Hey,
Get a reference here.
This dude teaches how to "bring back" the "Empty Project" template that we have in Xcode 5 and that for some stupid reason Apple preferred to focus on Storyboards.
Here it goes:
http://codefromabove.com/2014/09/xcode-6-removing-storyboards-and-creating-useful-empty-projects/
Cheers!
Showing posts with label XCODE. Show all posts
Showing posts with label XCODE. Show all posts
Monday, December 1, 2014
Monday, November 11, 2013
Xcode/Objective-C: ERROR - 'Missing routing app coverage file'
Hey!
It's been a long time since I last posted.
So today will see a tricky upload problem that makes no sense at first.
'Missing routing app coverage file: You must upload a routing app coverage file in iTunes Connect if you register as a routing app'
(It's some type of rare elvish magic) In case you want to make routes using Apple's Mapkit you have to have the "coverage file".
It's been a long time since I last posted.
So today will see a tricky upload problem that makes no sense at first.
'Missing routing app coverage file: You must upload a routing app coverage file in iTunes Connect if you register as a routing app'
This error didn't take that much to be adjusted but has a shitty log message.
So you do this:
IF YOU DON'T EVEN KNOW WHAT'S THAT:
1) goto the left navigation bar and click on the "file" icon
2) click on the "project" icon (where you see your project's name)
3) select the "Capabilities" tab and unckeck any "Routing" options you have marked.
IF YOU KNOW WHATS THAT:
Probably while you were importing assets from your server/git you just lost file so double check and if need re-reference it.
WHAT'S THIS ABOUT?
Cheers.
Labels:
APPS,
CONNECT,
ITUNES,
ITUNESCONNECT,
OBJ-C,
OBJECTIVE-C,
SUBMISSION,
UPLOADER,
XCODE
Thursday, January 26, 2012
XCode/Archiving: Uploading Archive Problem
How's going, everybody?
Well, here's a quick tip on what can help you when you get the dreadful error while you're uploading your archive to the store:
'iPhone/iPod Touch: application executable is missing a required architecture. At least one of the following architecture(s) must be present'
This is a error that really sucks because, dudes! The last thing after 120 hours working on your code is an error for uploading the thing. But here is what you do:
1)Select your project "stuff" up there;
2)Select the "PROJECT" option;
3)Go to "Architectures";
4)Press on top of the up-and-down arrow;
5)Inserting the "armv6" thing:
5.1) Delete any option that you have there:
5.1.1)Select the option;
5.1.2)Press the "-";
5.2) Press the "+";
5.3) Insert the "armv6";
5.4) Probably you'll need to press some type of confirmation.
That's it.
Cheers.
Well, here's a quick tip on what can help you when you get the dreadful error while you're uploading your archive to the store:
'iPhone/iPod Touch: application executable is missing a required architecture. At least one of the following architecture(s) must be present'
This is a error that really sucks because, dudes! The last thing after 120 hours working on your code is an error for uploading the thing. But here is what you do:
1)Select your project "stuff" up there;
2)Select the "PROJECT" option;
3)Go to "Architectures";
4)Press on top of the up-and-down arrow;
5)Inserting the "armv6" thing:
5.1) Delete any option that you have there:
5.1.1)Select the option;
5.1.2)Press the "-";
5.2) Press the "+";
5.3) Insert the "armv6";
5.4) Probably you'll need to press some type of confirmation.
That's it.
Cheers.
Friday, December 2, 2011
XCode/Objective-C: Xcode 4.2 and MainWindow.xib
Bros,
After a long search on the Oracle (Google) I found it.
The on thing that really pissed me on XCode 4.2 (AKA last version), what that "View Based Application" does not exist anymore and i was like "WTFH am I going to do now?!".
So today, i found the solution!
Who found it out?
Joroen Trappers - click here and do directly to his solution/post
From whom did i get the first post?
Chris's Laboratory - click and go the post
If you guys need anything, just get in contact.
