What do I do if the App Store gives me the following error: 'Xcode can't be installed on High Sierra Final by Techsviewer'? Community Answer It will need to download a compressed packaged installer, then uncompress that package, then install Xcode. PROTIP: DO NOT install a beta version of Xcode. The blue “OPEN” icon appears at the upper-right when the app is installed. But don’t click it because we are done. In Finder, look for Xcode.app in the /Applications folder. Alternately, on the Touchpad pinch 4 fingers together to click the App Store. Type enough of “Xcode” to filter out. We only need to do this once (not for each app!). The development one is used for testing while the distribution certificate is used to sign your app bundle for distribution in the App Store once it’s ready. Launch Xcode 10 and go to your preferences menu. Then go to the “Accounts” tab. Fill in your Apple iOS developer account details here.
- Download Xcode Not From App Store Windows 10
- Xcode App Windows 10
- Download Xcode Not From App Store Android
- Download Xcode Not From App Store Free
- Download Xcode for macOS 10.15.4 or later and enjoy it on your Mac. Xcode includes everything developers need to create great applications for Mac, iPhone, iPad, Apple TV, and Apple Watch. Xcode provides developers a unified workflow for user interface design, coding, testing, and debugging.
- If your app is not particularly useful, unique, or “app-like,” it doesn’t belong on the App Store. Minimum Functionality, App Store Review Guidelines Since Apple tries their hardest to cripple all the capabilities of PWA, any effort to publish a PWA—even when with a native app wrapper like Cordova—is futile.
To publish an app to the App Store,an app developer must first submit it – along with screenshots, adescription, icons, and other information – to Apple for review. Afterapproving the app, Apple places it on the App Store, where users canpurchase it and install it directly from their iOS devices.
This guide describes the steps to follow to prepare an app for the AppStore and send it to Apple for review. In particular, it describes:
- Following the App Store Review Guidelines
- Setting up an App ID and entitlements
- Providing an App Store icon and app icons
- Setting up an App Store provisioning profile
- Updating the Release build configuration
- Configuring your app in iTunes Connect
- Building your app and submitting it to Apple
Important
Apple has indicated thatstarting in March 2019, all apps and updates submitted to the App Storemust have been built with the iOS 12.1 SDK or later, included in Xcode 10.1 or later.Apps should also support the iPhone XS and 12.9' iPad Pro screen sizes.
App Store guidelines
Before submitting an app for publication in the App Store, make sure thatit meets the standards defined by Apple's App Store ReviewGuidelines.When you submit an app to the App Store, Apple reviews it to make surethat it meets these requirements. If it does not, Apple will reject it –and you will need to address the cited problems and resubmit.Therefore, it is a good idea to become familiar the guidelines as earlyas possible in the development process.
A couple of things to watch out for when submitting an app:
- Make sure the app’s description matches its functionality.
- Test that the app doesn’t crash under normal usage. This includes usage on every iOS device it supports.
Also take a look at App Store-related resourcesthat Apple provides.
Set up an App ID and entitlements
Every iOS app has a unique App ID, which has an associated set ofapplication services called entitlements. Entitlements allow apps to dovarious things such as receive push notification, access iOS featuressuch as HealthKit, and more.
To create an App ID and select any needed entitlements, visit theApple Developer Portal and followthese steps:
- Login to the Apple Developer Portal. If you don't already have an Apple ID, create an Apple ID first.
- Go to the Certificates, IDs & Profiles section, and then to the Identifiers section.
- Click the + button next to the Identifiers heading at the top of the page.
- Select App IDs and click Continue.
- Select App and then click Continue.
- Enter a Description and Bundle ID for the new application, and select any Capabilities that will be required by your Xamarin.iOS application. App Services are further described in the Working with capabilities in Xamarin.iOS guide. When you finish making your selections, click Continue.
- Click the Register button to complete the process for creating the new App ID.
In addition to selecting and configuring the required applicationservices when defining your App ID, you must configure the App ID andentitlements in your Xamarin.iOS project by editing the Info.plistand Entitlements.plist files. For more information, take a look atthe Working with Entitlements inXamarin.iOS guide, whichdescribes how to create an Entitlements.plist file and the meaning ofthe various entitlement settings it contains.
Include an App Store icon
When you submit an app to Apple, be sure that it includes an assetcatalog that contains an App Store icon. To learn how to do this, take alook at the App Store icons inXamarin.iOS guide.
