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My first QML app's problem on macOS High Sierra

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  • 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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