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I am using a MacBook M1 Pro and just upgraded to macOS Ventura. When I run "go build" for cross-compiling, it keeps prompting me to install the command-line tools. After using "sudo xcode-select -switch /Library/Developer/CommandLineTools", it still shows an error message while compiling: "_cgo_export.c:3:10: fatal error: 'stdlib.h' file not found". Do you have any solutions?
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by Lemongm.
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Its been 2 months and still my account showing pending. I sent emails two weeks ago and they haven't answered. I tried to call the number and they only response back to email. United States and we used a Credit card and it was charged already.
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by azerrouki.
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Hi there, I run Flutter in VS Code, and have been having no issues until today. All of a sudden I cannot build to Android. I've been building to 3 different Android devices (1 emulator; 2 devices (one USB; one wireless)) since I got my MBP (came with Big Sur) a couple months ago. Today it can't find Java. Research says to check the Java icon in the System Preferences. But there is no Java icon in my System Preferences. The error is: The operation couldn’t be completed. Unable to locate a Java Runtime. Please visit http://www.java.com for information on installing Java. I also tried a different project via Android Studio, and it says the same thing. But I've BEEN building to Android, so I'm completely confused why today it all of a sudden can't find Java. When I type which java or which javac they both point to /usr/bin/java and /usr/bin/javac. But typing java -version or /usr/bin/java -version gives that same error. I went to Oracle, but they mention about costs. And this again makes me wonder... why am I even here?? Where did my Java go? I also don't surf the web or download/install stuff on my Mac. I only do Flutter development on the Mac. So do I just not think about how it disappeared, and go ahead and just install the JRE or JDK from Oracle? Or is there a way to tell the Mac to "please fix this"? Thanks for any insights. -Keith
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by KeithDC.
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Not a question, but just informing you all that I've been having issues with install Xcode command line tools (just updated to beta 7 and having the same issue). xcode-select --install This command keeps telling me that the software is unavailable. In case any of you are having this issue, go to: https://developer.apple.com/download/more/ There is a link there to download the command line tools. Happy coding!
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Hello, I'm a new SwiftUI developer and trying to create an app for iPhone. I needed to connect to Postgres so I've used Postgres-Kit (installed >2.0.0 version) (https://swiftpackageindex.com/vapor/postgres-kit) I've installed the package, and there's no error displayed on Xcode until I'm trying to build : The package product 'PostgresNIO' requires minimum platform version 13.0 for the iOS platform, but this target supports 11.0 I've changed the version of iOs Deployment Target in the project navigator but it doesn't help at all. Have you met this exact problem with Postgres-kit / PostgresNIO ? Please help !
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by SimD3v.
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I've had the opportunity to start a fresh project for the first time in years, and see that Xcode no longer create an Info.plist file by default, but prefers to generate it automatically based on build settings. However, I struggle with translating user-facing strings in this new work flow. What am I missing? Should I just turn off GENERATE_INFOPLIST_FILE and create Info.plist and Infoplist.strings the old way? I want to localize privacy reasons.
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by sveinhal2.
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Is there a way to attached multiple functions (via action) per selected option in a Picker (Wheelview)? I have this code so far: struct Picker1Zon: View { //Variable @EnvironmentObject var name: SelectNames //Waarden @EnvironmentObject var vuur: VuurValues @EnvironmentObject var aarde: AardeValues @EnvironmentObject var lucht: LuchtValues @EnvironmentObject var water: WaterValues //PickerSelect @EnvironmentObject var picker: PickerSelectValues //Profiles @ObservedObject var profileRam = RamProfile() @ObservedObject var profileStier = StierProfile() @ObservedObject var profileTweelingen = TweelingenProfile() @ObservedObject var profileKreeft = KreeftProfile() @ObservedObject var profileLeeuw = LeeuwProfile() @ObservedObject var profileMaagd = MaagdProfile() @ObservedObject var profileWeegschaal = WeegschaalProfile() @ObservedObject var profileSchorpioen = SchorpioenProfile() @ObservedObject var profileBoogschutter = BoogschutterProfile() @ObservedObject var profileSteenbok = SteenbokProfile() @ObservedObject var profileWaterman = WatermanProfile() @ObservedObject var profileVissen = VissenProfile() var body: some View { VStack{ Picker(selection: $name.Select1Variable , label: Text("")){ Group { Text("Selecteer...").tag(" ") Text("\(profileRam.sterrenbeeldIcon) Ram").tag("Ram") Text("\(profileStier.sterrenbeeldIcon) Stier").tag("Stier") Text("\(profileTweelingen.sterrenbeeldIcon) Tweelingen").tag("Tweelingen") Text("\(profileKreeft.sterrenbeeldIcon) Kreeft").tag("Kreeft") Text("\(profileLeeuw.sterrenbeeldIcon) Leeuw").tag("Leeuw") Text("\(profileMaagd.sterrenbeeldIcon) Maagd").tag("Maagd") } Group { Text("\(profileWeegschaal.sterrenbeeldIcon) Weegschaal").tag("Weegschaal") Text("\(profileSchorpioen.sterrenbeeldIcon) Schorpioen").tag("Schorpioen") Text("\(profileBoogschutter.sterrenbeeldIcon) Boogschutter").tag("Boogschutter") Text("\(profileSteenbok.sterrenbeeldIcon) Steenbok").tag("Steenbok") Text("\(profileWaterman.sterrenbeeldIcon) Waterman").tag("Waterman") Text("\(profileVissen.sterrenbeeldIcon) Vissen").tag("Vissen") } } .pickerStyle(WheelPickerStyle()) .padding(.horizontal, 90.0) .background(content: { Rectangle() .foregroundColor(.white) .padding(.vertical, -15) .cornerRadius(17) .frame(width: 250, height: 200) }) } .animation(.easeInOut(duration: 0.35).delay(0.25), value: picker.picker1) .scaleEffect(picker.picker1 ? 1 : 0) .opacity(picker.picker1 ? 1 : 0.2) .animation(.easeInOut(duration: 0.30), value: picker.picker1) } } . In this code design I have only one observed variable that changes, but I would like to change multiple. Is there a way to do this?
