Date   

In Xcode 10 GMC, does anyone know how to stop a running test?

Alex Zavatone
 

I tried the typical command period, right clicking on the running test from the Report navigator. I just came back from lunch and 2 hours later, it still says that tests are running. If Xcode 10 says that tests are running, how do you stop them?

Thanks,
Alex


Re: Question for those of us using Jenkins and Xcode.

Alex Zavatone
 

It looks like Docker is a bad idea for this. Serves me right for following the instructions on the Jenkins web site that recommended installing Jenkins with Docker.

: /

On Aug 28, 2018, at 10:00 AM, Alex Zavatone via Groups.Io <zav=mac.com@groups.io> wrote:

I’m working on getting a Jenkins setup at my new company and the first day, I went through following the Jenkins instructions which involve using Docker to host Jenkins. Aside from a few hiccups, this appears great until it comes time to install the xcodebuild CLI tools and then, do they go into the Jenkins Docker image or not or what? And then for testing, where do we install Xcode and the simulator?

If any of us are using Jenkins with their iOS or MacOS development, are any of you using Docker? If so, what are the best practices for this?

Thanks in advance,
Alex Zavatone


Question for those of us using Jenkins and Xcode.

Alex Zavatone
 

I’m working on getting a Jenkins setup at my new company and the first day, I went through following the Jenkins instructions which involve using Docker to host Jenkins. Aside from a few hiccups, this appears great until it comes time to install the xcodebuild CLI tools and then, do they go into the Jenkins Docker image or not or what? And then for testing, where do we install Xcode and the simulator?

If any of us are using Jenkins with their iOS or MacOS development, are any of you using Docker? If so, what are the best practices for this?

Thanks in advance,
Alex Zavatone


Re: IOKit framework

Alexander von Below
 

Hello,

yes, you need to apply for a separate membership for MFi. When we applied, that involved quite a tedious process, I am not sure if that changed.

Also, your devices must be MFi certified. You can’t just plug a USB device into an iOS device. MFi development will require a _lot_ more time than you likely anticipated.

Be aware that you can talk to Bluetooth 4.0 devices directly, without need for the MFi, and I am under the impression that Apple would much rather have everyone go that route.

HTH

Alex

Am 27.08.2018 um 22:56 schrieb Walter McCreary <walt@gigs.com>:

Thanks, Alex. Ok, barring any other evidence, it looks like the info regarding iOS availability is in error on this page: https://developer.apple.com/documentation/iokit?language=objc

I did look at the MFi Program page, and am wondering if I’ll need to apply for a separate membership as MFi developer, or if my current Apple Developer membership might suffice. Do you know anything about that? I have emailed the question to MFi, but so far have not received a response from them.

Walter

On Aug 27, 2018, at 12:24, Alexander von Below via Groups.Io <below=mac.com@groups.io> wrote:

Hello Walter,

I may be totally wrong, but I do not believe you can communicate with any device on iOS using the IOKit framework.

To talk to external, non Bluetooth 4.0 devices — and I have done that — you should look at the „Made For iPhone“ program: https://developer.apple.com/programs/mfi/

If there are things I am not aware of, please let me know …

HTH,

Alex



Am 27.08.2018 um 11:07 schrieb Walter McCreary <walt@gigs.com>:

I’m designing an iOS app that will communicate with a new hardware device (which is still being designed). We’re considering connectivity via USB, however I have not been able to find an IOKit framework in the IOS 10.2 SDK that I’m currently using under Xcode 8.2.1. The developer website claims that IOKit is available on iOS 2.0+ SDKs, so I’m wondering if it might have been removed, renamed, or requires some kind of additional download (or, might be available in newer SDKs). Failing any USB support, we could go with MultipeerConnectivity if necessary, however that’s a bit more cumbersome for the new hardware.

I’d appreciate hearing any insights you may have about IOKit framework availability in iOS, or any ideas for alternative connectivity.

-Walter






Re: IOKit framework

Walter McCreary
 

Thanks, Alex. Ok, barring any other evidence, it looks like the info regarding iOS availability is in error on this page: https://developer.apple.com/documentation/iokit?language=objc

I did look at the MFi Program page, and am wondering if I’ll need to apply for a separate membership as MFi developer, or if my current Apple Developer membership might suffice. Do you know anything about that? I have emailed the question to MFi, but so far have not received a response from them.

