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My first QML app's problem on macOS High Sierra

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  • tomyT Offline
    tomyT Offline
    tomy
    wrote on last edited by tomy
    #20

    Apparently there's not a solution to solve this problem and most probably the reason is that the developer Apple account is free. (If it's a paid one, there will be no issue I suppose)

    Now isn't there any other way to build my QML projects using the iOS kit on macOS X and without Xcode?
    I mean, is Xcode mandatory?

    1 Reply Last reply
    0
    • SGaistS Offline
      SGaistS Offline
      SGaist
      Lifetime Qt Champion
      wrote on last edited by
      #21

      Hi,

      Yes, Xcode is mandatory. You have to set it up once to get your iOS development going.

      As for the signing stuff see QTBUG-38782

      Interested in AI ? www.idiap.ch
      Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

      tomyT 1 Reply Last reply
      1
      • SGaistS SGaist

        Hi,

        Yes, Xcode is mandatory. You have to set it up once to get your iOS development going.

        As for the signing stuff see QTBUG-38782

        tomyT Offline
        tomyT Offline
        tomy
        wrote on last edited by
        #22

        @SGaist

        As for the signing stuff see QTBUG-38782

        Do you mean that it's possible that we now using QMAKE_DEVELOPMENT_TEAM and QMAKE_PROVISIONING_PROFILE on macOS X Terminal solve the issue with the development team and provisioning profile? I'm not sure.

        1 Reply Last reply
        0
        • tomyT Offline
          tomyT Offline
          tomy
          wrote on last edited by
          #23

          The signing errors are vanished now:

          0_1552574520311_1.png

          I also built the following easiest project and it was run successfully without any errors unlike the prior times:

          0_1552574584350_2.png

          My first question is, where in the project's directory is the test_1.ipa file for which this QML project has been built by the iOS kit, please?

          The second question, why can't I still run the project using the iOS kit:

          0_1552574805753_3.png

          In the developer menu of my iPhone, I don't see any on/off, but I think it's enabled.

          1 Reply Last reply
          0
          • SGaistS Offline
            SGaistS Offline
            SGaist
            Lifetime Qt Champion
            wrote on last edited by
            #24

            Did you check with Xcode ?

            See this thread.

            Interested in AI ? www.idiap.ch
            Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

            tomyT 1 Reply Last reply
            2
            • SGaistS SGaist

              Did you check with Xcode ?

              See this thread.

              tomyT Offline
              tomyT Offline
              tomy
              wrote on last edited by tomy
              #25

              @SGaist
              Thank you really very much. You solved my issue and I finally could install that simple project on my iPhone.

              After that I tested one of my recent complete projects. So I transferred it onto macOS and opened it by Qt Creator. And while my iPhone was connected to macOS, ran the project, then I got the error: xcodebuid failed.

              Then I opened the projects .xcodeproj file. Firstly it was this way, with signing errors once again:

              0_1552609562283_1.png

              Then I changed the string of "Bundle Identifier" by adding a word as shown below, and the signing errors were vanished afterwards:

              0_1552609633990_2.png

              Then closed that menu and went back to Xcode -> Devices -> Setup device complete.

              Then ran the project once again:
              Still get this error: xcodebuid failed.

              So I got back to the .xcodeproj file and saw astonishingly the previous settings, shown in the first screenshot above, has returned!

              Should I have saved that change in the Bundle Identifier before closing it? If so, what is the appropriate way of this, please?

              Apparently the problem is much more vast that affected Apple, Facebook and many more companies! [And me too, just right this time when I went for iOS developing for the first time! :( ]

              J.HilkJ 1 Reply Last reply
              0
              • tomyT tomy

                @SGaist
                Thank you really very much. You solved my issue and I finally could install that simple project on my iPhone.

                After that I tested one of my recent complete projects. So I transferred it onto macOS and opened it by Qt Creator. And while my iPhone was connected to macOS, ran the project, then I got the error: xcodebuid failed.

                Then I opened the projects .xcodeproj file. Firstly it was this way, with signing errors once again:

                0_1552609562283_1.png

                Then I changed the string of "Bundle Identifier" by adding a word as shown below, and the signing errors were vanished afterwards:

                0_1552609633990_2.png

                Then closed that menu and went back to Xcode -> Devices -> Setup device complete.

                Then ran the project once again:
                Still get this error: xcodebuid failed.

                So I got back to the .xcodeproj file and saw astonishingly the previous settings, shown in the first screenshot above, has returned!

                Should I have saved that change in the Bundle Identifier before closing it? If so, what is the appropriate way of this, please?

                Apparently the problem is much more vast that affected Apple, Facebook and many more companies! [And me too, just right this time when I went for iOS developing for the first time! :( ]

                J.HilkJ Offline
                J.HilkJ Offline
                J.Hilk
                Moderators
                wrote on last edited by
                #26

                @tomy that is not unexpected, the Xcode project file is generated on each compile.

