Re: Connecting LC to Xcode
Maybe a deinstall of all xcode versions, reboot, reinstall may do a miracle. Seems like strange failures. Marty Knapp via use-livecode schreef op 5 december 2019 00:48:01 CET: >OK I took those steps but now when I launch Simulator I get this error: > >“Unable to boot device because it cannot be located on disk. Us eat >device manager in Xcode of the simctl command line tool to either >delete the device properly or erase the contents and settings.” > >I try selecting a device from the Hardware menu and can sometimes get >one to load but then when I test from LC I get this error: > >“Unable to start simulator: 634,0,0,unknown C++ exception >573,228,1,revIPhoneSetSimulatorSDK" > >There is a new Developer folder (I renamed the folder for 11.2). I >looked in Preferences and removed everything that looked like it >belonged to Xcode. > >> On Dec 4, 2019, at 11:36 AM, panagiotis merakos via use-livecode > wrote: >> >> Hello Marty, >> >> Hehe, OK, I think I know where the problem is. I had the same problem >and >> spent a lot of time trying to figure out the problem, as the error >message >> from the simulator is not informative at all. So, short description >of the >> problem: >> >> By installing xcode11.x and its additional components, a couple of >new >> subfolders were created in /Library/Developer/* folder. These new >files >> contain the new CoreSimulator framework (of xcode11.x), which >includes some >> changes. One of these is that it no longer allows installing apps to >the >> simulator that do not include a particular key in the plist. Even if >you >> uninstall Xcode 11 and install Xcode 10.1, this file is not replaced >by >> Xcode10.1's equivalent (because the one from Xcode11 is newer, so it >does >> not allow older ones to overwrite it). >> >> Solution: >> >> 1. Open Finder, and choose (from Finder's menubar) Go -> Go to Folder >and >> enter /Library/Developer/ >> 2. Delete the /Library/Developer/ folder (or rename it to >> /Library/XCode11_Developer/) >> 3. In the terminal, type sudo xcode-select --install and press enter. >This >> will show a dialog asking the user to agree to xcode's terms and >conditions >> and then to install the additional components. Click "I agree" and >then >> "Yes install them" >> 4. This will create a new folder /Library/Developer/, which will >contain >> the correct additional components (i.e. including the CoreSimulator >> framework) from Xcode 10.1 >> 5. Now type in the the Terminal sudo xcode-select -s > >> >> This will hopefully work. Then, make sure you follow the instructions >from >> the previous post (i.e. to launch the simulator first and then click >"Test" >> in LC) >> >> Kind regards, >> Panos >> -- >> >> On Wed, 4 Dec 2019 at 19:55, Marty Knapp via use-livecode < >> use-livecode@lists.runrev.com> wrote: >> >>> Yes those are the steps I’ve tried, only using Xcode 10.1 (couldn’t >get LC >>> to accept 11.2). When I click the “Test” button it starts going >through the >>> process of prepping the app then errors out with the message “Unable >to >>> start simulation: Failed to install the requested application” >>> >>> If I change the test target to my actual iPhone it installs it fine, >so I >>> guess I’ll just do that. >>> On Dec 3, 2019, at 11:25 PM, panagiotis merakos via use-livecode < >>> use-livecode@lists.runrev.com> wrote: Hello all, I usually follow these steps, and I almost never have problems with >the simulator: (Note: these instructions are for Xcode11.1, but are applicable to >any Xcode version) 0. Make sure the command line tools that will be used by LiveCode >are the ones of the correct Xcode: (Launch Xcode 11.1, go to Xcode's menubar and choose Xcode-> >>> Preferences-> Locations and in the Command Line Tools dropdown choose "Xcode >11.1") 1. Open the Simulator from Xcode11.1 (Launch Xcode, go to Xcode's >menubar and choose Xcode -> Open Developer Tool -> Simulator 2. Wait until the simulator fully loads, until it shows the >device's Home screen 3. You can change device by clicking on the Simulator's app >menubar: Hardware -> Device -> iOS 13.1 -> 4. Again, wait until the new simulator device fully loads, until it >shows the device's Home screen 5. Now go back to LiveCode, choose the iOS simulator under "Test >Target" and finally press the Test button (or choose Development -> "Test") Hope this helps. Kind regards, Panos On Wed, 4 Dec 2019 at 08:00, scott--- via use-livecode < use-livecode@lists.runrev.com> wrote: > I found that launching the simulator and getting a device running >BEFORE > testing from LC often helped. As an aside, since setting up LC >>> 9.6.0(dp1) > and xCode 11.1 Ive been unable to get the simulator to load my >app. I’m > still fiddling to see what how to attack