Live long and prosper, peace.
After a long search on the Oracle (Google) I found it.
The on thing that really pissed me on XCode 4.2 (AKA last version), what that "View Based Application" does not exist anymore and i was like "WTFH am I going to do now?!".
So today, i found the solution!
Who found it out?
Joroen Trappers - click here and do directly to his solution/post
From whom did i get the first post?
Chris's Laboratory - click and go the post
If you guys need anything, just get in contact.
Live long and prosper, peace.
Labels:
.XIB,
APPLE,
FAST,
HELP,
MAINWINDOW,
MAINWINDOW.XIB,
OBJECTIVE-C,
QUICK,
SDK,
XCODE,
XCODE 4.2
Friday, November 25, 2011
Objective-C/Cocoa: Star Rating Class
Hi breathers,
How's it all going?
It's been a time since i posted, so here's some nice stuff.
Know all those games that rate you after the match(e.g. Angry Birds) with the star system-thing, so i made on very simple so you just need to copy and paste on your project.
Download: StarRate Class (WARNING: Very Huge Dowload - 3K)
Probably you'll would like to add other sizes of banners, so just feel free to use the class as you want.
Oh, yeah! One last thing. I know this is a stupid comment, but remember you're not going to use it directly on the "-(void)viewDidLoad". Normally you'll use it when the match is ended and on the "level" boxes to display the last rate the player had on that match/level.
After you import the code to your project you have to do this:
@end
How's it all going?
It's been a time since i posted, so here's some nice stuff.
Know all those games that rate you after the match(e.g. Angry Birds) with the star system-thing, so i made on very simple so you just need to copy and paste on your project.
Download: StarRate Class (WARNING: Very Huge Dowload - 3K)
Probably you'll would like to add other sizes of banners, so just feel free to use the class as you want.
Oh, yeah! One last thing. I know this is a stupid comment, but remember you're not going to use it directly on the "-(void)viewDidLoad". Normally you'll use it when the match is ended and on the "level" boxes to display the last rate the player had on that match/level.
After you import the code to your project you have to do this:
#import <UIKit/UIKit.h>
#import "StarRate.h"
@interface StarTestViewController : UIViewController{
StarRate *_stars;
}
@end
#import "StarTestViewController.h"
@implementation StarTestViewController
-(void)createStars{
_stars = [[StarRate alloc]init];
//THIS setBackgroundColor YOU CAN ADD TO THE CLASS I UPLOADED FOR YOU
//ON THE -(void)startUp METHOD
[_stars setBackgroundColor:[UIColor clearColor]];
[_stars setupInterfaceTheWayIWantWithType:STARBANNER_250X50 andRate:2];
[_stars setCenter:CGPointMake(160, 240)];
[self.view addSubview:_stars];
}
-(void)viewDidLoad{
[self createStars];
[self.view setBackgroundColor:[UIColor whiteColor]];
[super viewDidLoad];
}
(...)
@end
As you can see, i didn't use InterfaceBuilder, i'm kind of on strike with him, so fell free to use InterfaceBuilder if you want, you just need to remember how to inherit a normal UIView to StareRate.
If you need help, just go to the Contact Section and let me know.
Live long and prosper.
Labels:
COCOA,
COCOATOUCH,
FAST,
HELP,
MY CODE,
OBJECTIVE-C,
XCODE
Thursday, October 6, 2011
Cocos2D: Press&Hold button
Hey, sports!
Today the time is really really short, so I made an example and uploaded it.
It's no a virus or anything, it's a project that can help you when you need to make action like this:
1)Press button;
2)Wish that it would increase/decrease a "number label";
3)Release button;
4)Action stop right after releasing
here's the link:
Project: Button Press&Hold
Hasta la vista, dudes.
Today the time is really really short, so I made an example and uploaded it.
