How to tell in a glance if a build in Xcode succeeded, long after it's done? - xcode

When a build in Xcode finishes, it fails, or it succeeds. Normally this is shown in two places: a squarish gray popup near the center bottom of the Xcode main window, and the words "build failed" or "build succeeded" in the small text box in the center of the toolbar along the top.
But the squarish popup goes away after a few seconds, and the toolbar text is a few seconds later overwritten with "Indexing | Loading index..." If i wandered away for more coffee and come back ten minutes after the build is done, I can't tell in an easy glance if the build succeeded or not.
How to determine if it succeeded, quick and easy, without having to bother with looking in bin/debug/?
Or just as good, is there a way to make the squarish popup or the toolbar text stick around forever instead of disappearing?

Not sure this is what you want, but if you click on the Report Navigator (the eighth tab on the top left of the screen), you see the most recent builds, and there are marks next to each one showing if any errors were found when running.

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wxWidgets pprogrammaticaly move to next input control

I originally had code that set the focus to the first widget in a dialog, in the onInit method. But there were problems with it: if I pressed TAB, indeed focus moved to next control (wxTextCtrl), which got the blue 'focus' color, but the 'focus' color/highlight was not removed from previous focus widget. So now it looked like both first and second control had focus at the same time...
When cycling manually (by pressing TAB) full circle (till last control and then wrap around to the first), suddenly all worked well. That is, when moving focus from first control to next one, the first visually lost focus (blue color was removed) as it should. From now on, only one item had the focus color/highlight.
So instead of setting focus on the first control, I tried a different approach: I set the focus to the last control in the dialog, which is always the OK button. Next, I want to emulate programmatically that a TAB is pressed and received by the dialog. So I wrote this (inside Dialog::onInit):
m_buttonOK->SetFocus();
wxKeyEvent key;
key.SetEventObject(this);
key.SetEventType(wxEVT_CHAR);
key.m_keyCode=WXK_TAB;
ProcessWindowEvent(key);
Now the focus indeed moves away from the OK button, but it does not wrap around to the first control.
Only when I manually press TAB after the dialog opened, the first item gets focus.
Question: why does this wrapping around to set focus on first widget not work with the code shown above?
First of all, your initial problem is almost certainly related to not calling event.Skip() in one of your event handlers, see the note in wxFocusEvent documentation.
Second, you can't send wx events to the native windows, they don't know anything about it. In this particular case you can use wxWindow::Navigate() to do what you want, but generally speaking what you're doing simple can't, and won't, work reliably.

Is it possible to jump right to errors in Xcode output?

When I try to do an Xcode build and it fails, I usually get a long list of warning messages in the "Buildtime" screen on the lefthand side of my Xcode window. The actual error message (with the red exclamation mark) is usually way at the bottom, and I have to scroll for a few seconds to get to it. Also, when I do scroll to it, it then loads more warnings below, so I have to do the scrolling process several times.
Does anyone know if there's a way to either jump directly to the error message, or output all the messages to a file or something?
It's irritates, especially if you are working with react-native project where usually more than 3000 warnings and it takes ages to scroll to the bottom where errors usually shown.
How to scroll to the bottom:
Click on the any message in the "Buildtime" list
Press Option + down arrow

Unity 5.2 Animator window / tab

When I double-click on an animator controller to launch it, the animator tab appears, but when I run the editor, I don't get the usual flow, operations, etc... I only get a static view of the states and transition arrows between them. My parameters do not show the changes they go through either.
I have multiple animations and can switch between them when certain game conditions occur, but nothing really shows when I do so, to see the flow of control, what happens, what goes wrong, the switching, the progress bar, etc...
I have the latest Unity 5.2.0f3 so I wondered if it is just me or others are having a similar problem...
What we need to do is this: Once we hit the play in the editor mode (and have the animator window docked on one side, of course) we just go and click the object in the hierarchy for which we want to analyse the animation flow. And the animator window will start showing the states and the progress bar.
Also, after upgrading to Unity 5.2, it is worth checking the values that were previously set for transition states, for example if vSpeed is greater than 0.1 then start walking. All my set values were messed up; i.e. changed.

