Xcode Install Ios Sdk



  1. Xcode Install Ios Sdk 12.4
  2. Xcode Install Ios Sdk Installer
  3. Xcode Get Ios Sdk Version
  4. Xcode Install Older Ios Sdk
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The App Center SDK uses a modular architecture so you can use any or all of the services.

  • Xcode 4.3.2 was released on March 22, 2012 with enhancements to the iOS Simulator and a suggested move to the LLDB debugger versus the GDB debugger (which appear to be undocumented changes). citation needed Xcode 4.3.3, released in May 2012, featured an updated SDK for Mac OS X 10.7.4 'Lion' and a few bug fixes.
  • IOS is the world’s most advanced mobile operating system. With iOS 14, you can use App Clips to give users a quick way to engage with a part of your app at the right moment. Widgets let you offer even more value to your users, and the widget gallery makes it easy for them to find what they need.
  • 3.1 Make sure your current Xcode project is closed and in the project root, run sudo gem install cocoapods. 3.2 Run pod init from the terminal in your project directory. 3.3 Open the newly created Podfile with your favorite code editor such as Sublime.

IOS setup Install Xcode. To develop Flutter apps for iOS, you need a Mac with Xcode installed. Install the latest stable version of Xcode (using web download or the Mac App Store). Configure the Xcode command-line tools to use the newly-installed version of Xcode by running the following from the command line. Contribute to firebase/firebase-ios-sdk development by creating an account on GitHub. Xcode 12.0 (or later). To install, add a subset of the following to the.

You can find information about data collected by App Center on Data Collected by App Center SDKs, General Data Protection Regulation, and FAQ pages. Also, FAQ contains the answers, which you need to provide for App Store privacy configuration.

Let's get started with setting up App Center iOS SDK in your app to use App Center Analytics and App Center Crashes. To add App Center Distribute to your app, look at the documentation for App Center Distribute.

1. Prerequisites

The following requirements must be met to use App Center SDK:

  • Your iOS project is set up in Xcode 11 or later on macOS version 10.14.4 or later.
  • You're targeting devices running on iOS 9.0 or later.
  • You're not using any other library that provides Crash Reporting functionality (only for App Center Crashes).
  • If you are using CocoaPods to integrate App Center, you need CocoaPods version 1.10 or later.

App Center SDK Analytics and Crashes are compatible with Mac Catalyst via XCFramework or SwiftPM.

2. Create your app in the App Center Portal to obtain the App Secret

If you've already created your app in the App Center portal, you can skip this step.

  1. Head over to appcenter.ms.
  2. Sign up or log in and hit the blue button on the top-right corner of the portal that says Add new and select Add new app from the dropdown menu.
  3. Enter a name and an optional description for your app.
  4. Select iOS as the OS and Objective-C/Swift as a platform.
  5. Hit the button at the bottom right that says Add new app.

Once you've created an app, you can obtain its App Secret on the Settings page on the App Center Portal. At the top right-hand corner of the Settings page, click on the triple vertical dots and select Copy app secret to get your App Secret.

3. Add the App Center SDK modules

The App Center SDK for iOS can be added to your app via Cocoapods, Carthage, Swift Package Manager, or by manually adding the binaries to your project.

Note

In the 4.0.0 version of App Center breaking changes were introduced. Follow the Migrate to App Center SDK 4.0.0 and higher section to migrate App Center from previous versions.

3.1 Integration via Cocoapods

Note

ARM64 Simulators (when launched from Xcode running on Apple Silicon Mac) aren't supported via CocoaPods, consider using other integration methods for it to work.

  1. Add the following dependencies to your podfile to include App Center Analytics and App Center Crashes into your app. This action pulls in the following frameworks: AppCenter, AppCenterAnalytics, and AppCenterCrashes. Instead, you can specify services you want in your app. Each service has its own subspec and they all rely on AppCenter. It will get pulled in automatically.

  2. Run pod install to install your newly defined pod and open the project's .xcworkspace.

Note

If you see an error like [!] Unable to find a specification for `AppCenter` while running pod install, run pod repo update to get the latest pods from the Cocoapods repository and then run pod install.

Now that you've integrated the frameworks in your application, it's time to start the SDK and make use of the App Center services.

3.2 Integration via Carthage

Below are the steps on how to integrate the App Center SDK in your Xcode project using Carthage version 0.30 or higher, a decentralized dependency manager that builds your dependencies and provides you with binary frameworks.

