Where can i find Icon Composer on Mac? - macos

I am trying to locate Icon Composer, which was supposedly downloaded as part of Xcode, however I can't find it, neither in applications nor with the spotlight.
Any ideas where it might be, or if I have to download it separately? If so, where from? I tried looking for it in the App Store, but nothing found.
Edit: I am using Xcode 4.4.1 if that helps.

Icon Composer isn't supported by Apple these days, and one of the reasons is that Icon Composer doesn't allow for working with Retina Displays.
The replacement is a clunky command line tool named "iconutil". It probably gets installed as part of the "Command Line tools for Xcode" download.
You need to create your icons as PNG's, put them into a folder (which will be called an .iconset) and then run the "iconutil" tool on that folder to create an ".icns" file.
This related question has a useful answer, and it points to this Apple documentation. Once you get the hang of it though, the process of creating icons becomes straightforward.

I have it for that version of Xcode in /Applications/Development. If you don't have it, run Xcode and select the menu item "Xcode->Open Developer Tool->More Developer Tools..." and look for a graphics-related download.

Philip is right but here is a clarification, Icon Composer is still available. In XCode press the XCode menu > Open Developer Tool > More Developer Tools...
In the web site that appears you need to search for "Graphics Tools" and download the dmg file with the same name (around 120 MB). It will contain the Icon Composer app previously distributed with XCode.

Here is a link to another newer github version Icon Compositor 2x - which also does 1024, so Retina resolution.
Here is the Github Repository:
https://github.com/lemonmojo/IconComposer2x
In the following link for the original Icon Composer it says "Note: There is no longer a 1024x1024 size. That’s replaced by 512x512#2x."
The newer github version called Icon Compositor 2x does 1024 straight

Related

XCode does not open at all on Mac Mini

I bought an M1 Mac Mini recently and tried to use XCode on it, but it does not open at all.
I tried re-install it and delete ~/Library/Developer directory, it seems nothing works.
This is my first Mac device and if I give more detail about what I mean by 'does not open at all' - it does nothing even if I double click the XCode from Applications directory or the bar at the bottom that has other installed applications showing on it(sorry, I don't know how this is called).
I can see the little grey dot under the icon which means it is running somehow, but nothing comes up on the screen. Then the grey dot goes away after few minutes with nothing happening.
How do I resolve this problem?
Making sure that the application itself is in the right place would be my first approach. Did you download Xcode from the App Store?
Here’s a link to someone with the same issue asking on the Apple developers forum
https://developer.apple.com/forums/thread/101265
Go to applications folder, right click, "get info" and then “Open using Rosetta”. Check the box.

Deploy a Swift OS X app locally?

I am not new to programming, but I am new to Swift. I have developed a small app that I have no intention of distributing, I just want to use it for myself. Everything works just as desired in XCode and now I want to deploy that app locally. How can I run my app on my machine without needing to have XCode also running? I just want to see my app in my Applications folder and run it when I want. Does XCode put build files somewhere that I can access them and use outside of XCode?
On the Product menu there is an Archive option. Select that to create an archive of your app.
Xcode should then automatically open the Organiser window with the archive of your app selected.
You'll see a big blue button called Upload to App Store on the right with two smaller buttons below it. The one you want is called Export... Press it and you'll get a pane giving you various export options with different kinds of signing.
The bottom option creates an unsigned .app file which you can put in your Applications directory.
NB As Eric D says, you can just drag the app out of the products directory, but unless you edit the scheme, that will give you a debug build with less optimisation and with asserts activated.
Update for Xcode 11.2
As Bell B. Cooper points out, the process has changed slightly. Now when you archive an app, you get a window listing the apps and a big blue "Distribute" button. Pressing this, gets you a dialog box giving you the various options. Which one you choose depends on what you want to do with the executable. With Catalina, unless it's just for your own use, you probably want to go for one of the options that involves signing the app.
Edit: while this answer still works, it targets old Xcode versions and uses the debug version of your executable. For recent Xcode versions, and for using the release version of your executable, see JeremyP's answer.
Each time you build an OS X application with the current scheme, Xcode automatically populates the "Products" folder with the related app bundle.
You can find this folder in the Project Navigator:
Xcode > Project Navigator > "Products" folder
Your .app is in there and ready to be used and/or copied to the /Applications folder.