Good News! Audio Working with AVKit on iPhone 7 and 8
Yay! Good news! A build with 9.6 dp1 with xCode 11.1 with a fix for the new use of AVKit in iOS. On Test Flight my iPhone 7 and 8 users, who had failures previously on iOS 13+ with the mobile audio player built in LC9.5 ... now report that audio is working! More Apple Caveats: FYI: Don't be surprised or dismayed be the fact that Application Loader is missing in xCode. Go the App Store on the desktop. Search for "Transporter." Now it has an "Add App" on the home screen. After that is the same behavior as Application Loader, and took my SivaSiva.ipa as before. BR ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode
Re: Connecting LC to Xcode
OK I took those steps but now when I launch Simulator I get this error: “Unable to boot device because it cannot be located on disk. Us eat device manager in Xcode of the simctl command line tool to either delete the device properly or erase the contents and settings.” I try selecting a device from the Hardware menu and can sometimes get one to load but then when I test from LC I get this error: “Unable to start simulator: 634,0,0,unknown C++ exception 573,228,1,revIPhoneSetSimulatorSDK" There is a new Developer folder (I renamed the folder for 11.2). I looked in Preferences and removed everything that looked like it belonged to Xcode. > On Dec 4, 2019, at 11:36 AM, panagiotis merakos via use-livecode > wrote: > > Hello Marty, > > Hehe, OK, I think I know where the problem is. I had the same problem and > spent a lot of time trying to figure out the problem, as the error message > from the simulator is not informative at all. So, short description of the > problem: > > By installing xcode11.x and its additional components, a couple of new > subfolders were created in /Library/Developer/* folder. These new files > contain the new CoreSimulator framework (of xcode11.x), which includes some > changes. One of these is that it no longer allows installing apps to the > simulator that do not include a particular key in the plist. Even if you > uninstall Xcode 11 and install Xcode 10.1, this file is not replaced by > Xcode10.1's equivalent (because the one from Xcode11 is newer, so it does > not allow older ones to overwrite it). > > Solution: > > 1. Open Finder, and choose (from Finder's menubar) Go -> Go to Folder and > enter /Library/Developer/ > 2. Delete the /Library/Developer/ folder (or rename it to > /Library/XCode11_Developer/) > 3. In the terminal, type sudo xcode-select --install and press enter. This > will show a dialog asking the user to agree to xcode's terms and conditions > and then to install the additional components. Click "I agree" and then > "Yes install them" > 4. This will create a new folder /Library/Developer/, which will contain > the correct additional components (i.e. including the CoreSimulator > framework) from Xcode 10.1 > 5. Now type in the the Terminal sudo xcode-select -s > > This will hopefully work. Then, make sure you follow the instructions from > the previous post (i.e. to launch the simulator first and then click "Test" > in LC) > > Kind regards, > Panos > -- > > On Wed, 4 Dec 2019 at 19:55, Marty Knapp via use-livecode < > use-livecode@lists.runrev.com> wrote: > >> Yes those are the steps I’ve tried, only using Xcode 10.1 (couldn’t get LC >> to accept 11.2). When I click the “Test” button it starts going through the >> process of prepping the app then errors out with the message “Unable to >> start simulation: Failed to install the requested application” >> >> If I change the test target to my actual iPhone it installs it fine, so I >> guess I’ll just do that. >> >>> On Dec 3, 2019, at 11:25 PM, panagiotis merakos via use-livecode < >> use-livecode@lists.runrev.com> wrote: >>> >>> Hello all, >>> >>> I usually follow these steps, and I almost never have problems with the >>> simulator: >>> >>> (Note: these instructions are for Xcode11.1, but are applicable to any >>> Xcode version) >>> >>> 0. Make sure the command line tools that will be used by LiveCode are the >>> ones of the correct Xcode: >>> (Launch Xcode 11.1, go to Xcode's menubar and choose Xcode-> >> Preferences-> >>> Locations and in the Command Line Tools dropdown choose "Xcode 11.1") >>> >>> 1. Open the Simulator from Xcode11.1 (Launch Xcode, go to Xcode's menubar >>> and choose >>> Xcode -> Open Developer Tool -> Simulator >>> >>> 2. Wait until the simulator fully loads, until it shows the device's Home >>> screen >>> >>> 3. You can change device by clicking on the Simulator's app menubar: >>> >>> Hardware -> Device -> iOS 13.1 -> >>> >>> 4. Again, wait until the new simulator device fully loads, until it shows >>> the >>> device's Home screen >>> >>> 5. Now go back to LiveCode, choose the iOS simulator under "Test Target" >>> and >>> finally press the Test button (or choose Development -> "Test") >>> >>> Hope this helps. >>> >>> Kind regards, >>> Panos >>> >>> >>> >>> On Wed, 4 Dec 2019 at 08:00, scott--- via use-livecode < >>> use-livecode@lists.runrev.com> wrote: >>> I found that launching the simulator and getting a device running BEFORE testing from LC often helped. As an aside, since setting up LC >> 9.6.0(dp1) and xCode 11.1 Ive been unable to get the simulator to load my app. I’m still fiddling to see what how to attack it differently :- ) (If I go back to LC 9.0.5 and xCode 10.1 I can get it to work.) Scott Morrow Elementary Software (Now with 20% less chalk dust!) web https://elementarysoftware.com/ email sc...@elementarysoftware.com booth1-800-615-0867
Re: iOS dark mode
On Wed, Dec 4, 2019 at 2:30 PM Andrew Bell via use-livecode < use-livecode@lists.runrev.com> wrote: > Is there a way to determine if an iOS device has dark mode ("Dark > Appearance") enabled from within a LiveCode app? > > The inherited default text color of a field is black, but is changed > to white by the OS when this mode is enabled (on a white background in > this case which makes it appear invisible). This seems to only affect > native mobile text fields, but not LC text fields. > > There is a feature enhancement to support dark mode for macOS, but I > didn't see any reports for iOS. > https://quality.livecode.com/show_bug.cgi?id=1 > > I'm not asking for an engine change, just curious if there is a way to > check this so I can code around it. Perhaps mergNotify? > I don't know of a way to check this from within LiveCode using existing tools. There is an API for checking which is documented here: https://developer.apple.com/documentation/uikit/uitraitcollection/1651063-userinterfacestyle?language=objc It should be possible to wrap that API using LiveCode Builder. From what I've read, I think you also need to respond to a trailCollectionDidChange message in case the user changes the setting while your app is open: https://developer.apple.com/documentation/uikit/uitraitenvironment/1623516-traitcollectiondidchange?language=objc The easier (temporary) solution would be to tell the OS to use light appearance for your app. It looks like there is an Info.plist key that you can add which will force your app to use the light appearance. Perhaps that will help in your situation? https://developer.apple.com/documentation/xcode/supporting_dark_mode_in_your_interface/choosing_a_specific_interface_style_for_your_ios_app?language=objc#3234550 -- Trevor DeVore ScreenSteps www.screensteps.com ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode
iOS dark mode
