Xcode is being updated

2015-01-31 Thread Carl Hoefs
Argh. Something has gotten out of sync on my 10.9.5 iMac, for now when I 
attempt to launch Xcode 6.1.1 I get an App Store alert panel saying “Xcode is 
being updated. Xcode can not be opened while it is being updated.” Hmm, there 
are no updates going on or pending. No network activity. App Store wasn’t 
running.

How can I run Xcode again? I hope I don't have to download/install the whole 
thing again. Surely there must be some bit/flag/file that can be cleared?
-Carl


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Re: Xcode is being updated

2015-01-31 Thread Carl Hoefs
Thanks for the info.  It turns out that somehow a rogue “Xcode.appdownload” 
file was left in /Applications, so that prevented the launch. Weird.
-Carl


On Jan 31, 2015, at 5:36 PM, Alex Zavatone z...@mac.com wrote:

 You should be able to download the installer from the developer downloads and 
 keep the installer  around in case you need it later.
 
 I never use the App Store unless there's no choice, because it deletes the 
 installer and if you have more than one Mac, you have to waste time 
 downloading what you want more than once.
 
 Last time I checked (last week), the installer for 6.2.2 was about 2.95 GB.
 
 You should be able to find it here after logging in with your developer 
 account.
 
 https://developer.apple.com/downloads/index.action
 
 Cheers
 
 Sent from my iPad. Please pardon typos.
 
 On Jan 31, 2015, at 4:33 PM, Carl Hoefs newsli...@autonomy.caltech.edu 
 wrote:
 
 Argh. Something has gotten out of sync on my 10.9.5 iMac, for now when I 
 attempt to launch Xcode 6.1.1 I get an App Store alert panel saying “Xcode 
 is being updated. Xcode can not be opened while it is being updated.” Hmm, 
 there are no updates going on or pending. No network activity. App Store 
 wasn’t running.
 
 How can I run Xcode again? I hope I don't have to download/install the whole 
 thing again. Surely there must be some bit/flag/file that can be cleared?
 -Carl
 
 
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Re: 'Cocoa/Cocoa.h' file not found

2015-03-05 Thread Carl Hoefs

On Mar 5, 2015, at 11:41 AM, Fritz Anderson fri...@manoverboard.org wrote:

 On 2 Mar 2015, at 6:25 PM, Carl Hoefs newsli...@autonomy.caltech.edu wrote:
 
 I'm trying to build/update an old project for OS X 10.9, but Xcode 6.1.1 is 
 complaining:
  'Cocoa/Cocoa.h' file not found
 
 The reference is from the project's prefix.pch file:
 #ifdef __OBJC__
 #import Cocoa/Cocoa.h
 #endif
 
 I've re-added Foundation, Cocoa, and AppKit frameworks, set the SDK to 10.9, 
 and updated the project settings at Xcode’s prompting. What else must I do?
 
 Just for grins, turn module support on in the build settings, and replace the 
 above with
 
 #ifdef __OBJC__
 @import Cocoa;
 #endif
 
 I’d gladly hear why your setup didn’t work — it’s the way Xcode templates do 
 it — but that would involve more information.
 
 @import has the advantage of loading the equivalent of the precompiled 
 Cocoa/Cocoa.h (and similarly for other frameworks) without the need for a 
 precompiled header. In fact, the framework #includes are (I believe) 
 implemented as @import behind the scenes, which is why the current templates 
 do away with .pch and #import them in every header.

It turns out that there was a “-isysroot=” setting pointing to a non-existent 
10.4 SDK buried way down in the custom settings that seemed to override all 
other settings!

Thanks,
-Carl


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'Cocoa/Cocoa.h' file not found

2015-03-02 Thread Carl Hoefs
I'm trying to build/update an old project for OS X 10.9, but Xcode 6.1.1 is 
complaining:
   'Cocoa/Cocoa.h' file not found

The reference is from the project's prefix.pch file:
#ifdef __OBJC__
#import Cocoa/Cocoa.h
#endif

I've re-added Foundation, Cocoa, and AppKit frameworks, set the SDK to 10.9, 
and updated the project settings at Xcode’s prompting. What else must I do?
-Carl


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Xcode system compilation warnings

2015-04-20 Thread Carl Hoefs
Xcode 6.3, OS X 10.10.3

In CoreImage.framework - CIFilterGenerator.h, line 36

struct CIFilterGeneratorStruct *__strong _filterGeneratorStruct;

warning: '__strong' only applies to Objective-C object or block pointer
types; type here is 'struct CIFilterGeneratorStruct *'


In CoreImage.framework - CIImageAccumulator.h, line 13

__strong void *_state;

warning: '__strong' only applies to Objective-C object or block pointer
types; type here is 'void *'

Is there a way to suppress these warnings (and not all others)?
-Carl


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Drag-and-Drop documentation?

2015-04-16 Thread Carl Hoefs
Is there any /current/ conceptual documentation concerning Drag-and-Drop?

The Apple documentation I've been able to find is woefully stuck in the
past, using deprecated methods throughout. Neither do the WWDC sessions
cover such unexotic topics as this.

(https://developer.apple.com/library/mac/documentation/Cocoa/Conceptual/DragandDrop/Concepts/dragsource.html).

Is there anything more up to date?
-Carl


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Re: dispatch_once documentation not showing

2015-04-06 Thread Carl Hoefs
Yes, the documentation appears in the RHS if I click on the 
#undef dispatch_once
line, but not on the
#define dispatch_once _dispatch_once
line. 

Okay, … whatever works. I thought it was just me.

Thx!
-Carl


On Apr 6, 2015, at 8:33 AM, Alex Zavatone z...@mac.com wrote:

 Yeah, it appears to be declared as a macro in once.h in addition to being 
 declared as a function.  
 
 If you look in once.h and select dispatch_once in line 61, you will see the 
 Quick Help entry for it.
 
 Executes a block object once and only once for the lifetime of an 
 application. …
 
 But if you select where it is defined as a macro, you won't get any help.  I 
 see a # define for the macro on line 72 in once.h.
 
 I'm seeing it in the RHS panel when I select the function.
 
 Do you see it when you click on the function in line 61?
 
 Cheers,
 Alex Zavatone
 
 
 On Apr 6, 2015, at 11:08 AM, Steve Mills wrote:
 
 On Apr 2, 2015, at 14:07:10, Carl Hoefs newsli...@autonomy.caltech.edu 
 wrote:
 
 I can't get Xcode 6.2 to reveal documentation about dispatch_once in the
 RHS side panel. All it refers me to is once.h, which has no usefull
 information. I have to bring up the main Xcode documentation window and
 type it in there to get the documentation for it. All the other dispatch_*
 functions show up normally in the RHS panel just not dispatch_once.
 
 Strange. I spent a few days with no left side content (well, actually the 
 center outline or index pane) after upgrading to 6.2. I thought Apple just 
 broke it. Luckily, Xcode crashes a lot when you try to command-click on a 
 symbol in an assistant editor pane (at least when a storyboard is being 
 displayed in the main editor), so it turns out all I needed to do was quit 
 and restart Xcode. Still, WTH?
 
 --
 Steve Mills
 Drummer, Mac geek
 
 
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Re: Refactoring a #define definition

2015-06-24 Thread Carl Hoefs

 On Jun 24, 2015, at 2:20 AM, Dave d...@looktowindward.com wrote:
 
 
 Yep -- (however, the try again” advice is priceless...)
 Thx,
 -Carl
 
 Wording is everything.  Make a different selection that Refactor can handle 
 and try again.  That might work a little bit better.
 
 Or better still, disable the “Refactor Menu Item” if something is selected 
 that it doesn’t handle, seems pointless (and potentially dangerous) to me to 
 allow the user to select something just to tell them (in a round-about 
 manner) that it can’t handle what they have selected. 

The real question is why is it impossible for Xcode to refactor a #define? 
-Carl


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Re: iOS simulator completely broken (El Capitan, Xcode 7)

2015-08-12 Thread Carl Hoefs

 On Aug 12, 2015, at 6:35 PM, Joar Wingfors j...@joar.com wrote:
 
 
 On 12 Aug 2015, at 15:39, Carl Hoefs newsli...@autonomy.caltech.edu 
 mailto:newsli...@autonomy.caltech.edu wrote:
 
 
 On Aug 12, 2015, at 3:34 PM, Jens Alfke j...@mooseyard.com 
 mailto:j...@mooseyard.com wrote:
 
 
 On Aug 12, 2015, at 1:50 PM, Hunter Hillegas li...@lastonepicked.com 
 mailto:li...@lastonepicked.com wrote:
 
 I was having all sorts of problems so I went in and nuked all of the 
 shared support stuff between Xcode versions (so it was like Xcode had 
 never been run on that machine) and then ran Xcode 7 DP5 (which 
 re-installed dependent stuff) and that seemed to make all of the weirdness 
 go away for me.
 
