StoryBoards are not in compile sources of my project - ios

Why can't I locate my storyboards in compile sources in my project? Even a small change in the storyboard takes a lot of time in compiling, this makes me think that there is some Compiler Level Optimisation involved. Am I wrong? I can only find them in Copy Bundle Resources.
More clearly, I'm trying to understand how compiling, linking, and other actions happens when I'm running my project.

Check the Log Navigator:
It shows you plenty of information about what is happening when you perform clean, build or run, for example the storyboard processing looks like this:
From here you can research what this tool does from the man pages.
The nib and storyboard files used to be at the copy resources phase, during the build Xcode performs required operations based on their settings (you can see a set of arguments applied at the command line).

Related

Xcode keep using old framework version

From the beginning of my project, I use a custom framework, let's call it "custom.framework". But there was a bug in this framework and now I want to use another version of the "custom.framework".
At first, I simply removed the "custom.framework" file from my project and added the new one. But nothing changed, the bug was still there.
After multiple tries and hours, I understood that Xcode add the old version in memory and used this one instead of the new version. I know it because in the new version I added a method and when I cmd+click the class I've add the method into, it's not there and the file's path is unavailable.
Searching through the web, I tried to change some version parameters to my framework projects: Compatibility version, Curent Library version, Framework version. But this didn't change anything to Xcode which keeps using the old version.
I also tried to make the framework's project as a sub-project and add resulting framework as a dependency to my target. It worked well, but as the framework's project is on a separated remote git repository, I don't think this is an acceptable solution.
So my last try was to build a "custom2.framework", to force Xcode to use the real file and not some cached version. But again, it doesn't work and when building I get errors telling me that all my classes in custom2.framework are duplicated symbols of its cached version of "custom.framework".
So my question is simple: how can I finally tell Xcode to deleted its cached old version and let me use the file I gave him? I already tried to delete my project's derivedData but it seems cached frameworks aren't there.... I'm so desperate :(
Edit: Here are 2 screenshots to illustrate the issue
First screenshot is the path as shown by Xcode when I opened the file from the .framework object in the project navigator.
Second screenshot is the path as shown by Xcode when I opened the file from a cmd+click to a "DCEquipmentManager" in code.
As you can see, the framework linked with the code is not the framework in the project.
it seems problem with binding in new framework, your project still linked with old framework files.
try to remove all files and folder related to your "custom.framework and also remove path for that framework from project setting--> build setting --> search Path
Then after Drag and Drop Your "custom.framework" files in project.
it works for me.hope it resolve your problem.
Please try to clear derrived data:
Window -> Organizer
at the right side you will see projects list. Find your project and tap on it. I the top part of window you will see button delete in front of Derrived data, tap on it.
I guess it will solve your problem.
It might sound silly, but sometimes restarting XCode or the whole machine fix things.
Did you remove the old framework from Build Phases --> Link Binary With Libraries?
Use Clean Build Folder: option-shift-command-K, or select it from the Product menu when holding down the alt/option key.
First lets say something upfront. The build stage is a(are) command line tool(s) that is managed by Xcode according to your Build Settings.
So when Xcode doesn't find your Framework - the Build System will usually also not find it. This forces you to act but may end up in confused Xcode to catch an older reference.
Yes it may happen that the Header Xcode is pointing to is correct but the build system still uses an old copy somewhere. An outdated copy can dangle around literally anywhere depending on the steps you took before.
It (Xcode) assumes where it is located but the Build System still uses another version or the Search Paths just pointing in the wrong Locations even if they are visible to you and even your Framework icons are visible in the lists. So when you erase the last build you actually only force Xcode to rebuild from the known arguments, the settings stay the same, the lists stay the same. Even restarting Xcode does not change anything, the problem persists.
Ergo: Compiler Instructions, Xcode settings and Build System settings don't match what the code tells with #import <NAME/Name.h>
So you will check at least those 6 stages again:
Is your Framework Header File published in your Framework project?
are Build Settings really pointing to the right Framework Search Paths or System Framework Search Paths?
Is your Framework in linking list?
Is your Framework in Embed Framework list?
Does your framework appear in the Framework Group Folder in Workspace/Project Browser? (usually the very last Group Folder in the Browser below all your other files)
Is my Folder Structure correct?
At least 1 to 4 must be right otherwise it will fail.
Here a random list of common causes
Framework is located outside your Source Paths structure
Structure got changed after you added it to the project
You use Workspace's where Framework development and Final Application can appear side by side but you assume Xcode uses this to change its Search Paths
The contained build settings are misleading from former drag and drop operations, ending up tricking Xcode in the "wrong" corner. In this case recreating a project is just one of the possible ways to fix it but not the solution.
Also dragging a Framework into your Project > General or separated in Build Phases > Link Binary list or Embed Framework lists does not make Xcode aware of the wrong Build Settings.
The Linking works, embedding works, but compiling does not. The Header information is still missing.
The solution must be to correct your Build Settings.
As mentioned above Build System and Xcode are two different things. In particular only setting the right Framework Search Paths will solve those issues, even if you managed to kick your derived data manually.
Erasing Derived data?
Derived data is the place where precompiler collects data to compile. So it can be seen as expression of what all the settings are told to do. Erasing it does of course not change the settings but may fix inconsistencies related to former Build Settings. It would erase the derived data and rebuild from the Build System Settings you gave.
Correcting Linking?
Also Linking is not the same as making Xcode aware of the desired Headers. Linking is for your final Product to know where Symbols are to call on them at runtime, it does not change Framework Search Paths and System Framework Search Paths, they stay the same as given.
But it is not wrong to start fixing first with
Product > Clean Build Folder, it forces your build to parse all and compile all again on the next Build.
When the troubles come up because of folder structure in parallel or Frameworks are simply placed outside the Source Directory then you must point to them directly or relative.
Most likely you should place one extra entry in your Framework Search Paths like $(SRCROOT)/../Yourframeworksource/build/Debug. expression to point to relative higher folder structure.
Needless to say that a Release Build likely needs another entry ending in "/Release".Hint: Well you can have different Search Paths for different Compile Schemes..
This works particular good after you cleaned Linking List, Embed Frameworks List and then also check the very last Group Folder "Frameworks" for double entries to drag and drop a fresh Framework reference in there.
How to know if leading /../ will fix it?
Click on the dropped Framework Icon inside the workspace Framework Group Folder (lower most) while your Project is the active selected to work on, now watch for the relative Path information on the very upper right side of Xcode, if there is some /../ you know you need it as well.
Sorting of Framework Search Paths
play a role of course, just the same as #import/#include rule sorting matters.
Remember the first found, first wins rule because often we use #import that works different then #include but ignores second attempts to declare. This leads to once wrongfully declared headers to hide corrected declarations later on in parsing that share the same filename or define rules
#ifndef xyz
#define xyz
// all your code here.
// a second read attempt would be ignored
// a second read is hidden also when you use #include then.
#endif
So you can sort those entries either by code and/or in the build settings if needed because of course it matters what is declared before other declarations depend on it.