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We have a large, complex workspace. Let's call the app OurApp, which is the top level project. In the workspace we also have a project FooController, with a framework target. For App Store reentry reasons, we have duplicated the framework target so that we now have FooController and FooController-MacAppStore. There is an .xcconfig file for the App Store target that sets its product name to FooController. The workspace contains schemes for OurApp and OurApp-MacAppStore, with the appropriate FooController selected (ie, OurApp-MacAppStore correctly references the FooController Xcode identifies as the product of FooController-MacAppStore). With a completely clean build (nuking the Derived Data folder and the module cache, for whatever good the latter will do), the build folder contains exactly ONE correctly-named FooController.framework, which appears to be the correct variant, and the build succeeds. Yet there is a persistent warning (under the "Build target OurApp-MacAppStore" group): Multiple targets match implicit dependency for product reference SketchPluginManager.framework. Consider adding an explicit dependency on the intended target to resolve this ambiguity. No other targets reference either FooController target except OurApp and OurApp-MacAppStore besides the test bundle. I've even tried deleting that, though no evidence suggested it was trying to build, and this same warning merely shifts to the test bundle if I build for test. I've tried adding a reference to FooController project under OurApp project and then adding the appropriate FooController targets (app store versus non) to their respective OurApp targets' Target Dependencies under Build Phases. This makes no difference. I've also tried (what I think may be voodoo as it may not apply to this case) adding DISABLE_DIAMOND_PROBLEM_DIAGNOSTIC=YES to the configs of all targets involved as seen in some Google-found threads about earlier Xcode versions. All to no avail. Of course I tried all of the above solutions together as well. I'm coming to the conclusion that this may be an Xcode bug. We're all-in with workspaces, as going to all-explicit dependencies on such a large and complicated codebase feels anti-pattern to future tools developments at best, and nearly unmanageable for a large team at worst. But we're starting to wonder if we need to do a ground-up switch to explicit dependencies. This makes me want to cry. We are using Xcode 14.2 on macOS 13.2.1. I'm out of things to try. Does anyone have any ideas here?
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by Head Gato.
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Device: Iphone 13 Pro Max Os Version: 16.2 Issue: Scanning Wifi QR Code of QWE Encryption Type. Iphone Camera Scans Successfully But Not able to join says "Unable to join the network "network_name". Encryption Types passed in QR code is : "WIFI:T:nopass;S:Testing;P:;H:true;" With Android I am able to connect to WIFI.
