Just cannot find UI for enabling the opengl es frame capture.
I know in xcode 4.2 document, the interface is in Edit Scheme as link below. But not found in 4.3 at this place.
http://developer.apple.com/library/ios/#documentation/DeveloperTools/Conceptual/WhatsNewXcode/Articles/xcode_4_2.html#//apple_ref/doc/uid/00200-SW1
There is no longer a check box to enable this.
You need to have the OpenGLES.framework in the Project Navigator for the camera icon to appear. (I have several apps with it included via linker settings, which is not picked up).
If it still fails, try removing it and re-adding it, and also add it to your Build Phases/Link Binary With Libraries. I've found this to be pretty reliable.
Capture GPU Frame is greyed out for me when I run a simulator. It seems like it needs a real device.
Related
Canvas does not appear in my 2-year old project even though I recently upgraded to macOS 10.15 (19A547) and Xcode 11.1 (15405). I have selected Editor menu/Canvas to show it. Simulator works fine, and building a new project shows Canvas working properly. Must I enable/select/configure other parts of my project?
Read before looking at image
Canvas is actually for SwiftUI, Also you can use the benefits of it by porting your UIKit elements into the SwiftUI preview. But sometimes for some un/known reason, canvas can not reload the view in time and it's not working.
For example:
When you work on a catalyst project and select mac as a target.
When you use a custom run script that cause a change on the xcworkspace during the build process (like auto build number increment script or etc.)
When you have a long task that triggers the watch dog event. (like recursion or massive loop)
Syntax error
Complex swift code
etc.
These are just a few of them that I faced and conformed. For more information about the issue, most of the time the canvas itself reports the issue and you can read about it with clicking on Diagnostics button above the canvas window:
But some times you can't even see this pan. Sometimes disable and enable the canvas works for that situation and sometimes restarting Xcode (or even mac) works, but some times not!
Hope it helps you save some time.
For some time I have had an interesting iOS simulator issue - it constantly doesn't draw the last frame of any animation. For example:
in push animation the new view doesn't go right to the end, so I see the right border of the previous view
in dissolve animation alpha doesn't go to zero, so I still see the view with alpha near zero
if I have a button with different normal and selected images, then first tap does nothing (in fact, it does, but doesn't show), and second tap shows previous animation, i.e. what should be done at first tap, etc.
These issues are reproduced in all simulators and apps including system ones like Calendar, Settings, etc.
I have changed a simulator scale, reinstalled the simulator, reinstalled Xcode entirely - no success.
Very strange. Not sure if this related to simulator, Xcode, or macOS. Had anybody such issue?
This issue happens with the current version of NVIDIA Web Driver (378.05.05.25f03) and requires a special patch to fix. The patch is available here:
https://github.com/mologie/NVWebDriverLibValFix/releases
Remember, this patch is unsigned and requires kernel code signing to be disabled. There are many resources online explaining how to do that depending on the type of machine you have if you are unfamiliar with the process.
This solves the slowness, lags, delays, frame loss, etc. with the iOS simulators as well as the issue with the "Profiler" in Xcode.
Xcode 4.2+ and Xcode 5 have a very powerful debugger for OpenGL ES. Until recently, the debugger itself would crash often (it didn't work reliably for me until Xcode5.0), but it sometimes disables itself and refuses to run at all.
This being an Apple application, they don't bother with error messages, they simply refuse to let you press the Analyze button:
I can't find any reference in Apple's docs to a situation that would "disable" the analysis. I know that it can work on this machine, because it worked fine on a different device.
Device that works:
iPad3, running iOS 6.x
Device that Xcode5 refuses to work with:
iPad Mini, running iOS 7.x
...I've tried updating to latest 7.x - no change. Xcode just refuses to work properly. All other debugging works fine.
It's not a perfect answer, but I've noticed something that might explain it...
When you pause the debugger, this triggers the button to grey-out. So, if you needed to analyse the frame at a particular point in your app ... you can't.
It sucks, and I have no idea how you're supposed to debug something without using the debugger, but ... it might be why I was getting disabled button!
Is there a way to go fullscreen in Xcode? similarly to VS.net ?
and if there is, how?
FWIW, the modern answer to this old question has two parts:
1) Use View->Fullscreen to go full screen
and ... so you don't end up with one fullscreen window per file (which would be ridiculous) ...
2a) Use Shift-Option-click to open new files in the same window
2b) Use Navigation Preferences to specify that files always open in a new tab
With Xcode 4.1, a build-in full screen mode in included.
It works pretty well if you don't use multiple monitors.
You could use the SIMBL plugin Megazoomer for that. That's a plugin that will add a zoom menu item to every Cocoa application which will show the app's content in full screen.
Slight problem though, it doesn't work with Xcode out of the box. Building the old version for 32Bit with GC enabled works when running Xcode 3.2.4 in 32-Bit mode. But unfortunately, Ian did not release the sources for the 64Bit version. So if you really really want it, ask him for the sources and build a version that runs in 64Bit Xcode.
I believe the newest version of Xcode is in an application window, so that would be able to 'go fullscreen'. Are you using the newest version of XCcde? http://developer.apple.com/technologies/tools/whats-new.html
it doesn't seem there's a decent one
Edit:
This was for XCode 3 and earlier, XCode 4 and later came in one window.
Please refer to other answers
I am currently simply trying to build a simple screen saver in xcode 3.2 on osx 10.6.3 using an openGL view as described in this article: http://cocoadevcentral.com/articles/000089.php anyways even if I use the exact same code from the example all I see when testing the screen saver is a black screen. I looked in OSX Console if it tells me anything useful. the only thing I get is something like this:
[0x0-0x1e01e].com.apple.systempreferences[629] System
Preferences(629,0x7fff71071be0)
malloc: reference count underflow for
0x20057be80, break on
auto_refcount_underflow_error to
debug. System Preferences[629] invalid
context
I have no idea what is wrong, so I would be glad if someone could tell me how to use openGL together with the screensaver template in xCode 3.2. Also, is there a way to make another target so I can preview the screensaver from within xCode?
Thanks!
The example on Cocoa Dev Central works just fine. The same error comes up for me, but as far as I can tell, that is not the reason why you're getting a black screen.
I had a similar problem because I wasn't correctly reinstalling the screen saver.
Make sure you quit System Preferences before reinstalling the screen saver. If you don't, the old screen saver will still be used, even when it asks you about overwriting it.