Re: Connecting LC to Xcode

2019-12-04 Thread Jjs via use-livecode
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

2019-12-04 Thread Sannyasin Brahmanathaswami via use-livecode
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

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Re: Connecting LC to Xcode

2019-12-04 Thread Marty Knapp via use-livecode
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

2019-12-04 Thread Trevor DeVore via use-livecode
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
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iOS dark mode

2019-12-04 Thread Andrew Bell via use-livecode
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


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Re: Connecting LC to Xcode

2019-12-04 Thread panagiotis merakos via use-livecode
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

2019-12-04 Thread Richard Gaskin via use-livecode

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


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Re: Connecting LC to Xcode

2019-12-04 Thread Andrew Bell via use-livecode
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"








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Re: Connecting LC to Xcode

2019-12-04 Thread Marty Knapp via use-livecode
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/
 
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>>> 
>>> 
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Re: Connecting LC to Xcode

2019-12-04 Thread Bob Sneidar via use-livecode
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")


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