Set the apps icons and launch screens
For Apple to make an iOS app available on the App Store, it must have proper icons and launch screens for all of the iOS devices on which it can run. For more information about setting up app icons and launch screens, read the following guides:
Create and install an App Store provisioning profile
iOS uses provisioning profiles to control how a particular application build can be deployed. These are files that contain information about the certificate used to sign an app, the App ID, and where the app can be installed. For development and ad hoc distribution, the provisioning profile also includes the list of allowed devices to which you can deploy the app. However, for App Store distribution, only certificate and App ID information are included since the only mechanism for public distribution is the App Store.
To create and install an App Store provisioning profile, follow these steps:
- Login to the Apple Developer Portal.
- Go to the Certificates, IDs & Profiles section, and then to the Profiles section.
- Click the + button, select iOS App Development and App Store, and click Continue.
- Select your app's App ID from the list and click Continue.
- Select a signing certificate and click Continue.
- Select devices to include in this profile and click Continue.
- Enter a Provisioning Profile Name and click Generate to generate the profile.
- Use Xamarin's Apple Account Management tools to download the newly-created provisioning profile to your Mac. If you're on a Mac, you can also download the provisioning profile directly from the Apple Developer Portal and double-click on it to install.
For detailed instructions, see the Creating a distribution profile and Selecting a distribution profile in a Xamarin.iOS project.
Update the Release build configuration
New Xamarin.iOS projects automatically set up Debug and Releasebuild configurations. To properly configure the Release build, follow these steps:
From the Solution Pad, open Info.plist file located inside the iOS project.
Make sure you're in Application view. This can be set by clicking on the option in the bottom navigation bar.
Select Manual Provisioning as the Signing option. Save and close the file.
Right-click on the Project Name in the Solution Pad, select Options, and navigate to the iOS Build tab.
Set Configuration to Release and Platform to iPhone.
To build with a specific iOS SDK, select it from the SDK version list. Otherwise, leave this value at Default.
Linking reduces the overall size of your application by stripping out unused code.
- In most cases, Linker Behavior should be set to the default value of Link Framework SDKs only.
- Using the Don't Link option can cause Apple to reject the app due to the presence of non-public iOS APIs in Xamarin.iOS that would be linked out with the Link Framework SDKs only option
- Link All should be used with care as it will strip code from all assemblies in the project, including 3rd party libraries. It can strip out code that the 3rd party library may only use via reflection that the linker cannot detect, as it does static code analysis to determine what library code is being used. Use Link All with care as you may have to manually preserve some classes and/or methods to avoid runtime failures due to missing code.
- For more information, refer to the Linking Xamarin.iOS apps guide.
For iOS 11, select one of the device architectures that supports ARM64. For more information on building for 64-bit iOS devices, please see the Enabling 64-Bit Builds of Xamarin.iOS Apps section of the 32/64-bit platform considerations documentation.
You may wish to use the LLVM compiler to build smaller and faster code. However, this option increases compile times.
Check Optimize PNG images to further decrease your application's size.
Debugging should not be enabled, as it will make the build unnecessarily large.
Based on your application's needs, you may also wish to adjust the type of Garbage Collection being used and setup for Internationalization.
After setting the options as described above, your build settings shouldlook similar to this:
Also take a look at the iOS build mechanics guide, which further describes build settings.
Navigate to the iOS Bundle Signing tab. If the options here are not editable, ensure that Manual Provisioning is selected in the Info.plist file.
Make sure that Configuration is set to Release and Platform is set to iPhone.
Set Signing Identity to Distribution (Automatic).
For Provisioning Profile, select the App Store provisioning profile created above.
Your project's bundle signing options should now look similar to this:
Click OK to save changes to the project properties.
Make sure that Visual Studio 2019 has been paired to a Mac build host.
Right-click on the Project Name in the Solution Explorer, select Properties.
Navigate to the iOS Build tab and set Configuration to Release and Platform to iPhone.
To build with a specific iOS SDK, select it from the SDK Version list. Otherwise, leave this value at Default.
Linking reduces the overall size of your application by stripping out unused code.
- In most cases, Linker Behavior should be set to the default value of Link Framework SDKs only.
- Using the Don't Link option can cause Apple to reject the app due to the presence of non-public iOS APIs in Xamarin.iOS that would be linked out with the Link Framework SDKs only option
- Link All should be used with care as it will strip code from all assemblies in the project, including 3rd party libraries. It can strip out code that the 3rd party library may only use via reflection that the linker cannot detect, as it does static code analysis to determine what library code is being used. Use Link All with care as you may have to manually preserve some classes and/or methods to avoid runtime failures due to missing code.
- For more information, refer to the Linking Xamarin.iOS apps guide.
For iOS 11, select one of the device architectures that supports ARM64. For more information on building for 64-bit iOS devices, please see the Enabling 64-Bit Builds of Xamarin.iOS Apps section of the 32/64-bit platform considerations documentation.
