I want to integrate Intel HPC Toolkit to XCode IDE but the path is not provided automatically. Which path should I choose?
I have to use XCode 11.3.1 because I cannot update the software system (It is Mojave now). I tried ~/install.sh and I got 'There is no Contents directory in XCode' error
I solved the issue. In case someone needs it: I moved XCode app from downloads folder to apps folder.
Related
I started to have this issue once I upgraded my phone to iOS 11.0.3.
It seems that now Visual Studio Community Edition for Mac (v7.2 build 636)
I've tried with both with XCode v9.0 (9A235) and v9.0.1 (9A1004)
This is the error that I receive in the application output in Visual Studio for Mac:
"error MT1108: Could not find developer tools for this 11.0.3 (15A432) device. Please ensure you are using a compatible Xcode version and then connect this device to Xcode to install the development support files."
I've verified that the path is set correctly for xcode-select, so in theory, it should work correctly. I'm almost thinking that the Xamarin toolchain does not yet support iOS v11.0.3
I've also tried deleting the bin/obj folders to no avail.
Might anyone be able to confirm that the Xamarin toolchain is compatible with iOS v11.0.3, and if so are there any special steps that need to be taken to make the toolchain recognize the version?
I can potentially downgrade my device to v11.0.1, but before I do I'd like to know if the toolchain is indeed incompatible.
Please let me know if there is more information that I can provide.
Apple ships some extra development code for devices when it release Xcode (an additional disk image to be loaded by the operating system).
In general Xcode ships them for everything it support at that point of time. Which means that when a newer version of iOS is shipped after the Xcode release the missing disk image might be unavailable until an updated Xcode is released (Apple can't guarantee future compatibility of the disk image).
E.g. for Xcode 9.0 (I don't have 9.0.1 installed)
/Applications/Xcode9.app/Contents//Developer/Platforms/iPhoneOS.platform/DeviceSupport/11.0 (15A372)/DeveloperDiskImage.dmg
Xamarin.iOS tries to load the image based on the device version. If it cannot find it it will report the MT1108 error. A potential workaround would be to rename (or copy) the disk image to match your iOS version number. YMMV depending on the changes that Apple introduced in that iOS update.
Note that Xamarin.iOS does not need the disk image for most features. The most visible one, where it's required, is to automatically start the application on devices.
As you found out the deployment works and you can manually start the application and the debugger will connect. I'll update the documentation to include this information.
Update
There was no further Xcode 9.0.x release after iOS 11.0.3. However the next Xcode release (9.1) included support for all 11.0.x versions.
/Applications/Xcode91.app/Contents//Developer/Platforms/iPhoneOS.platform/DeviceSupport/11.0/DeveloperDiskImage.dmg
The shasum of both images are identical so you can assume the one from Xcode9.0 could be renamed/copied without any issue.
Navigate to project folder and delete folders named bin & obj. That should fix the problem.
I am running OSX 10.10.5.
When I create a new Xcode command line project for OSX, the Base SDK is for 10.11. This doesn't seem to matter, as I can still run and archive and use the command line tool.
Today I used CMake to generate an Xcode project from a third-party library. When I open it, it also shows a Base SDK for 10.11. However, unlike my little command-line tool, when I run it, I get the message:
However, there are no other SDKs shown when I inspect the Xcode.app SDK directory, nor are there other options in the Base SDK field in Xcode.
My 2-part question:
1) Why does my own command-line tool not do this, but this third-party Xcode project does, when both have the same SDK listed?
2) How can I get a 10.10.5 SDK into my Xcode, or can't I?
The relevant setting is not the SDK, which governs the maximum level of features your app can use. It's the deployment target, which governs the minimum OS supported by your app.
Your App_HelloWorld target is apparently configured with a deployment target of 10.11. Change that to 10.10 or, perhaps, earlier. However, you have to be careful to either avoid any APIs that require a later version of the OS or do run-time checks before using any APIs newer than your deployment target to make sure they are available.
You can set the deployment target in the target General settings or the project Info settings.
I have installed CodeBlocks on MacBook Air. I have XCode 4.6 and XCode Command Line Tools installed. But the problem is any time I try to open an existing project CodeBlock quits unexpectedly. If I create a new project CodeBlocks crushes the same way when I open any .cpp file of the project. Anyone knows how to solve the problem?
Ok, I solved it. If anyone have the same issue try disabling Code Completion plugin in CodeBlocks (Plugins -> Manage plugins, find 'Code completion' in the list, click 'Disable').
Hope this helps.
The CodeBlocks site says "Code::Blocks for Mac is currently not as stable as are other ports, especially on Mountain Lion. In other words, we could use an extra Mac developer (or two) to work on Mac compatibility issues."
It's likely that it will just crash.
I am trying to get Xcode 4.5 running along side my current XCode version.
I can see alot of posts saying you just drag the .app file from the dmg to a place on your HD, but when I do that and tries to start XCode 4.5 from that file it starts an installer.
From what I have read it should simply start the program right away. Can someone tell me what im doing wrong?
Downloaded the dmg file from iOS Dev Center.
You're doing it fine. The first-launch installer installs a couple things required for the new version (e.g. Libraries for talking to newly-supported hardware), but it won't interfere with the workings of the previous version of Xcode. The same thing happened with Xcode 4.4 and 4.3.
I have managed to install the trial version of MonoTouch as I am interested in buying a license but I want to try the product first. The problem that I am having is this:
I have installed MonoTouch and MonoDevelop
I have downloaded Xcode which has the iphone sdk's bundled in.
When I open monodevelop and create a new iPhone application or project, it creates it and opens it in monodevelop. Awesome. when I try to compile and run in the simulator, I get an error stating "The iphone sdk is not installed."
Now, it could be due to the fact that the xcode I downloaded from the apple developer site is an app file ie no installation is required, you extract the dmg file and then Xcode runs straight from there and you can copy it from the dmg straight to your drive and run it from there. is there any specific place where I should put that file for monotouch to find it? how can I solve this?
Another problem, upon opening the xib file in my project, it does not open interface builder in monodevelop, it opens the files source code. hopefully by solving the xcode issue it will take care of this as well?
Using a Macbook Pro OSX 10.7.3
You're right, the problem is that MonoDevelop can't find Xcode.
The easiest way is to install Xcode from the AppStore. In this case MonoDevelop will detect the location automatically.
You can also tell MonoDevelop where the SDK is in MonoDevelop's preferences (remember to restart MonoDevelop):
Or you can copy Xcode.app into your Applications directory, and MonoDevelop will find it automatically (if you have the latest MonoDevelop version and Xcode 4.3).
Have you tried running XCode and checked that it is installed? Might seem like a silly question, but when you download XCode from appstore you only download the installation program, which you in turn need to run to actually install XCode.
I have solved the problem. I downloaded another version of xcode which physically installed it on the machine now everything works beautifully.