xcode4.2

Symbols meaning aside class name in xcode

杀马特。学长 韩版系。学妹 提交于 2019-12-03 06:36:44
I am using Xcode 4.2 in which I have created various classes which shows various symbols like ?, A, M with the name of the classes. Project is running absolutely fine. Still I'm curious to know the meaning of these symbols. Whether the classes with question mark symbol will create error or warning in future? After lots of searching I have got the answer at this link under "Keep Track of Your Files’ SCM Status" section. M = Locally modified U = Updated in repository A = Locally added D = Locally deleted I = Ignored R = Replaced in the repository – = The contents of the folder have mixed status;

<classes> element flipping in and out of existence in storyboard file

ぃ、小莉子 提交于 2019-12-03 06:14:57
This isn't a big problem but it is annoying. Every time I edit my storyboard in Interface Builder and I want to check it into the revision control system there's a element that is either generated or removed: if it existed it is removed and vice versa. It adds needless noise to my checkins. Does someone have an idea of what's going on and how to fix it? Switch to Xcode 5 as soon as this becomes feasible. There they change the XIB format to be mergeable XML. While you are still on Xcode 4.x you need to ignore changes to XIB files. Don't always commit all, but revert those changes that you don't

Is the use of storyboards in Xcode 4.2 production ready and recommended? (c.f. previous XIB methods)

感情迁移 提交于 2019-12-03 05:51:23
Is the use of storyboards in Xcode 4.2 production ready and recommended? That is, would iPhone/iPad developers that have used storyboards recommend (for native iPhone/iPad apps) to definitely use storyboards? Or are there some gotchas and issues still with the concept? P.S. Also do storyboards assist in getting a Universal Application designed/working? This depends, for the most part, on your target audience. The only potential deal-breaker is the fact that using storyboards requires you to set your app's deployment target to iOS 5.0 or later; a storyboarded app cannot run on any earlier

How to use c++ and objective-c together in XCode 4.2

我是研究僧i 提交于 2019-12-03 03:57:24
I had a trouble to combine c++ and objective-c together in developing a iphone app. I had a 3rd party library to use in the app. I had a plan to use c or c++ to wrap the library and then use objective-c to call it. After I had finished the class with c++, I had a trouble to use it in objective-c. Is there any sample code? Thanks. in the objective-c head file. I write #import <UIKit/UIKit.h> #import "ZJTConstants.h" #include "TTSAdapter.h" class Adapter; @interface ZJTVBlogViewController : UIViewController { @private Adapter* adapter; } @end and in the mm file, I write: if (self) { adapter =

Batch Build and Archive of iOS apps via Terminal

别来无恙 提交于 2019-12-03 03:13:53
I am trying to simplify the build->archive->submit process for iOS app publishing. We have over 50 mobile apps that have nearly identical framework, but with different artwork and configuration settings. I normally would load each project in xcode 4.2 and build->archive->submit the usual way with the xcode GUI, but we are up over 50 apps now and this process is very tiresome any time we push out an update. That being said, I am trying to speed up this process with using a shell function. I did plenty of research and found that xcodebuild (See Reid's answer) should work, however the Archive

Install Xcode 4.2 for Snow Leopard fails

荒凉一梦 提交于 2019-12-03 03:00:20
I've download Xcode 4.2 from official site. And when installation starts - it shows an error: Not very informative.. What is the problem? where to see logs or something? PS.I have: Mac OS 10.6.8, Xcode 4.0, ~10 GB free space. And I want just to test my app on ios5. UPDATED: Installer[51580]: Failed install preflight: Error Domain=PKInstallErrorDomain Code=102 UserInfo=0x119de62e0 "The package “OpenGLApps.pkg” is untrusted." Underlying Error=(Error Domain=NSOSStatusErrorDomain Code=-2147409654 UserInfo=0x119df06b0 "The operation couldn’t be completed. CSSMERR_TP_CERT_EXPIRED") caoquendo You can

How to hide Textbox Keyboard when “Done / Return” Button is pressed Xcode 4.2

爱⌒轻易说出口 提交于 2019-12-03 01:50:38
问题 I created a Text Field in Interface Builder. I set it's "Return Key" to Done. This is a one line only input (so it wont need multiple lines). How do I hide the virtual keyboard when the user taps the done button? 回答1: Implement the delegate method UITextFieldDelegate , then: - (void)viewDidLoad { [super viewDidLoad]; self.yourIBtextField.delegate = self; } - (BOOL)textFieldShouldReturn:(UITextField *)textField { [textField resignFirstResponder]; return NO; } 回答2: UITextView does not have any

aws sdk for mac os x application development [closed]

耗尽温柔 提交于 2019-12-02 23:31:54
I need to develop an application for MAC OS X, which will be uploading the chosen files to amazon web services. But for that I need aws sdk for mac. I haven't found any on the web. Is it possible to modify the AWS SDK for iOS so it can be used for Mac? Also, the AWS SDK documentation doesn't explain how to upload files to S3. Does anyone have an example of how to do this? Thanks Judging by a discussion on this topic in the AWS Developer Forums , there doesn't seem to be an official AWS SDK for MacOS X yet, but the iOS version is close to useable. One contributor to that thread has posted a

After Upgrading from Xcode 4.2 to Xcode 4.3, instruments command line fails

雨燕双飞 提交于 2019-12-02 21:58:08
After upgrading from Xcode 4.2 to Xcode 4.3, the instruments command line tool fails with the following error: Error: No developer directory found at /Developer. Run /usr/bin/xcode-select to update the developer directory path. sudo /usr/bin/xcode-select -switch /Applications/Xcode.app/Contents/Developer 来源: https://stackoverflow.com/questions/9485320/after-upgrading-from-xcode-4-2-to-xcode-4-3-instruments-command-line-fails

iOS5 Xcode4.2 floating-point byte align error?

。_饼干妹妹 提交于 2019-12-02 19:07:23
问题 Look at this code: this is struct definition file with 1byte struct packing (for socket networking) #pragma pack(1) typedef struct _TestStruct1 { double d1; double d2; } TestStruct1; typedef struct _TestStruct2 { unsigned long v1; unsigned short v2; unsigned long v3; unsigned long value; TestStruct1 ts1; } TestStruct2; #pragma pack() Ok. now see simple code below: TestStruct2 wtf; wtf.v1 = 0; wtf.v2 = 0; wtf.v3 = 0; wtf.value = 4294967295; wtf.ts1.d1 = 37.785834f; wtf.ts1.d2 = 37.785834f;