You may wish to use the LLVM compiler to build smaller and faster code. However, this option increases compile times.
Check Optimize PNG images to further decrease your application's size.
Debugging should not be enabled, as it will make the build unnecessarily large.
Based on your application's needs, you may also wish to adjust the type of Garbage Collection being used and setup for Internationalization.
After setting the options described above, your build settings shouldlook similar to this:
Also take a look at the iOS build mechanics guide, which further describes build settings.
Navigate to the iOS Bundle Signing tab. Make sure that Configuration is set to Release, Platform is set to iPhone, and that Manual Provisioning is selected.
Set Signing Identity to Distribution (Automatic).
For Provisioning Profile, select the App Store provisioning profile created above.
Your project's bundle signing options should now look similar to this:
Save the build configuration and close it.
Make sure that Visual Studio 2017 has been paired to a Mac build host.
Right-click on the Project Name in the Solution Explorer, select Properties.
Navigate to the iOS Build tab and set Configuration to Release and Platform to iPhone.
To build with a specific iOS SDK, select it from the SDK Version list. Otherwise, leave this value at Default.
Linking reduces the overall size of your application by stripping out unused code.
- In most cases, Linker Behavior should be set to the default value of Link Framework SDKs only.
- Using the Don't Link option can cause Apple to reject the app due to the presence of non-public iOS APIs in Xamarin.iOS that would be linked out with the Link Framework SDKs only option
- Link All should be used with care as it will strip code from all assemblies in the project, including 3rd party libraries. It can strip out code that the 3rd party library may only use via reflection that the linker cannot detect, as it does static code analysis to determine what library code is being used. Use Link All with care as you may have to manually preserve some classes and/or methods, etc., to avoid runtime failures due to missing code.
- For more information, refer to the Linking Xamarin.iOS apps guide.
For iOS 11, select one of the device architectures that supports ARM64. For more information on building for 64-bit iOS devices, please see the Enabling 64-Bit Builds of Xamarin.iOS Apps section of the 32/64-bit platform considerations documentation.
You may wish to use the LLVM compiler to build smaller and faster code. However, this option increases compile times.
Check Optimize PNG images to further decrease your application's size.
Debugging should not be enabled, as it will make the build unnecessarily large.
Based on your application's needs, you may also wish to adjust the type of Garbage Collection being used and set up for Internationalization.
After setting the options described above, your build settings shouldlook similar to this:
Also take a look at the iOS build mechanics guide, which further describes build settings.
Navigate to the iOS Bundle Signing tab. Make sure that Configuration is set to Release, Platform is set to iPhone, and that Manual Provisioning is selected.
Set Signing Identity to Distribution (Automatic).
For Provisioning Profile, select the App Store provisioning profile created above.
Your project's bundle signing options should now look similar to this:
Navigate to the iOS IPA Options tab.
Make sure that Configuration is set to Release and Platform is set to iPhone.
Check the Build iTunes Package Archive (IPA) checkbox. This setting will cause each Release build (since that is the selected configuration) to generate an .ipa file. This file can be submitted to Apple for release on the App Store.
Note
iTunes Metadata and iTunesArtwork are not necessary for AppStore releases. For more information, take a look atThe iTunesMetadata.plist file in Xamarin.iOS appsand iTunes Artwork.
To specify an .ipa filename that differs from the Xamarin.iOS project name, enter it in the Package Name field.
Save the build configuration and close it.
Configure your app in iTunes Connect
iTunes Connect is a suite of web-based tools for managing your iOS applications on the App Store. Your Xamarin.iOS application must be properly configured in iTunes Connect before it can be submitted to Apple for review and released on the App Store.
To learn how to do this, read the Configuring an app in iTunes Connect guide.
Build and submit your app
With your build settings properly configured and iTunes Connect awaiting your submission, you can now build your app and submit it to Apple.
In Visual Studio for Mac, select the Release build configuration and a device (not a simulator) for which to build.
From the Build menu, select Archive for Publishing.
Once the archive has been created, the Archives view will be displayed. Click Sign and Distribute... to open the publishing wizard.
Note
By default the Archives view only shows archives for the opensolution. To see all solutions that have archives, check the Show allarchives checkbox. It is a good idea to keep old archives so that thedebug information they include can be used to symbolicate crash reportsif necessary.
Select the App Store distribution channel. Click Next.
Select Upload as the destination. Click Next.
In the Provisioning profile window, select your signing identity, app, and provisioning profile. Click Next.
In the App Store Connect information window, select an Apple ID username from the menu and enter an app-specific password. Click Next.
Verify the details of your package and click Publish. After selecting a location to save the .ipa file, the wizard will upload your app to App Store Connect.
