get a list of all the applications on that device. You can again sort this to get the latest app.
NOTE: Xcode changes the directory name every time you run the app, so don't rely on making alias/short cuts on desktop.
The easiest way is to use the app here, which does everything automatically.
I created this script that will zip the latest app built for any simulator and zip it to the desktop.
https://gist.github.com/Gerst20051/8ca49d5afbf09007b3696fab6e9f425c
#!/bin/bash
DESTINATION_DIR="$HOME/Desktop"
APP_PATH=$(find ~/Library/Developer/CoreSimulator/Devices/*/data/Containers/Bundle/Application/*/*.app -type d -maxdepth 0 -print0 | xargs -0 ls -td | head -n1)
APP_DIRNAME=$(dirname "$APP_PATH")
APP_BASENAME=$(basename "$APP_PATH")
FILE_NAME="${APP_BASENAME%.*}"
cd "$APP_DIRNAME"
zip -qr "$DESTINATION_DIR/$FILE_NAME.zip" "$APP_BASENAME"
In Swift 4 or Swift 5 you can use NSHomeDirectory().
The easiest way in Xcode 10 (or Xcode 11) is to pause your app (like when it hits a breakpoint) and run this line in the debugger console:
po NSHomeDirectory()
po stands for print object and prints most things
1. NSTemporaryDirectory() gives this:
/Users/spokaneDude/Library/Developer/CoreSimulator/Devices/1EE69744-255A-45CD-88F1-63FEAD117B32/data/Containers/Data/Application/199B1ACA-A80B-44BD-8E5E-DDF3DCF0D8D9/tmp
2. remove "/tmp" replacing it with "/Library/Application Support/<app name>/" --> is where the .sqlite files reside
With Swift 4, you can use the code below to get your app's home directory. Your app's document directory is in there.
print(NSHomeDirectory())
I think you already know that your app's home directory is changeable, so if you don't want to add additional code to your codebase, SimPholder is a nice tool for you.
And further more, you may wonder is there a tool, that can help you save time from closing and reopening same SQLite database every time after your app's home directory be changed. And the answer is yes, a tool I know is SQLiteFlow. From it's document, it says that:
Handle database file name or directory changes. This makes SQLiteFlow can work friendly with your SQLite database in iOS simulator.
Here is the sh for last used simulator and application. Just run sh and copy printed text and paste and run command for show in finder.
#!/bin/zsh
lastUsedSimulatorAndApplication=`ls -td -- ~/Library/Developer/CoreSimulator/Devices/*/data/Containers/Data/Application/*/ | head -n1`
echo $lastUsedSimulatorAndApplication
I am trying to read entire .m file in a string using code:
NSString* fullFileName = #"file.m";
NSString* fileName = [[fullFileName lastPathComponent] stringByDeletingPathExtension];
NSString* extension = [fullFileName pathExtension];
NSString* filePath =[[NSBundle mainBundle] pathForResource:fileName ofType:extension];
NSString* fileTextContent=[NSString stringWithContentsOfFile:filePath encoding:NSUTF8StringEncoding error:NULL];
But it returns null.
Is it possible to read .m file from bundle in a string in iOS?
It's possible, but you should make sure the .m file is in the bundle first (they aren't by default).
Right click on the app under the products folder in Xcode, select "Reveal in Finder", then right click on the app in finder and select "Show Package contents" to see what's in the bundle.
If you need to add it, you can do that under the project settings in xcode > build phases > copy files phase.
Including .m files in the bundle would be somewhat strange though. There's almost certainly a better way to do whatever it is you're trying to do. Maybe if you went into more detail on what that is, people could suggest them.
Problem : [NSBundle mainBundle] pathForResource returns null (0x0)
I read a lot of posts on this topic, here is what I found:
Make sure the file you are trying to get a path to, is in the project. To check, look in the project file list for the file, if it is not there, drag and drop it in.
Check that the file your trying to load is being copied to the app. To do this, click on project under project files (blue bar with project name in it->Click on the target->Click on Build Phases->Click to expand the "copy Bundle Resources", and make sure your file is in it. If it is not, click the plus, and add it.
Make sure the case matches exactly. (aka - The simulator will work/the app will not problem) Make sure the case matches exactly, otherwise it will return nothing. To fix this, just rename it in the project, or use the right case in the source.
Project may be missing the media framework. To fix this click on your project menu -> click on the target -> click to expand "Link Binary With Libraries". Now select MediaPlayer.framework and build the code.
If all else fails, clean the project, and try again.
All this is checked/fixed, but not working. I had this working fine, and then I changed the video that I am showing in the app. Since i changed the file, it stopped working.
NSString *path = [[NSBundle mainBundle] pathForResource:#"multiplying" ofType:#"m4v"];
Q: why is it null? The file is case matched/typed correctly and is about 10 megs. (is the file too large?) Works fine in the simulator, and I can get the path to an image, a line above this one, with no error.
