After finding a number of articles that describe using Apple's Swift for scripting purposes, I wanted to try my hand at it. I want to do some simple scripts that perform actions on the file system: moving things around, renaming things, and so on.
My preferred text editor is Sublime, and while there is a package for Swift syntax, you obviously don't get any kind of autocomplete. Alternatively, I could use Xcode, which historically has had awesome autocomplete. From the command-line, I can type open myFile.swift to pop open an Xcode editor window for that file.
However, when I do this there's no autocomplete. I fear that I need to have a whole Xcode project set up with a build target, etc. to get autocomplete going...is this the case?
Does anyone know a simple way to get Swift autocomplete in Xcode (or Sublime) for scripting purposes? Thanks!
You should try using a playground in XCode if you don't need to reference other files. This lets you perform some basic debug as well.
After checking the help command with swift package --help I noticed about the generate-xcodeproj subcommand:
generate-xcodeproj Generates an Xcode project
So, you can generate an Xcode project doing swift package generate-xcodeproj and benefit the awesome autocompletion that Xcode gives you, even using dependencies.
Just generate and open the project file. Resolving new package dependencies will not update the project, so you need to rerun the generate-xcodeproj command on every dependencies change.
Related
It has been a year since updating so I downloaded AudioKit 4.11.2 yesterday. I built all of the frameworks, including the AudioKit and AudioKitUI xcframeworks.
Then I began playing with the Playgrounds. Right away Xcode tells me the build failed because it can't find the AudioKit frameworks. It appears that the Search Paths that are set in the original project file need tweaking so I set it to "$(inherited)../Frameworks".
Now it builds but still will not run, saying on the import AudioKitPlaygrounds statement that there is No such module AudioKitPlaygrounds.
Odd, because that is the target of the build and it exists in the Derived Data Products folder.
Searching through StackOverflow shows that AudioKit has had similar problems like this in the past but none of the proposed solutions seemed relevant to my situation.
What other tricks are necessary to get the Playgrounds running? Shouldn't it build and run straight out of the box without messing with the project search paths?
My environment is:
macOS 10.15.6
MacBookPro
Xcode 12.0.1
I ran through a similar problem with macOS 10.15.7, XCode 12.1 and AudioKit 4.11.2.
I got the same “No such module AudioKitPlaygrounds” message.
The "Build Active Scheme" option was unchecked in my File Inspector >> Playground Settings, so I checked it, rebuild the "Introduction and Hello World" .playground and it worked.
Edit (04/15/2021): David Thery gave a more complete answer in the following answers.
Also, make sure to:
run 'pod install' + automatically converting to swift5 in XCode
check "Build Active Scheme" as mentioned by Miguel FOR EACH single playgrounds you want to run.
run the playground with the play button in the editor, not the xcode main run button
If you want instead to use AudioKit in another XCode project, only two steps:
download AudioKit and AudioKitUI frameworks from here:
embed them in General > Frameworks, Libraries, and Embedded content, as shown on the screenshot below.
How did you build the frameworks? The assumption when it comes to the paths in other projects (including Playgrounds) is that they have been built via the build_frameworks.sh and build_xcframework.sh scripts in the Frameworks directory.
The end result should be a set of XCFrameworks in that same Frameworks directory, which is in turn referenced by examples and the playgrounds project.
To anyone still experiencing this issue, I just found a really simple solution. I was opening my playground files directly from 'Open Recent'. Problem is, Xcode doesn't automatically look at the parent directory and included files. Just close Xcode and open the AudioKitPlaygrounds.xcodeproj from finder. When you open your playground files from there they should work properly.
According to Apple we should new build Thumbnail or Preview Extensions instead of the old Quick Look generators which will be deprecated (probably in Big Sur).
There is also no Option to create a Quick Look plug-in project in Xcode anymore. Instead you need to create an application that contains a quicklook extension target.
My question is: Can I not create a standalone Quick Look extension (or plug-in) anymore to preview files without a useless wrapper app that fulfils no purpose? Has anyone tried or found out if this is still an option?
Thank you.
I'm new to Xcode and I can't get some basic indexing working.
I'm trying to use it as an editor for project with custom build system and is not supposed to be built on Mac OS at all. So I'm trying to use Xcode more as advanced source code editor, rather then as full featured IDE.
The problem is that it won't build any kind of index, so staff like "go to definition" won't work.
On the other hand sublime and eclipse would provide me with at least some indexing, which was not ideal, but it still worked.
UPDATE: in terms of languages used there's nothing hardcore or ecstatic. 90% of the project is plain C.
Any ideas are welcome.
One of Xcode's most powerful features is it's Intellisense completion, which brings up a list of potential candidates as you type the name of a Foundation/Cocoa/UIKit API. I am very interested in MacRuby, PyObjC, or the more recent RubyMotion, however without code completion these tools seem like more trouble than they're worth.
Is there any code completion feature (not necessarily Intellisense) for any of the three technologies above, for any text editor (but preferably for Vim or Xcode)? Bonus points for an IDE solution which allows for building and running the application in a single command (like Xcode's Run button).
It's my understanding that Xcode 4 dropped support for MacRuby/PyObjC, so Intellisense is no longer available. Should I install Xcode 3 alongside Xcode 4 for the code completion? How is everyone else doing it (surely you guys use some form of code completion -- I can't believe anyone can remember all the classes in Foundation/Cocoa/UIKit)?
RubyMotion comes with vi ctag support. Run rake ctags to create them.
FWIW, there is a Code completion package for Sublime Text 2, which can also be installed via the package manager of the Sublime text.
And it seems to work rather well for me.
Yes, you can give yourself Vim code completion by running $ rake ctags in the root directory of your RubyMotion app. To take that a step further, use a shell script to generate ctags automatically every time you create a new RubyMotion app. This article shows how to build such a script:
http://rayhightower.com/blog/2013/02/12/automatic-ctags-with-rubymotion-and-vim/
I am tryingo to build a GUI application using the JUCE framework on MAC OSX.
I have dowloaded all the API's and got a small hello World program running fine.
However, when I add files to my Xcode project I get compilation errors that say that the Juce library files don`t exist. I would like to know how to get the library API in the build and link path in XCode so that it finds the neccesary files for compilation.
What I would do on Visual Studio going to properties and adding aditional library dependencies, is what I need to do in XCode but I don't know how.
Any help greatly appreciated.
thanks.
Old question but maybe a useful answer in the future....
If you have the "Hello World" up and runnning, it should already be linked to the library. Are you using the introjucer? This should help get everything up and running for you. If you are, you need to add classes etc to the introjucer, as this sets up Xcode / VStudio for you. If not, (Presuming XCode 3 as you are using leopard) goto Xcode > Preferences. Scroll along to source trees, and add the path to the juce folder in there.