Different Object Library In Xcode - ios

Notice the object library in the attached screen shot, at the right bottom.
It's different to the usual one I'm used to work on, I clicked to open an XIB and it was gone and I don't know how to get this one back. Is it even useful ?
I scrolled through it and found many more controls like Bevel Button, Secure Text Field....etc.

Those are elements for OSX. Xcode seems to to know that this is an iOS project if no Interface Builder file is opened. If you open the Interface Builder, Xcode realizes that this is an iOS project and only shows iOS elements.

Related

iOS app missing splash screen, new black borders and ui glitching after visualstudio 8.10.10 and xcode 13 update

Just updated to Xcode 13 and Visualstudio Mac to 8.10.10. Since then my app:
Wont display the splash screen.
The app is cropped at top and bottom.
Ui is acting generally weird.
Now I have read old threads on similar problems and adding the Launch screen interface file base name. in the info.plist file does make the app cover the whole screen.
I have tried switching splash screens and change location. But it's just black. I don't use a storyboard for the splash and instead provide several different resolutions, which have worked fine for several years.
The UI is glitching like the loader picture, and several different ui elements where colors are provided are "cut" in the middle showing two colors when it should switch.
I have read the release notes for xcode13 but haven't found anything related that would break the whole UI.
The interface glitching and no splash screen I can't seem to find a solution for. Everything worked fine before the update.
What could be the problem? Some setting in the info.plist, a checkbox in the storyboard?
I'm still new to Xamarin and iOS development and greatly accept suggestions.
Let me know if I can clarify anything.
Thanks
iOS load glitch picture
According to your statement, you are not using a storyboard, so you need to replace the Launch Screen with a LaunchImage, then check the LaunchImage file (if it does not exist, you need to create it yourself) and add all strictly standardized pictures inside.

iOS simulator screen size

It is just 2days to start iOS programming.
So I'm very beginner in this area.
<--This image is in iOS simulator. As you see right part is cropped.
<--This image is original UI.
I don't know why some parts have gone.
I am using MacBook Pro 2011 with Yosemite OS and brand-new XCode.
I tried cmd+1, cmd+2, cmd+3.
Please help me.
Thank you in advance.
Go to file inspector and uncheck the "use size classes" option, this is due to newly introduced size class feature to support all devices in ios 8
The new user interface works with all sizes of devices at once. The default size is 600x600 as you are seeing. When you simulate, is uses autolayout and constraints to arrange objects for the desired screen, aka an iPhone.
If you want to place the label in the center of the screen, Ctrl+drag from the label to the background, release mouse and buttons and the constraints options will appear. Click Center Horizontally in Container and Center Vertically in Container.
Run again. It will be centered.
Best regards
Select your view controller and find size inspector, Change fixed to freeform and give whatever size you want
I had a closely related question, and Mehul Thakkar's answer helped me to get where I needed to be, but I'm adding a new answer to flesh out both the question and answer a bit.
I was working on an iPhone app for iOS 8 that was shrinking the interface on larger screens to the size of the iPhone 4s. I don't use storyboards or Interface Builder nib/xib files at all, and do everything programmatically; for iOS 7 and earlier, I didn't bother making an explicit launch screen as my UI was simple enough that it loaded very quickly and a launch screen wasn't necessary.
Anyway, after finding this page and poking around a bit, it appears that creating a launch screen storyboard or nib/xib is now necessary on iOS 8, if you want your application to run at the correct size? (At least, I couldn't find any other way to coerce Xcode to do it in the project settings or whatnot.)
To do this, I created a new launch screen .xib file, unchecked "Use Size Classes" in the "Interface Builder Document" section of the File Inspector of that .xib file, and set the "Launch Screen File" under the General tab of my target settings to use that .xib. After that, the app ran at full screen size again.
This works for me and I guess I don't mind putting in a few minutes to turn the .xib file into a proper splash screen, but I'd be interested in hearing if there are other/better ways of making things work in iOS 8 and beyond, for those of us who hate our lovely code being tainted by the presence of those nasty storyboards/nibs/xibs...

Different object library in utilities of xcode 5

I have observed two different scenarios in Object Library present in Utilities pane of Xcode 5. Below are screenshot for the same.
The Second Object Library appears apparently in utilities. When to use the Second Object Library? Also, when does this library appears?
It happend to me lot of times and I think it's just a visual bug. It should be caused by the fact that Xcode is still loading all the elements of the scene. Anyways if it persists you should try this: in the Build Settings, change the "iOS Deployment Target" pulldown to a different SDK, then change it back. After that, you should get iOS objects back.

How to correct changes to my app made by an xcode freak-out?

I have an xcode project for an app I am in the middle of developing. Recently I saved my xcode project, and then moved a single button using the arrow keys, somehow causing xcode to crash. Several re-opening attempts failed, as I saved just prior to the crash, and xcode would then simply crash upon opening.
After restarting the computer to no avail, I opened the project in xcode 5 developer preview, didn't upgrade the app to xcode 5, and then was able to open it in xcode 4 again. However, for some reason a bunch of IULabel I had created with important text were missing. After closer inspection, I found that I had some UITextFields that were also missing. When I inspected the connection in my header file, I could right click the outlet and select the UITextField. It turns out the X coordinate was set to -345, so it was missing because it was out of my view.
I suspect all of my missing UILabels are similarly out of my view, but since they aren't explicitly connecting to my header, I have no way of selecting them manually, and I can find any way of searching for them or selecting them, since they are out of my view.
Does anyone know how I might be able to select these missing UILabels so that I can change their faulty X coordinates?
Thanks!
All UI elements you have used in your storyboard/xib should be available in the left sidebar of the interface editor.
If the sidebar is not visible you have to click the little round button at the bottom.

iOS XCode Storyboard controls moved and now look strange in simulator

I am following the course on iOS through iTunes university and working on the calculator project. I moved the controls on the storyboard to make room for another control at the top. Everything looks fine on the storyboard but when run in the simulator, controls are bunch up, on top of each other, and some are clearly off the top of the simulator screen. This leads to the following very related questions.
How does one move controls around on the storyboard? I went to the size inspector of each control (buttons in my case) and changed the 'Y' value (increased it by 10). I did this for each control. I didn't think about it as I was doing it because as I said, all looks fine on the storyboard. Is there a better way to move controls around? I could not figure out how to grab more than one control at a time and move them. Grabbing all and moving or all but one and moving would have been ideal.
I anticipate someone is going to say, "We need more info. " How do I show the storyboard? Is there a xml file somewhere? How is the storyboard saved? How should I show the results of the simulator?
In general, what the heck is going on? Why would things look so different in the simulator?
Is there a better forum/group to ask newbie questions about iOS programming?
My specs are these:
XCode 4.5.2
Ios simulator versions set to 6.0 and iPhone
Any other info needed? Thanks in advance,
Dave
Try setting your simulated device size to 'freeform' instead of 'inferred'. This screen is a bit smaller so the controls are no longer overlapping. The latest xcode sets it by default to ios6 (screen size of iPhone 5)
edit For a better insight in xcode IDE, please refer to the documentation provided by apple (includes screenshots for clarity)
https://developer.apple.com/library/ios/#documentation/ToolsLanguages/Conceptual/Xcode4UserGuide/000-About_Xcode/about.html#//apple_ref/doc/uid/TP40010215

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