It's no a virus or anything, it's a project that can help you when you need to make action like this:
1)Press button;
2)Wish that it would increase/decrease a "number label";
3)Release button;
4)Action stop right after releasing
here's the link:
Project: Button Press&Hold
Hasta la vista, dudes.
Saturday, September 24, 2011
Cocos2D: How to create a "Credits" scene
How's it going, bros!?
Here's another fast a simple post to help you enhance you app and consolidate you name on the credits:
Here's another fast a simple post to help you enhance you app and consolidate you name on the credits:
#import "cocos2d.h"
#import "CCLayer.h"
#import "MainMenu.h"
@interface Credits : CCLayer{
CCMenu* GAME_CREDITS;
}
+(CCScene *)scene;
-(void)runAnimation:(CCNode *)node;
-(id)init;
@end
#import "Credits.h"
@implementation Credits
+(CCScene *)scene{
CCScene *scene = [CCScene node];
Game *layer = [Credits node];
[scene addChild:layer];
return scene;
}
-(void)backToMenu:(id)sender{
[[SoundManager sharedSoundManager] playSound:@"TOUCH"];
CCScene* _scene = [MainMenu scene];
[[CCDirector sharedDirector]replaceScene:[CCTransitionMoveInL transitionWithDuration:1.0 scene:_scene]];
}
-(void)doIt{
[self runAnimation:GAME_CREDITS];
}
-(void)removeMe:(CCNode*)node{
//NSLog(@"ENTROU NO REMOVE ME");
GAME_CREDITS.position = ccp(CENTER_X, CENTER_Y*(-1)+(-100));
[self runAnimation:GAME_CREDITS];
}
-(void)runAnimation:(CCNode *)node{
[node runAction: [CCSequence actions: [CCMoveTo actionWithDuration:15.0 position:ccp(CENTER_X,CENTER_Y*3+150)],
[CCCallFuncN actionWithTarget:self selector:@selector(removeMe:)],nil]];
}
-(void)credits{
//NSLog(@"ENTROU NOS CREDITS");
[self runAnimation:GAME_CREDITS];
}
- (id)init
{
self = [super init];
if (self) {
CCSprite* background = [CCSprite spriteWithFile:@"SV-BACKGROUND.png"];
background.position = ccp(CENTER_X, CENTER_Y);
[self addChild:background z:1];
CCLabelTTF* BACK_N = [CCLabelTTF labelWithString:@"+BACK" fontName:FONT1_1 fontSize:MENU_ITEM_SIZE]; BACK_N.color = ccBLACK;
CCLabelTTF* BACK_S = [CCLabelTTF labelWithString:@"+BACK" fontName:FONT1_1 fontSize:MENU_ITEM_SIZE]; BACK_S.color = ccGRAY;
CCMenuItem* iBACK = [CCMenuItemSprite itemFromNormalSprite:BACK_N selectedSprite:BACK_S target:self selector:@selector(backToMenu:)];
CCMenu* back = [CCMenu menuWithItems:iBACK, nil];
back.position = ccp(CENTER_X-115, CENTER_Y-150);
[self addChild:back z:3];
CCLabelTTF* LABEL_0 = [CCLabelTTF labelWithString:@"0" fontName:FONT0 fontSize:20];
CCLabelTTF* LABEL_N = [CCLabelTTF labelWithString:@"N" fontName:FONT0 fontSize:20];
LABEL_0.color = ccBLACK;
LABEL_N.color = ccBLACK;
CCMenuItemLabel* iLABEL_0 = [CCMenuItemLabel itemWithLabel:LABEL_0];
CCMenuItemLabel* iLABEL_N = [CCMenuItemLabel itemWithLabel:LABEL_1];
GAME_CREDITS = [CCMenu menuWithItems:iLABEL_0, iLABEL_N, nil];
GAME_CREDITS.position = ccp(CENTER_X, CENTER_Y*(-1));
[GAME_CREDITS alignItemsVerticallyWithPadding:5];
[self addChild:GAME_CREDITS z:2];
[self performSelector:@selector(credits) withObject:self afterDelay:1.7];
}
return self;
}
@end
Monday, September 19, 2011
Cocos2D: How to install it?