You say it's working in simulator and not working on device?
May be you should try to copy the file at first launch to one of the application sandbox folders and access it like this:
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,
NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *pathForTheFile= [documentsDirectory stringByAppendingPathComponent: #"multiplying.m4v"];
I saw a custom asset bundle in an iOS project I evaluated, so at least I know it's possible.
My issue is that I'm using a CATiledLayer with about 22,000 tiles for a given image and it takes a very long time to compile (half an hour clean build, 5-10 minutes for regular build). So, I want to take all of the images and make a custom bundle to make it portable and hopefully not recompile into the app bundle each time.
How do I go about this? I checked the docs, but didn't see an explanation on how to actually create the bundle.
Answer is stupidly simple
Make a folder in finder, add files to it, rename it to bundlename.bundle
drag into Xcode - success!
to access, use the form of PathToMainBundle+"/bundlename.bundle"
How to create a bundle
Create a folder in finder.
Add files to the folder
Rename the folder so that its extension is .bundle (e.g. "New folder" -> "BundleName.bundle")
PS: You can at any time right click the folder and hit "Show package content" in order to add, remove or modify any of the files.
How to add the bundle to Xcode
Drag it into Xcode
How to use the bundle
NSString *bundlePath = [[NSBundle mainBundle] pathForResource:#"BundleName" ofType:#"bundle"];
NSBundle *bundle = [NSBundle bundleWithPath:bundlePath];
NSString *resource = [bundle pathForResource:#"fileName" ofType:#"fileType"];
(Replace BundleName, fileName and fileType with appropriate names)
Two other helpful bits of advice:
First, in order to see the contents of the bundle in Xcode you need to set its type in the File Inspector Utility Pane, to "Application Bundle". You still won't be able to copy to and from via Xcode. You'll need to use Terminal but Xcode will update it immediately.
Second, in order to use resources in the bundle here's a helpful snippet...
NSString *bundlePath = [[NSBundle mainBundle] pathForResource:#"AquarianHarp" ofType:#"bundle"];
NSString *imageName = [[NSBundle bundleWithPath:bundlePath] pathForResource:#"trebleclef2" ofType:#"png"];
UIImage *myImage = [[UIImage alloc] initWithContentsOfFile:imageName];
As mentioned in my comment above, you needn't actually load the bundle (you can't as it's not executable) and the ofType needs to match the case of your actual file for it to work on the device. It will work either way in simulator so don't be fooled by this red herring!
Finally, you don't need to put your resources in the "Resources" subfolder inside the bundle. It seems you can use an arbitrary layout but there may be unknown performance implications.
Here's how I got this to work: In Xcode create a new file | Resource | Settings Bundle. Then in the Finder select that bundle and choose Show Package Contents, and add whatever image files.
Then in the code reference an image this way:
NSString *imgName = #"bundlename.bundle/my-image.png";
UIImage *myImage = [UIImage imageNamed:imgName];
Here are the steps to create an asset or resource bundle (ex. FrameworkResources.bundle) - it's surprisingly non-obvious. This is especially useful if you are creating static frameworks.
Press File -> New -> Target in Xcode
Select "macOS" tab, search "Bundle"
Tap "Bundle" -> click "Next" -> type product name "MyResources" -> tap "Finish"
Go to "Build Settings" for the newly created Bundle. Change "Base SDK" (SDKROOT) to "iOS'
Go to "Build Phases" for the newly created Bundle. Delete "Compile Sources" and "Link Binary With Libraries" (this will remove the executable within the bundle which can cause all sorts of build and app submission errors)
Creating a loadable bundle project is just like creating an application—you just need to pick the appropriate project template. To create a loadable bundle project, perform the following steps:
Launch Xcode.
Choose New Project… from the File menu.
From the template list, select Cocoa Bundle.
Click Next.
Choose the location for the project and click Finish.
Build and run, in Xcode you will see the bundle file in your Products folder of Project Navigator. Right-click the bundle and select "Show in Finder".
My notes on bundling and reading files in an Xcode project
Steps:
Create a test.txt file and add the text "testing" to it then put it in a folder named test.bundle
Drag and drop it next to your .app file in Xcode (copy)
print(Bundle.main.resourcePath!+"/temp.bundle/test.txt") Output: /Users/James/Library/Developer/Xcode/DerivedData/GitSyncMac-heiwpdjbtaxzhiclikjotucjguqu/Build/Products/Debug/GitSyncMacApp.app/Contents/Resources/temp.bundle/test.txt
Example:
print(content(Bundle.main.resourcePath!+"/temp.bundle/test.txt")) // testing
static func content(_ path:String)->String?{
do {
let content = try String(contentsOfFile:path, encoding:String.Encoding.utf8) as String//encoding: NSUTF8StringEncoding
return content
} catch {
return nil
}
}