Can you install the Xcode 5 Developer Preview in parallel with Xcode 4.6.2?

Apple announced the Xcode 5 Developer Preview today and I want to try it.
But before I download this, I want to know that what happen with my current version of Xcode (version 4.6.2)?
Will the Xcode 5 Developer Preview install as a different application or it will remove the old version? Will some common tools collide, like the command line tools?
The Xcode 5 developer preview comes as a normal app DMG (not with the usual packager/installer) and has a different name.
So essentially, you download it, open a DMG, then pull to the Applications folder and thence have two Xcodes there (the old and the new one called Xcode5-DP). It even comes with a slightly different icon (red badge across a corner) and the intro screen is different too, so there is very little chance of confusing them.
I already did that today (and a colleague also).
Now that xcode 5 has reached the first official release and is no longer in beta, you have to do ONE of the following if you wish to keep BOTH versions.
Run the dmg of the new version you download from developer.apple.com. Drag the app to applications, and when asked to overwrite click KEEP BOTH. This will rename the existing app to xcode 2 I believe.
Select your existing xcode 4 in applications. Rename it to xcode4 or whatever. Now you can drag in the new version without overwriting the existing one.
Drag the new xcode to someplace other than applications. Rename it and then drag it into applications.
I personally favour option 2, since going forward we'll be using xcode 5 and it's helpful if it retains the default name from the get go for easy updating.
BTW, if you do have more than one xcode installed expect the mac app store to report that you need to do an update. Probably best to install it by downloading it from the developer portal if this sort of thing bugs you.
Xcode 5 preview works fine with Xcode 4.6.2 or any other Xcode, It has different icon and it runs from its .dmg file (no install).
Pay attention you cannot submit an app with Xcode 5, So keep the old Xcode till Apple would release the stable version of Xcode 5.
Short answer: Dont replace XCode 4!
If you plan to deploy some app to appstore, you can't do it using Xcode 5 at this moment.
The best way is download the Xcode 5 version, unpack it and run the app on different folder (not application folder). You will stay with Xcode 4, and can run Xcode 5 separated (You don't need to 'install' xcode 5).

Icon Composer in Xcode from App Store

I downloaded xcode (4.5) from the appstore and am trying to find icon composer. When I've looked through all the subdirs in /Applications/Xcode and can't find a thing. I've looked in:
/Applications/Xcode.app/Contents/Applications/
and all I see is:
Accessibility Inspector.app
FileMerge.app
Printer Simulator.app
Application Loader.app
Instruments.app
iPhone Simulator.app
I've gone to xcode->open developer tools in the gui and see nothing. I even built the locate db on my machine and tried searching for it...nothing. Any ideas? Thanks!!
The Icon Composer was deprecated because it was unable to deal with 1024x1024 icons needed for Mac Retina resolution.
Instead they recommend using icon sets in the official documentation.
"Icon Composer" is in the "Graphics Tools" which can be downloaded separately from the ADC-Website (as all other "Tools" like "Hardware IO Tools", "Dashcode", "Audio Tools" and so on.

Unable to build using Xcode 4 - The selected run destination is not valid for this action