 That sounds like what I should do. But what are all the directories you 
 nuked? There seem to be a lot of places where Xcode installs stuff. For 
 example, my crash when launching the simulator is when loading a dylib in 
 /Library/Developer/CoreSimulator.
 
 I don’t suppose there’s an “uninstall Xcode” script hiding somewhere ;-)
 
 Yeah, there *is* a trick to it. This is what I've used successfully:
 
 http://recomhub.com/blog/how-to-uninstall-xcode-on-mac-os-x/ 
 http://recomhub.com/blog/how-to-uninstall-xcode-on-mac-os-x/
 
 This article contains some *really* bad advice. The script mentioned in that 
 article:
 
   /Developer/Library/uninstall-devtools
 
 …comes from an install of Xcode prior to Xcode 4.3 (which was when Xcode was 
 re-packaged into a single app wrapper). 
 
 Running that script will run the risk of removing things from the base 
 install of OS X that cannot (easily) be replaced. 
 
 If you haven’t installed the separate CLTools package, there’s nothing to 
 uninstall outside of the Xcode.app bundle. If you have installed the CLTools 
 package, there’s no uninstaller provided by Apple to get rid of what was 
 installed and I cannot on the top of my head remember what gets installed 
 where. 
 

Indeed! I hadn't realized things had changed so much. Back in the day it was a 
handy tool was to wipe the Xcode slate clean and reinstall. Perhaps Apple could 
bring back such a tool.
-Carl


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Xcode won't let me see the build log

2015-08-17 Thread Carl Hoefs
Xcode 6.4, OS X 10.10.4

I just performed a successful build, but Xcode won't let me see the build log. 
When I 'Show Report Navigator' Xcode spins forever with Loading Revision 
I'm not using source control, so I don't know why it's confused. How can I exit 
this mode? Restarting Xcode doesn't help. BTW, I checked my project's file 
permissions, and everything is read/write by me.

-Carl


Aug 17 11:49:41 Collossus-II.local Xcode[42090]: [MT] DVTAssertions: Warning in 
/SourceCache/IDEFrameworks/IDEFrameworks-7720/IDEKit/SourceControl/DataSources/IDESourceControlDocumentLocation+Additions.m:88
Details:  Unable to create private copy of document: Error 
Domain=NSCocoaErrorDomain Code=257 The file '€œcarl.xcodeproj'€ couldn't be 
opened because you don't have permission to view it. UserInfo=0x7fc317da9da0 
{NSFilePath=/Users/carl/Desktop/Projects/carl_Server_17Aug2015/carl.xcodeproj, 
NSUnderlyingError=0x7fc318131220 The operation couldn't be completed. 
Permission denied}
Object:   DVTDocumentLocation: 0x7fc3180b1240
Method:   
-exportDocumentUsingTemplateDocument:completionBlock:primaryBehavior:
Thread:   NSThread: 0x7fc311c39780{number = 1, name = main}


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Could not open workspace file

2015-07-30 Thread Carl Hoefs
Xcode 6.4, OS X 10.10.4

I'm trying to open a year-old project, but Xcode pops up an alert panel that 
says:

Could not open workspace file at 
/Users/carl/ProtoK/ProtoK.xcodeproj/project.xcworkspace/contents.xcworkspacedata

It doesn't say why. The file exists on disk. 

-rw-r--r--  1 carl  staff  149 Aug 11  2014 contents.xcworkspacedata

In the Console log it has this:

7/30/15 1:16:01.511 PM com.apple.usbmuxd[83]: MuxTCPInputSCE received RST for 
0x13-3520c8ca20ab02a101124284173c3b1e5b488911@0xfd141000:52195-0x100313f70-Xcode/com.apple.dt.Xcode:16655:
 sendMuxSegment connection was closed

Is this an essential file? Can it be recreated?
-Carl


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printf('\r') supported in Xcode 6.4 console window?

2015-08-07 Thread Carl Hoefs
For debugging my app I need to watch the progress of a buffer getting filled 
with data, so I'd like to be able to print to the Xcode console window a single 
formatted text line that updates 1000 times in place. Outside of Xcode I would 
do this with printf's having '\r' carriage returns instead of '\n' CR/LF 
characters. However, Xcode seems to have anticipated my move, and instead 
gleefully interprets '\r' as equivalent to '\n'.

I'm probably stuck in the operates as designed syndrome, but I'd thought I'd 
ask if what I'm trying to do is possible.
-Carl


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Re: Initial window position set to Auto gives warning

2015-08-10 Thread Carl Hoefs

 On Aug 10, 2015, at 9:06 AM, Kyle Sluder k...@ksluder.com wrote:
 
 On Tue, Jul 21, 2015, at 11:10 PM, Carl Hoefs wrote:
 Xcode 6.4, OS X 10.10.4
 
 In my MainMenu.xib, my app's main window size is causing Xcode to
 generate a warning:
 
 Unsupported Configuration
 The initial position of this window is outside of this machine's screen.
 
 I'm using a MacBook Pro with a 1280x800 screen. For the offending window,
 the settings are Size = 1170x732, Initial Position = Auto, Center
 Horizontally, Center Vertically. The maximum size that my window can be
 is 945x388 else I get this warning.
 
 Surely the window's shadow can’t be so large. What am I doing wrong?
 
 You're only leaving 68pt of vertical space around your window's default
 size. The combination of Menu Bar and Dock are bigger than that.

The dock is on the LHS. Is 'potential' bottom dock space taken into 
consideration in this calculation? Still, the maximum size my window can be 
(without warning) is 945x388, which is quite small. 1280x800 cf 945x388 leaves 
room for 335x412 onscreen. How could the menu bar  dock require that much 
space?
-Carl


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Re: Finding the constraint violator

2015-08-10 Thread Carl Hoefs

 On Aug 10, 2015, at 9:02 AM, Kyle Sluder k...@ksluder.com wrote:
 
 On Fri, Jul 31, 2015, at 01:32 PM, Carl Hoefs wrote:
 I'm getting the following warning from Xcode 6.4:
 
 MainStoryboard.storyboard: Constraint referencing items turned off in
 current configuration. Turn off this constraint in the current
 configuration.
 
 I right-click on the warning and select Reveal in Log. All it shows is:
 
 Activity log complete. 07/31/15, 11:27 AM
 1 warning
 
 It doesn't ID the constraint in question. How can I find the constraint
 violator?
 
 If you double-click the warning, does it select the appropriate
 constraint (or the item that's not installed in the problematic
 configuration)?

No, it just shows the Activity log complete message (as above) and nothing is 
selected visually. I've even expanded all disclosure tabs to verify that 
nothing is selected there either.
-Carl


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Re: Initial window position set to Auto gives warning

2015-08-10 Thread Carl Hoefs

 On Aug 10, 2015, at 3:32 PM, Sean McBride s...@rogue-research.com wrote:
 
 On Tue, 21 Jul 2015 21:10:49 -0700, Carl Hoefs said:
 
 In my MainMenu.xib, my app's main window size is causing Xcode to
 generate a warning:
 
 Unsupported Configuration
 The initial position of this window is outside of this machine's screen.
 
 I'm using a MacBook Pro with a 1280x800 screen. For the offending
 window, the settings are Size = 1170x732, Initial Position = Auto,
 Center Horizontally, Center Vertically. The maximum size that my window
 can be is 945x388 else I get this warning.
 
 I saw that the other day.  I think it's a bug.  I just turned off the Center 
 Horizontally, Center Vertically, then saved, then put Center Horizontally, 
 Center Vertically back on, and the warning went away.

You're a genius, Sean. That was the right Xcode-fu to shut it up! 
-Carl


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Xcode 6.4 can't be downloaded

2015-07-27 Thread Carl Hoefs
I'm trying to download Xcode 6.4 from the App Store. The first attempt failed 
with a download failed popup. Now the App Store shows an unclickable 
Install button in gray beneath the Xcode logo. Is there some way I can reset 
this, or just download a .dmg directly from somewhere?