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Hello, I am doing a cross-platform project that uses C++ and OpenGL ( I know I should be using MoltenVK or Metal, but OpenGL is nice and simple for starting out and is cross platform). I am also doing most of my development on a M1 Macbook Pro, which supports up to OpenGL 4.1. The M1 also only supports up to 16 active fragment shader samplers ( maximum number of supported image units) I am currently working on a batch rendering system that uses an array of textures thats uploaded to the GPU and the shader can switch based off of the index into a sampler array. Heres the shader that I am using ( the vertex and fragment shaders are combined, but the program parses them separately) : #type vertex #version 410 core layout(location = 0) in vec3 a_Position; layout(location = 1) in vec4 a_Color; layout(location = 2) in vec2 a_TexCoord; layout(location = 3) in float a_TexIndex; layout(location = 4) in float a_TilingFactor; uniform mat4 u_ViewProjection; out vec4 v_Color; out vec2 v_TexCoord; out float v_TexIndex; out float v_TilingFactor; void main() { v_Color = a_Color; v_TexCoord = a_TexCoord; v_TexIndex = a_TexIndex; v_TilingFactor = a_TilingFactor; gl_Position = u_ViewProjection * vec4(a_Position, 1.0); } #type fragment #version 410 core layout(location = 0) out vec4 color; in vec4 v_Color; in vec2 v_TexCoord; in float v_TexIndex; in float v_TilingFactor; uniform sampler2D u_Textures[16]; void main() { color = texture(u_Textures[int(v_TexIndex)], v_TexCoord * v_TilingFactor) * v_Color; } However, when the program runs I get this message: UNSUPPORTED (log once): POSSIBLE ISSUE: unit 2 GLD_TEXTURE_INDEX_2D is unloadable and bound to sampler type (Float) - using zero texture because texture unloadable I double and triple checked my code and im binding everything correctly to the shader (if im not feel free to point it out :), and the only thing I found on the web relating to this error was saying that it was an error within the GLSL compiler on the new M1s. Is this true? Or is it a code issue? Thanks side note: I am using EMACS to run Cmake and do C++ development, so if you try and test my project on Xcode and it doesnt include the shaders its most likely a Cmake/Xcode copy issue.
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by trzroy.
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On the iOS Developer app on my Iphone 13, when I try to submit my id front and back pictures, it fails every time with no fruitful error. All it says is Unable to send information, your information couldn't be sent due to connection error. The internet connection is working absolutely fine I can assure. It seems impossible to go past this step! Why is apple so vaguely difficult!
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I forgot to renew my developer account and I found out after it has already expired for 1 months. So I renew it just now, then I will try to click on my app link it's show this message " This app is currently not available in your country or region.", and On my developer page got this message " Upcoming Changes to App Store Pricing On May 9, 2023, pricing for your existing apps and in-app purchases (excluding auto-renewable subscriptions) will be updated across all 175 storefronts to be equalized to your base country or region using publicly available exchange rate information. If you don’t specify a base country or region, Apple will use your current price in the United States as the basis to provide comparable prices in other countries or regions. Learn more about app or in-app purchase pricing. " anyone know how to solve this? Thank you in advance
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by s3665959.
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Hi, I reported this issue a while back for Xcode 12, which I then marked as resolved because it intermittently worked: https://developer.apple.com/forums/thread/652855 However, since Xcode 13, even in Xcode 14 RC 2, Git pushing to a custom server just does not work for me at all anymore. I get the following error: An unknown error occurred username does not match previous requests (-1) Feedback ID: FB9812942 Thank you, Matthias
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Hi Guys, I am using the new Apple M1 Max and macOS Monterey, I am trying to install cocoa pod but getting errors like below. I tried to fix it with help of StackOverflow and many ways but no luck. Please help to resolve this issue. ERROR: While executing gem ... (Gem::FilePermissionError)   You don't have write permissions for the /System/Library/Frameworks/Ruby.framework/Versions/2.6/usr/lib/ruby/gems/2.6.0 directory.
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by iappvk.
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sudo gem install cocoapods ERROR:  While executing gem ... (Gem::FilePermissionError)     You don't have write permissions for the /System/Library/Frameworks/Ruby.framework/Versions/2.6/usr/lib/ruby/gems/2.6.0 directory.
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Hi, I'm really hoping someone can help me. After updating my iPhone 11 to iOS 16 and tried to launch an app from xCode on it, I noticed that I didn't have dev mode enabled. When I went to Settings > Privacy & Security to toggle the Developer Mode on, it wasn't there. There is no Developer Mode option in my settings, the only option and the end of Privacy & Security is Lockdown Mode. I tried so many troubleshooting techniques and spent a lot of time looking for solutions. I tried powering on and off while connected to my macbook with xcode running and again without xcode running. Made sure my device has the latest update (iOS 16.0.2) and my device has trusted the connection to the Macbook as well. I also had the same problem on my girlfriends brand new iPhone 13, I was really hoping it was just my device but no, her device doesn't have the Dev Mode option either. Out of curiosity I asked my friends at work if they had the option but they did not. I even went as far as going into an Apple store and checking the devices on display and they didn't have the option either. And when I asked the staff their, they didn't know why the option wasn't showing up on mine or even their own personal devices. The only source that I have found with the same issue as me is this youtube link (https://www.youtube.com/watch?v=5AEusqQV794), where it mentions that this is an issue with iOS 16 public beta users and not developer beta user and the only way to solve this is by sidloading the app which I am not gonna do. Please note that I am not running beta version on my device. I can't help think that there's something obvious that I'm missing or need to do but just can't find it. Any help or advice will by really appreciated :) Thank you
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by UE-Dev.
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