How do I open project version 1.0 with xcode 4.2? - xcode

I downloaded this Xcode project(version 1.0 as in contents.xcworkspacedata) from here
When I try to open it, got this error:
Failed to load project at '.../Lesson31_OSXCocoa/Lesson31_OSXCocoa.pbproj', incompatible project version.
How do I open project version 1.0 with xcode 4.2?

You're better off trying to find a newer tutorial, or just studying the code as-is, without expecting to build and run it.
Judging by the modification dates, this code is almost ten years old. Even if you can get a modern version of XCode to open it, there's no reason to think that the headers, libraries, etc., that it needs to compile and run will still be compatible. Moreover, ten years is a long time in software terms. While some of the content might still be applicable, it certainly won't be anywhere near the cutting edge (which itself won't be new by the time you've mastered it).
All that said, if you're really intent on working with that project file in XCode 4.2, the best way is probably to convert it the same way a continuously developed project would have: XCode by XCode.
You can download older versions of XCode from Apple here (requires free Apple developer account).
Some older version will be able to import that file and update it to a newer format.
Assuming you don't stop at that point and use that version of XCode, you can repeat the process with the updated project file and ever-newer versions of XCode until you've arrived at version 4.2.

Relatively easy to make a new project and add the appropriate files to it. Took less than 10 minutes (had to update the code in a few places). Note that I didn't spend much time cleaning up this old code - quite a few deprecated warnings. But it runs and works. I have Xcode 4.3.2 installed but hopefully you'll be able to open it with 4.2. Here's a link to it: Lesson31.zip
Note that the process for doing this (so you can do it for any others), is to create a new Mac OS X Cocoa Application project, add the files (except main.m) from the old project to the new project, and then add necessary libraries to fix link errors (OpenGL Framework). If there's a nib then you can open that in Xcode and copy the window with view and controller out of that project and paste them into the .xib file created with the new project. Then fix compiler warnings/errors as necessary (add a few (char*) coerces, remove reference to std::ios::nocreate which doesn't seem to be available, etc).

Related

Compiling Xcode project from zipped open-source GitHub download

Possibly basic question but I'm not sure where to begin for an answer. I am very much a newbie to Xcode, Cocoa, Swift and Objective-C.
I'm interested in developing an open-source Markdown editor for the Mac that will build from existing open-source code. I have gone to GitHub to download the source code for two existing projects, MacDown and WriteDown! For both projects I download the project .zip file (and am happy that the button to do so is now easily available), and extract the .zip file's contents on my hard drive. In each project there is an .xcodeproj file which I open up in Xcode... and I see tons of errors, mostly because of things that are missing, so I cannot build and run them.
With WriteDown I see "missing base SDK" (and get a corresponding error when I try to run it), and many other files missing (frameworks, products, and "pods"). With MacDown I get a lot of errors mentioning missing pod files.
If it were just the one project that gave me errors I would assume this was something specific to that project, but since they're both giving me errors it sure seems like I'm doing something wrong in general. Should I be downloading something other than the downloadable zip? Downloading extra frameworks? Taking an extra step in between?
I am using Xcode 6.1.1 on OS X 10.9.5, which MacDown seems to indicate it's compatible with.
Few things:
1) If an .xcworkspace is available, you should open that in lieu of the .xcproj. The workspace contains multiple projects that are important for the building of the application.
2)
Check out this answer for "Missing Base SDK" XCODE Base SDK Missing
3) Go to /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs and check to make sure you have the proper system SDKs available
4) It looks like those projects also require CocoaPods, a OS X Dependency Manager. You need to download the "pods" AKA 3rd party dependencies in order to build the application

Xcode 6.4 crashes in Swift breakpoint

In one project I'm using I can't set breakpoints in Swift code, Xcode always crashes when reaching one of them, doesn't matter if it's a "manual" or an exception breakpoint.
In other projects everything works as expected, only for one project Xcode 6.4 (6E35b) always crashes.
I tried cleaning, deleting derived data, resetting simulator, restarting Xcode/Mac - nothing helped at all.
Anyone else experiencing this problem and hopefully knows what helps?
EDIT
Seems only to be the case on one machine (Xcode 6.4, 10.10.5), but not on the other (Xcode 6.4, El Capitan). But as I mentioned in the comments, reinstalling Xcode didn't help, are there some other preferences I could reset/delete?
EDIT2
Here's the Xcode crash log file:
https://dl.dropboxusercontent.com/u/119600/Xcode_2015-08-12-074655_Stefans-iMac.crash
I would try uninstalling and reinstalling Xcode to see if it helps... I've heard of successes with this technique for similar issues.
Just delete the entire Xcode.app from /Applications, and reinstall from the .dmg. If you're not certain of the binaries and have time / bandwidth, consider re-downloading the .dmg.
If that doesn't work, try the following source control tricks (substitute "your favorite revision control" for "git"):
Try purging all objects not in source code control
Another approach: Check out the app again into a fresh repository (this will get even the files that may have been committed but ignored later).
If not under source code control, grab a .gitignore from here and add it to git, then check out into another directory (this will leave everything but source, interface builder, project files and resources/assets behind).
I'd suggest moving the breakpoint code to another location (such as making a function call and breaking either before or inside the function). However, if all Swift code has this problem, that may not work.
Finally, after making an interim commit (to roll back to), try it in Xcode 7 beta. Bit of a hassle because you have to upgrade to Swift 2.0, but if you keep the deployment target the same no iOS target changes are needed.
If this really is a burden and/or it's a small project, you could try creating a new project and migrating the files and storyboard over, but likely this is too much effort.
Either way, since you note it's pretty much all breakpoints in Swift code, file a bug with Apple's bug reporter. They really need to hear about issues such as this, since you don't seem to be alone in having this issue.
EDIT: Where are others seeing this issue?
Maybe we can see commonality -- since this is only reported in Swift projects (so far). A colleague has seen this problem with breakpoints (as well as stepping through code) in Xcode 6.4 on 10.10.4. (I've seen Xcode 6.4 crashes in the past as well).
I see OS version 10.10.5 mentioned as a target where this happens (#swalkner); is this a beta? If OS 10.10.4/5 is the only place we see this, it might be significant. If it's a project/OS interaction, it might be tricky to reproduce / fix, but I'd encourage everyone to submit detailed bug reports to Apple (maybe even link this post).
Some points to note if you're seeing this:
Operating System Version
Hardware
Target: Simulator vs. Hardware; iOS vs WatchKit app.
Target SDK version(s)
Swift only? Or on an Objective-C only project? Mixed?
Only one project, or several?
It's a longshot, but let me know if it's working:
uncheck the "Always show Dissasembly" check
Debug > Debug Workflow > Always Show Disassembly
In older versions of Xcode (<6.1):
Product > Debug Workflow > Show Disassembly When Debugging
I've just spent the past few hours trying to solve exactly the same issue.
I thought at first, it had started due to installing Xcode 7 on the same machine as Xcode 6.4. The problem certainly coincided.
However, due to having version control, I could look and see what files had changed since opening the project with Xcode 7.
The images.xcassets file had changed. Reverting this file back has stopped Xcode from crashing each time it hit a breakpoint.
I'm not sure whether this helps at all, but definitely look at images.xcassets and if needs be, delete it, recreate it and ensure it's setup 100%. It certainly fixed my issue.