Note

Carthage integration doesn't work out of box in Xcode 12. To make it work, refer to this Carthage instruction

  1. Add the following dependencies to your Cartfile to include App Center. These dependencies pull in all the frameworks. Then you can link only those frameworks that you want to use in your app.

  2. Run carthage update to fetch dependencies into a Carthage/Checkouts folder. Then build each framework.

  3. Open your application target's General settings tab. Drag and drop AppCenter.framework, AppCenterAnalytics.framework, and AppCenterCrashes.framework files from the Carthage/Build/iOS folder into Xcode's Project Navigator. The AppCenter.framework is required to start the SDK. If it isn't added to the project, the other modules won't work and your app won't compile.

  4. A dialog will appear, make sure your app target is checked. Then click Finish.

    Note

    If you use carthage copy-frameworks in your Build Phase you shouldn't add the App Center SDKs there, as they're shipped as static frameworks.

Now that you've integrated the frameworks in your application, it's time to start the SDK and make use of the App Center services.

3.3 Integration via Swift Package Manager

  1. From the Xcode menu click File > Swift Packages > Add Package Dependency.
  2. In the dialog that appears, enter the repository URL: https://github.com/microsoft/appcenter-sdk-apple.git.
  3. In Version, select Up to Next Major and take the default option.
  4. Choose the modules you need in the Package Product column.

Now that you've integrated the frameworks in your application, it's time to start the SDK and make use of the App Center services.

Note

If you're integrating App Center via SwiftPM and want to use it in your app's extension target as well, make sure that you provide DISABLE_DIAMOND_PROBLEM_DIAGNOSTIC=YES in your configuration. This is necessary to avoid SwiftPM limitations in linking a module to multiple targets.

3.4 Integration by copying the binaries into your project

Below are the steps on how to integrate the compiled binaries in your Xcode project to set up App Center Analytics and App Center Crashes for your iOS app.

Note

App Center SDK supports the use of XCframework. If you want to integrate XCframeworks into your project, download the AppCenter-SDK-Apple-XCFramework.zip from the releases page and unzip it. Resulting folder contents aren't platform-specific, instead it contains XCframeworks for each module. They can be integrated the same way as usual frameworks, as described below.

  1. Download the App Center SDK frameworks provided as a zip file.

  2. Unzip the file and you'll see a folder called AppCenter-SDK-Apple that contains different frameworks for each App Center service on each platform folder. The framework called AppCenter is required in the project as it contains code that's shared between the different modules.

  3. [Optional] Create a subdirectory for 3rd-party libraries.

    • As a best practice, 3rd-party libraries are usually in a subdirectory, often called Vendor. If the project isn't organized with a subdirectory for libraries, create a Vendor subdirectory now.
    • Create a group called Vendor inside your Xcode project to mimic your file structure on disk.
  4. Open the unzipped AppCenter-SDK-Apple folder in Finder and copy the folder into your project's folder at the location where you want it. The folder contains frameworks in subfolders for other platforms that App Center SDK supports, so you might need to delete subfolders that you don't need.

  5. Add the SDK frameworks to the project in Xcode:

    • Make sure the Project Navigator is visible (⌘+1).
    • Now drag & drop AppCenter.framework, AppCenterAnalytics.framework, and AppCenterCrashes.framework from the Finder (in the location from the previous step) into Xcode's Project Navigator. The AppCenter.framework is required to start the SDK. If it isn't added to the project, the other modules won't work and your app won't compile.
    • A dialog will appear, make sure your app target is checked. Then click Finish.

Now that you've integrated the frameworks in your application, it's time to start the SDK and make use of the App Center services.

4. Start the SDK

To use App Center, opt in to the module(s) that you want to use. By default, no modules are started and you must call each one when starting the SDK.

The instructions below are slightly different depending on what lifecycle you're using. Starting from Xcode 12 you can select one of two lifecycles: 'Swift UI App' (selected by default in Xcode 12) and 'UI Kit AppDelegate'. If you're using Xcode 11 or lower, then you're using UI Kit AppDelegate lifecycle.If you're developing for an extension, refer to the Extension getting started page.

4.1 Add the import statements

Open the project's AppDelegate file (for UI Kit AppDelegate lifecycle) or App.swift file (for Swift UI App lifecycle) and add the following import statements:

4.2 Add the start:withServices: method

UI Kit AppDelegate

Add initialization code into didFinishLaunchingWithOptions delegate method.

Swift UI App lifecycle

Create init() method into struct and add initialization code in it.

Use this code into methods described before, to start SDK:

If you have a Catalyst application, you can pass app secrets for both iOS and macOS at the same time:

If you need to start App Center services separately, you should:

  1. Configure or start it with the App Secret.
  2. If the code can be called multiple times, check if the App Center is already configured.
  3. Start the required service(s) without the App Secret.

4.3 Replace the placeholder with your App Secret

Make sure to replace {Your App Secret} text with the actual value for your application. The App Secret can be found on the Getting Started page or Settings page on the App Center portal.

The Getting Started page contains the above code sample with your App Secret in it, you can copy-paste the whole sample.

The example above shows how to use the start:withServices (start(withAppSecret:services:) for Swift) method and include both App Center Analytics and App Center Crashes.

If you don't want to use one of the two services, remove the corresponding parameter from the method call above.

Unless you explicitly specify each module as a parameter in the start method, you can't use that App Center service. Also, the start:withServices (start(withAppSecret:services:) for Swift) API can be used only once in the lifecycle of your app – all other calls will log a warning to the console and only the modules included in the first call will be available.

For example - If you want to onboard to App Center Analytics, you should modify the start:withServices (start(withAppSecret:services:) for Swift) API call as follows:

Great, you're all set to visualize Analytics and Crashes data on the portal that the SDK collects automatically.

Look at the App Center Analytics docs and App Center Crashes docs to learn how to customize and use more advanced functionalities of both services.

To learn how to get started with in-app updates, read the documentation of App Center Distribute.

To learn how to get started with Push, read the documentation of App Center Push.

Contents
  • Get the Flutter SDK
  • iOS setup
  • Android setup

Xcode Install Ios Sdk 12.4

System requirements

To install and run Flutter,your development environment must meet these minimum requirements:

  • Operating Systems: macOS (64-bit)
  • Disk Space: 2.8 GB (does not include disk space for IDE/tools).
  • Tools: Flutter uses git for installation and upgrade. We recommendinstalling Xcode, which includes git, but you can also install git separately.

Important: If you’re installing on a Mac with the latest Apple M1 processor, you may find these supplementary notes useful reading as we complete support for the new Apple Silicon architecture.

Get the Flutter SDK

  1. Download the following installation bundle to get the lateststable release of the Flutter SDK:

    For other release channels, and older builds,see the SDK releases page.

  2. Extract the file in the desired location, for example:

  3. Add the flutter tool to your path:

    This command sets your PATH variable for thecurrent terminal window only.To permanently add Flutter to your path, seeUpdate your path.

You are now ready to run Flutter commands!

Note: To update an existing version of Flutter, see Upgrading Flutter.

Run flutter doctor

Run the following command to see if there are any dependencies you need toinstall to complete the setup (for verbose output, add the -v flag):

This command checks your environment and displays a report to the terminalwindow. The Dart SDK is bundled with Flutter; it is not necessary to installDart separately. Check the output carefully for other software you mightneed to install or further tasks to perform (shown in bold text).

For example:

The following sections describe how to perform these tasks and finish the setupprocess.

Once you have installed any missing dependencies, run the flutter doctorcommand again to verify that you’ve set everything up correctly.

Downloading straight from GitHub instead of using an archive

This is only suggested for advanced use cases.

You can also use git directly instead of downloading the prepared archive. For example,to download the stable branch:

Update your path, and run flutter doctor. That will let you know if there areother dependencies you need to install to use Flutter (e.g. the Android SDK).

If you did not use the archive, Flutter will download necessary development binaries as theyare needed (if you used the archive, they are included in the download). You may wish topre-download these development binaries (for example, you may wish to do this when settingup hermetic build environments, or if you only have intermittent network availability). Todo so, run the following command:

For additional download options, see flutter help precache.

Warning: The flutter tool uses Google Analytics to anonymously report feature usage statistics and basic crash reports. This data is used to help improve Flutter tools over time.

Flutter tool analytics are not sent on the very first run. To disable reporting, type flutter config --no-analytics. To display the current setting, type flutter config. If you opt out of analytics, an opt-out event is sent, and then no further information is sent by the Flutter tool.