-Carl

Here's what the console log has:

7/27/15 6:32:44.416 PM storeaccountd[783]: ADI: {
Access-Control-Allow-Origin = *;
Cache-Control = no-transform, max-age=55;
Connection = keep-alive;
Content-Encoding = gzip;
Content-Length = 13902;
Content-Type = text/html; charset=UTF-8;
Date = Tue, 28 Jul 2015 01:32:35 GMT;
Last-Modified = Tue, 28 Jul 2015 01:32:35 GMT;
Server = ATS/4.1.0;
Strict-Transport-Security = max-age=31536000;
Vary = X-Apple-Store-Front, Accept-Encoding;
X-Apple-ATS-Cache-Key = 
/17.154.42.212/80/us/app/xcode/id497799835/iDevice/143441-1/13/https?mt=12;
X-Apple-Partner = origin.0;
apple-timing-app = 60 ms;
x-apple-aka-ttl = Generated Mon Jul 27 18:32:35 PDT 2015, Expires Mon 
Jul 27 18:33:35 PDT 2015, TTL 60s;
x-apple-application-instance = 1011904;
x-apple-application-site = NWK;
x-apple-jingle-correlation-key = VOWYGDVZP36UCTCBUJNQSZ46WA;
x-apple-orig-url = 
https://itunes.apple.com/us/app/xcode/id497799835?mt=12;;
x-apple-translated-wo-url = 
/WebObjects/MZStore.woa/wa/viewSoftware?mt=12id=497799835cc=usurlDesc=/xcode;
x-frame-options = SAMEORIGIN;
x-webobjects-loadaverage = 0;
}



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Re: Refactoring a #define definition

2015-07-25 Thread Carl Hoefs

 On Jun 25, 2015, at 3:04 AM, Dave d...@looktowindward.com wrote:
 
 
 On 24 Jun 2015, at 18:52, Carl Hoefs newsli...@autonomy.caltech.edu wrote:
 
 Or better still, disable the “Refactor Menu Item” if something is selected 
 that it doesn’t handle, seems pointless (and potentially dangerous) to me 
 to allow the user to select something just to tell them (in a round-about 
 manner) that it can’t handle what they have selected. 
 
 The real question is why is it impossible for Xcode to refactor a #define? 
 -Carl
 
 It depends on what you mean by “refactor” it could globally replace it 
 (behind the scenes), but an #define is handled differently from (say) a 
 property or a method name. For these types of symbol it actually looks up the 
 symbols in the compiler data structures rather than blindly looking at the 
 source code - which is why it doesn’t always work.
 
 For instance if you had two classes that both define a property called “fred”:
 
 @interface ClassA
 
 @property (nonatomic,retain)  NSString*   fred;
 
 @end
 
 
 @interface ClassB
 
 @property (nonatomic,retain)  NSString*   fred;
 
 @end
 
 If you refactor “fred” in ClassA, it doesn’t (or shouldn’t) change ClassB 
 whereas a Global Replace would change it everywhere.

But that's not a #define. Effectively, what the compiler does with a #define 
_is_ a global replace. So I don't see the issue that Xcode has in doing it.
-Carl


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Project is not buildable

2015-07-13 Thread Carl Hoefs
Xcode 6.4, OS X 10.10.4

I was working on my project, closed it, reopened it, and Xcode now won't let me 
build it anymore.

7/13/15 1:44:48.419 PM Xcode[992]: [MT] DVTAssertions: Warning in 
/SourceCache/IDEFrameworks/IDEFrameworks-7720/IDEFoundation/Execution/Schemes/IDEScheme.m:1032
Details:  Scheme IDEScheme:0x7fa48cb562e0:Schemata1 was asked to build, but 
it is not buildable and shouldn't have allowed this action.
Object:   IDEScheme: 0x7fa48cb562e0
Method:   
-buildOperationWithPurpose:buildCommand:schemeCommand:executionContext:destination:overridingProperties:filePath:buildLog:overridingBuildConfiguration:dontActuallyRunCommands:restorePersistedBuildResults:invocationRecord:title:error:completionBlock:
Thread:   NSThread: 0x7fa489c1bb10{number = 1, name = main}

Is there some setting I can flip to make Xcode see my project as buildable 
again, or do I need to punt and start over?
-Carl


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Xcode 7 command line tools

2015-10-27 Thread Carl Hoefs
I'm currently downloading Xcode 7.1 directly from
https://developer.apple.com/downloads (all 4.2GB!). Does this come bundled
with (and install) the command line tools also, or must those be
downloaded separately?

-Carl


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Re: Refactoring in Xcode 7?

2015-10-06 Thread Carl Hoefs

> On Oct 6, 2015, at 5:46 PM, Quincey Morris 
> <quinceymor...@rivergatesoftware.com> wrote:
> 
> On Oct 6, 2015, at 16:40 , Carl Hoefs <newsli...@autonomy.caltech.edu 
> <mailto:newsli...@autonomy.caltech.edu>> wrote:
>> 
>> Yes, that does show a view of changes, in sort of a FileMerge format. Not 
>> sure what the other view is all about. Is that a bug? Would also be nice if 
>> it would show how many potential changes were found.
> 
> It’s supposed to be in that side-by-side format. The left-icon view is 
> supposed to show project items in the same hierarchical arrangement as the 
> project navigator. It does seem like a pretty gross bug that it’s empty. I’d 
> be interested to know if anyone on the list is seeing that view display the 
> file hierarchy properly.

Agreed it looks to be a pretty gross bug. If, after using "Flat" view, you go 
back to the Project view, it says "No Files" but still shows the FileMerge-ish 
display on the left. Ouch.
-Carl

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Re: Refactoring in Xcode 7?

2015-10-06 Thread Carl Hoefs
Odd you should mention this. With Xcode 7.0.1 I can't refactor anything at all. 
It always comes up with a blank window of changes.
-Carl


> On Oct 6, 2015, at 12:11 PM, Laurent Daudelin  
> wrote:
> 
> Is it just me or is refactoring names in Xcode 7 totally broken? It will 
> refactor the current file where you chose to refactor and any xib if it's an 
> IB outlet but will not refactor the change in any other source file. And it 
> will not list the files that will be modified.
> 
> Is it just me or is it a known issue? I don't recall seeing any post about it.
> 
> -Laurent.
> -- 
> Laurent Daudelin  
> laur...@nemesys-soft.com 
> AIM/iChat/Skype:LaurentDaudelin   
> http://www.nemesys-soft.com/ 
> Logiciels Nemesys Software
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Re: Refactoring in Xcode 7?

2015-10-06 Thread Carl Hoefs

> On Oct 6, 2015, at 4:33 PM, Quincey Morris 
> <quinceymor...@rivergatesoftware.com> wrote:
> 
> On Oct 6, 2015, at 16:14 , Carl Hoefs <newsli...@autonomy.caltech.edu 
> <mailto:newsli...@autonomy.caltech.edu>> wrote:
>> 
>> With Xcode 7.0.1 I can't refactor anything at all. It always comes up with a 
>> blank window of changes.
> 
> I just tried Xcode 7.0.1 on an old Obj-C project. What I see is that the 
> change sheet comes up in “Project” view (the first icon over the source list 
> on the left), but no files are listed. If I switch to “Flat” view (middle 
> icon), I see the correct files listed.
> 
> Do you see anything if you switch views like that?
> 
Yes, that does show a view of changes, in sort of a FileMerge format. Not sure 
what the other view is all about. Is that a bug? Would also be nice if it would 
show how many potential changes were found.
Thx,
-Carl

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Re: Creating segues

2015-09-14 Thread Carl Hoefs
That's what my last email described. Doesn't allow segue connections except 
directly from the nav controller.
-Carl

