importing project samples in Xcode [closed] - ios

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Closed 9 years ago.
I had downloaded a sample source project to the downloads directory. But I could not find any documentation about how these sample project are imported in the Xcode ide so that i can build and run the code to have a quick look up. Is these downloaded sample project should be build and run by importing can be possible in Xcode. if yes then please please please have a nice method to do this.
Thanking you..

Just double click on the .xcodeproj file.

Unzip the folder and then open the .xcodeproj file?

You just have to double-click on the .xcodeproj file to launch the sample project with Xcode. Then choose the way you want to "execute" the application (for example, on the iPhone simulator). Finally, Build and Run.
If you have "Missing SDK", click on the project name and select the deployment target, then click on the "Build Settings" tab and change the Base SDK to Latest for example.
Enjoy ! :)

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Problems with pods in xcode

Project on flutter. When I try to open a project and just add new dependencies through xcode, the ide does not see them.I don’t even know where to start looking for a solution to the problem, like I’m doing everything right. Can someone help me? if any additional information can help you, please ask me to show you.
Try building the project. The IDE needs to build all of the pods before it picks them up automatically. Easy mistake to overlook.

Xcode Project Build Failed With No Errors [closed]

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Closed 5 years ago.
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XCode has recently stopped showing all build errors and I'm at a loss for how to correct it. Whether it be something like forgetting to put in an initial view controller, misspelling/not declaring a variable name, or pretty much anything else that would cause the project not to build will no longer show up. I've built the project on other Macbooks and it showed me the errors so I was able to correct it, but I can't get it to show on mine.
The issue might occur because of Xcode.
(1) Quit and relaunch Xcode.
(2) Clean (⌘+shift+K) and build (⌘+shift+B) your project.
If that not case, check out he answer here by Kris i.e.
Click the last icon in the top bar of the left most panel in your
Xcode window to reveal the secret Archive build errors.

Why am I getting an unavailable declaration using framework

I'm making a swift .framework, but I'm running into what I believe is a build problem. So I've simplified everything to isolate my troubles. I've attached a screenshot of my newframework.framework project (top) and my example usage of the framework (bottom). The problem I'm having is that Whatever class is unavailable when I include newframework.framework. I can confirm that Whatever.swift is indeed included in target>>buildphases>>compile Sources
What could cause this not to work?
EDIT - Adding App Build phases screenshot
Your problem, as we figured out in comments, was that you were building your framework for "Generic iOS Device" and building your app for the simulator. Xcode can't make the app build without matching architectures, so you need to choose one over the other or produce a framework that includes every architecture.
(This was posted to help people who come here from the future find the answer quickly. Hello, future people!)

xcode build settings for imported libraries (xcode 5)

I'm having a small issue with xcode (I'm assuming it's mostly due to being unfamiliar with xcode itself) and was hoping someone could lend me a hand.
I'm working with a group of people and we're using the GPUimage framework.
The problem is this:
For every person referencing GPUimage we get additional entries in the build settings for the xcode project.
For example build products path would be:
/Users/username/project/application_name/GPUImage-master/GPUimage.framework
I would rather it be:
/application_name/GPUImage-master/GPUimage.framework
The reason I want to fix this is because we need to package up our application and library together so that whoever wants to use it only needs to open the xcode project file to see what we've done (to mark it, school project).
Can anyone suggest what I should do or look for here?
Try adding the following to the beginning of the user path:
$(SRCROOT)/application_name/GPUImage-master/GPUimage.framework
That should instruct XCode to use the user path of whoever is using the library
Hope this helps!

iOS - The file "XXX-XXX..." couldn't be opened because there is no such file [closed]

This question is unlikely to help any future visitors; it is only relevant to a small geographic area, a specific moment in time, or an extraordinarily narrow situation that is not generally applicable to the worldwide audience of the internet. For help making this question more broadly applicable, visit the help center.
Closed 9 years ago.
I am developing an iOS application and suddenly xcode shows this error. There isn't any error log in the console.
The app crash and when I use "Continue program execution" xcode button, the name of the file changes.
Thanks!!
Have you tried cleaning your build via Product -> Clean?
I had a similar problem. My issue was that some outlet still points to nonexistent property. In the simulator it still shows the correct error (this class is not key value compliant for bla bla). On iPhone somehow the error message becomes this.
Confirm whether you have added the files to project target.
Clean your project and build again.

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