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Hilary Laite

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Aug 4, 2024, 7:25:18 PM8/4/24
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Howto integrate gitlab xcode 10. I try to clone from xcode 10 project but it shows wrong account or access token. but i am sure my token and account not wrong. how to solve this or connect with gitlab and xcode ios project

I am having the same problem. We can commit from Xcode, and we can push from command line, but are unable to push/pull from Xcode to Gitlab. We see the same error that Jules has. Yes, we setup SSH correctly, as well as tried using the token, but always have this error. Is there a solution?

Steve


I am having a similar issue with 4.19/xcode 10. xcode will be indexing using a reasonable amount of memory (for hours) however at some point it will begin to use all the available memory eventually crashing osx.


I had an extra copy of windows so I used bootcamp and installed windows. I am now working on visual studio. Visual studio code works as well, I just needed a compiler because I am relatively new to coding.


2023, UE5.2.1, UE5.3 still issue exist. VSCode is not an ideal IDE on macOS; Xcode is the weapon of choice. However the indexing issue persists, and there is no solution so far. The Rider is not free. What is the solution for macOS users? Is anyone an expert on this topic?


Xcode 15 and 5.2 is not working, the way that UE 5.3 generates the projects I think is the game changer. It separates iOS and macOS. they also have removed a couple of headers and some other stuff according to the release notes.


Xcode 14 and macOS Ventura 13.5.2, works as well. At first it will throw some error but sooner or later they will be gone or building the project, autocomplete and indexing 100%. Now it is possible to use Xcode Intel/AppleSilicon.


Yes, It takes hours indeed, but I guess it is better than nothing, specially for us that we are used to work with Xcode. I hope it keeps getting better, I like Rider or VsCode, but TBH the most natural place to be the developing for Mac/iOS is Xcode, the tools and the ability now to use Swift and C++ will help a lot. The only reason I would still in VSCode would be when doing test in Windows I am using the same IDE.


This chapter shows you how to install MacPorts and its prerequisites step-by-step. Note that the section about installing Xcode is macOS-specific. If you wish to install MacPorts on another platform, first make sure you have a working C compiler installed, skip ahead to installing MacPorts from source, and continue to the end of the chapter.


Always make sure to install the latest available version of Xcode for your macOS release; using outdated versions of Xcode may cause port install failures. Also note that Xcode is not updated via OS X's Software Update utility on OS versions prior to 10.6, and is updated via the Mac App Store starting with 10.7.


Next, open a terminal, run xcode-select --install, and click the Install button to install the required command line developer tools. Don't worry if you see a message telling you the software cannot be installed because it is not currently available from the Software Update Server. This usually means you already have the latest version installed. You can also get the command line tools from the Apple developer website.


Xcode 4.3 and later do not automatically install the command line tools, but MacPorts requires them. To install them, open the Xcode application, go to the Preferences window, to the Downloads section, and click the Install button next to Command Line Tools. Be sure to return to this window after every Xcode upgrade to ensure that the command line tools are also upgraded.


If you are using Mac OS X 10.6, there are two branches of Xcode which could be considered to be the latest, 3.2.x and 4.x. Xcode 4 costs money, but Xcode 3 is still available free of charge. There are two options for downloading it:


Xcode 3.2 - smaller download, but you will need to run Software Update after installing to get the latest version. Note that Apple might at some point discontinue providing these updates via their update servers.


If you have an earlier release of Mac OS X, you may download the latest version of Xcode for Mac OS X 10.5 (Xcode 3.0 and Xcode 3.1 Developer Tools) or 10.4 (Xcode 2.4.1 and Xcode 2.5 Developer Tools) from the Apple developer website.


First, extract the folder you downloaded from this website and put it somewhere convenient. This folder will be referred to as your openFrameworks root folder (also known as OF_ROOT). Here's some of the key subfolders inside the openFrameworks root folder:


The file with the .xcodeproj extension is the file you should open in Xcode. Open it now and you should see something similar to the following. You may need to expand the project in the left bar and drill down to the ofApp.cpp file as shown in the image below in order to see anything interesting.


The bar on the left is your general purpose project browser (1), which will show your project's files (if the folder icon is selected at the top), as well as errors that crop up while trying to build your app (2) (the triangular icon).


In the middle is your main editor (3). It will show you an appropriate editor for whatever file you've selected in the project browser. This is usually a text editor for source files (.cpp and .h files), but will show you your project's settings if you select the project file at the top, or will let you examine image / video / sound files as well.


The first time you compile an openFrameworks project, it will likely take a minute or so as openFrameworks gets compiled. This usually only needs to be done once, unless you update openFrameworks or edit any of its internal files. After openFrameworks itself is finished, Xcode will compile the example and you should see a "Build Succeeded" message and a window with the example app happily spinning away.


After closing the example, you may see a new panel open at the bottom of the Xcode window. This is the console where ofLog messages will show up, as well as another panel which is used for debugging. You can show and hide this panel with cmd-shift-y.


Now that you've verified your setup, it's a good time to start a new project from scratch. In the projectGenerator folder, you'll find projectGenerator.app which will make it easy to create new openFrameworks apps.


Afterwards, close the project generator and navigate to the apps/myApps/myProjectName folder. Open myProjectName.xcodeproj in Xcode, expand the project in the browser on the left, expand the src folder and select the ofApp.cpp file.


As your project grows, you'll probably want to start adding new files. These files might be ones written specifically for your project, or they could be addons or external libraries other people have written.


In the dialog that pops up, navigate to macOS -> Source and then select C++ file. Xcode will create a .cpp and .h pair for you automatically, so just give it a base name ("myNewClass") and let it do the rest.


If you are sure that the addon is working properly, you can try to compile your application using the older "Rosetta" architecture. Some of the libraries need to be compiled for Apple Silicon Processor (arm64 architecture) to run efficiently on new Macs. But you still use these libraries even if they are built for Intel-based Macs by switching to the Rosetta mode;- Open XCode- Open your oF project- Goto the top menu -> Product -> Destination Architecture -> Show Rosetta Destinations - Hit run again.


There can be several reasons of your app getting slow down. Before asking in the forum you give a try the following tips;- Try commenting out console output messages in update() and draw() functions have such ofLog(), ofLogNotice(), ofLogVerbose(), cout, etc... commands.- Try to run the app in Release mode


Position-independent code (PIC) can be boundto any address in a program without requiring relocation by the link editor.Such code is inherently sharable between simultaneous processes. Thus, ifyou are building a dynamic, shared library, you must compile the componentroutines to be position-independent by using the -xcode compileroption.


In position-independent code, each reference to a global item is compiledas a reference through a pointer into a global offset table. Each functioncall is compiled in a relative addressing mode through a procedure linkagetable. The size of the global offset table is limited to 8 Kbytes on SPARCprocessors.

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