Dynamically change Bundle Loader of Unit Test

I have an Xcode project with multiple targets, but I want the same Unit Test to run across all of them.
I have created the Unit Test and attached it to each target in my project (using the Edit Scheme>Test menu). Xcode still uses the "Bundle Loader" project setting to determine which app to run when performing a Test though.
So I created an .xcconfig file which the Unit Test uses. This is what it looks like:
SO_BUILDING_PRODUCT_NAME = None
BUNDLE_LOADER = $BUILT_PRODUCTS_DIR/$(SO_BUILDING_PRODUCT_NAME).app/$SO_BUILDING_PRODUCT_NAME
As you can see, it's pretty straightforward. I then wrote a bash script which will change "None" to the actual name of the Xcode target that is being built. I then added this script to each target's Pre-Actions Build phase.
I can see as soon as I tell Xcode to Test, the .xcconfig file updates instantly and I can even see Xcode's UI for the Unit Test update automatically. Unfortunately though each time I change my target, I have to build twice for the change to take effect. It seems like I'm making my change too late for Xcode to notice or care.
Does anyone have some suggestions about how to force Xcode to take notice of the change I make at the start of the Build process?
As far as I have seen (although I haven't explored this since Xcode 5 was released), as soon as you hit Build, it's impossible to change any build settings via .xcconfig files, Xcode seems to take a snapshot before you get the chance to run any scripts or anything like that.
Unless those limitations of dynamic .xcconfig configuration have changed, you will need to try a different approach. I'm not familiar with BUNDLE_LOADER, but if you can change that variable via a script, rather than changing the .xcconfig file itself, you may have more luck.