Is there a way to determine if an iOS device has dark mode ("Dark Appearance") enabled from within a LiveCode app? The inherited default text color of a field is black, but is changed to white by the OS when this mode is enabled (on a white background in this case which makes it appear invisible). This seems to only affect native mobile text fields, but not LC text fields. There is a feature enhancement to support dark mode for macOS, but I didn't see any reports for iOS. https://quality.livecode.com/show_bug.cgi?id=1 I'm not asking for an engine change, just curious if there is a way to check this so I can code around it. Perhaps mergNotify? --Andrew Bell ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode
Re: Connecting LC to Xcode
Hello Marty, Hehe, OK, I think I know where the problem is. I had the same problem and spent a lot of time trying to figure out the problem, as the error message from the simulator is not informative at all. So, short description of the problem: By installing xcode11.x and its additional components, a couple of new subfolders were created in /Library/Developer/* folder. These new files contain the new CoreSimulator framework (of xcode11.x), which includes some changes. One of these is that it no longer allows installing apps to the simulator that do not include a particular key in the plist. Even if you uninstall Xcode 11 and install Xcode 10.1, this file is not replaced by Xcode10.1's equivalent (because the one from Xcode11 is newer, so it does not allow older ones to overwrite it). Solution: 1. Open Finder, and choose (from Finder's menubar) Go -> Go to Folder and enter /Library/Developer/ 2. Delete the /Library/Developer/ folder (or rename it to /Library/XCode11_Developer/) 3. In the terminal, type sudo xcode-select --install and press enter. This will show a dialog asking the user to agree to xcode's terms and conditions and then to install the additional components. Click "I agree" and then "Yes install them" 4. This will create a new folder /Library/Developer/, which will contain the correct additional components (i.e. including the CoreSimulator framework) from Xcode 10.1 5. Now type in the the Terminal sudo xcode-select -s This will hopefully work. Then, make sure you follow the instructions from the previous post (i.e. to launch the simulator first and then click "Test" in LC) Kind regards, Panos -- On Wed, 4 Dec 2019 at 19:55, Marty Knapp via use-livecode < use-livecode@lists.runrev.com> wrote: > Yes those are the steps I’ve tried, only using Xcode 10.1 (couldn’t get LC > to accept 11.2). When I click the “Test” button it starts going through the > process of prepping the app then errors out with the message “Unable to > start simulation: Failed to install the requested application” > > If I change the test target to my actual iPhone it installs it fine, so I > guess I’ll just do that. > > > On Dec 3, 2019, at 11:25 PM, panagiotis merakos via use-livecode < > use-livecode@lists.runrev.com> wrote: > > > > Hello all, > > > > I usually follow these steps, and I almost never have problems with the > > simulator: > > > > (Note: these instructions are for Xcode11.1, but are applicable to any > > Xcode version) > > > > 0. Make sure the command line tools that will be used by LiveCode are the > > ones of the correct Xcode: > > (Launch Xcode 11.1, go to Xcode's menubar and choose Xcode-> > Preferences-> > > Locations and in the Command Line Tools dropdown choose "Xcode 11.1") > > > > 1. Open the Simulator from Xcode11.1 (Launch Xcode, go to Xcode's menubar > > and choose > > Xcode -> Open Developer Tool -> Simulator > > > > 2. Wait until the simulator fully loads, until it shows the device's Home > > screen > > > > 3. You can change device by clicking on the Simulator's app menubar: > > > > Hardware -> Device -> iOS 13.1 -> > > > > 4. Again, wait until the new simulator device fully loads, until it shows > > the > > device's Home screen > > > > 5. Now go back to LiveCode, choose the iOS simulator under "Test Target" > > and > > finally press the Test button (or choose Development -> "Test") > > > > Hope this helps. > > > > Kind regards, > > Panos > > > > > > > > On Wed, 4 Dec 2019 at 08:00, scott--- via use-livecode < > > use-livecode@lists.runrev.com> wrote: > > > >> I found that launching the simulator and getting a device running BEFORE > >> testing from LC often helped. As an aside, since setting up LC > 9.6.0(dp1) > >> and xCode 11.1 Ive been unable to get the simulator to load my app. I’m > >> still fiddling to see what how to attack it differently :- ) > >> (If I go back to LC 9.0.5 and xCode 10.1 I can get it to work.) > >> > >> Scott Morrow > >> > >> Elementary Software > >> (Now with 20% less chalk dust!) > >> web https://elementarysoftware.com/ > >> email sc...