                But to battle your issues.
                Make the changes you want in Xcode (it has the better editor for this)
                go to your build folder and find the Info.plist file.
                Copy and paste that file to your source files
                inside your pro file add the following:

                ios{
                    QMAKE_INFO_PLIST =Info.plist // if it's inside a folder specify that too e.g. myFolder/Info.plist
                }
                

                now, your settings are not generated each compile time, but are taken from the info.plist file


                Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                Q: What's that?
                A: It's blue light.
                Q: What does it do?
                A: It turns blue.

                tomyT 1 Reply Last reply
                1
                • J.HilkJ J.Hilk

                  @tomy that is not unexpected, the Xcode project file is generated on each compile.

                  But to battle your issues.
                  Make the changes you want in Xcode (it has the better editor for this)
                  go to your build folder and find the Info.plist file.
                  Copy and paste that file to your source files
                  inside your pro file add the following:

                  ios{
                      QMAKE_INFO_PLIST =Info.plist // if it's inside a folder specify that too e.g. myFolder/Info.plist
                  }
                  

                  now, your settings are not generated each compile time, but are taken from the info.plist file

                  tomyT Offline
                  tomyT Offline
                  tomy
                  wrote on last edited by
                  #27

                  @J.Hilk

                  Copy and paste that file to your source files

                  Do you mean the project's original directory, where the .pro file exists, by "source files", please?

                  J.HilkJ 1 Reply Last reply
                  0
                  • tomyT tomy

                    @J.Hilk

                    Copy and paste that file to your source files

                    Do you mean the project's original directory, where the .pro file exists, by "source files", please?

                    J.HilkJ Offline
                    J.HilkJ Offline
                    J.Hilk
                    Moderators
                    wrote on last edited by
                    #28

                    @tomy It doesn't really matter where exactly you paste the file. But if you place it besides the pro file (same folder) you can simply write QMAKE_INFO_PLIST =Info.plist without specifying an absolute or relative path on your own.


                    Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                    Q: What's that?
                    A: It's blue light.
                    Q: What does it do?
                    A: It turns blue.

                    tomyT 1 Reply Last reply
                    1
                    • J.HilkJ J.Hilk

                      @tomy It doesn't really matter where exactly you paste the file. But if you place it besides the pro file (same folder) you can simply write QMAKE_INFO_PLIST =Info.plist without specifying an absolute or relative path on your own.

                      tomyT Offline
                      tomyT Offline
                      tomy
                      wrote on last edited by
                      #29

                      @J.Hilk said in

                      After these, I used the "build and then run the current scheme" button on Xcode to install the app on my iPhone. Xcode firstly responded by a message to me that I need to trust the developer (myself) on the iPhone => I did this and re-ran that button (on Xcode). This time it says:

                      0_1552635822931_Screen Shot 2019-03-15 at 11.10.01 AM.png

                      J.HilkJ 1 Reply Last reply
                      0
                      • tomyT tomy

                        @J.Hilk said in

                        After these, I used the "build and then run the current scheme" button on Xcode to install the app on my iPhone. Xcode firstly responded by a message to me that I need to trust the developer (myself) on the iPhone => I did this and re-ran that button (on Xcode). This time it says:

                        0_1552635822931_Screen Shot 2019-03-15 at 11.10.01 AM.png

                        J.HilkJ Offline
                        J.HilkJ Offline
                        J.Hilk
                        Moderators
                        wrote on last edited by
                        #30

                        @tomy never had this one oO

                        but check this thread
                        https://stackoverflow.com/questions/45421179/xcode-9-error-iphone-has-denied-the-launch-request

                        has a couple of different solutions offered


                        Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                        Q: What's that?
                        A: It's blue light.
                        Q: What does it do?
                        A: It turns blue.

                        tomyT 1 Reply Last reply
                        1
                        • J.HilkJ J.Hilk

                          @tomy never had this one oO

                          but check this thread
                          https://stackoverflow.com/questions/45421179/xcode-9-error-iphone-has-denied-the-launch-request

                          has a couple of different solutions offered

                          tomyT Offline
                          tomyT Offline
                          tomy
                          wrote on last edited by tomy
                          #31

                          @J.Hilk said in

                          I unchecked "product->scheme->edit scheme->info->debug executable" checkbox and Xcode installed the app on the iPhone.

                          Is it a correct choice, according to your experience, please?

                          One other problem is, when installing this app on Android its icon is shown on the device, but on my iPhone the icon is not shown:

                          0_1552640217420_1.jpg

                          J.HilkJ 1 Reply Last reply
                          0
                          • tomyT tomy

                            @J.Hilk said in

                            I unchecked "product->scheme->edit scheme->info->debug executable" checkbox and Xcode installed the app on the iPhone.

                            Is it a correct choice, according to your experience, please?