> On Sep 14, 2015, at 3:18 PM, Alex Zavatone <z...@mac.com> wrote:
> 
> What happens in a new storyboard with the simplest of setups, two scenes and 
> one embedded in a nab controller?
> 
> Sent from my iPhone
> 
>> On Sep 14, 2015, at 6:02 PM, Carl Hoefs <newsli...@autonomy.caltech.edu> 
>> wrote:
>> 
>> No, the situation is the same with or without an embedding nav controller. 
>> 
>> 1. I make a new single-view iOS app.
>> 2. I embed that view in a nav controller
>> 3. I drag another view controller onto the storyboard
>> 4. I try to control drag between the initial VC and the new one. No go.
>> 5. Xcode doesn't allow me to create *any* segues except from the root nav 
>> controller.
>> 
>> What gives?
>> -Carl
>> 
>>> On Sep 14, 2015, at 2:56 PM, Alex Zavatone <z...@mac.com> wrote:
>>> 
>>> Well, there has to be one backing them all which it sound like you have 
>>> done. 
>>> 
>>> Have you tried control dragging from one scene's view to the top level of 
>>> the view controller you want the segue to go to?
>>> 
>>> I admit it can be a clunky and frustrating experience knowing where to drag 
>>> to and how.
>>> 
>>> Sent from my iPhone
>>> 
>>>> On Sep 14, 2015, at 5:53 PM, Carl Hoefs <newsli...@autonomy.caltech.edu> 
>>>> wrote:
>>>> 
>>>> Did that, no effect. Are you saying that *all* view controllers must be 
>>>> embedded in a nav controller? Surely not, as I can get away without it for 
>>>> a single level of sub view controllers.
>>>> 
>>>> -Carl
>>>> 
>>>> 
>>>>> On Sep 14, 2015, at 2:45 PM, Alex Zavatone <z...@mac.com> wrote:
>>>>> 
>>>>> I'm assuming iOS here.
>>>>> 
>>>>> Have you done the little "select your first screen and then select Embed 
>>>>> in >  Navigation Controller" from the Editor menu in the storyboard?
>>>>> 
>>>>> Until you've done it a few times, it's real easy to miss.
>>>>> 
>>>>> Until you've done that, the IB won't let you drag segues and sadly, it 
>>>>> won't tell you that you need to do that.
>>>>> 
>>>>> Hope that's it.
>>>>> 
>>>>> Alex Zavatone
>>>>> 
>>>>>> On Sep 14, 2015, at 5:38 PM, Carl Hoefs wrote:
>>>>>> 
>>>>>> Xcode 6.4
>>>>>> 
>>>>>> How does one create a segue from a non-initial view controller to 
>>>>>> another view controller? 
>>>>>> 
>>>>>> I have an InitialVC:UIViewController and I can connect any number of 
>>>>>> other VC's to it with control drag:
>>>>>> 
>>>>>>  InitialVC
>>>>>>   /\
>>>>>> A_VCB_VC  . . .
>>>>>> 
>>>>>> I've assigned an identifier to each of the segues and can invoke them to 
>>>>>> bring up A_VC or B_VC at runtime with -performSegueWithIdentifier:. So 
>>>>>> far so good. But now I need to have segues going from A_VC to C_VC, 
>>>>>> D_VC, etc:
>>>>>> 
>>>>>>  InitialVC
>>>>>>   /\
>>>>>> A_VCB_VC  . . .
>>>>>> /  \
>>>>>> C_VC  D_VC
>>>>>> 
>>>>>> Xcode refuses to allow me to connect A_VC to C_VC or D_VC with 
>>>>>> control-drag. The blue line just vanishes. It doesn't matter what type 
>>>>>> of segue goes from InitialVC to A_VC (push, replace, modal, etc). 
>>>>>> 
>>>>>> I must be missing something real obvious here.
>>>>>> -Carl
>>>>>> 
>>>>>> 
>>>>>> 
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Re: Creating segues

2015-09-14 Thread Carl Hoefs
Did that, no effect. Are you saying that *all* view controllers must be 
embedded in a nav controller? Surely not, as I can get away without it for a 
single level of sub view controllers.

-Carl


> On Sep 14, 2015, at 2:45 PM, Alex Zavatone <z...@mac.com> wrote:
> 
> I'm assuming iOS here.
> 
> Have you done the little "select your first screen and then select Embed in > 
>  Navigation Controller" from the Editor menu in the storyboard?
> 
> Until you've done it a few times, it's real easy to miss.
> 
> Until you've done that, the IB won't let you drag segues and sadly, it won't 
> tell you that you need to do that.
> 
> Hope that's it.
> 
> Alex Zavatone
> 
> On Sep 14, 2015, at 5:38 PM, Carl Hoefs wrote:
> 
>> Xcode 6.4
>> 
>> How does one create a segue from a non-initial view controller to another 
>> view controller? 
>> 
>> I have an InitialVC:UIViewController and I can connect any number of other 
>> VC's to it with control drag:
>> 
>>  InitialVC
>>   /\
>>A_VCB_VC  . . .
>> 
>> I've assigned an identifier to each of the segues and can invoke them to 
>> bring up A_VC or B_VC at runtime with -performSegueWithIdentifier:. So far 
>> so good. But now I need to have segues going from A_VC to C_VC, D_VC, etc:
>> 
>>  InitialVC
>>   /\
>>A_VCB_VC  . . .
>>/  \
>> C_VC  D_VC
>> 
>> Xcode refuses to allow me to connect A_VC to C_VC or D_VC with control-drag. 
>> The blue line just vanishes. It doesn't matter what type of segue goes from 
>> InitialVC to A_VC (push, replace, modal, etc). 
>> 
>> I must be missing something real obvious here.
>> -Carl
>> 
>> 
>> 
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Re: Creating segues

2015-09-14 Thread Carl Hoefs
No, the situation is the same with or without an embedding nav controller. 

1. I make a new single-view iOS app.
2. I embed that view in a nav controller
3. I drag another view controller onto the storyboard
4. I try to control drag between the initial VC and the new one. No go.
5. Xcode doesn't allow me to create *any* segues except from the root nav 
controller.

What gives?
-Carl

> On Sep 14, 2015, at 2:56 PM, Alex Zavatone <z...@mac.com> wrote:
> 
> Well, there has to be one backing them all which it sound like you have done. 
> 
> Have you tried control dragging from one scene's view to the top level of the 
> view controller you want the segue to go to?
> 
> I admit it can be a clunky and frustrating experience knowing where to drag 
> to and how.
> 
> Sent from my iPhone
> 
>> On Sep 14, 2015, at 5:53 PM, Carl Hoefs <newsli...@autonomy.caltech.edu> 
>> wrote:
>> 
>> Did that, no effect. Are you saying that *all* view controllers must be 
>> embedded in a nav controller? Surely not, as I can get away without it for a 
>> single level of sub view controllers.
>> 
>> -Carl
>> 
>> 
>>> On Sep 14, 2015, at 2:45 PM, Alex Zavatone <z...@mac.com> wrote:
>>> 
>>> I'm assuming iOS here.
>>> 
>>> Have you done the little "select your first screen and then select Embed in 
>>> >  Navigation Controller" from the Editor menu in the storyboard?
>>> 
>>> Until you've done it a few times, it's real easy to miss.
>>> 
>>> Until you've done that, the IB won't let you drag segues and sadly, it 
>>> won't tell you that you need to do that.
>>> 
>>> Hope that's it.
>>> 
>>> Alex Zavatone
>>> 
>>>> On Sep 14, 2015, at 5:38 PM, Carl Hoefs wrote:
>>>> 
>>>> Xcode 6.4
>>>> 
>>>> How does one create a segue from a non-initial view controller to another 
>>>> view controller? 
>>>> 
>>>> I have an InitialVC:UIViewController and I can connect any number of other 
>>>> VC's to it with control drag:
>>>> 
>>>>InitialVC
>>>> /\
>>>>  A_VCB_VC  . . .
>>>> 
>>>> I've assigned an identifier to each of the segues and can invoke them to 
>>>> bring up A_VC or B_VC at runtime with -performSegueWithIdentifier:. So far 
>>>> so good. But now I need to have segues going from A_VC to C_VC, D_VC, etc:
>>>> 
>>>>InitialVC
>>>> /\
>>>>  A_VCB_VC  . . .
>>>>  /  \
>>>> C_VC  D_VC
>>>> 
>>>> Xcode refuses to allow me to connect A_VC to C_VC or D_VC with 
>>>> control-drag. The blue line just vanishes. It doesn't matter what type of 
>>>> segue goes from InitialVC to A_VC (push, replace, modal, etc). 
>>>> 
>>>> I must be missing something real obvious here.
>>>> -Carl
>>>> 
>>>> 
>>>> 
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Re: Creating segues

2015-09-14 Thread Carl Hoefs

> On Sep 14, 2015, at 4:01 PM, Kyle Sluder <k...@ksluder.com> wrote:
> 
> On Mon, Sep 14, 2015, at 05:50 PM, Carl Hoefs wrote:
>> 
>>> On Sep 14, 2015, at 3:41 PM, Kyle Sluder <k...@ksluder.com> wrote:
>>> 
>>> The interaction should be the same for all view controllers.
>>> 
>>> What is the object you are control-dragging from, and where are you
>>> control-dragging to?
>> 
>> They're all vanilla UIViewControllers. I ctrl/drag from the view area
>> onto another VC's view area, and it does not highlight. I ctrl/drag from
>> the "View" entry in the (unnamed) left hand column of Scene objects, and
>> nothing highlights either in that column or in any of the VC's on the
>> storyboard.
>> 
>> It certainly sounds like it's not supposed to behave this way.
> 
> There are two ways to define a segue whose source view controller is a
> plain UIViewController:
> 
> 1. Start your drag from a control. That control will trigger the segue.
> 
> 2. Start your drag from the view controller's proxy (either in the top
> shelf of a scene or in the Object Hierarchy sidebar on the canvas). This
> segue can only be triggered from code, via the
> -performSegueWithIdentifier:sender: method.

