xcode 13 build issues - xcode

I currently updated my spare phone to ios 15 developer beta to begin fixes for ios 15 on my app and was forced to upgrade my mac os to big sur as well as download xcode 13 beta and ever since then have run into so many headaches. I can never successfully build my app in xcode and always run into issues with SDKs like facebook login in and others even after running my app commenting them out of my podfile or even updating the files there seems to be something always wrong. I try building my app in the regular xcode 12.5 and still have the same build issues which I never had before upgrading to big sur. This is very frustrating as I have wasted many hours trying to fix this with no solution. Is anyone else having issues or have had the same issues that I am facing?

Related

Undefined symbols building Unity project w/ Google AdMob on Apple M2

After restarting devices, cleaning projects, deleting and rebuilding, updating iOS on target device, updating Xcode on Apple MacBook Pro with M2 chip, and trying commands found online (Apple, GitHub, Stack Overflow), I am still getting the errors below when attempting to build to my iPhone using Xcode:
I also have this error in Unity:
I just updated my iOS to 16.3, and now realize that in Xcode > Build Settings > Deployment > iOS Deployment Target, the max value is iOS 16.2, which could now be causing an issue, but I was getting the same error even before the update and with the target mistakenly set to iOS 11. Edit: I tried my wife's phone with 16.2 and the target set accordingly, and am getting the same errors.
My macOS is on Ventura 13.1 and Xcode is at Version 14.2 (14C18).
I should also note that building to the simulator does not work either, and I read from a Unity rep. on GitHub that this is not supported.
This is for an app I initially built with Godot, but for the life of me couldn't get to build with Xcode after Google AdMob was integrated, and so I went as far as purchasing this new computer to see if a fresh start would help with the latest model, not realizing the issues some face with the M1/M2 chips. Alas, I still faced issues and so decided to rebuild the entire app in Unity, and now I am still facing build issues. So that is my way of saying I really appreciate anyone's insight into this issue. TYIA.

Xamarin.Firebase.iOS.CloudMessaging Plugin Push notification sometimes not working for iOS 13.3

My tools and plugin versions are as follows:
iPad - iOS 13.3
Visual studio - 8.3.11
Xcode - 10.3
Xamarin.Firebase.iOS.CloudMessaging - Version 3.1.2
I had the code working for iOS 12.2. I have my iOS upgraded to 13.3 now. I'm not sure when the notification stopped working for iOS. I doubt the version iOS 13.3. When I start debugging very rarely the notification works.
But most of the time the app doesn't hit RegisteredForRemoteNotifications or FailedToRegisterForRemoteNotifications methods. I'm not sure whats going wrong. I spent around 2 days working on the same :(
I'm not even able to upgrade the plugin. If I upgrade, I'm facing linking error. Please suggest if anyone came across same issue

OSX Migration Assistant seems to have ruined XCode 5 & 6. How to fix?

I had XCode 5 installed on my old Mac, with iOS6 & 7 simulators. On migrating to a new Mac (both running Mavericks) I now have XCode and XCode 5 installed, the former being XCode 6.x. I think XCode demanded to be upgraded because I wasn't using iOS8 previously, and on my old Mac XCode won't start without me letting it download updates.
Now, my XCode apps don't have simulators and when I installed them, things just don't work. XCode 5 launches simulators with a black screen even after resetting the simulator and force quitting, for example.
Is there a way to fix this or has everything just gone wrong and I should delete all the xcode apps and re-download/install?
I was previously targeting iOS 6/7 and while I'm happy to drop iOS6 support now, I'm unclear which XCode I should use.
Open the App Store and check if your Xcode 6 is up to date.
I would recommend dragging each Xcode.app file to the trash and downloading a fresh install of Xcode 6 from the App Store.

Is it possible to install iOS 7 SDK on Xcode 6?