@elementarysoftware.com > >> booth1-800-615-0867 > >> -- > >>> On Dec 3, 2019, at 8:16 PM, Marty Knapp via use-livecode < > >> use-livecode@lists.runrev.com> wrote: > >>> > >>> Wow, this is fun. Well thanks to Curry I got a version of Xcode that > >> works (10.1) with LC 9.5 and Mojave. I make a simple app with one button > >> and try to launch in the Simulator and I get an error "The simulator > seems > >> to be taking a long time to launch..." Sometimes get another error > "Unable > >> to start simulation: Time out waiting for device to start." > >>> > >>> I try launching the Simulator first, then click the "Test” button in LC > >> and that results in "Unable to start simulation: Failed to install the > >> requested application" > >>> > On Dec 3, 2019, at 6:31 PM, Curry Kenworthy via use-livecode < > >> use-livecode@lists.runrev.com> wrote: > >
Re: script for standalone builder in pre-/openstack/card
Klaus wrote: > can someone plaes post the script that we need when building a > standalone so that the building process does not mess with our > pre-openXXX scripts? Know what I mean? > I don't know what to search for... Neither could any newcomer. We don't need to modify our code to account for a critical problem with the Standalone Builder. We need to fix the Standalone Builder. If the build process has become too complicated for the simple and quick binding process this platform used to enjoy, it needs to be a separate process. We discussed this on the MetaCard project some years ago. I don't believe building a standalone in a separate process is harder than what we're attempting -- and failing at -- now. Indeed, given the layers of workarounds needed for the current complexity, it should be much simpler. And a MUCH better first impression for new users. #SomeoneHasToSayIt #WhyIsNoOneSayingIt -- Richard Gaskin Fourth World Systems Software Design and Development for the Desktop, Mobile, and the Web ambassa...@fourthworld.comhttp://www.FourthWorld.com ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode
Re: Connecting LC to Xcode
What is your virtual device? I don't have this problem any longer with Xcode 11.1 (required for LC 9.6dp1), but in older versions the default iPad was an iPad Air and the default iPhone was an iPhone 5 (or 5s?) and the Simulator wouldn't fully launch. In the device Simulator you can launch a different device (you can have multiple devices running, but can't choose which device to Test to like you can with Android emulator). Launch a different device by going to the drop-down menu in Simulator and choose Hardware > Device > iOS > That seemed to work consistently for me. YMMV --Andrew Bell Date: Tue, 3 Dec 2019 20:16:06 -0800 From: Marty Knapp Subject: Re: Connecting LC to Xcode Wow, this is fun. Well thanks to Curry I got a version of Xcode that works (10.1) with LC 9.5 and Mojave. I make a simple app with one button and try to launch in the Simulator and I get an error "The simulator seems to be taking a long time to launch..." Sometimes get another error "Unable to start simulation: Time out waiting for device to start." I try launching the Simulator first, then click the "Test? button in LC and that results in "Unable to start simulation: Failed to install the requested application" ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode
Re: Connecting LC to Xcode