Visual Studio 2010 multi-screen layout keeps resetting

I started a new job a few weeks ago.
In my previous job, I was working with 2 screens. I know have 3 screens here (what an upgrade!)
I have always been bothered by a small bug, and since today I don't have a lot of code to do, I decided to finally try to solve this problem. The layout I want to achieve is pretty simple (see screenshots below): One file on the left screen, and another one on the right.
What happens is the following:
When I enter debug mode, the layout stays the same except one thing... the separation between two files (which is usually right between the two screens). Annoying for breakpoints and stuff, so I resize it, debug, and...
When I leave debug mode and go back to debug, the layout go back to what it was... except the separation which moved as well!
And last but not least, if I close Visual Studio and open it again, my two file views are now expanded on both screens, separated horizontally (<- this one is new, I had never seen that before).
Every time I go to debug mode, or go back to design, I would resize it to fit my two screens. And then it would shift again at the next debug. After some time it shifts with a smaller amount of pixels. Then, it just stops shifting, as if it learned that it shouldn't change. Until at some point, it goes back to normal and forces me to resize again.
I tried to use add-ons such as Perspectives or Layout O Rama , but they didn't keep any information about the two Code windows. No matter how I was saving them (let's say, one would be 20% of the left screen, and the other would expand on 2 screens), it would ANYWAY go back to the strange, shifted layout.
I also tried Visual Studio Productivity Power Tool and it's terrible. If I dock a code tab as a Window on my second screen, and dock for example the Find Results on it, it would be separated or reorganized every time I switch to Debug/Design
Has anyone experienced that yet? Am I the only one feeling that my Visual Studio is a pet who will learn how to do his own layout as time goes?
Thank you!
Also, as an image is always better than a description, here are a few screenshots:
Here, the normal, regular layout, with the red line being where my screens stop. Perfect, al dente layout allowing me to use the best of my two screens
Here, the one happening every time I go to debug. Notice how ONLY the code windows shifted (the bottom part with error list on the left and find results on the right didn't change at all )
And this is the one I get when I restart my IDE, forcing me to recreate my layout all the time
Thanks a lot!

Xcode menu item Editor / Add Model Version... missing

Every once in a while I try to add a new data model version, and the menu item is missing. It seems the Editor menu is supposed to change depending on the file selected, and this sometimes doesn't happen. It the past I've randomly clicked, cleaned, built, etc. and eventually it showed up again with me not knowing what happened. Today it seems restarting Xcode fixed it, but I don't know if that will always work. Below are two screen shots, the first showing the wrong menu, and the second showing the correct menu. My data model is selected in both cases. Has anyone else seen this? Is it a bug, or is there some setting or selection I'm missing?
From the color of that file navigator bar I can see that you did not select the datamodel file. You probably were in "Assistant Editor"-Mode and had a .h or .m file on the right side. The active cursor was in the right file too.
The selected file shows a darker shade of gray:
The not selected file uses a lighter shade of gray:
It's important to know that the file selection highlight in the left side bar does not change when you select a different file without using the side bar. Don't trust the sidebar when you are editing files.
Click into the data model file first and your menu will be like you expect it.
Unless your are selecting the menu super fast after selecting the file (possibly not giving Xcode time to swap it out) then I say file a bug report http://bugreporter.apple.com
You should give Xcode a few moments to swap the menu out though to determine what kind of bug it is, if it doesn't swap out after 60 seconds or so then it likely isn't just a performance issue). Make sure to include a system profile as I just checked on my and every time I switched to a data model it changed the menu accordingly.
Does the same thing ever happen with xib files? Any other file types you use that sometimes have different menus?

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