I could be missing some detail, but at the time when updating to Xcode 14.3 and facing this issue in our CI, we realised we never called xcodebuild with the -onlyUsePackageVersionsFromResolvedFile flag. Now we do, and the CI seems to respect our Package.resolved file.
Just getting into using xcode and I can't see the .swiftlint.yml file I created. To edit it I have to open another editor instead of xcode itself, and xcode doesn't pick up the change to the file for some reason.
The file with the .xcodeproj extension is the file you should open in Xcode. Open it now and you should see something similar to the following. You may need to expand the project in the left bar and drill down to the ofApp.cpp file as shown in the image below in order to see anything interesting.
Afterwards, close the project generator and navigate to the apps/myApps/myProjectName folder. Open myProjectName.xcodeproj in Xcode, expand the project in the browser on the left, expand the src folder and select the ofApp.cpp file.
Next, open a terminal, run xcode-select --install, and click the Install button to install the required command line developer tools. Don't worry if you see a message telling you the software cannot be installed because it is not currently available from the Software Update Server. This usually means you already have the latest version installed. You can also get the command line tools from the Apple developer website.
The .xcode.env file contains an environment variable to export the path to the node executable in the NODE_BINARY variable.This is the suggested approach to decouple the build infrastructure from the system version of node. You should customize this variable with your own path or your own node version manager, if it differs from the default.
On top of this, it's possible to add any other environment variable and to source the .xcode.env file in your build script phases. If you need to run script that requires some specific environment, this is the suggested approach: it allows to decouple the build phases from a specific environment.
There are three options in xcodebuild that are relevant for this: -downloadAllPlatforms will, well, download all available platforms. This is convenient, but we are talking more than 20 GB for all platforms for Xcode 15. -downloadAllPreviouslySelectedPlatforms should be useful after an Xcode update.
Once you have downloaded the repository, add it as a subproject to your Xcode project or workspace. Drag the Apptentive.xcodeproj project file (located in the Apptentive folder of our source code) into your Xcode project.
When building Xcode projects with Bazel, the BUILD file(s) become thesource of truth. If you work on the project in Xcode, you must generate anew version of the Xcode project that matches the BUILD files usingrules_xcodeproj whenever you update the BUILD files. Certain changes to the BUILD filessuch as adding dependencies to a target don't require regenerating theproject which can speed up development. If you're not using Xcode, thebazel build and bazel test commands provide build and test capabilitieswith certain limitations described later in this guide.
When building with Bazel, the WORKSPACE and BUILD files become the sourceof truth about the build. To make Xcode aware of this, you must generate aBazel-compatible Xcode project using rules_xcodeproj.
I think the tutorial you are trying is quite old. You can try following tutorial from mathematica documentation "tutorial/WSTPDeveloperGuide-Macintosh" and follow the section "Building Mac OS X WSTP Programs with Xcode".The instructions provided in the tutorial will tell you how to include files in your xcode project as asked in the question.
b73f46f91f