XCode8-Archive not finished - swift3

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 ???

Related

After upgrade to iOS13 beta 6/Xcode 11 beta 5: issue "dyld: Symbol not found: _$s7SwiftUI7BindingVyxGAA0C11ConvertibleAAMc"

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.

Xcode 11 beta Symbol not found [duplicate]

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.

Cannot find libcocos2d ios.a library in Xcode

I have downloaded the cocos2d-x 3.6 yesterday. And I do follow the steps in this tutorial page: http://cocos2d-x.org/wiki/How_to_Start_A_New_Cocos2D-X_Game.
I build and run my new project in Xcode successfully. But I notice that there is no "libcocos2d ios.a" library existed when I click my project setting. I try to search the answer from internet, but it seems doesn't have correct one.
One more thing, if I clean the whole project and rebuild it. It will compiling 621 source files to come out(I think it's cocos2d source files), it takes too long time! I don't want to wait so long every time when I clean and rebuild project. Is there a way to make it don't rebuild cocos2d-x source files every time?
the screenshot:
--------------- environment ---------------
Xcode 6.3.2
Mac OS 10.10.3
cocos2d-x 3.6
I find a possible solution here:
http://mcspot.com/build-cocos2d-x-static-library-on-ios/
After trying, the Xcode project failed to link those two generated "libcocos2d ios.a" files(one for arm7, the other for arm64). I still don't know why this happened. I am building project for iPhone 6(arm64), why it says require i386 architecture.
here is the error (build for iPhone 6 simulator):

Cocosmotion cloned from github repository does not work

I cloned cocosmotion repository from github, but I can't get it to work. I am almost totally new to mac os, xcode and iOS development, so there can be things that I am missing right now).
I have XCode 4.5 installed, downloaded cocos2d and installed it's template so that now I can create cocos2d projects from templates. Also I bought RubyMotion and RubyMine with it;s support, but demo project from github does not compile with the following error:
/Users/DarkDeny/.rvm/rubies/ruby-1.9.3-p327/bin/ruby -e $stdout.sync=true;$stderr.sync=true;load($0=ARGV.shift) /Users/DarkDeny/.rvm/gems/ruby-1.9.3-p327/bin/rake simulator
Build ./build/iPhoneSimulator-6.0-Development
Build vendor/cocos2d-iphone
ERROR! Building vendor project vendor/cocos2d-iphone' failed to create at least one.a' library.
Process finished with exit code 1
I tried to compare cocos2d which I downloaded by myself from it's site, found that resources are missing, after adding them to cocos2d folder structure. I got XCode compiling cocos2d within cocosmotion-master folder to compile successfully, but rubymotion project still reports the same error from above.
What am I missing? What could be the root cause of the problem?
It is better to start from scratch and use cocoapods with RubyMotion. This will definitely work as I was able to check. cocosmotion repo from github is deprecated since there is a pod of cocos2d from its' creators.

Flex Builder 3 debug flash player fails to install

I recently upgraded to Windows 7 (not sure if that's related) and after re-installing Flex 3, I get the error that I'm using a non-debug version of Flash Player (when trying to run debug on a project).
That makes sense, so I go to install the latest version of the debugger, but when I go to adobe for it: http://www.adobe.com/support/flashplayer/downloads.html I get an error on install saying that it's not the latest version of Flash. When I go to the link provided, it doesn't have the option of pulling the debug version.
Any suggestions?
Paul
Install the debug build for Flash Player 10 instead of 9 or the other way. That is how it got fixed on mine.
found the answer here: http://blogu.lu/mrm/2010/03/uninstalling-flash-player-like-really-uninstalling/
worked like a charm