So I'm horribly confused by this error, other threads on Stack Overflow mention I should set the SDK, but I see no option to do this. I'm trying to build:http://wafflesoftware.net/shortcut/
And I get no options, and I can only choose My Mac 64-bit, and I want it in 32-bit. Really beginning to hate Xcode 4.
Here is the screenshot when I try to edit my scheme: http://groovyape.com/scheme.png
Thoughts?
Firstly, I have observed that when Xcode 4 decides my Mac is 64 bit and all my other schemes have vanished, a restart of Xcode fixes that.
If you still have the issue after a restart, go to Manage Schemes... (under the Product Menu) and click on Autocreate Schemes now button. Try to delete the other schemes and see if you can run the project now.
However, if the issue is that you need to set the SDK, that's different:
Click on the top-level project icon in the left hand panel
In the right hand panel that appears, select Build Settings (near the top).
Select "All" option (instead of Combined)
Ensure Base SDK is set appropriately, like "OS X 10.7".
FWIW I'm seriously considering reverting to Xcode 3.2.5 at the moment, 4 seems horrendously buggy.
In xCode 4.4.1, use Validate Settings to solve the problem!
I can select either 32bit or 64bit now.
Ran into the same error message ("The selected run destination is not valid for this action") when attempting to use XCode 4 to build/run a tiny Objective-C "Hello, World" project I created in XCode 3.x. Fixed it by choosing to "Manage Schemes..." from the drop-down menu to the right of the Stop button, deleting the one scheme on the list (click checkbox beside the scheme, then click the "-" button at the bottom left), and then clicking "Autocreate Schemes Now".
I also needed to change the "Base SDK" from 10.5 to 10.6, by clicking on 'folder' icon (beneath the Run button), clicking the root/top of the tree view below it, clicking on the blue icon below "PROJECT" in the pane just to the right, and then finally, choosing "Latest Mac OS X (Mac OS X 10.6)" to the right of that.
I had this issue today. I found switching Base SDK from Latest iOS (4.3) to iOS 4.3 fixed everything.
This will happen if XCode believes your mac is a 64-bit machine, when really it's a 32-bit. If this is the case for you, simply click on your project icon from the far-left pane - it's the menu item that displays your project name next to a little blue icon. This should bring up a center pane that says "PROJECT" at the top. Highlight your project name, and the third pane should now show your build settings. The first item is "Architectures" which will allow you to specify if you are building a 32-bit or 64-bit application.
Kind of amazing that none of the answers here solved the issue for me, but I figured it out. Forget restarting Xcode, or using Autocreate Schemes, still only 64-bit will show up as a valid destination in the scheme.
The correct solution is to change the Architecture for your project. Go to Build Settings (in the root node of your project), and change Architecture to 32-bit Intel, it's right above the Base SDK setting. Destination will instantly switch to "My Mac 32-bit". HTH somebody.
It sounds as if you're trying to run (Cmd-R or run button) the framework (which you can't do - it's not an executable, just a library) rather than simply build it (Cmd-B).
I had this issue and maybe it was a coincidence but when I restarted XC4 but this time didn't choose to load my project from the popup window that appears on launch - instead choosing it explicitly from the File menu - the issue didn't occur and the build started ok.
On the 3 or 4 occasions I had this error, I had chosen to load the project from the popup window that appears when XC4 first loads.
As I say, I might have just got lucky, but I certainly didn't make any other changes to the projects to 'fix' the issue.
I found a good practice for moving from Xcode 3.2.X to Xcode 4 is, to remove any references to older SDKs (in the case of Mac OS to remove any Base SDK Ref, etc., for Mac OS <= 10.5, in the case of iOS I think you need to remove everything <= 4.3) PRIOR to upgrading to Xcode 4.
I never experienced any problems for new Projects, created in Xcode 4, only for such that where created with Xcode 3.X or 2.X
Xcode 4.5. I was trying to compile for 10.6. It seemed to be stuck on 64 bit just because it couldn't find the sdk. I didn't get any message about it not finding the sdk.
I first tried to put in the correct path to /Developer-3.2.6/SDKs/MacOSX10.6.sdk but xcode didn't want to find it there. Then I copied that folder into 4.5 next to the other OSX Platform sdk (new location I think just look in the bundle).
And magically my 32 bit came back.
So my conclusion is that the 32/64 bit option is really dependent on whether xcode can verify the sdk that you're trying to use. Being stuck at 64 while trying to compile for 32 gives the error without notifying you that its first issue is that the sdk can't be found.
I fixed this by deleting my xcuserdata in my Project file. Not sure how it got corrupt. But it worked for everyone else in the office, deleting the xcuserdata did the trick. I made sure Xcode was closed while doing so. Just for fun, make sure you delete your DerivedData folder for the app, and do a build clean for superstitious folks.
If this happened after you renamed your app, go to Schemes -> Edit Scheme -> Run <YourApp> -> Info
Select the right executable file (YourApp.app)
Another way is to select None as executable and then reselect the YourApp.app from your Debug-iPhoneOS folder.

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