Xcode Source Compiling Order Issue

I am working on a fork of the Xbox HID project (to allow greater configuration of the controller) and came across a really strange issue.
The project is three projects, which I have grouped together under a workspace, which works well, it compiles them in order (kext, daemon and prefpane) and all works.
However, I decided to uncrustify the code (thanks Alcatraz!) and standardise the names and locations of source files. This required me to update the project as file paths changed.
Once this was all completed the PrefPane wouldn't load. For some reason it was instantiating and sending initWithBundle to an object that was NOT the File's Owner in the XIB.
After a lot of debugging and hair-pulling I discovered the object it was instantiating also happened to be the first file listed in the Compile Sources build phase. Once I moved the correct file to the top of that list the PrefPane once again launched and worked as expected.
That seems wrong, why does it need to compile this particular class first... better yet, why is it picking up only the first compiled class instead of the one specified in the XIB?
I am using Xcode Version 6.2 (6C131e) under OSX 10.9.5, however, I am using the OSX 10.6 SDK and have 10.6 as the deployment target.
I was having some other issues with the project in question, so I rebuilt all three projects and this issue went away.
I am guessing there was some sort of issue with the Xcode project itself as I believe it was probably upgraded from at least two previous major versions of Xcode.
Lesson here seems to be, rebuild the project files themselves and see if that fixes the issues!

How do I build frameworks in Xcode?

I'm trying to use the GData framework, so I downloaded it and it came as an Xcode project so I assumed I needed to build it. So I opened it up and and clicked run and it compiled fine, but where do I go to access the .framework it created? I'm new to frameworks and have only been using xcode for a month or two so you'll have to excuse my lack of knowledge about it.
The documentation will help you
Anyway, by default the target is GDataUnitTest, just change it to GDataFramework. Once you compile it you will find the framework in the folder of the XCode Project called target.

New iOS project, free hosted repository: Xcode 4 or Xcode 3.2?

I wonder whether I should start development of a new iOS project in Xcode 4 or 3.2 - on one hand, I know 3.2 (a little), there is lots of info about it out there, and it's stable and proven. On the other hand, Xcode 4 brings some improvements as well. Are the newer previews of Xcode 4 ready for prime time, or are they still too buggy?
I'm especially interested in issues with (and recommendations of) externally hosted repositories, as I was not very happy with how Xcode 3.2 played with the Subversion repository in my last project.
Which one to choose, and which (preferably free and externally hosted) repository to match?
Today (3rd Feb 2011) Apple released the GM-Seed of xcode4. It's now ready for usage and you can compile your apps and release to the app-store. So if you are new with xcode, I would suggest using xcode4.
Why?
The new compiler has a lot of optimizations done. The compiler (as far as I can see the results) generates faster code. It's big fun!
The new Userinterface is more reliable. It makes your development a lot faster!
2a. Interface builder is now integrated. You can "drag and drop" your userinterface Item using the "ctrl"-key into your code and xcode creates the source for you! This accelerates creation of userinterfaces a lot!
git support has been added to sourcecontrol, which makes development in teams easier
The new LLVM compiler shows errors immediately while coding. And it displays errors, which xcode3 never mentioned
In xcode4 Apple changed a lot! So if you start with xcode3, you will have a new learning curve with xcode 4. For newbs I suggest: Download the xcode4 goldmaster and get startet with xcode4!
I second JackPearse's endorsement of Xcode 4, with one caveat. Been using Xcode 4 for a couple of days and am really starting to like it. Particularly like the way it shows the changes in each file as you commit. Unfortunately, when you delete a file, it forgets that it will need to be deleted in the repository as well. But the big BUT right now is that Xcode 4 will immediately crash the moment you try to do any Core Data modeling. See also XCode 4 Data Model Versioning bug? here on Stack Overflow. So, if you plan to use Core Data, you'll need to keep Xcode 3 around as well until they fix this.

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