UPDATE:
it still does this, not sure why. But Apple did not reject any of my apps created with this problem in xcode.
I am not really sure what is going wrong with my 64 bit simulator in Xcode. When ever I try to run my project in either 64-bit iphone or ipad it gives this glitch for the graphics. The wierd thing is that it works perfectly on my iphone 5s. Anyone know what might be causing this. Please note, that this screenshot is from a new sprite kit project(default with spaceships provided by apple) after a fresh install of Xcode(5.1). Any help would be great. Thanks :)
PS. My os is 10.9 mavericks
My problem was solved by updating OSX 10.9.4 and updating xcode to version 6.
I first tried to just update my OS to 10.9.4. But that did not fix the problem. After the update to Xcode 6, I have not run across this problem once.
Related
Could not resize “/private/var/folders/_5/jhpy2pns35n0kljwt0l08q_40000gn/T/TemporaryItems/(A Document Being Saved By Xcode 3)/dyld_shared_cache_armv7s” (No space left on device)
Has anyone figured out how to solve this issue? I am trying to set up an iPhone 6s with Xcode, and this just started happening. I tried reinstalling Xcode, but that did nothing.
I had this same problem, I had lots of free space on my iPhone but it was claiming no space left on device.
I hadn't thought that the memory on my Mac would affect this but once I deleted a few files the app downloaded to my device correctly.
I would recommend:
Make sure your device and mac have enough memory
Clean XCode
Reset XCode
The combination of all of these fixed the issue for me.
Credit to #Vinícius Albino in the comments for getting me to this answer
I did try everything. And finally realized I had to reboot my mac to make it work. This is still (unfortunatly) more often than not a step we need to make when things go wrong before further research
THIS QUESTION HAS BEEN RESOLVED,CHECK OUT THE RESOLUTION AT THE BOTTOM OF THIS QUESTION IN "UPDATE #5"
I built a rather big form for my iPad application. Up until recently, I did not have any issues. However, for no valid reason (at least, none that I could think of), a big part of my table is blank. The elements are still there, they can be seen in the Document Outline pane.
When I run the application in the simulator and on my iPad, everything shows up. However, I need to modify the contents of the table (adding and editing cells) but I cannot now.
Here's what I see in Xcode:
The elements are clearly there, but I cannot access them.
When running the app, this is the screen I get:
I am working with a team on this, using Github to sync our code.
I have a small feeling that it might have something to do with a corrupt Xcode installation, but I would really like your opinion on this one.
I am running Xcode Version 7.1 (7B91b) Xcode Version 7.2 (7C68).
Thank you for your help.
Update #1
Forgot to mention I'm running OSX El Capitan 10.11.1 on a Macbook Pro mid-2014.
Update #2
I should let you know I started this project on Xcode 6 and it worked well with Xcode 7. Could this be an issue going from Xcode 7 to 7.1?
Update #3
I finally opened a bug with Apple concerning this situation. Their response was that the bug was fixed in Xcode 7.3 beta 1. I replied that it wasn't fixed, and they ended the conversation by claiming this was a duplicate of another bug. I would only hope that they fix this in 7.3, it's really getting annoying having to cycle through Xcode versions.
Update #4
Apple released the latest beta of Xcode 7.3. In the release notes, they say "UITableViewCell objects that extend below the bounds of a UITableView now draw correctly when scrolled. (23242098)". So let's see if this is the case. I will update accordingly.
Update #5
I just tested out the latest Xcode 7.3 beta, and the bug has FINALLY been fixed! Thanks to anyone who helped in this matter, truly appreciated!
Is it working with an older version of XCode ?
Have you tried to clean your project (Cmd + k) ?
There are recent updates for Xcode 7.1, maybe try to do it.. (or 7.2)
My temporal solution :
In your storyboard
open the left panel component
Pick the last section and put it
on the top
close Xcode
now you can edit
reverse the
process
:X
I just tested out the latest Xcode 7.3 beta, and the bug has FINALLY been fixed! Thanks to anyone who helped in this matter, truly appreciated!
Hopefully it stays this way.
xCode 7.2 has fixed the issue.
I have a simple map application using openStreetMap that works well on all iPhone simulators ( xcode 6.1, IOS 7.1 & 8.1 ). However, when I compile on a real device (iPhone 4 iOS 7.1), I encounter some issues (see screenshot), the application doesn't recognize some classes, such as MKTileOverlay, MKOverlayRender, etc.
The weirdest thing is that it worked a few weeks ago, then, after I worked on another project, when I come back to this one, the problem appeared.
Maybe the problem is coming from Xcode or the device's configuration?
I searched for several days, without success, so could someone tell me where I went wrong?
Sorry I couldn't post a screenshot, I hadn't enought point from you guys ^^! I did delete the framework a lot of times, but this don't seem to work, I also try to unistall xcode & re-install it, & the bug was fix.
I hope this won't happend to you that was horrible.
Thanks for your answer guys !
I am new to OpenGL ES 2.0.
I create a new project from XCode "OpenGLES Application Template", and try to run it, but it crashes in the iOS Simulator. When I debug it, I can see it draws the first cube successfully but then it goes somewhere which I can't see, and application crashes. I can not see any error reported in the console.
Some info:
My Xcode version is 3.2.6,
iOS Simulator is 4.3,
Running on Mac OSx 10.6.8,
iOS 4.3 SDK.
Thanks in advance :)
To answer my own question:
I solved it, the problem did not have anything to do with OpenGLES2.0 as I originally thought.
Apparently my iOS Simulator 4.3 has some issues, because when I run it on iOS Simulator 4.1 it works flawlessly.
Thanks.
P.S. I don't know, if I should remove this question and answer or leave it here, because "title" of question is misleading, and has emphasis on OpenGLES when as it turned out, problem did not have anything to do with it.
I only have the Macbook, which I CANNOT upgrade to Lion. I'd like to get started developing IOS applications. I've got an iPod Touch 5.0.1, so I'm good there. My main question is this-
When I finish making my applications and I deploy them to Apple, will they work just fine on other devices, like iPhone 4S 5.1.1?
Also, if I pay the $100 to Apple to develop, will they support my Xcode 4.2 for the whole year?
Will I be able to deploy my applications using this scenario without fear of Apple cutting me off?
Thanks in advance.
Xcode 4.2 is the last officially supported Xcode version that runs on Snow Leopard, but if you do developing on it, anything that works for older iOS's will run on your iDevices running newer OS's. You might be able to get newer SDK's to run with Xcode 4.2 but myself, I wouldn't risk it.
I think the big issue you're going to run into is that if you install a new OS onto your iDevice for testing, you may end up not being able to use your device for testing (in the Xcode organizer). So you probably want to keep at least one device back on the last supported iOS version for Xcode 4.2.
And this should take care of you for the whole year.
And hopefully you'll make enough money from whatever app you're building to afford a Macintosh where you can run Mountain Lion (OS 10.8) and Xcode 4.4 or 5 or whatever will be out a year from now.
Yes.
Yes.
Yes.
It really doesn't matter which Xcode do you have. You can even have Xcode 3 ;)