Resource files not updating with Xcode 5

I have some binary files with a proprietary extension that don't get updated in a build when I compile. In previous versions of Xcode with this same project, it would detect the file was changed, and rarely would I have to perform a 'Clean' as I have to do with this version. Of course this is consuming a lot more time -- I would appreciate it if someone could let me know what's changed with Xcode 5 and/or what I could do about this.
I didn't include any project specifics because it's really just a proprietary binary file with a custom extension in a resource folder, which, used to update automatically upon it being changed since last compile. If you need any specific project settings I would be glad to offer it.
It's using the sort of 'blue' resource folder that is a reference to the folder it's in, and isn't just copied into the project directory. I apologize since I forget what this particular resource folder type is called (I'm guessing Reference).
Version: Xcode 5 (5A1413)
UPDATE:
This only happens when I'm referencing a file that I modify programmatically with fopen,fwrite,etc, and upon using a file editor in OSX to resave the file (without really changing it) Xcode will then see it as changed.
I'm now looking into FSEvents to see if this underlying API is something I need to use, although I'm not exactly sure how to set flags with this just yet.
UPDATE:
Well, just as a simple test, I take the same file and resave it via:
NSData* data = [[NSData alloc] initWithContentsOfFile: #"/location/file.dat"];
[data writeToFile:#"/location/file.dat" atomically:YES];
Sure enough, after I call that and then run the app that uses the resource, it is updated via Xcode during the build. So it would seem that Xcode 5 relies on some special flags not set by the standard io functions. At this point I can either patch what I've got with that 2 line thing or figure out what the flagging mechanism is, and how to write to it. (FSEvents? I don't see a writing mechanism there..)
I had the same problem. I set up an Xcode build-phase script to touch the root resource folder, and it works now. I found the instructions here and they are as follows (see link for more detail):
1) Add your single resource directory (named anything but ‘Resources’) to your project in the Resources section as a blue ‘Folder Reference’
2) Right click on your app target, select Add->New Build Phase->New Run Script Build Phase
3) In the resulting ‘Info’ window, change the shell to /bin/tcsh and copy and past the script below into the ‘Script’ text view.
Script:
touch -cm ${SRCROOT}/../../YourResourceFolder
(Also, you may need to know how to find "Build Phases" in Xcode 5)
I was also running into problems. Everything was fine before Xcode 5, and my referenced resources folder would copy pretty dependably. However, after updating, no matter what I did to an individual file (touch it, delete and re-copy it, etc.), nothing triggered Xcode to scoop it up again.
However, I now modify the last write time on the referenced folder during my build step, and now it's contents seem to be copying correctly again. I Hope that helps you too.
I am using custom tools, but I'm sure a build script can do the same. My guess is that Xcode tries to optimize the dependency step, and checks the folder's last access/write times before diving into it.
well a simpler way would be to just touch the folder from your shell or term.
e.g. on your terminal just run
touch -cm PATH_TO_FOLDER_UNDER_RESOURCES
PATH_TO_FOLDER_UNDER_RESOURCES is actual path to the folder under resource folders which contains the files.
Since changing your files do not necessarily change the timestamp of the folder and Xcode looks into the timestamp of the containing folder.
I had the same issue with xcode5, I need to update javascript frequently. I had to clean and then build, it took long time because my project had many source files. Later I tried to delete the app (choose "move to trash" rather than "delete reference") and then build, it was quite fast, but I had to restart xcode so that app can appear in the project again.

how to make xcode run a script before dependencies?