Okay, dragging from the view controller's proxy works consistently. I guess I 
was exploiting undocumented/obsolete Xcode GUI behavior and getting away with 
it until now. 
Thanks, Kyle. That's exactly what I was looking for!
-Carl


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Re: Creating segues

2015-09-14 Thread Carl Hoefs

> On Sep 14, 2015, at 3:41 PM, Kyle Sluder <k...@ksluder.com> wrote:
> 
> On Mon, Sep 14, 2015, at 04:38 PM, Carl Hoefs wrote:
>> Xcode 6.4
>> 
>> How does one create a segue from a non-initial view controller to another
>> view controller? 
>> 
>> I have an InitialVC:UIViewController and I can connect any number of
>> other VC's to it with control drag:
>> 
>>   InitialVC
>>/\
>> A_VCB_VC  . . .
>> 
>> I've assigned an identifier to each of the segues and can invoke them to
>> bring up A_VC or B_VC at runtime with -performSegueWithIdentifier:. So
>> far so good. But now I need to have segues going from A_VC to C_VC, D_VC,
>> etc:
>> 
>>   InitialVC
>>/\
>> A_VCB_VC  . . .
>> /  \
>>  C_VC  D_VC
>> 
>> Xcode refuses to allow me to connect A_VC to C_VC or D_VC with
>> control-drag. The blue line just vanishes. It doesn't matter what type of
>> segue goes from InitialVC to A_VC (push, replace, modal, etc). 
>> 
>> I must be missing something real obvious here.
> 
> The interaction should be the same for all view controllers.
> 
> What is the object you are control-dragging from, and where are you
> control-dragging to?

They're all vanilla UIViewControllers. I ctrl/drag from the view area onto 
another VC's view area, and it does not highlight. I ctrl/drag from the "View" 
entry in the (unnamed) left hand column of Scene objects, and nothing 
highlights either in that column or in any of the VC's on the storyboard.

It certainly sounds like it's not supposed to behave this way.
-Carl




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Re: Xcode 7.0.1 and Base SDK

2015-10-01 Thread Carl Hoefs
Ah!  I didn't see that, buried as it is, deep within the bowels of the Build 
Settings. Got it working now!
(Would be nice to have a 'prioritized' list of the more commonly-used 
settings.) 

Thanks, David!
-Carl

> On Oct 1, 2015, at 11:13 AM, David Duncan <david.dun...@apple.com> wrote:
> 
> Set the Deployment Target to 10.10 or 8.4 as appropriate.
> 
>> On Oct 1, 2015, at 11:10 AM, Carl Hoefs <newsli...@autonomy.caltech.edu> 
>> wrote:
>> 
>> My OS X 10.10.5 system just automatically downloaded and installed Xcode 
>> 7.0.1 (which blew away my Xcode 6.4 installation without even a mention). 
>> The problem I'm having is that the only base SDKs that Xcode 7.0.1 allows me 
>> to choose is OS X 10.11 or iOS 9.0, neither of which I have. 
>> 
>> How can I use Xcode 7.0.1 to build for my current devices: OS X 10.10.5 and 
>> iOS 8.4?
>> 
>> -Carl
>> 
>> 
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> 


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Re: Setting font size for the console window

2015-11-23 Thread Carl Hoefs

> On Nov 23, 2015, at 6:31 PM, Quincey Morris 
> <quinceymor...@rivergatesoftware.com> wrote:
> 
> On Nov 23, 2015, at 17:12 , Carl Hoefs <newsli...@autonomy.caltech.edu 
> <mailto:newsli...@autonomy.caltech.edu>> wrote:
>> 
>> That still doesn't change the console font. It seems to have no effect. And 
>> "New Theme From Template" is dimmed out when I try to add to the left-hand 
>> column by clicking on the + icon.
> 
> Use the top item “Duplicate XXX” to duplicate the selected theme. I think 
> “New Theme From Template” is just a heading for the templates listed below. 
> (?) I assuming chooses one of those creates a new theme from the template. 
> It’s confusing (!) because the themes in the list that have been created from 
> templates already have the same names as the templates. (!)
> 
> When you have your new theme, click on the T icon to show the font panel. 
> Then click on a list entry to select it (in the right list). Then choose a 
> new font size from the font panel. Then wait. After a few seconds, the size 
> should change in the list and in the debug window. At least, that’s what 
> worked for me.

So... you're saying I have to create a new default just to change the font 
size? Lol.
Still has no effect in the Xcode windows (though it shows a difference in the 
list).
Maybe I need to restart Xcode for it to take effect?
-Carl

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Setting font size for the console window

2015-11-23 Thread Carl Hoefs
Xcode 7.1

How does one set the font size for the console window?

In Xcode -> Preferences -> Fonts & Colors if I click on Console and change the 
left-hand column selections, it changes the font of the source editor. Same 
behavior if I click on Source Editor. Is there a trick to this I'm not seeing?

-Carl



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Re: Setting font size for the console window

2015-11-23 Thread Carl Hoefs

> On Nov 23, 2015, at 6:43 PM, Quincey Morris 
> <quinceymor...@rivergatesoftware.com> wrote:
> 
> On Nov 23, 2015, at 17:36 , Carl Hoefs <newsli...@autonomy.caltech.edu 
> <mailto:newsli...@autonomy.caltech.edu>> wrote:
>> 
>> So... you're saying I have to create a new default just to change the font 
>> size? Lol.
> 
> Well, I think you can change the one that’s called Default, if that’s what 
> you want. (That’s what I did years ago, I guess, because my Default has my 
> custom colors.)
> 
>> Still has no effect in the Xcode windows (though it shows a difference in 
>> the list).
>> Maybe I need to restart Xcode for it to take effect?
> 
> I saw a change in the debug pane when I changed the LLDB prompt size, and the 
> list entry changed at the same time. Maybe you’re looking at the wrong thing 
> in the debug pane? You’re going to have to change all 4 settings, I guess.
> 
> Yes, it’s a really, really horrible UI.
> 
It works for "Source Editor", is busted for "Console".
Bug report time.
-Carl

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Adding dynamic library soft links

2016-01-15 Thread Carl Hoefs
Xcode 7.2

Many 3rd party OS X dynamic libraries, (e.g. Mac Ports), get installed with the 
following type of soft link arrangement on disk:

lrwxr-xr-x1 root  admin15 Aug 28 13:04 libform.dylib -> 
libform.6.dylib
-rwxr-xr-x1 root  admin 58864 Aug 28 13:04 libform.6.dylib
-rw-r--r--1 root  admin101064 Aug 28 13:04 libform.a

When adding dynamic libraries to my OS X project (using the Target -> Build 
Phases -> Link Binary With Libraries window), Xcode resolves "libform.dylib" to 
the specific version, "libform.6.dylib", and adds that string instead to the 
build phase. 

The problem is when using different machines that have different versions of 
the libraries. I have to manually drop the nonexistent libraries and re-add 
them to pick up the latest version that's installed on the machine before I can 
build.

Is there a way I can have Xcode simply retain the "lib.dylib" string 
without resolving it until build time? Or is the only way to avoid this to use 
the static archive "*.a" form of the library, which doesn't include the version 
number, but loses the benefits of using dynamic libraries?

-Carl


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Re: Adding dynamic library soft links

2016-01-16 Thread Carl Hoefs

> On Jan 16, 2016, at 12:21 PM, Scott Ribe <scott_r...@elevated-dev.com> wrote:
> 
> On Jan 15, 2016, at 11:44 AM, Carl Hoefs <newsli...@autonomy.caltech.edu> 
> wrote:
>> 
>> Or is the only way to avoid this to use the static archive "*.a" form of the 
>> library
> 
> FYI, in your example, if you add the .a, it (the linker, not Xcode, IIRC) 
> will use the .dylib instead. The only way to get it to use the .a is to put a 
> copy of the .a into some other folder where there is no corresponding dylib 
> and add that copy.