By downloading the Flutter SDK, you agree to the Google Terms of Service. Note: The Google Privacy Policy describes how data is handled in this service.

Moreover, Flutter includes the Dart SDK, which may send usage metrics and crash reports to Google.

Update your path

You can update your PATH variable for the current session atthe command line, as shown in Get the Flutter SDK.You’ll probably want to update this variable permanently,so you can run flutter commands in any terminal session.

The steps for modifying this variable permanently forall terminal sessions are machine-specific.Typically you add a line to a file that is executedwhenever you open a new window. For example:

  1. Determine the path of your clone of the Flutter SDK.You need this in Step 3.
  2. Open (or create) the rc file for your shell.Typing echo $SHELL in your Terminal tells youwhich shell you’re using.If you’re using Bash,edit $HOME/.bash_profile or $HOME/.bashrc.If you’re using Z shell, edit $HOME/.zshrc.If you’re using a different shell, the file pathand filename will be different on your machine.
  3. Add the following line and change[PATH_OF_FLUTTER_GIT_DIRECTORY] to bethe path of your clone of the Flutter git repo:

  4. Run source $HOME/.<rc file>to refresh the current window,or open a new terminal window toautomatically source the file.
  5. Verify that the flutter/bin directoryis now in your PATH by running:

    Verify that the flutter command is available by running:

Note: As of Flutter’s 1.19.0 dev release, the Flutter SDK contains the dart command alongside the flutter command so that you can more easily run Dart command-line programs. Downloading the Flutter SDK also downloads the compatible version of Dart, but if you’ve downloaded the Dart SDK separately, make sure that the Flutter version of dart is first in your path, as the two versions might not be compatible. The following command (on macOS, linux, and chrome OS), tells you whether the flutter and dart commands originate from the same bin directory and are therefore compatible. (Some versions of Windows support a similar where command.)

As shown above, the two commands don’t come from the same bin directory. Update your path to use commands from /path-to-flutter-sdk/bin before commands from /usr/local/bin (in this case). After updating your shell for the change to take effect, running the which or where command again should show that the flutter and dart commands now come from the same directory.

To learn more about the dart command, run dart -h from the command line, or see the dart tool page.

Platform setup

macOS supports developing Flutter apps in iOS, Android,and the web (technical preview release).Complete at least one of the platform setup steps now,to be able to build and run your first Flutter app.

iOS setup

Install Xcode

To develop Flutter apps for iOS, you need a Mac with Xcode installed.

  1. Install the latest stable version of Xcode(using web download or the Mac App Store).
  2. Configure the Xcode command-line tools to use thenewly-installed version of Xcode byrunning the following from the command line:

    This is the correct path for most cases,when you want to use the latest version of Xcode.If you need to use a different version,specify that path instead.

  3. Make sure the Xcode license agreement is signed byeither opening Xcode once and confirming or runningsudo xcodebuild -license from the command line.

Versions older than the latest stable version may still work,but are not recommended for Flutter development.Using old versions of Xcode to target bitcode is notsupported, and is likely not to work.

With Xcode, you’ll be able to run Flutter apps onan iOS device or on the simulator.

Set up the iOS simulator

Xcode Install Ios Sdk

To prepare to run and test your Flutter app on the iOS simulator,follow these steps:

  1. On your Mac, find the Simulator via Spotlight orby using the following command:

  2. Make sure your simulator is using a 64-bit device(iPhone 5s or later) by checking the settings inthe simulator’s Hardware > Device menu.
  3. Depending on your development machine’s screen size,simulated high-screen-density iOS devicesmight overflow your screen. Grab the corner of thesimulator and drag it to change the scale. You can alsouse the Window > Physical Size or Window > Pixel Accurateoptions if your computer’s resolution is high enough.
    • If you are using a version of Xcode olderthan 9.1, you should instead set the device scalein the Window > Scale menu.

Create and run a simple Flutter app

To create your first Flutter app and test your setup,follow these steps:

  1. Create a new Flutter app by running the following from thecommand line:

  2. A my_app directory is created, containing Flutter’s starter app.Enter this directory:

  3. To launch the app in the Simulator,ensure that the Simulator is running and enter:

Deploy to iOS devices

To deploy your Flutter app to a physical iOS deviceyou’ll need to set up physical device deployment in Xcodeand an Apple Developer account. If your app is using Flutter plugins,you will also need the third-party CocoaPods dependency manager.

  1. You can skip this step if your apps do not depend onFlutter plugins with native iOS code.Install and set up CocoaPods by running the following commands:

    Note: The default version of Ruby requires sudo to install the CocoaPods gem. If you are using a Ruby Version manager, you may need to run without sudo.

  2. Follow the Xcode signing flow to provision your project:

    1. Open the default Xcode workspace in your project byrunning open ios/Runner.xcworkspace in a terminalwindow from your Flutter project directory.
    2. Select the device you intend to deploy to in the devicedrop-down menu next to the run button.
    3. Select the Runner project in the left navigation panel.
    4. In the Runner target settings page,make sure your Development Team is selectedunder Signing & Capabilities > Team.

      When you select a team,Xcode creates and downloads a Development Certificate,registers your device with your account,and creates and downloads a provisioning profile (if needed).

      • To start your first iOS development project,you might need to sign intoXcode with your Apple ID. Development and testing is supported for any Apple ID.Enrolling in the Apple Developer Program is required todistribute your app to the App Store.For details about membership types,see Choosing a Membership.
      • The first time you use an attached physical device for iOSdevelopment, you need to trust both your Mac and theDevelopment Certificate on that device.Select Trust in the dialog prompt whenfirst connecting the iOS device to your Mac.

        Then, go to the Settings app on the iOS device,select General > Device Managementand trust your Certificate.For first time users, you may need to selectGeneral > Profiles > Device Management instead.

      • If automatic signing fails in Xcode, verify that the project’sGeneral > Identity > Bundle Identifier value is unique.

  3. Start your app by running flutter runor clicking the Run button in Xcode.

Android setup

Note: Flutter relies on a full installation of Android Studio to supply its Android platform dependencies. However, you can write your Flutter apps in a number of editors; a later step discusses that.

Install Android Studio

  1. Download and install Android Studio.
  2. Start Android Studio, and go through the ‘Android Studio Setup Wizard’.This installs the latest Android SDK, Android SDK Command-line Tools,and Android SDK Build-Tools, which are required by Flutterwhen developing for Android.

Set up your Android device

To prepare to run and test your Flutter app on an Android device,you need an Android device running Android 4.1 (API level 16) or higher.

  1. Enable Developer options and USB debugging on your device.Detailed instructions are available in theAndroid documentation.
  2. Windows-only: Install the Google USBDriver.
  3. Using a USB cable, plug your phone into your computer. If prompted on yourdevice, authorize your computer to access your device.
  4. In the terminal, run the flutter devices command to verify thatFlutter recognizes your connected Android device. By default,Flutter uses the version of the Android SDK where your adbtool is based. If you want Flutter to use a different installationof the Android SDK, you must set the ANDROID_SDK_ROOT environmentvariable to that installation directory.

Set up the Android emulator

To prepare to run and test your Flutter app on the Android emulator,follow these steps:

Xcode Install Ios Sdk Installer

  1. EnableVM accelerationon your machine.
  2. Launch Android Studio, click the AVD Managericon, and select Create Virtual Device…
    • In older versions of Android Studio, you should insteadlaunch Android Studio > Tools > Android > AVD Manager and selectCreate Virtual Device…. (The Android submenu is only presentwhen inside an Android project.)
    • If you do not have a project open, you can choose Configure > AVD Manager and select Create Virtual Device…
  3. Choose a device definition and select Next.
  4. Select one or more system images for the Android versions you wantto emulate, and select Next.An x86 or x86_64 image is recommended.
  5. Under Emulated Performance, select Hardware - GLES 2.0 to enablehardwareacceleration.
  6. Verify the AVD configuration is correct, and select Finish.

    For details on the above steps, see ManagingAVDs.

  7. In Android Virtual Device Manager, click Run in the toolbar.The emulator starts up and displays the default canvas for yourselected OS version and device.

Xcode Get Ios Sdk Version

Web setup

Xcode Install Older Ios Sdk

Flutter has support for building web applications in thestable channel. Any app created in Flutter 2 automaticallybuilds for the web. To add web support to an existing app, followthe instructions on Building a web application with Flutter when you’ve completed the setup above.

Xcode Install Ios 8 Sdk

Next step

Xcode Install Ios Sdk

Set up your preferred editor.