In my iOS project, I have the following settings in the Runner -> General tab, under the Identity section:
Version: $(FLUTTER_BUILD_NAME)
Build: $(FLUTTER_BUILD_NUMBER)
which is the same as when creating a brand new Flutter project. However, when I was going to create an Archive for releasing my app, Xcode complained that those fields were missing or incorrect (I don't remember the exact error message).
The only way I could build the release app was to change them to hardcoded strings - i.e. 1.0.0 and 1 respectively. What could be causing this issue? It would be a nuisance to have to remember to update those for every release, and I shouldn't have to, right?
If you created this project with an older Flutter version
several files created in the ios/ and android/ sub-directories might be outdated.
Newer Flutter versions might generate these files a bit differently and projects created with older Flutter versions might cause issues.
Ways to fix
Delete the ios/ and android/ directories and run flutter create . to re-generate these directories.
HINT
Custom changes will be lost and need to be re-applied. This is easiest if the project is committed to a version control system like Git.
Related
Xcode 11 has changed the way that versions are handled.
So far I had two targets, Dev & Prod, each with a separate versions. Prod version would be entirely manual, Dev would be automated:
During a build, a script would run, which then would fetch git tags. One tag would contain information about the latest Dev version. If it's newer, it would update version inside Info.plist just for the Dev target
When Dev would be deployed using a script (create an ipa, resign for in-house distribution, upload), the build version would then be increased. Remote tag containing version information would then be updated
In this way everyone's dev version would get automatically synchronized and managing multiple dev builds would be be easy. Prod would be updated relatively infrequently so it can be managed manually.
However, in Xcode 11 whenver version (or build) is updated inside the General tab, entries in Info.plist are replaced with $(CURRENT_PROJECT_VERSION) and $(MARKETING_VERSION) and Current Project Version and Marketing Version inside the build settings tab is used instead.
So far I would use PlistBuddy in order to read and update versions inside Info.plist, but from what understand now I'd have to use agvtool. However, there are two issues with it:
If it's ran as a Run Script phase, it causes the build process to cancel
It is unable to handle separate versions for two targets (so I cannot just automatically manage Dev, while leaving Prod alone)
I know that theoretically I can still use Info.plist for versioning, but the moment someone changes version manually in the General tab, the whole thing will get messed up (from experience I know that this will happen).
I have two questions:
Is my understanding of the process correct?
Can still have a version management system using agvtool similar to what I had before?
How do you work in team on react native projects?
I'm working in Team of 2 people and having a lot of issues with working on the same project.
I don't understand how to properly create an environment so we can sync our code between each other while working on the same project. Now, we create a git repo with /ios and /android folders, but the thing is: the /ios folder always needs to be changed, because it links to the computer that was last building the project.
For example: we are working at the same time on different .js files and add a new npm dependency and we wish to sync our changes, so we commit changes to the Git repo and try to sync, this is where our pains begin.
The one need downloading the changed has to go to Xcode and manually update all the Framework Search Paths, Header Search Paths, delete libraries that Xcode doesn't see and then add them again.
I know it's moreof an Xcode problem, but I didn't see any detailed guide about team syncing in projects. I know that at Facebook people are doing a lot of cooperative work and I'd appreciate some input over our issues!
If you are using git, you can configure your .gitignore-file to prevent committing xcode-specific stuff and other configuration files.
I can highly recommend gitignore.io, which is a "web service designed to help you create .gitignore files for your Git repositories" [Source].
You can for example type in XCode (or AndroidStudio, ReactNative, Gradle, etc.) and it will automagically generate a .gitignore file for you.
I am using Carthage dependency manager in my iOS project.
I have the Carthage/build folder in my repository to always have ready to go built frameworks when checking out the repo.
I am wondering what the bcsymbolmap files in the build folder are for. Quite a few of them are created with every carthage update.
Do I need to keep these files? Should I have them in my repository?
No, you don't need those files. If you set up Carthage properly, binary, .dsym and .bcsymbolmap files will be copied on build phase. When you archive the build for distributing using App Store, all needed files will be included in archive and after you upload the build to App Store you will be able to upload dsyms files anytime (to be able to decode your crash reports). If fact you don't need to store .dsyms and .bcsymbolmap files in your repository.
