Re: XCode 4 System Requirement
Re: XCode 4 System Requirement
- Subject: Re: XCode 4 System Requirement
- From: Simon Wilson <email@hidden>
- Date: Thu, 26 May 2011 09:17:09 +0200
> You don't have to use the Xcode 4 IDE to take advantage of Xcode 4 Instruments!
This is true of Snow Leopard, but not on Lion where Xcode 3 won't install.
Tangentially related:
The problem for us is that come Lion, we're all going to be forced to use Xcode 4.1+ as Xcode 3 will not install on that version of Mac OS X. This is a BIG problem for developers dependent on Xcode 3's IBPlugin support.
I realise that Lion and Xcode 4.1 are under NDA, but wondered whether anyone has any info on whether Apple will be releasing an update for 3.2 that installs on 10.7. Being forced to re-boot to 10.6 (or keep a second machine around) just to edit .nibs that reference an IBPlugin would be a HUGE pain in the @r$e.
Simon
On 26 May 2011, at 02:28, Tom Seddon wrote:
> On 24 May 2011, at 21:01, Yose Widjaja wrote:
>
>> This mac mini only barely managed to run xcode 3 and compile things, and it's not exactly the fastest machine around. But then I installed xcode 4 upon hearing that the new instruments are very useful for opengl optimization (which I was working on), and now XCode 4 is running extremely slowly.
>
> You don't have to use the Xcode 4 IDE to take advantage of Xcode 4 Instruments!
>
> You can install Xcode 4 side by side with Xcode 3. When installing, opt to install it to a folder different from your Xcode 3 installation, and untick all optional components.
>
> You can then use Xcode 3 for your IDE-type tasks (editing, building, debugging, etc.), and you can run the Xcode 4 Instruments by hand from the Finder.
>
> This is what I do, and it works well. Xcode 4 Instruments has no problem with binaries built with Xcode 3, and has provided me with some handy OpenGL ES tips.
>
> --Tom
>
>
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