Walter

On Aug 27, 2018, at 12:24, Alexander von Below via Groups.Io <below=mac.com@groups.io> wrote:

Hello Walter,

I may be totally wrong, but I do not believe you can communicate with any device on iOS using the IOKit framework.

To talk to external, non Bluetooth 4.0 devices — and I have done that — you should look at the „Made For iPhone“ program: https://developer.apple.com/programs/mfi/

If there are things I am not aware of, please let me know …

HTH,

Alex



Am 27.08.2018 um 11:07 schrieb Walter McCreary <walt@gigs.com>:

I’m designing an iOS app that will communicate with a new hardware device (which is still being designed). We’re considering connectivity via USB, however I have not been able to find an IOKit framework in the IOS 10.2 SDK that I’m currently using under Xcode 8.2.1. The developer website claims that IOKit is available on iOS 2.0+ SDKs, so I’m wondering if it might have been removed, renamed, or requires some kind of additional download (or, might be available in newer SDKs). Failing any USB support, we could go with MultipeerConnectivity if necessary, however that’s a bit more cumbersome for the new hardware.

I’d appreciate hearing any insights you may have about IOKit framework availability in iOS, or any ideas for alternative connectivity.

-Walter





Re: IOKit framework

Alexander von Below
 

Hello Walter,

I may be totally wrong, but I do not believe you can communicate with any device on iOS using the IOKit framework.

To talk to external, non Bluetooth 4.0 devices — and I have done that — you should look at the „Made For iPhone“ program: https://developer.apple.com/programs/mfi/

If there are things I am not aware of, please let me know …

HTH,

Alex

Am 27.08.2018 um 11:07 schrieb Walter McCreary <walt@gigs.com>:

I’m designing an iOS app that will communicate with a new hardware device (which is still being designed). We’re considering connectivity via USB, however I have not been able to find an IOKit framework in the IOS 10.2 SDK that I’m currently using under Xcode 8.2.1. The developer website claims that IOKit is available on iOS 2.0+ SDKs, so I’m wondering if it might have been removed, renamed, or requires some kind of additional download (or, might be available in newer SDKs). Failing any USB support, we could go with MultipeerConnectivity if necessary, however that’s a bit more cumbersome for the new hardware.

I’d appreciate hearing any insights you may have about IOKit framework availability in iOS, or any ideas for alternative connectivity.

-Walter


IOKit framework

Walter McCreary
 

I’m designing an iOS app that will communicate with a new hardware device (which is still being designed). We’re considering connectivity via USB, however I have not been able to find an IOKit framework in the IOS 10.2 SDK that I’m currently using under Xcode 8.2.1. The developer website claims that IOKit is available on iOS 2.0+ SDKs, so I’m wondering if it might have been removed, renamed, or requires some kind of additional download (or, might be available in newer SDKs). Failing any USB support, we could go with MultipeerConnectivity if necessary, however that’s a bit more cumbersome for the new hardware.

I’d appreciate hearing any insights you may have about IOKit framework availability in iOS, or any ideas for alternative connectivity.

-Walter


Re: Files disappeared from Xcode UI

Alex Zavatone
 

I know this is frustrating, but at this point, I would have checked out a pre-merge copy to a test directory and compared the two with the Version Editor (sorry, I said Assistant Editor before).

If this happens once, I like to know why it could happen, so that if it happens again


If that fails, just do diffs on the entire project folders with the FileMerge tool. You can drag entire folders to the Left and Right boxes and it will diff the entire project. Hopefully, you can then see what happened.

GL.

On Aug 24, 2018, at 11:27 AM, Ben Kennedy <ben-groups@zygoat.ca> wrote:

On 24 Aug 2018, at 9:25 am, Jens Alfke <jens@mooseyard.com> wrote:

Just re-add the files to the project via the GUI, and all should be well.
Moreover, re-add the files and then examine what change that creates in the pbxproj XML. That should indicate what you (presumably) missed when comparing the earlier diffs.

b




Re: Files disappeared from Xcode UI

Ben Kennedy
 

On 24 Aug 2018, at 9:25 am, Jens Alfke <jens@mooseyard.com> wrote:

Just re-add the files to the project via the GUI, and all should be well.
Moreover, re-add the files and then examine what change that creates in the pbxproj XML. That should indicate what you (presumably) missed when comparing the earlier diffs.

b


Re: Files disappeared from Xcode UI

 

On Aug 23, 2018, at 4:39 PM, Rick Mann <rmann@latencyzero.com> wrote:

My files don't appear in the Files & Groups view, nor in the Compile Sources build phase, even though they appear in relevant sections in the XML.
Weird! I don't think I've experienced that.
Just re-add the files to the project via the GUI, and all should be well.