Now that i successfully got it installed here's the step-by-step:
1)Get the Cocos2D stuff;
2)Open your TERMINAL;
3)Go to the directory you downloaded the Cocos2D stuff;
4)After that just bring the .sh file (install-templates.sh) in to the code line;
4.1)if you're not an administrator, you'll neet to put sudo before everything in the line and after you'll need to put the admin password;
5)Open Xcode and be happy.
Good luck (:
1)Get the Cocos2D stuff;
2)Open your TERMINAL;
3)Go to the directory you downloaded the Cocos2D stuff;
4)After that just bring the .sh file (install-templates.sh) in to the code line;
4.1)if you're not an administrator, you'll neet to put sudo before everything in the line and after you'll need to put the admin password;
5)Open Xcode and be happy.
Good luck (:
Cocos2D: How to remove it?
Just a fast note on how to delete it.
I had to delete it because the installation got kind of crapy, so here it goes:
1) Open TERMINAL
2) Execute these steps:
2.1) cd/
2.2) cd Library/
2.3) cd Application/
2.4) cd Developer/
2.5) cd Xcode/
2.6) cd Templates/
2.7) ls (just to confirm that the cocos2d is in there)
2.8) rm -rfd cocos2d-iphone-1.0.1/
2.9) ls (just to confirm that the work is done)
3)Open Xcode an the the little devils wont be there.
good night!
I had to delete it because the installation got kind of crapy, so here it goes:
1) Open TERMINAL
2) Execute these steps:
2.1) cd/
2.2) cd Library/
2.3) cd Application/
2.4) cd Developer/
2.5) cd Xcode/
2.6) cd Templates/
2.7) ls (just to confirm that the cocos2d is in there)
2.8) rm -rfd cocos2d-iphone-1.0.1/
2.9) ls (just to confirm that the work is done)
3)Open Xcode an the the little devils wont be there.
good night!
Monday, August 8, 2011
Xcode: Archiving with multiple-application bundle
Good shinny morning kids,
This post is going to be fast, just to terminate the problem in submitting your app to the Store and receives that pain-in-the-neck "multiple-application bundle" error:
In my case it happened because i use cocos2d (http://www.cocos2d-iphone.org/).
ERROR:
"[YOUR-APP-NAME] does not contain a single–bundle application or contains multiple products. Please select another archive, or adjust your scheme to create a single–bundle application."
RESOLUTION:
1st STEP: click on your project;
2nd STEP: click on build settings;
3rd STEP: select your static libraries (in my case it's cocos);
4th STEP: go to the option "Skip Install" (sorry for the wrong positioning of the arrow) and in the option of your static library put "YES" and in you project and target project confirm that it's chosen "NO";
That's a wrap, folks.
Credits to the dudes that helped me:
http://stackoverflow.com/questions/5206536/archiving-project-in-xcode-incorrectly-creates-multi-application-bundle
This post is going to be fast, just to terminate the problem in submitting your app to the Store and receives that pain-in-the-neck "multiple-application bundle" error:
In my case it happened because i use cocos2d (http://www.cocos2d-iphone.org/).
ERROR:
"[YOUR-APP-NAME] does not contain a single–bundle application or contains multiple products. Please select another archive, or adjust your scheme to create a single–bundle application."
RESOLUTION:
1st STEP: click on your project;
2nd STEP: click on build settings;
3rd STEP: select your static libraries (in my case it's cocos);
4th STEP: go to the option "Skip Install" (sorry for the wrong positioning of the arrow) and in the option of your static library put "YES" and in you project and target project confirm that it's chosen "NO";
That's a wrap, folks.
Credits to the dudes that helped me:
http://stackoverflow.com/questions/5206536/archiving-project-in-xcode-incorrectly-creates-multi-application-bundle
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