There is a good article explaining what is happening when the framework is being build (and what in fact Carthage scripts do) https://instabug.com/blog/ios-binary-framework/. Also it explains what for .bcsymbolmaps files used for - so Apple servers can rebuild your code using Bitcode and then you can desymbolicate your crash reports.
So, you don't need to keep those files. No need to store them in repository. The other reason not to store content of Build folder is that anyway your project can fail build with it on another machine with different environment. If you want to build your project with the same versions of dependencies - use Carthage bootstrap command instead of update.
P.S.
Also you can investigate what copy-frameworks command do:
https://github.com/Carthage/Carthage/blob/fc0166b4827736bac2c804fc928797f1a742c455/Source/carthage/CopyFrameworks.swift
If you use carthage build without the specification of a project, all
.bcsymbolmaps should be deleted, but if you use e.g. carthage build Alamofire it should just delete the corresponding .bcsymbolmap
From the discussion of a github issue. Looks like you do not need those files, since the default behaviour is to delete them when building a new build.
In general, you should not commit files generated during a local build into your repository, since builds can be device specific, and everyone cloning into or pulling from your repository should be able to perform a build themselves.
Bitcode Symbol Map(BCSymbolMap)
.bcsymbolmap is a textual file with debug information and which is generated for decoding stack trace. Solves same issues as .dSYM[About] but on more low level for and when Bitcode[About] is generated
It looks like:
BCSymbolMap Version: 2.0
__swift_FORCE_LOAD_$_swiftCompatibility50
__swift_FORCE_LOAD_$_swiftCompatibility51
__swift_FORCE_LOAD_$_swiftCompatibilityDynamicReplacements
_$sSo26SCNetworkReachabilityFlagsVMa
_$sSo24SCNetworkReachabilityRefaMa
...
Do I need to keep these files? Should I have them in my repository?
They are optional
What's the best way to update some open source classes that are under subversion in Xcode?
For example, I'm using Appirater from github in my project and I want to replace my version of it with the latest version.
In the past when I've just imported the new files and deleted the old ones, Xcode/svn has gotten confused and given me error messages about missing files and such.
I'm using Xcode 5.0.1 and allowing it to interface with my local svn repository.
I've setup cocoapods for my project and I've been doing development for quite some time without any issues. Recently I added a new Configuration for it called "Beta", duplicating the "Release" configuration. At the same time, I added a Scheme that would build targets using this configuration.
This new scheme would build everything without issues, but linking would fail with the (quite known it seems) message:
ld: library not found for -lPods
I know that issues that makes this error message come up have been discussed widely around the web, with different causes and conditions:
library not found for -lPods
https://github.com/CocoaPods/CocoaPods/issues/155
None of these fixes seem to apply here. What I can see by looking into the workspace folder, is that Cocoapods build products are put in Build/Products/Release-iphonesimulator instead of in Build/Products/Beta-iphonesimulator, even though the app itself is built rightly so into the latter. Moving all the *.a files into Build/Products/Beta-iphonesimulator makes running in the simulator work properly, but the next build is still put in the wrong location.
Edit
After some further investigations, the environment variable $BUILT_PRODUCTS_DIR is set correctly in the build phase for the app itself, but not when building cocoapods products.
What causes this and how can I fix this?
Ruled out issues
pod install has been run, multiple times
I'm working in the workspace, not in the project
The cocoapods configuration file in the new configuration is properly set
Build locations in the preferences seem fine
For the record, the issue has been solved. So, as I said, I use cocoapods, but my current setup is that a single podfile, and workspace is used for 3 projects that share some common libraries. As explained in this issue, cocoapods will only consider one project out of all those that are specified in the podfile, and it turns the one project (out of three) that it was using, didn't have the beta configuration, so it didn't feel the need to prepare for it. So when it was time to build the project with the beta configuration, cocoapods would be built for the release configuration, and put in some folder specific to release, so the beta project wouldn't be able to find it.
Fixing was a matter of creating the beta configuration for all projects present in the workspace, forcing cocoapods to prepare accordingly. Then, Xcode would be able to wire up everything appropriately.