Xcode uses old version of templates? - xcode

My install of Xcode 3.2.3 created a project with different template files than those of my classmates. We all created a navigation-based app that used core data.
I suspect that my templates are somehow left over from previous installs, whereas my classmates all have current templates.
Anyone else experienced this? Any suggestions for making sure I have the current templates?

If there are copies or customized versions in
~/Library/Application Support/Developer/Shared/Xcode/
they will be preferred over global (updated) versions, see e.g. this question.

Related

How to migrate/update to newer version of Xamarin.Forms?

I have some xamarin.forms 1.xx( I dont know which version) project on multiple platforms Android and iOS. And I've been asked to upgrade it to the maximum available right now version of xamarin.forms.
Therefore, I have 2 questions:
1) How to determine which version of forms I'm using right now (I'm working in Windows environment using Visual Studio 2015 ).
2) How to migrate/update to newest version of forms? (step by step, if it's possible). I have no idea how the result of that kind of operation supposed to look like, cuz I have never done anything like this before in my life. And what the best practices are?
What I've done is opened VS2015->Help->Xamarin release notes, however there was nothing about version of Forms I'm using. Also, I went to the official xamarin website and there was no guide how to do that. I also tried to look at the release notes the last Forms update and trying to find and fix differences, but my project is so big and I thought that this way doesn't seems right.
I'll answer first the What are the best practice regarding upgrading a Xamarin.Forms application? first and then address your other concerns.
I recently upgraded from 1.5.1 to 2.3.2, and from my experience, this is the steps to go through:
Decide which version you will upgrade from and to.
Read the change logs for all stabled releases between these two versions and look for breaking changes/bugfixes. You can find the release notes on Xamarin's website or on NuGet's website too.
Check regularly for new releases on the Xamarin.Forms forum and check if any reported issues may affect you. Every time Xamarin makes a release, there is a thread full of comments from other developers that may have encountered issues you might be interested in.
Using your favorite versioning software, make sure that all local changes are commited or stashed and create a new branch for your Xamarin.Forms upgrade (you don't know how long the upgrade will take and you still want to be able to send patches during the process)
Upgrade: Read the Important notes at Xamarin.Forms 2.3.2 release notes, especially the When upgrading Xamarin.Forms take care not to simply "update all" as ... part. Remember to upgrade on your PCL project, on your iOS project and on your Android project.
Test your whole app on as many devices as possible and for the longest possible period before you merge your branch back into your development/master/Main branch and address the potential incompatibility issues that may have been created in your development/master/Main simultaneously.
Step 3 is very important as it will allow you to reset back to your starting point and restart if you should fail to upgrade for whatever reason.
Xamarin.Forms is moving fast so it's important that you always keep an eye on what's going on even if you don't upgrade.
Which version am I using right now?
You can check that in the NuGet package interface or in the packages.json file in your project.

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 open project version 1.0 with xcode 4.2?

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).

How to go about making audio units since Xcode 4.3?

I noticed since Xcode 4.3, the audio unit templates are gone and the audio unit headers and helper apps are a separate download from Apple's website.
I have no idea what to do with the downloaded folder... I tried putting AU Lab And HALLab in Xcode.app/Applications and they don't show up in the new developer tools menu; I tried placing the CoreAudio folder with the headers in Xcode.app/Developer and even recreating /Developer in my root and Xcode doesn't see AUEffectBase.h anywhere (unless I actually add the file).
I saw someone's post on how to come up with a new from-scratch template but I won't even go there yet since Xcode doesn't even find the headers right now.
Any ideas on how to go about making it all work again?
And about the templates.. I can forget about them right, meaning, the ones we used to have from Apple?
Thanks!
If they are in your project, and referenced by Xcode, then you will have to update those project references. Xcode may refer to them as absolute path, relative to project, relative to SDK and a few others.
At this point, you might consider creating a static library for these dependencies, if you have multiple AUs to build out. Then you just create a static lib to link to, rather than managing a handful of sources per AU.
Templates: It appears they have been removed (temporary? permanent? idk). I moved off distributed template dependence years ago. Perhaps you can scan or hit the CA-API list and see if a dev has one handy.

How to set up SDL on XCODE 4?

I'm having troubles with sample templates and overall installing of SDL on my Xcode 4.
There are no tutorials and old templates just don't work!
If anybody has Xcode 4 SDL templates, please share.
EDIT:
#Joshua Nozzi I tried opening template from old version of XCODE, 3.2 and it opened, but there were no files in the project and it said - base sdk missing. I tried adding SDL.framework but it didn't help!
I just pushed my working SDL test Xcode project as a public Github repository, so feel free to see if it works for you: https://github.com/Ricket/HelloSDL

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