I have Xcode 6 installed but realise that I am only able to develop for iOS8. I am aware that this beta development kit is meant for the development of the iOS 8 beta release but I am in a position where I don't have the time yet to develop for it but wish to take advantage of some of Xcode's new features while I am developing for my current iOS 7 apps.
What can I do to get the iOS 7 SDK installed on xcode 6?
Seems like if you symlink the relevant SDK from a previous installation of Xcode to the Xcode 6 Beta directory, Xcode 6 will be able to use it. Assuming you still have Xcode 5.1.1 on your machine, try the following in terminal:
ln -s /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS7.1.sdk /Applications/Xcode6-Beta.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS7.1.sdk
This should link the iOS 7 SDK for iPhone (not sim), allowing you to select iOS 7 as the Base SDK in Xcode 6 Beta. If you want to do this for the simulator, replace iPhoneOS.platform with iPhoneSimulator.platform.
NOTE: Just because you have the iOS 7 SDK now doesn't mean it'll build. I'm personally having trouble with the fact that Xcode 6 Beta is using the Apple LLVM 6.0 compiler, which apparently isn't compatible with some of the stuff I'm trying to build.
ref: https://stackoverflow.com/a/11424966/2383003
Just posting so that someone might find it useful: I wanted to debug my app in iPhone running iOS 7.1, in XCode 6.0.1. The previous iOS version was not being listed in the settings page, to choose as base SDK/deployment target. (I'm using OS X 10.10 Yosemite). I installed both XCode 6.0.1 and Xcode 5.0.1 and copied
/Application/XCode501.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS7.0.sdk
to
/Application/XCode601.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/
Now I'm able to run iOS 7 apps from XCode 6.0.1.
I changed the deployment target just fine and installed on my iOS7 iPhone 4s all the same. You can do all your development this way and then use 5.1.1 to make your relevant builds. I wouldn't advice to build apps for production in this beta environment even if you could.
Just repeating Christian's comment (on Ziewvater's answer) so it's more prominent:
What's strange is the fact that after adding the symbolic link to my Xcode folder, I see my device twice with the exact name and with some infos (iOS build number, model, device identifier) in the target selector in the upper left corner of Xcode. Depending on which of the both entries I chose, my app works fine or not, no matter which BASE SDK I chose. ??! Anybody experiencing the same?
This is exactly my experience also! Me and my team were tearing our hair out trying to understand why some builds seemed to be working and others were not.
It looks like Apple must be ignoring the base SDK (or target... or something) when you pick the wrong device from the list.
in Xcode 6.1.1 (Window -> Preferences - Downloads) you can install iOS 7.1 simulator. unfortunately it doesn't install iOS 7.1 SKD. if you set deployment target to 7.1 all builds without any trouble. be worry!!!! it is up to you to check the compatibility with 7.1 (SDK is still 8.1). so or so, all runtime trouble should be seen in simulator. i use this approach to build for my iPhone 4 in swift, where iOS 7.1.2 is the last available. (simply don't use any classes available only for newer devices :-))

Does Embarcadero RAD Studio / FireMonkey work with XCode 5?

Now that XCode 5 has been officially released, and I am being prompted by the App Store to upgrade to XCode 5, does anybody know if there are any problems using it with RAD Studio XE5/FireMonkey to develop Mac and iOS applications?
Also, since XCode 5 supports iOS 7, are there any problems developing for iOS 7 using RAD Studio XE5/FireMonkey?
I tested Delphi XE5 with XCode 5 this week, but only with the simulator. It all works as far as I can tell.
Thanks to Bart van Dijk's answer, I went ahead and updated to Xcode 5. I can confirm that I was able to compile and run a simple FireMonkey mobile app on both the iPhone simulator and also on a real iPad.
Also, I created a simple FireMonkey desktop app, and built and ran it on both Win32 and Max OS X 10.8.5 with no problem, and no appreciable difference from with Xcode 4.6.3
I had a little trouble updating Xcode. When the update to Xcode initially was installed, it kept crashing every time I tried to start it. The console app said that the crash log was saved in myusersfolder/Library/Logs/DiagnosticReports/Xcode_2013-09-27-16245...
That crash log said "The bundle \U201cIDERepositoryViewer\U201d couldn\U2019t be loaded because it is damaged or missing necessary resources.\". So, I went to Xcode/Contents/Plugins, found the file for IDERepositoryViewer, and renamed it by adding an "X" after IDERepositoryViewer. After that, Xcode started up without problem. I re-downloaded the Command Line Tools, and everything else seemed to work.
Of course, that doesn't guarantee that there won't be other problems, but so far, Xcode 5 seems to work with XE5 for iOS and Mac apps.
EDIT: Embarcadero has posted info about an update to cover iOS 7 at http://blogs.embarcadero.com/sarinadupont/2013/09/19/start-building-ios-7-apps-today and http://docwiki.embarcadero.com/RADStudio/XE5/en/Using_the_iOS_7_Update_for_XE5

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