Interesting, but many s/w packages (OpenCV, etc) deliver only .dylib versions. 
For the others, I added lib.a in Xcode. The build/link log shows it to be 
using "-l", so according to your comment, it's picking up the dynamic 
version, which is fine, if there is one.
-Carl


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Re: Adding dynamic library soft links

2016-01-16 Thread Carl Hoefs
On Jan 16, 2016, at 2:19 AM, Daniel Vollmer  wrote:
> 
>> When adding dynamic libraries to my OS X project (using the Target -> Build 
>> Phases -> Link Binary With Libraries window), Xcode resolves “libform.dylib" 
>> to the specific version, "libform.6.dylib", and adds that string instead to 
>> the build phase. 
> 
>> Is there a way I can have Xcode simply retain the "lib.dylib" string 
>> without resolving it until build time? Or is the only way to avoid this to 
>> use the static archive "*.a" form of the library, which doesn't include the 
>> version number, but loses the benefits of using dynamic libraries?
> 
> I had the same problem, and what I did was to edit the Xcode-project file in 
> a text editor (with Xcode closed) and changed all references to the link 
> target by the name of the link itself (e.g. change lib.6.dylib back to 
> libXXX.dylib). It seems Xcode only does the lookup once when adding a new 
> file and not every time it used (or more likely the File Open dialogue does 
> it).
> 
Thanks for the suggestion, Daniel. I guess I have no other option. Sure beats 
dropping and re-adding a dozen or so libraries on every active project every 
time I switch machines (or every time someone updates Mac ports). By tying a 
project to specific library versions, this "feature" of Xcode removes one of 
the benefits of using dynamic libraries.

-Carl



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Xcode 7 can't build "Command Line Tool" projects

2016-01-14 Thread Carl Hoefs
Xcode 7.2, OS X 10.11.2

Ever since Xcode 7.0 I've been having intermittent troubles building OS X
"Command Line Tool" projects.

About 50% of the time when I launch Xcode and try to build a "Command Line
Tool" project, it will generate 1000s of nonsensical errors (see below).
It acts like it doesn't recognize or can't parse C code. Once failed it
never recovers and I have to create a new "Command Line Tool" project and
copy my source code over to it. That builds fine... until (maybe) the next
time I relaunch Xcode.

Is this a known problem? Am I doing something fundamentally wrong? Is some
build setting getting stomped? This behavior is consistent across all
machines and accounts, but it seems to affect "Command Line Tool" projects
only.
-Carl


Architectures: Standard Architectures (64-bit Intel) (x86_64) -
$(ARCHS_STANDARD)
Base SDK: Latest OS X (OS X 10.11)
Build Active Architecture Only: YES
Supported Platforms: OS X
Valid Architectures: i386 x86_64

Partial Xcode build log follows:

While building module 'Foundation' imported from
/Users/carl/Projects/BRMdaemon_14Jan2016/BRMdaemon/BRM_defines.h:17:
While building module 'CoreFoundation' imported from
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/System/Library/Frameworks/Foundation.framework/Headers/Foundation.h:6:
While building module 'Darwin' imported from
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/System/Library/Frameworks/CoreFoundation.framework/Headers/CoreFoundation.h:11:
In file included from :326:
In file included from
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/usr/include/ncurses.h:141:
/opt/local/include/unctrl.h:60:63: error: unknown type name 'SCREEN'
NCURSES_EXPORT(NCURSES_CONST char *) NCURSES_SP_NAME(unctrl) (SCREEN*,
chtype);
  ^
/opt/local/include/unctrl.h:60:53: error: function cannot return function
type 'char *(int *, chtype)'
NCURSES_EXPORT(NCURSES_CONST char *) NCURSES_SP_NAME(unctrl) (SCREEN*,
chtype);
^
/opt/local/include/unctrl.h:60:54: error: a parameter list without types
is only allowed in a function definition
NCURSES_EXPORT(NCURSES_CONST char *) NCURSES_SP_NAME(unctrl) (SCREEN*,
chtype);
 ^
3 errors generated.
While building module 'Foundation' imported from
/Users/carl/Projects/BRMdaemon_14Jan2016/BRMdaemon/BRM_defines.h:17:
While building module 'CoreFoundation' imported from
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/System/Library/Frameworks/Foundation.framework/Headers/Foundation.h:6:
In file included from :1:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/System/Library/Frameworks/CoreFoundation.framework/Headers/CoreFoundation.h:11:10:
fatal error: could not build module 'Darwin'
#include 
 ^
4 errors generated.
While building module 'Foundation' imported from
/Users/carl/Projects/BRMdaemon_14Jan2016/BRMdaemon/BRM_defines.h:17:
In file included from :1:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/System/Library/Frameworks/Foundation.framework/Headers/Foundation.h:6:10:
fatal error: could not build module 'CoreFoundation'
#include 
 ^
While building module 'Foundation' imported from
/Users/carl/Projects/BRMdaemon_14Jan2016/BRMdaemon/BRM_defines.h:17:
While building module 'ObjectiveC' imported from
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:6:
In file included from :1:
In file included from
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/usr/include/objc/message.h:29:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/usr/include/objc/objc.h:31:10:
fatal error: could not build module 'Darwin'
#include   // for __DARWIN_NULL
 ^
While building module 'Foundation' imported from
/Users/carl/Projects/BRMdaemon_14Jan2016/BRMdaemon/BRM_defines.h:17:
While building module 'ObjectiveC' imported from
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:6:
While building module 'MachO' imported from
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/usr/include/objc/objc-load.h:33:
In file included from :1:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/usr/include/mach-o/arch.h:32:10:
fatal error: could not build module 'Darwin'
#include 
 ^
1 error generated.
2 

Re: Xcode 7 can't build "Command Line Tool" projects

2016-01-14 Thread Carl Hoefs
>
>> On Jan 14, 2016, at 10:35 AM, Carl Hoefs
>> <newsli...@autonomy.caltech.edu> wrote:
>>
>> In file included from
>> /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/usr/include/ncurses.h:141:
>> /opt/local/include/unctrl.h:60:63: error: unknown type name 'SCREEN'
>> NCURSES_EXPORT(NCURSES_CONST char *) NCURSES_SP_NAME(unctrl) (SCREEN*,
>> chtype);
>
>
> (tl;dr: You’ve installed headers for some different version of ncurses
> in /opt, and the preprocessor is finding some of those headers in addition
> to the standard ones and getting mixed up because they’re not
> compatible.)
>
> Looks like you’ve got a header named unctrl.h in /opt/local/include that
> is in the compiler’s header search path before the SDK header paths, so
> when the standard ncurses.h includes unctrl.h it gets your local one
> instead of the standard one. And then it appears that your local one is
> not compatible — when I look at that header in the Mac OS SDK, there is
> no declaration like the one quoted above.
>
>> Once failed it
>> never recovers and I have to create a new "Command Line Tool" project
>> and
>> copy my source code over to it.
>
> That shouldn’t be necessary. Have you tried Clean Build Folder?
> (Cmd-Shift-Opt-K)
>
> —Jens

Thx for the feedback. User paths can't get placed before the SDK header
paths, can they? Odd that Clean Build Folder doesn't seem to affect this
but copying the project to a new one does... for a while. Maybe there are
too many people here doing things to the machine configurations. I just
blew away all of Mac Ports and am now rebuilding it for El Cap. Hoping for
the best...
-Carl


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Re: Where are all the PDF files for developer documentation?

2016-03-11 Thread Carl Hoefs
How "useful" is a library of PDF docs? They're outdated the moment they're 
produced. 
(On the other hand, I wish I could get Xcode's documentation system to work *at 
all* when I'm not connected to the internet. It never has.)
-Carl


> On Mar 10, 2016, at 11:58 PM, Daniel Phillips  wrote:
> 
> They're moving to a more online or iBooks approach. They've taken down lots 
> of PDFs including the iOS human interface guidelines. 
> 
> I did bug report it but they closed it and said PDF is an unsupported format 
> for that document.
> 
> rdar:// 21704084
> 
> It's a big shame. 
> 
> On 10 Mar 2016, at 11:15 pm, Peter Teeson  > wrote:
> 
>> On Mar 10, 2016, at 2:09 PM, Alex Zavatone > > wrote:
>>> 
>>> Did Apple start removing all the PDF files for its documentation for 
>>> developers?
>>> 
>>> It's rather maddening not being able to have a library of useful docs and 
>>> having to resort to searching the dev site all the time for things.  
>> 
>> +1
>> 
>>> Please tell me that Apple is not removing all of its PDF files for 
>>> developer documentation.  
>> 
>> 
>> 
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Re: Xcode 7 can't build "Command Line Tool" projects (Carl Hoefs)

2016-03-19 Thread Carl Hoefs
Thanks for the very interesting info and idea. I might well be able to jury-rig 
my project to get it to build my way on my Mac, but in the end the Xcode 
project will have to be buildable on a generic Mac, so I'm bound by whatever 
version of code Apple has included in their SDK. For the moment I've been able 
to devise workarounds to make this doable, but just barely. If the code under 
../MacOSX10.11.sdk/usr/.. wasn't so outdated it wouldn't be a big deal, but it 
seems this portion of the SDK lags behind at least 1 major version. 
-Carl