                            One other problem is, when installing this app on Android its icon is shown on the device, but on my iPhone the icon is not shown:

                            0_1552640217420_1.jpg

                            J.HilkJ Offline
                            J.HilkJ Offline
                            J.Hilk
                            Moderators
                            wrote on last edited by
                            #32

                            @tomy that is because for android, you define the icon inside the AndroidManifest.xml in iOS you define the icon via th info.plist

                            for example:

                            <key>CFBundleIcons</key>
                            	<dict>
                            		<key>CFBundlePrimaryIcon</key>
                            		<dict>
                            			<key>CFBundleIconFiles</key>
                            			<array>
                            				<string>AppIcon20x20</string>
                            				<string>AppIcon29x29</string>
                            				<string>AppIcon40x40</string>
                            				<string>AppIcon60x60</string>
                            			</array>
                            			<key>CFBundleIconName</key>
                            			<string>AppIcon</string>
                            		</dict>
                            	</dict>
                            

                            how ever Xcode has a nice drag and drop handling for the icons,

                            0_1552643248228_0ce44279-b69a-4b48-8c82-f8aa7ba524b1-image.png


                            Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                            Q: What's that?
                            A: It's blue light.
                            Q: What does it do?
                            A: It turns blue.

                            tomyT 1 Reply Last reply
                            1
                            • J.HilkJ J.Hilk

                              @tomy that is because for android, you define the icon inside the AndroidManifest.xml in iOS you define the icon via th info.plist

                              for example:

                              <key>CFBundleIcons</key>
                              	<dict>
                              		<key>CFBundlePrimaryIcon</key>
                              		<dict>
                              			<key>CFBundleIconFiles</key>
                              			<array>
                              				<string>AppIcon20x20</string>
                              				<string>AppIcon29x29</string>
                              				<string>AppIcon40x40</string>
                              				<string>AppIcon60x60</string>
                              			</array>
                              			<key>CFBundleIconName</key>
                              			<string>AppIcon</string>
                              		</dict>
                              	</dict>
                              

                              how ever Xcode has a nice drag and drop handling for the icons,

                              0_1552643248228_0ce44279-b69a-4b48-8c82-f8aa7ba524b1-image.png

                              tomyT Offline
                              tomyT Offline
                              tomy
                              wrote on last edited by tomy
                              #33

                              @J.Hilk Hi, thank you.

                              I put two .png files for LaunchImage (1792 X 828) and AppIcon (size: 120X120), as shown below:

                              0_1552674366124_4.png

                              When installing the app was finished by hitting the play button on Xcode, the AppIcon is set nicely on the app on my iPhone 5s, but the LaunchImage doesn't appear when running the app!

                              Where have I made a mistake as the reason for this please?

                              J.HilkJ 1 Reply Last reply
                              0
                              • tomyT tomy

                                @J.Hilk Hi, thank you.

                                I put two .png files for LaunchImage (1792 X 828) and AppIcon (size: 120X120), as shown below:

                                0_1552674366124_4.png

                                When installing the app was finished by hitting the play button on Xcode, the AppIcon is set nicely on the app on my iPhone 5s, but the LaunchImage doesn't appear when running the app!

                                Where have I made a mistake as the reason for this please?

                                J.HilkJ Offline
                                J.HilkJ Offline
                                J.Hilk
                                Moderators
                                wrote on last edited by
                                #34

                                @tomy mmh

                                I'm unsure.

                                Personal I use a LaunchScreen.storyboard for that

                                Here an example from stack overflow on how to create that:
                                https://stackoverflow.com/questions/37951817/launch-screen-storyboard-with-centered-image-ios/2


                                Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                                Q: What's that?
                                A: It's blue light.
                                Q: What does it do?
                                A: It turns blue.

                                tomyT 1 Reply Last reply
                                1
                                • J.HilkJ J.Hilk

                                  @tomy mmh

                                  I'm unsure.

                                  Personal I use a LaunchScreen.storyboard for that

                                  Here an example from stack overflow on how to create that:
                                  https://stackoverflow.com/questions/37951817/launch-screen-storyboard-with-centered-image-ios/2

                                  tomyT Offline
                                  tomyT Offline
                                  tomy
                                  wrote on last edited by
                                  #35

                                  @J.Hilk
                                  Thank you. I will follow that, but why didn't you write that there? ;)

                                  1 Reply Last reply
                                  0
                                  • tomyT Offline
                                    tomyT Offline
                                    tomy
                                    wrote on last edited by
                                    #36

                                    I used the page with screenshots and although height and width weren't automatically adjusted using the menu (when setting the values), but manually, the launch screen was properly centralized. I also suspect there will be a way to set a "launch screen" for Android too, but what I found was all of "splash screen" in lieu of "launch screen"on Android apps.

                                    One strange thing throughout this succeeded iOS launch screen applying process was that I always get the error "xcodefaild" when I build the app using the iOS kit on Qt Creator. I'm not certain whether or not it takes place for other develpers and it's common for that stage.

                                    1 Reply Last reply
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