—Jens


Re: Files disappeared from Xcode UI

Rick Mann
 

No filters. I was using the filter to try to find my files. They don't show up, filtered or not.

On Aug 23, 2018, at 16:57 , Alex Zavatone via Groups.Io <zav=mac.com@groups.io> wrote:

Do you have any filters on? Have you entered any search criteria that is filtering the File Navigator panel?

On Aug 23, 2018, at 6:55 PM, Rick Mann <rmann@latencyzero.com> wrote:

I've tried. There are no differences.

On Aug 23, 2018, at 16:50 , Alex Zavatone via Groups.Io <zav=mac.com@groups.io> wrote:

Look back a few versions in the .xcodeproj file and compare in the assistant editor. I assume that’s what you’re doing.

Look back before the merge.

On Aug 23, 2018, at 6:39 PM, Rick Mann <rmann@latencyzero.com> wrote:

I think a git merge went awry, but I'm not sure how. I can't find a couple files that I added to a project, but all the references to the files seem to exist in the XML (there are 6 instances of my missing file named in the XML, similar to 6 instances of a file that appears normally).

I can't figure out what got accidentally removed in the XML to make my files disappear from the GUI.

My files don't appear in the Files & Groups view, nor in the Compile Sources build phase, even though they appear in relevant sections in the XML.

Help!

Thanks.

--
Rick Mann
rmann@latencyzero.com







--
Rick Mann
rmann@latencyzero.com






--
Rick Mann
rmann@latencyzero.com


Re: Files disappeared from Xcode UI

Alex Zavatone
 

Do you have any filters on? Have you entered any search criteria that is filtering the File Navigator panel?

On Aug 23, 2018, at 6:55 PM, Rick Mann <rmann@latencyzero.com> wrote:

I've tried. There are no differences.

On Aug 23, 2018, at 16:50 , Alex Zavatone via Groups.Io <zav=mac.com@groups.io> wrote:

Look back a few versions in the .xcodeproj file and compare in the assistant editor. I assume that’s what you’re doing.

Look back before the merge.

On Aug 23, 2018, at 6:39 PM, Rick Mann <rmann@latencyzero.com> wrote:

I think a git merge went awry, but I'm not sure how. I can't find a couple files that I added to a project, but all the references to the files seem to exist in the XML (there are 6 instances of my missing file named in the XML, similar to 6 instances of a file that appears normally).

I can't figure out what got accidentally removed in the XML to make my files disappear from the GUI.

My files don't appear in the Files & Groups view, nor in the Compile Sources build phase, even though they appear in relevant sections in the XML.

Help!

Thanks.

--
Rick Mann
rmann@latencyzero.com







--
Rick Mann
rmann@latencyzero.com





Re: Files disappeared from Xcode UI

Rick Mann
 

I've tried. There are no differences.

On Aug 23, 2018, at 16:50 , Alex Zavatone via Groups.Io <zav=mac.com@groups.io> wrote:

Look back a few versions in the .xcodeproj file and compare in the assistant editor. I assume that’s what you’re doing.

Look back before the merge.

On Aug 23, 2018, at 6:39 PM, Rick Mann <rmann@latencyzero.com> wrote:

I think a git merge went awry, but I'm not sure how. I can't find a couple files that I added to a project, but all the references to the files seem to exist in the XML (there are 6 instances of my missing file named in the XML, similar to 6 instances of a file that appears normally).

I can't figure out what got accidentally removed in the XML to make my files disappear from the GUI.

My files don't appear in the Files & Groups view, nor in the Compile Sources build phase, even though they appear in relevant sections in the XML.

Help!

Thanks.

--
Rick Mann
rmann@latencyzero.com






--
Rick Mann
rmann@latencyzero.com


Re: Files disappeared from Xcode UI

Alex Zavatone
 

Look back a few versions in the .xcodeproj file and compare in the assistant editor. I assume that’s what you’re doing.

Look back before the merge.

On Aug 23, 2018, at 6:39 PM, Rick Mann <rmann@latencyzero.com> wrote:

I think a git merge went awry, but I'm not sure how. I can't find a couple files that I added to a project, but all the references to the files seem to exist in the XML (there are 6 instances of my missing file named in the XML, similar to 6 instances of a file that appears normally).