Yes those are the steps I’ve tried, only using Xcode 10.1 (couldn’t get LC to accept 11.2). When I click the “Test” button it starts going through the process of prepping the app then errors out with the message “Unable to start simulation: Failed to install the requested application” If I change the test target to my actual iPhone it installs it fine, so I guess I’ll just do that. > On Dec 3, 2019, at 11:25 PM, panagiotis merakos via use-livecode > wrote: > > Hello all, > > I usually follow these steps, and I almost never have problems with the > simulator: > > (Note: these instructions are for Xcode11.1, but are applicable to any > Xcode version) > > 0. Make sure the command line tools that will be used by LiveCode are the > ones of the correct Xcode: > (Launch Xcode 11.1, go to Xcode's menubar and choose Xcode-> Preferences-> > Locations and in the Command Line Tools dropdown choose "Xcode 11.1") > > 1. Open the Simulator from Xcode11.1 (Launch Xcode, go to Xcode's menubar > and choose > Xcode -> Open Developer Tool -> Simulator > > 2. Wait until the simulator fully loads, until it shows the device's Home > screen > > 3. You can change device by clicking on the Simulator's app menubar: > > Hardware -> Device -> iOS 13.1 -> > > 4. Again, wait until the new simulator device fully loads, until it shows > the > device's Home screen > > 5. Now go back to LiveCode, choose the iOS simulator under "Test Target" > and > finally press the Test button (or choose Development -> "Test") > > Hope this helps. > > Kind regards, > Panos > > > > On Wed, 4 Dec 2019 at 08:00, scott--- via use-livecode < > use-livecode@lists.runrev.com> wrote: > >> I found that launching the simulator and getting a device running BEFORE >> testing from LC often helped. As an aside, since setting up LC 9.6.0(dp1) >> and xCode 11.1 Ive been unable to get the simulator to load my app. I’m >> still fiddling to see what how to attack it differently :- ) >> (If I go back to LC 9.0.5 and xCode 10.1 I can get it to work.) >> >> Scott Morrow >> >> Elementary Software >> (Now with 20% less chalk dust!) >> web https://elementarysoftware.com/ >> email sc...@elementarysoftware.com >> booth1-800-615-0867 >> -- >>> On Dec 3, 2019, at 8:16 PM, Marty Knapp via use-livecode < >> use-livecode@lists.runrev.com> wrote: >>> >>> Wow, this is fun. Well thanks to Curry I got a version of Xcode that >> works (10.1) with LC 9.5 and Mojave. I make a simple app with one button >> and try to launch in the Simulator and I get an error "The simulator seems >> to be taking a long time to launch..." Sometimes get another error "Unable >> to start simulation: Time out waiting for device to start." >>> >>> I try launching the Simulator first, then click the "Test” button in LC >> and that results in "Unable to start simulation: Failed to install the >> requested application" >>> On Dec 3, 2019, at 6:31 PM, Curry Kenworthy via use-livecode < >> use-livecode@lists.runrev.com> wrote: LC and Xcode are a wee bit particular which version. Bookmark this page: https://livecode.com/docs/9-5-0/faq/faq/ Best wishes, Curry Kenworthy Custom Software Development "Better Methods, Better Results" LiveCode Training and Consulting http://livecodeconsulting.com/ ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your >> subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode >>> >>> >>> ___ >>> use-livecode mailing list >>> use-livecode@lists.runrev.com >>> Please visit this url to subscribe, unsubscribe and manage your >> subscription preferences: >>> http://lists.runrev.com/mailman/listinfo/use-livecode >> >> ___ >> use-livecode mailing list >> use-livecode@lists.runrev.com >> Please visit this url to subscribe, unsubscribe and manage your >> subscription preferences: >> http://lists.runrev.com/mailman/listinfo/use-livecode >> > ___ > use-livecode mailing list > use-livecode@lists.runrev.com > Please visit this url to subscribe, unsubscribe and manage your subscription > preferences: > http://lists.runrev.com/mailman/listinfo/use-livecode ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode
Re: Connecting LC to Xcode
I love the way your steps are numbered 0 - 5. Very techy. :-) Bob S > On Dec 3, 2019, at 23:25 , panagiotis merakos via use-livecode > wrote: > > Hello all, > > I usually follow these steps, and I almost never have problems with the > simulator: > > (Note: these instructions are for Xcode11.1, but are applicable to any > Xcode version) > > 0. Make sure the command line tools that will be used by LiveCode are the > ones of the correct Xcode: > (Launch Xcode 11.1, go to Xcode's menubar and choose Xcode-> Preferences-> > Locations and in the Command Line Tools dropdown choose "Xcode 11.1") ___ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode