Where/How to populate information for Problem Report?
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@SGaist Where would I find that file? I've searched the entire project folder including the build folders and I don't see any .plist files.
@SPlatten IIRC if you don't provide one via
QMAKE_INFO_PLIST
than you will only ever find the binary variant inside the generated AppBundleBut you can open that one via Xcode. Xcode should be able to parse it and show it in a human readable format
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@SPlatten IIRC if you don't provide one via
QMAKE_INFO_PLIST
than you will only ever find the binary variant inside the generated AppBundleBut you can open that one via Xcode. Xcode should be able to parse it and show it in a human readable format
@J-Hilk said in Where/How to populate information for Problem Report?:
QMAKE_INFO_PLIST
Thank you, googled this, but not clear how to use it, must found this:
http://www.bim-times.com/qt/Qt-5.11.1/qtdoc/platform-notes-ios.html
Reading now.... I tried adding:
ios { QMAKE_INFO_PLIST = info.plist }
To my .pro file then ran qmake, clean and Build, I still can't see any .plist files.
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Do you have an info.plist file in your sources ?
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@J-Hilk said in Where/How to populate information for Problem Report?:
QMAKE_INFO_PLIST
Thank you, googled this, but not clear how to use it, must found this:
http://www.bim-times.com/qt/Qt-5.11.1/qtdoc/platform-notes-ios.html
Reading now.... I tried adding:
ios { QMAKE_INFO_PLIST = info.plist }
To my .pro file then ran qmake, clean and Build, I still can't see any .plist files.
@SPlatten
ok, do you compile for MacOS or for iOS ?ios { // iOS ONLY } macx { //MAC OS ONLY }
2ndly, I said:
you will only ever find the binary variant inside the generated AppBundle
this is true for macOS builds, iOS builds should generate an Xcode project files and a info.plist file in the build directorylet me show you a picture:

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@SPlatten
ok, do you compile for MacOS or for iOS ?ios { // iOS ONLY } macx { //MAC OS ONLY }
2ndly, I said:
you will only ever find the binary variant inside the generated AppBundle
this is true for macOS builds, iOS builds should generate an Xcode project files and a info.plist file in the build directorylet me show you a picture:

@J-Hilk , thank you, I am building and testing on iMAC and MacBook Pro so macOS is the correct OS. Will make change now.
When rebuilding I now see in the Issues:
:-1: warning: Could not resolve Info.plist: 'info.plist'. Check if QMAKE_INFO_PLIST points to a valid file.
This is with:
macx { QMAKE_INFO_PLIST = info.plist }
In my .pro file.
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@J-Hilk , thank you, I am building and testing on iMAC and MacBook Pro so macOS is the correct OS. Will make change now.
When rebuilding I now see in the Issues:
:-1: warning: Could not resolve Info.plist: 'info.plist'. Check if QMAKE_INFO_PLIST points to a valid file.
This is with:
macx { QMAKE_INFO_PLIST = info.plist }
In my .pro file.
@SPlatten well, does QMAKE_INFO_PLIST point to a valid info.plist file ? :D
@J-Hilk said in Where/How to populate information for Problem Report?:
@SPlatten IIRC if you don't provide one via
QMAKE_INFO_PLIST
than you will only ever find the binary variant inside the generated AppBundleBut you can open that one via Xcode. Xcode should be able to parse it and show it in a human readable format
I should have added here, the info.plist file you find inside the appbundle is in binary format. Thats why QtCreator can't but Xcode can interpret it.
the file QMAKE_INFO_PLIST points to should/must be the human readable format one.I used to create my own info.plist file via Xcode and include that then in QtCreator.
But I took the time to research where Qt has the templates stowed. For me, I found it here:
/.../Qt/5.15.10/clang_64/mkspecs/macx-clangconfusingly named
Info.plist.app
Copy that one to your project folder, rename it, and let QMake_Info__plist point to it.
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@SPlatten well, does QMAKE_INFO_PLIST point to a valid info.plist file ? :D
@J-Hilk said in Where/How to populate information for Problem Report?:
@SPlatten IIRC if you don't provide one via
QMAKE_INFO_PLIST
than you will only ever find the binary variant inside the generated AppBundleBut you can open that one via Xcode. Xcode should be able to parse it and show it in a human readable format
I should have added here, the info.plist file you find inside the appbundle is in binary format. Thats why QtCreator can't but Xcode can interpret it.
the file QMAKE_INFO_PLIST points to should/must be the human readable format one.I used to create my own info.plist file via Xcode and include that then in QtCreator.
But I took the time to research where Qt has the templates stowed. For me, I found it here:
/.../Qt/5.15.10/clang_64/mkspecs/macx-clangconfusingly named
Info.plist.app
Copy that one to your project folder, rename it, and let QMake_Info__plist point to it.
@J-Hilk Sorry for the long delay, I've been busy with other projects and now returning to this, still getting:
:-1: warning: Could not resolve Info.plist: 'info.plist'. Check if QMAKE_INFO_PLIST points to a valid file.
Why is this an issue, what causes it?
[Edit] I commented out:
#macx { # QMAKE_INFO_PLIST = info.plist #}
From the .pro file, cleaned and rebuilt, no more problems.
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@J-Hilk Sorry for the long delay, I've been busy with other projects and now returning to this, still getting:
:-1: warning: Could not resolve Info.plist: 'info.plist'. Check if QMAKE_INFO_PLIST points to a valid file.
Why is this an issue, what causes it?
[Edit] I commented out:
#macx { # QMAKE_INFO_PLIST = info.plist #}
From the .pro file, cleaned and rebuilt, no more problems.