> On Mar 17, 2016, at 11:05 PM, billn <b...@bno.id.au> wrote:
> 
> Xcode is designed to build projects for multiple OS architectures on multiple 
> processor types.  So it does not use the host system headers and libraries, 
> because for many purposes like building TVOS apps they are inappropriate. 
> Welcome to the rabbit hole world of cross compilation.
> 
> This magic is performed by putting all the the headers and libraries for the 
> target system into an SDK directory.  The compiler and linker are then given 
> options like —sysroot which alter ALL header and library paths to be relative 
> to the SDK directory.
> 
> The default SDK for a MacOS target is  
> "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk”
>   If you look in that directory you will see a ‘System’ directory with all 
> the default frameworks and a ‘usr’ directory containing headers and libraries.
> 
> If you want to include you /opt stuff in the build, you could duplicate the 
> existing default SDK with a different name and copy (not install because link 
> paths are incorporated into .dyld libraries) the open source libraries in 
> there.  You probably need to mess with the .plist file.
> 
> I renamed a copy SDK as 'MyOSX10.11.sdk’ and bodgied up the plist as below 
> (only the name is changed in two places):
> 
>  "http://www.apple.com/DTDs/PropertyList-1.0.dtd;>
> 
> 
>   CanonicalName
>   myosx10.11
>   CustomProperties
>   
>   KERNEL_EXTENSION_HEADER_SEARCH_PATHS
>   $(KERNEL_FRAMEWORK)/PrivateHeaders 
> $(KERNEL_FRAMEWORK_HEADERS)
>   
>   DefaultProperties
>   
>   MACOSX_DEPLOYMENT_TARGET
>   10.11
>   PLATFORM_NAME
>   macosx
>   DEFAULT_KEXT_INSTALL_PATH
>   $(LIBRARY_KEXT_INSTALL_PATH)
>   
>   DisplayName
>   My OS X 10.11
>   MaximumDeploymentTarget
>   10.11
>   MinimalDisplayName
>   10.11
>   MinimumSupportedToolsVersion
>   3.2
>   SupportedBuildToolComponents
>   
>   com.apple.compilers.gcc.headers.4_2
>   
>   Version
>   10.11
>   isBaseSDK
>   YES
> 
> 
> 
> After restarting Xcode my bodged up SDK appeared in the SDKROOT selection 
> popup of the build settings.
> 
> Cautions: I have not built anything with this sort of setup in Xcode 7 but I 
> have done with Xcode 6 which is similar, but puts the SDKs in a different 
> location.
> Don’t expect Apple to accept anything built like this for the Mac App Store.
> Your milage may vary.
> Obviously your users need any linked libraries to be installed.  The code 
> will not run on the build machine unless the libraries are installed.
> 
> Have fun
> Bill Northcott
> 
> PS You can download older SDKs from the Apple developer site.  You might even 
> be able to make a Linux SDK and build for that.  (No I have not done that)
> 
> 
>> 
>> Message: 2
>> Date: Wed, 16 Mar 2016 12:38:54 -0700
>> From: Carl Hoefs <newsli...@autonomy.caltech.edu>
>> To: Jens Alfke <j...@mooseyard.com>
>> Cc: xcode-users@lists.apple.com
>> Subject: Re: Xcode 7 can't build "Command Line Tool" projects
>> Message-ID:
>>  <4cd79593-6413-436c-b55c-e1e690cfd...@autonomy.caltech.edu>
>> Content-Type: text/plain; charset="utf-8"
>> 
>> New assessment of this problem...
>> 
>> Xcode 7.2.1 is getting mixed up between the header files in /usr/include and 
>> those in /opt/local/include, and I can no longer build.
>> 
>> My commandline OS X project uses the most recent version of OpenCV installed 
>> in /opt/local. The problem is that OpenCV requires a newer version of 
>> ncurses than is in the OS X 10.11 SDK. So, system-wide there are two 
>> versions of ncurses: V5.7 installed in /usr/include, and V6.0 installed in 
>> /opt/local/include.
>> 
>> My Xcode header search paths setting:
>> 
>> HEADER_SEARCH_PATHS = $(inherited) /opt/local/include/opencv 
>> /opt/

Re: Xcode 7 can't build "Command Line Tool" projects

2016-03-19 Thread Carl Hoefs
New assessment of this problem...

Xcode 7.2.1 is getting mixed up between the header files in /usr/include and 
those in /opt/local/include, and I can no longer build.

My commandline OS X project uses the most recent version of OpenCV installed in 
/opt/local. The problem is that OpenCV requires a newer version of ncurses than 
is in the OS X 10.11 SDK. So, system-wide there are two versions of ncurses: 
V5.7 installed in /usr/include, and V6.0 installed in /opt/local/include.

My Xcode header search paths setting:

HEADER_SEARCH_PATHS = $(inherited) /opt/local/include/opencv 
/opt/local/include/opencv2 /opt/local/include

It seems /usr/include is hardcoded somewhere in Xcode, because Xcode begins its 
parsing by loading up the *old* version of ncurses first:

In file included from 
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/usr/include/ncurses.h:141:

But when that ncurses.h does an #include , it seems to be loading up 
the *new* version, /opt/local/include/curses.h, which is incompatible, and 
generates a multitude of errors. 

How can I get Xcode to use the newer version installed in /opt/local/include, 
and not the older one in /usr/include?
-Carl


> On Jan 14, 2016, at 12:26 PM, Jens Alfke  wrote:
> 
> Looks like you’ve got a header named unctrl.h in /opt/local/include that is 
> in the compiler’s header search path before the SDK header paths, so when the 
> standard ncurses.h includes unctrl.h it gets your local one instead of the 
> standard one. And then it appears that your local one is not compatible — 
> when I look at that header in the Mac OS SDK, there is no declaration like 
> the one quoted above.
> 

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Re: Xcode 7 can't build "Command Line Tool" projects (Carl Hoefs)

2016-03-18 Thread Carl Hoefs
No change. The “Always search user paths” build setting seems to be a no-op. It 
still chokes parsing ../MacOSX10.11.sdk/usr/include/.. stuff, without 
/usr/include specified anywhere.
-Carl

> On Mar 18, 2016, at 12:04 PM, Jonathan Prescott  
> wrote:
> 
> Have you set the “User Header Search Paths” with /opt/local/… and the “Always 
> search user paths” build settings?


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Re: Command Line Tools OS X 10.10 for Xcode 7.3?

2016-04-06 Thread Carl Hoefs
Well, the short answer is NO. We just found out the HARD way, after half of our 
development iPhones were upgraded, that iOS 9.3 requires Xcode 7.3 which 
requires OS X 10.11! So we are forced to either upgrade to a version of OS X 
that breaks much of our USB device support, or mothball half of our iPhones 
until such time as Apple figures out how to un-break whatever they did to screw 
up USB device support in El Capitan. (It's still quite broken as of 10.11.5 
beta, even though they closed the bug reports saying "Fixed".) Unbelievable.


> On Apr 6, 2016, at 12:28 PM, Carl Hoefs <newsli...@autonomy.caltech.edu> 
> wrote:
> 
> At https://developer.apple.com/downloads/ I don't see a "Command Line
> Tools OS X 10.10 for Xcode 7.3" download. Is there one, or will the
> version for Xcode 7.2 suffice?


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Re: Xcode Documentation slow

2016-04-04 Thread Carl Hoefs
On Apr 4, 2016, at 1:33 AM, Gerriet M. Denkmann  wrote:
> 
> I just downloaded the tvOS documentation 

How did you do that??? I don't see any way to manually download documentation 
in Xcode.

(BTW, when I'm not connected to the internet, Xcode only refers me to include 
files for documentation, or it says "No Quick Help". The tvOS documentation is 
present.)

-Carl



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Re: Xcode Documentation slow

2016-04-04 Thread Carl Hoefs

> On Apr 4, 2016, at 12:27 PM, Alex Zavatone  wrote:
> 
> Xcode >  Preferences > Downloads

That's a nice place to hide it! I was - D'oh - looking for it on the 
Documentation window, of all places!

Alas, even when connected to the internet and restarting Xcode, it ALWAYS pops 
up an alert panel which tells me:

"Could not download and install watchOS 2.0 Documentation. Could not connect to 
the server."

