I run Xcode-beta 7 on 10.10.3. It has new GameplayKit framework and updated SceneKit framework. Can I use them (or their new features) in my current project, or I must have 10.11 beta?
You can write your code on OS X 10.10.3 using Xcode 7β. You can even compile and export the app since Xcode can build it against the included 10.11 SDKs.
You can not, however, run the app on your Mac under 10.10.3. For the app to run you need to update to 10.11β.
Make sure to
always use the same beta version for Xcode and OS X
always use the latest beta
If you try to run an app that links against an SDK that is not available your app will crash before it even started with an error similar to
dyld: Library not loaded: /System/Library/Frameworks/Metal.framework/Versions/A/Metal
That is because the app is configured to tell dyld to search in the system's Frameworks directory for the framework and that directory does not contain the framework on your version of OS X.
For unknown symbols in existing (updated) frameworks there are two options depending on the language:
Swift: With Swift 2.0 the compiler automatically warns you that the API you want to use is not available and makes you guard that statement like so:
if #available(OSX 10.11, *) {
let nameComponents = NSPersonNameComponents()
} else {
// Fallback on earlier versions
}
Objc: Use this answer.
Related
I'm on El Capitan in XCode 7.3.1 and Swift 2 trying to make my mac application work on Yosemite (it just doesn't open at all with no crash logs).
I have 10.10 set as the deployment target, but that didn't change anything.
I downloaded Xcode 6.4 on another machine and loaded the project and it's complaining a ton about all of my swift code not being a thing.
I'm assuming (hoping) I don't have to figure out how to write this in an old version of Swift in order to make it work on Yosemite.
How do I know which features of the new SDK need to be made backwards compatible?
I've been having some trouble making my app backward compatible for Mac OS X 10.6 systems. I've integrated Crashlytics into the app and it works fine for Mac OS X 10.7 - 10.10 and it works just fine. However, the app also needs to be compatible with the older version of OS X 10.6 and the Crashlytics framework only supports down to 10.7.
I already fixed the first crash due to the libc++ library which did not come bundled with 10.6 by making it an optional include. It's the next crash I can't figure out: Symbol not found: _objc_release
If I completely remove all calls to Crashlytics inside the app it works just fine. However, if I include the one line which Crashlytics needs to get started: [Fabric with:#[[Crashlytics class]]]; it will crash right after launching with Symbol not found: _objc_release.
The next logical step for me was to add a simple if statement to check if the system version was compatible with the framework, but the app still crashed although if I removed the Crashlytics line the if statement worked just fine!
I'm using Xcode 7, Mac OS X 10.10 with the base SDK set to 10.6.
Here is a quick example of what I have tried:
Using the suggested way by Apple:
Class cls = NSClassFromString(#"Fabric");
if(!cls)
{
[Fabric with:#[[Crashlytics class]]];
NSLog(#"Framework is installed!");
}
else
{
NSLog(#"Framework is not installed!");
}
Comparing System version numbers:
if(NSAppKitVersionNumber >= NSAppKitVersionNumber10_7)
{
[Fabric with:#[[Crashlytics class]]];
NSLog(#"Framework is installed!");
}
else
{
NSLog(#"Framework is not installed!");
}
Am I missing something obvious here?
I am using Xcode 5.1 and want to compile my app against Base SDK 10.7. However I just see SDK 10.8 and 10.9.
Where can I find the 10.7 base SDK ? I use
#if __MAC_OS_X_VERSION_MAX_ALLOWED >= 1080
command to check sdk version at compilation time. Thanks.
https://download.developer.apple.com/Developer_Tools/xcode_4.3.3_for_lion/xcode_4.3.3_for_lion.dmg
You'll need an Apple login to download the file, but you don't need a paid App Store developer account.
Mount the image, right-click Xcode.app, then Show Package Contents. You will find MacOSX10.7.sdk in Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs.
Read the "Compatibility" section in the following link:
https://developer.apple.com/library/ios/documentation/DeveloperTools/Conceptual/WhatsNewXcode/00-Introduction/Introduction.html
Xcode 5.1.1 requires a Mac running OS X v10.8.4 (or later), or OS X
v10.9. It includes SDKs for OS X v10.8, OS X v10.9, and iOS v7.1. To
develop apps targeting prior versions of OS X or iOS, see “About SDKs
and the iOS Simulator.”
Also with release of new OS's and SDK's, Apple deprecate the old deployment targets, and restrict us to submit using new Xcode version only. In such a case you cannot go back to 10.7.
I am developing an app using Xcode 4.6 on an OS X 10.8 machine. The app deployment target is set to 10.6, which is what we need to support. But when I archive the app (compile, link and embed resources+frameworks) and deploy (aka copy) it to the 10.6 test machine, it crashes with a generic Segmentation fault. It works fine on 10.7.
I can't compile the project in Xcode on the older Mac because the app is built using the newer compiler (it uses ARC, implicit property synthesis, the new objective-c literal syntax, etc.). It also wouldn't type check because the base SDK is 10.8 and it references some 10.8 tokens which the compiler on the 10.6 machine doesn't know about.
Any suggestions on how to go about debugging the app?
I'm not affiliated with this company/software in any way, but Deploymate is a paid app which can scan your app for SDK usage and tell you when you are calling selectors and APIs that are unavailable on older OS versions. This can help you track down exceptions and crashes relating to API usage.
You are very likely using one or more 10.7+ APIs that crash on 10.6. With a 10.8 target SDK you allow all the calls to function that are available in that SDK. However apps are bound late so this doesn't crash when you do not actually call those functions. You need an explicit check similar to this (here for the full screen feature):
#if MAC_OS_X_VERSION_MAX_ALLOWED > MAC_OS_X_VERSION_10_6
if (runningOnLionOrLater) {
[mainWindow setCollectionBehavior: NSWindowCollectionBehaviorFullScreenPrimary];
[toggleFullscreenItem setHidden: NO];
}
#endif
One way to determine the current version is:
int macVersion;
if (Gestalt(gestaltSystemVersion, &macVersion) == noErr) {
runningOnLionOrLater = macVersion > MAC_OS_X_VERSION_10_6;
}
For debugging the problematic calls simply set the base SDK to 10.6 and XCode should mark those functions that are not available there.
While there is no real good solution to this (I've seen simply different behaviors on different macOS versions) and no way to simply simulate an older macOS version, if you have a machine to spare:
It is possible to use an external HD, partition it and install different macOS versions. They all can be bootable and it's a matter (pain) of restarting the machine for every OS version.
I am new here and new in Xcode world.
I made a simple app with Xcode 3.2 on Snow Leopard.
The resulting built app works on snow leopard, however it will not even start on leopard (10.5.8) - I get message "You cannot use this version of application with this version of Mac OS X". Is it normal?
Or is there a way to make app that will work both on Snow Leopard and Leopard? Please advise, as I have no way to find out myself
Thanks for any input
You need to change the deployment target in your Build Settings. You should set it to the lowest version of OS X that you're willing to provide support for. You should set your base SDK to the latest available public SDK.
If you do this, you must ensure that you only use new 10.6-only APIs after doing runtime checks for their existence. To do this, you can use functions like NSClassFromString and respondsToSelector:.
Any Frameworks or libraries that are new to 10.6 should be weak-linked. This will prevent the app from trying to load those frameworks on 10.5 and thus cause the program to crash when it doesn't find the frameworks.
All explained in the SDK Compatibility Guide from Apple (Requires (free) login).