I've got a simple SwiftUI-based app I'm working on. I just have a dozen or so UI elements. When I try to launch on device, the app aborts with the following:
dyld: Symbol not found: _$s7SwiftUI9TextFieldVAA4ViewAAMc
Build/run environment:
Xcode 11.0 beta 2 (11M337n)
macOS Catalina 10.15 Beta (19A501i)
Device is iPhone XS Max running iOS 13.0 (17A5522f), which is beta 3.
I thought this was something specific to my project, so I created a new one from the template -- so here's how you can reproduce:
1. Open Xcode
2. File -> New -> Project
3. From the iOS tab, choose Single View App
4. Enter a Product Name, and make sure "Use SwiftUI" is checked.
5. Next, save the project
6. Build and run
Same issue. There's no additional error output other than the line above.
You cannot run an app compiled with Xcode beta 2, on a device with iOS13 beta 3. Upgrade your Xcode to beta 3 and all should be good.
Related
SDK Version: Expo 44.0.6
Platforms(Android/iOS/web/all): Android / iOS
Tested versions of react-native-reanimated : 2.2.4, 2.3.1, 2.4.1, 2.5.0
I recently upgraded my expo bare native workflow app from SDK41 to 44 (following all blog guidelines) using expo upgrade.
I’m stuck with this error : App freezes on simulator or real device when remote debugger is active (Expo Modules, Apple Silicon M1) · Issue #14875 · expo/expo · GitHub
The crash on Android (with v2.3.1 compatible version given by expo) is :
A/libc: Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x454c4b524f5777 in tid 30501 (create_react_co), pid 30355 (m.em.butterlink)
I’m using react native navigation v5, which requires reanimated to work.
If I understand well, “you can’t use remote debugging with 'turbomodules'”.
So first question, can I just have my code running in debug mode (updated without needing to rebuild with android studio) without remote debug ?
I tried to enable 'hermes' following Expo guidelines (in app.json) in my android project and to setup Flipper but crash is still there, how can I setup those two in a bare workflow project to solve this issue and be able to code in debug mode again ?
https://forums.expo.dev/t/reanimated-2-compatibility-with-sdk-44/62831
After upgrading to iOS13 beta 6 using Xcode 11 beta 5 I receive this message when running on an iPhone SE device.
dyld: Symbol not found: _$s7SwiftUI7BindingVyxGAA0C11ConvertibleAAMc
Referenced from: /var/containers/Bundle/Application/3B128240-B05E-4C1C-A0E1-55D22683B49E/BleAdvApp.app/BleAdvApp
Expected in: /System/Library/Frameworks/SwiftUI.framework/SwiftUI
in /var/containers/Bundle/Application/3B128240-B05E-4C1C-A0E1-55D22683B49E/BleAdvApp.app/BleAdvApp
Using the simulator there's no such message, and it has been ok with iOS13 beta 5 on the device, tool
Compiling is fine, the message is shown at startup of the application on the iPhone with an
Thread 1: signal SIGABRT
Since there is no Xcode 11 beta 6, the Xcode is still running on beta 5 on MacOS Mojave 10.14.5 (18F132).
I created a simple SwiftUI example from scratch, that's working without any issue on the actual phone and the simulator.
What me also wonders is that there's no path /var/containers on my Mac at all?
Any idea on how to proceed?
With the update to Xcode 11 beta 6 and using iOS 13 beta 7 the issue does not appear anymore. I used the code posted in the links above.
SwiftUI APIs deprecated in previous betas are now removed. (52587863)
Several extensions to the Binding structure are removed. (51624798)
The Binding structure’s conditional conformance to the Collection protocol is removed. (51624798)
I believe the answer is this section of release notes. Binding’s removal from conforming to collection.
In a new project utilizing CoreData, crash does not occur. Any other project with dynamic data that is not CoreData, like a set or array crashes with this error.
I followed the migration guide from the notes to account for this removal, but crash still occurs on device. Simulator, previews, etc are all fine.
Problem: Using XCode 8 to archive project is not successful
recently i migrated my Old iOS project created using XCode 7 with swift 2.2.
after migration i can install build on device directly but could not archive. while archiving i saw activity monitor which shows swift 100 % on cpu. the archive process not stopped after one hour. i received four type of warning from XCode 8 .
Deprecated
Swift Compiler Warning
Deprecations
Semantic Issue
Apple Mach-O Linker(ld) Warning
Is this supposed to be the problem for archiving ???
I am converting my Swift 2.3 project to 3.0 using migration tool.
This project is using cocoa pods (Alamofire, SwiftyJSON...) and working well in Xcode 8.
But when I am converting this project to Swift 3.0, I am stuck on this screen. I waited for about 3 hrs but, not luck.
Could you please help me how to successfully convert Swift 2.3 project to Swift 3.0 in Xcode 8?
Thanks.
It will work like this:-
Edit -> Convert -> To Current Swift Syntax
Select the files and it will show you the changes and select OK.
Basically I'm trying to get the desktop rendering plugin to work ( http://docs.unity3d.com/Documentation/Manual/NativePluginInterface.html ).
Here is what I did:
Downloaded the example project ( http://docs.unity3d.com/Documentation/Images/manual/RenderingPluginExample42.zip ). The bundle is already compiled and is located in the Assets/Plugins folder. This works fine when running Unity.
Opened the XCode project in XCode 5.
In the file "RenderingPlugin.cpp" change #include <OpenGL/OpenGL.h> to #include <OpenGL/gl.h>
Update XCode project settings:
Build the new bundle in XCode and copy the new bundle to the Assets/Plugins (replace existing bundle).
Restart Unity and try to run the demo again. Now Unity gives the following error:
DllNotFoundException: /Users/mono/Downloads/RenderingPluginExample42-1/UnityProject/Assets/Plugins/RenderingPlugin.bundle/Contents/MacOS/RenderingPlugin
Some observations: The new bundle file (17kb) is much smaller than the old bundle file (29kb).
I found the problem. Unity is i386, so you simply need to change the architecture to i386 (Universal does not work for some reason). I have described the process in full details here:
http://blog.nobel-joergensen.com/2013/10/21/creating-a-desktop-plugin-for-unity-4-using-xcode-5/