Scenario:
I have TargetA, which is an iOS application. This app uses a static library, compiled by TargetB.
Obviously, TargetB is a dependency of TargetA, and TargetB is always built before TargetA. So far so good.
Now, I want a script to run TargetA is built, but even before TargetB.
What I tried:
Adding a "setup" aggregate/external-build target, and making it a dependency of TargetA. It half works: Xcode runs setup and TargetB at the same time, so TargetB may get built too soon. Not good enough.
The same, but specifying in the scheme not to build in parallel. This works, but is a waste, since there are other targets that can be built in parallel.
Run the script in a pre-action build step inside the scheme. This works, but seems wrong (why? output from that step doesn't go into the build log; so perhaps I'm not meant to use it this way?).
What I don't want to do:
Add the script as a dependency of TargetB. This would work; however, TargetB actually comes from another sub-project, and in the context of building it, parameters to the script are not yet known (mainly the root directory of TargetA's project).
Am I missing anything, or do I have to settle for #2 or #3 above?
EDIT: in option #2 above, changing the order of dependencies (in my case, between Setup and TargetB does not help -- Xcode still selects the order arbitrarily.
Running the script as a pre-action build step inside the scheme is the best way to accomplish what you want. A common use of this approach is to adjust the project's build number base on the source control state (example). As far as capturing the script output, unfortunately the only thing you can do is redirect stdout for the script to a log file. That log file could be part of your project, so it would be easy to view from Xcode.

What's the best way to swap Xcode contents for projects intended for many clients?

I've got a relatively large Xcode project that produces a single app. However, I have many clients/customers who require deep customization and branding of said app. These configurations include different graphics, a few different interfaces and implementations, and, perhaps most importantly, .xcconfig files.
My Xcode project has a dedicated group that points to a particular client's customization folder on disk, so by opening the Xcode project and building, you get a build of the single app with the current client's customizations. To switch to another client, I change where that group points to on disk. (I also change and switch-back the xcconfig "Based On" settings in the project's Info pane to reload the full xcconfig inheritance; Simply changing the group containing one or more xcconfig files doesn't reload this!) This has worked great for 100+ clients. It's a little tedious to switch this folder every time you need to build the app for a different client and ensure the xcconfig is correct, but it works.
Now I'm in the process of automating builds via the command line, and running into troubles. The quick and dirty solution to pointing the aforementioned Xcode group at a different customization folder was to copy the ProjectName.xcodeproj/project.pbxproj file to ProjectName.xcodeproj/project-template.pbxproj and put placeholders inside this file that can be grepped and replaced with the name and path of the desired customization folder. Then, temporarily overwrite project.pbxproj with the modified project-template.pbxproj, and build to get the correct app.
As you've probably observed, the project.pbxproj was duplicated and modified, and will therefore get out of sync as developers modify the original and forget to also update the template. And besides, I shouldn't really be messing with pbxproj files in this fashion anyway -- that's Xcode's private stuff.
So, is there a better way to tell Xcode about a folder full of resources, code, and config files perhaps during the Build Phase with a script or environment variable, rather than at the project group level? The most complicated bit seems to be the xcconfig chain, since each client has their own xcconfig file that inherits from the single app's Debug, Development, and Distribution xcconfig files.
Sorry for the long-windedness of this question, but it's a little complicated! Any suggestions would be greatly appreciated!
I think you would way better off using the targets feature in Xcode. Have one project and the resources of every clients in that project.
You can then duplicate the target you already have (right-click on your target, by selecting the project file in Xcode's Project Navigator).
All your targets will be compiled with the same code. You just need to change the resources in Build Phases > Copy Bundle Resources to have different app created for each target. No need to look at Xcode's internal files.
You can even change the code in your source files by adding a preprocessor macro in your build options (something like FIRST_CLIENT=1) and then look for these definition in your file with #if FIRST_CLIENT.
I have a project set-up like this and it works pretty well :

Resources