I can't figure out what got accidentally removed in the XML to make my files disappear from the GUI.

My files don't appear in the Files & Groups view, nor in the Compile Sources build phase, even though they appear in relevant sections in the XML.

Help!

Thanks.

--
Rick Mann
rmann@latencyzero.com





Files disappeared from Xcode UI

Rick Mann
 

I think a git merge went awry, but I'm not sure how. I can't find a couple files that I added to a project, but all the references to the files seem to exist in the XML (there are 6 instances of my missing file named in the XML, similar to 6 instances of a file that appears normally).

I can't figure out what got accidentally removed in the XML to make my files disappear from the GUI.

My files don't appear in the Files & Groups view, nor in the Compile Sources build phase, even though they appear in relevant sections in the XML.

Help!

Thanks.

--
Rick Mann
rmann@latencyzero.com


Re: Launch screen orientation for landscape-only iPhone app

Quincey Morris
 

On Aug 22, 2018, at 20:48 , Carl Hoefs <newslists@...> wrote:

The "Simulated Metrics" and "View as" orientation (neither of which probably matter at all).

They mean nothing at all, other than the cosmetic appearance in IB itself.

So, are you saying that the launch storyboard is appearing in portrait orientation (i.e. correctly for a phone held in portrait orientation), but that this is just weird if the phone is actually being held in landscape initially? I have a vague recollection about all iPhone apps starting in portrait orientation, regardless of the actual orientation of the device, then autorotating to landscape if configured to work only in landscape. I suspect it’s “as designed” for the launch screen to appear in portrait in this case.

Surely, the best solution is to have an orientation-neutral launch storyboard? That storyboard isn’t really supposed to show any content. Something bland and neutral may be the best choice.


Re: Launch screen orientation for landscape-only iPhone app

Carl Hoefs
 

The "Simulated Metrics" and "View as" orientation (neither of which probably matter at all).

-Carl

On Aug 22, 2018, at 8:46 PM, Quincey Morris <quinceymorris@...> wrote:

On Aug 22, 2018, at 17:11 , Carl Hoefs <newslists@...> wrote:

In Xcode IB I have the orientation of LaunchScreen.storyboard set the same as the Main.storyboard. 

What does that mean? Storyboards don’t have an inherent orientation — that’s the point.


Re: Launch screen orientation for landscape-only iPhone app

Quincey Morris
 

On Aug 22, 2018, at 17:11 , Carl Hoefs <newslists@...> wrote:

In Xcode IB I have the orientation of LaunchScreen.storyboard set the same as the Main.storyboard. 

What does that mean? Storyboards don’t have an inherent orientation — that’s the point.


Re: Launch screen orientation for landscape-only iPhone app

Carl Hoefs
 

I'm told this is a bug that has existed off and on since the iPhoneOS days and has never been squished...

So my workaround was to out-smart iOS's launch AI.

For the iPhone CE, I had to supply a 640x1136 version of a 1136x640 image (distorted not rotated). iOS "squares the circle" at app launch by distorting that back to the desired 1136x640 image. Apparently it looks at the image resolution and orientation, and tries to be "smart" about what to do with it.

-Carl

On Aug 22, 2018, at 5:11 PM, Carl Hoefs <newslists@autonomy.caltech.edu> wrote:

I have a landscape-only iPhone app (Xcode 9.4.1, iOS 11.4, ObjC). Orientation and auto-rotations work properly in-app, but I always get a launch screen image that is rotated by 90 degrees. In Xcode IB I have the orientation of LaunchScreen.storyboard set the same as the Main.storyboard.

Is there a method I need to override in AppDelegate, or a setting in Xcode, to set the proper launch screen orientation and rotation behavior?

-Carl




Launch screen orientation for landscape-only iPhone app

Carl Hoefs
 

I have a landscape-only iPhone app (Xcode 9.4.1, iOS 11.4, ObjC). Orientation and auto-rotations work properly in-app, but I always get a launch screen image that is rotated by 90 degrees. In Xcode IB I have the orientation of LaunchScreen.storyboard set the same as the Main.storyboard.

Is there a method I need to override in AppDelegate, or a setting in Xcode, to set the proper launch screen orientation and rotation behavior?

-Carl

841 - 860 of 1447