In the console log it has this entry:


4/4/16 12:29:13.841 PM Xcode[3615]: [MT] DVTDownloadable: Error 
Domain=NSURLErrorDomain Code=-1004 "Could not download and install watchOS 2.0 
Documentation. Could not connect to the server." UserInfo=0x7fa6378280d0 
{NSRecoveryAttempter=<_DVTErrorRecoveryHandler: 0x7fa6378b3740>, 
NSLocalizedRecoverySuggestion=Network Diagnostics can help you solve network 
connection problems., _kCFStreamErrorDomainKey=1, 
NSErrorFailingURLStringKey=https://devimages.apple.com.edgekey.net/docsets/20160108/031-45832-A.dmg,
 NSLocalizedDescription=Could not download and install watchOS 2.0 
Documentation. Could not connect to the server., 
DVTRecoveryBlockKey=<__NSMallocBlock__: 0x7fa63782ce50>, 
NSLocalizedRecoveryOptions=(
OK,
"Network Diagnostics\U2026"
), 
NSErrorFailingURLKey=https://devimages.apple.com.edgekey.net/docsets/20160108/031-45832-A.dmg,
 NSUnderlyingError=0x7fa63797ae40 "Could not connect to the server.", 
_kCFStreamErrorCodeKey=64}


-Carl


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Re: Opening a Counterpart File in a SEPARATE Window

2016-05-20 Thread Carl Hoefs

> On May 20, 2016, at 9:52 AM, Jens Alfke  wrote:
> 
> Development on Macs (primarily for iOS) is such a big business these days 
> that if it were a slam-dunk to build something better than Xcode, ...

I think Dave is talking about Xcode 4+.  Xcode 3.2.6 pretty much got it right. 
No one knows why such a successful design was abandoned without notice.
-Carl

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Interface Builder Cocoa Touch Tool: assertion failed

2016-07-21 Thread Carl Hoefs
Xcode 7.2

Whenever I switch to the storyboard in my iOS app project, Xcode dumps 100s of 
the following (identical) messages into the console log:

7/21/16 11:53:53.659 AM Interface Builder Cocoa Touch Tool[68946]: assertion 
failed: 14F1605 13C75: libxpc.dylib + 27744 
[3B9AE263-9C95-35F3-BA3C-2E7154498580]: 0x8d

Any idea what this means?
-Carl


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Re: malloc was optimized out

2016-07-04 Thread Carl Hoefs

> On Jul 4, 2016, at 12:58 PM, Clark Cox  wrote:
> 
> Malloc effectively *never* returns NULL. 

It does seem that malloc returns NULL on error...

#include 
#include 

int main(int argc, const char * argv[]) {
   size_t need_size = 0x1;

   char *data = "dummy";  // data ptr is not NULL
   data = malloc(need_size);  // data ptr overwritten

   if(data == NULL) {
   printf("ERROR data == %p\n",data);  // <- data is NULL
   return 1;
   } else {
   printf("OKAY data != NULL: %p\n",data);
   }
   data[0] = 'c';

   free(data);

   return 0;
}

mtest(3008,0x7fff786d1300) malloc: *** mach_vm_map(size=281474976710656) failed 
(error code=3)
*** error: can't allocate region
*** set a breakpoint in malloc_error_break to debug
ERROR data == 0x0



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Re: malloc was optimized out

2016-07-04 Thread Carl Hoefs
RETURN VALUES
 If successful, calloc(), malloc(), realloc(), reallocf(), and valloc() 
functions return
 a pointer to allocated memory.  If there is an error, they return a NULL 
pointer and set
 errno to ENOMEM.

>> An implementation of malloc that never returns NULL is still compliant to 
>> the standard.

Have you tried checking errno after the malloc?
-Carl



> On Jul 4, 2016, at 7:13 PM, Dmitry Markman  wrote:
> 
> thanks
> 
> unfortunately you started to play with words
> 
> I asked for ~250TB of data from my MacBook Pro with 1TB SSD and 16GB of RAM
> 
> clearly that amount can’t be given (in any circumstances)
> 
> so if compiler returns something that isn’t NULL it’s very troubling
> 
> thanks again
> 
> dm
> 
> 
> 
>> On Jul 4, 2016, at 9:20 PM, Clark Cox  wrote:
>> 
>> 
>>> On Jul 4, 2016, at 15:53, Dmitry Markman  wrote:
>>> 
>>> Hmm
>>> 
>>> behavior you described is good receipt to un-robust software
>>> 
>>> IMHO, all talks about “effective", “typically" and so on and on is matter 
>>> of interpretation
>>> 
>>> and are much less important than standard
>> 
>> An implementation of malloc that never returns NULL is still compliant to 
>> the standard.
>> 
>>> first of all there is a standard and nothing more. In some cases standard 
>>> says that behavior is undefined
>>> 
>>> but in case of “malloc" and "operator new” everything is well defined
>> 
>> The standard says that malloc returns NULL in case of failure. It however, 
>> says nothing about what constitutes a failure, or *any* situations in which 
>> NULL must be returned..
>> 
>> 
>> 
>> -- 
>> Clark Smith Cox III
>> clarkc...@gmail.com
>> 
> 
> Dmitry Markman
> 
> 
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Xcode and compatible OS X versions

2016-09-09 Thread Carl Hoefs
For various reasons, I'm having to develop on OS X 10.10.5, targeting iOS 9.x 
devices. Does Apple publish a matrix or table that tracks which versions of 
Xcode support developing for/running on which versions of macOS / iOS?  In the 
past I've had to download the 5GB+ Xcode package, only to find out that I would 
have to juggle SDKs and/or upgrade the OS to use it.  Do the forthcoming macOS 
10.12 and Xcode 8 change this situation?

-Carl

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Re: Xcode call stack

2016-08-25 Thread Carl Hoefs

> On Aug 25, 2016, at 12:04 PM, Jens Alfke <j...@mooseyard.com> wrote:
> 
> 
>> On Aug 25, 2016, at 11:53 AM, Carl Hoefs <newsli...@autonomy.caltech.edu 
>> <mailto:newsli...@autonomy.caltech.edu>> wrote:
>> 
>> I figured out that the following is Xcode's humorous way of saying "only 
>> change the UI from the main thread". Okay, got it. But what's with all the 
>>  stuff in the call traceback? It make it essentially useless.
> 
> Where did you get the backtrace from? Usually when there are no real symbol 
> names, it means the app has had debug symbols stripped out and there’s no 
> dSYM file available to provide symbol names.
> 
This occurred while running my iOS app from Xcode, connected to my iPhone. In 
Xcode I have the "All Exceptions" breakpoint disabled (otherwise it would break 
in some thread for "apparently no reason"). Xcode generates this backtrace in 
the bottom console log output area. 

How does one build to explicitly include debug symbolication info?
-Carl

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Re: Xcode call stack

2016-08-25 Thread Carl Hoefs

> On Aug 25, 2016, at 12:15 PM, Carl Hoefs <newsli...@autonomy.caltech.edu> 
> wrote:
> 
> 
>> On Aug 25, 2016, at 12:04 PM, Jens Alfke <j...@mooseyard.com 
>> <mailto:j...@mooseyard.com>> wrote:
>> 
>> 
>>> On Aug 25, 2016, at 11:53 AM, Carl Hoefs <newsli...@autonomy.caltech.edu 
>>> <mailto:newsli...@autonomy.caltech.edu>> wrote:
>>> 
>>> I figured out that the following is Xcode's humorous way of saying "only 
>>> change the UI from the main thread". Okay, got it. But what's with all the 
>>>  stuff in the call traceback? It make it essentially useless.
>> 
>> Where did you get the backtrace from? Usually when there are no real symbol 
>> names, it means the app has had debug symbols stripped out and there’s no 
>> dSYM file available to provide symbol names.
>> 
> This occurred while running my iOS app from Xcode, connected to my iPhone. In 
> Xcode I have the "All Exceptions" breakpoint disabled (otherwise it would 
> break in some thread for "apparently no reason"). Xcode generates this 
> backtrace in the bottom console log output area. 
> 
> How does one build to explicitly include debug symbolication info?

Okay, in Xcode I see the following relevant build settings:

- Strip Debug Symbols During Copy
- Strip Linked Product

I'll set them both to NO.
-Carl


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Re: Xcode call stack

2016-08-25 Thread Carl Hoefs

> On Aug 25, 2016, at 3:02 PM, Jim Ingham  wrote:
> 
> Ah, maybe I was taking Carl's "apparently no reason" referencing lldb when he 
> meant no apparent reason in the debugee.  I was concerned that he was seeing 
> the C++ exception breakpoint causing stops that didn't have an appropriate 
> stop reason in the lldb stop output or the in Xcode's pc ribbon.  But 
> re-reading, it's quite likely that he really meant "I see no reason why this 
> code should be throwing exceptions".

No worries, I simply didn't understand why Xcode was breaking where it did. No 
program-related information was given in the call stack, so it took me a lot of 
time to track down what was causing it. The bug was difficult to reproduce 
because it happened only under certain tortured conditions (within a BTLE 
peripheral delegate callback method in which I would present a UIAlert on an 
intermittent write failure. Can't do that there; all is well now).

Thanks for all the very interesting info!
-Carl


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