Note
Apple may reject apps with the iTunesMetadata.plist included in the.ipa file, resulting in an error such as the following:
ERROR: ERROR ITMS-90047: 'Disallowed paths ( 'iTunesMetadata.plist' ) found at: Payload/iPhoneApp1.app'
For a workaround to this error, take a look at this post in the Xamarin Forums.
Note
Publishing to the App Store is supported in Visual Studio 2019 version 16.3 and higher.
Make sure that Visual Studio 2019 is paired to a Mac build host.
Select Release from the Solution Configurations dropdown, and iPhone from the Solution Platforms dropdown.
From the Build menu, select Archive.... This will open the Archive Manager and begin creating an archive.
Once the archive has been created, click Distribute... to open the publishing wizard.
Select the App Store distribution channel.
Select your signing identity and provisioning profile. Click Upload to Store.
Enter your Apple ID and an app-specific password. Click OK to begin uploading your app to App Store Connect.
Note
Visual Studio 2017 does not support the full publishing workflow found in Visual Studio for Mac and Visual Studio 2019.
The steps below are for Xcode 10.
You can still follow the steps below to build an .IPA file, but to deploy to the App Store using Xcode 11 (which is required for iOS 13 support) you should use Visual Studio for Mac.
Make sure that Visual Studio 2017 has been paired to a Mac build host.
Select Release from the Visual Studio 2017 Solution Configurations dropdown, and iPhone from the Solution Platforms dropdown.
Build the project. This creates an .ipa file.
Note
The Update the Release build configurationsection of this doc configured the app's build settings to create an.ipa file for each Release build.
To find the .ipa file on the Windows machine, right-click on the Xamarin.iOS project name in the Visual Studio 2019 or Visual Studio 2017 Solution Explorer and choose Open Folder in File Explorer. Then, in the just-opened Windows File Explorer, navigate to the bin/iPhone/Release subdirectory. Unless you have customized the .ipa file output location, it should be in this directory.
To instead view the .ipa file on the Mac build host, right-click the Xamarin.iOS project name in the Visual Studio 2019 or Visual Studio 2017 Solution Explorer (on Windows) and select Show IPA File on Build Server. This will open a Finder window on the Mac build host with the .ipa file selected.
Tip
The following steps are only valid if you're using Xcode 10, and building for iOS 12 and earlier.
To deploy to the App Store using Xcode 11 (for iOS 13), you should use Visual Studio for Mac to build and upload your app. Application Loader will not be available for Xcode 11.
On the Mac build host, open Application Loader. In Xcode, select Xcode > Open Developer Tool > Application Loader.
Note
For more information about the tool, take a look at Apple's docs about Application Loader.
Log in to Application Loader (note that you must create an app-specific password for your Apple ID).
Select Deliver Your App and click the Choose button:
Select the .ipa file created above and click OK.
The Application Loader will validate the file:
Click the Next button and the application will be validated against the App Store:
Click the Send button to send the application to Apple for review.
The Application Loader will inform you when the file has been successfully uploaded.
Note
Apple may reject apps with the iTunesMetadata.plist included in the.ipa file, resulting in an error such as the following:
ERROR: ERROR ITMS-90047: 'Disallowed paths ( 'iTunesMetadata.plist' ) found at: Payload/iPhoneApp1.app'
For a workaround to this error, take a look at this post in the Xamarin Forums.
iTunes Connect status
To see the status of your app submission, log in to iTunes Connect andselect your app. The initial status should be Waiting For Review,though it may temporarily read Upload Received while it is being processed.
Tips and tricks
Customize the .ipa location
An MSBuild property, IpaPackageDir
, makes it possible to customize the .ipa file output location. If IpaPackageDir
is set to a custom location, the .ipa file will be placed in that location instead of the default timestamped subdirectory. This can be useful when creating automated builds that rely on a specific directory path to work correctly, such as those used for Continuous Integration (CI) builds.
There are several possible ways to use the new property. For example, to output the .ipa file to the old default directory (as in Xamarin.iOS 9.6 and lower), you can set the IpaPackageDir
property to $(OutputPath)
using one of the following approaches. Both approaches are compatible with all Unified API Xamarin.iOS builds, including IDE builds as well as command-line builds that use msbuild or mdtool:
The first option is to set the
IpaPackageDir
property within a<PropertyGroup>
element in an MSBuild file. For example, you could add the following<PropertyGroup>
to the bottom of the iOS app project .csproj file (just before the closing</Project>
tag):A better approach is to add a
<IpaPackageDir>
element to the bottom of the existing<PropertyGroup>
that corresponds to the configuration used to build the .ipa file. This is better because it will prepare the project for future compatibility with a planned setting on the iOS IPA Options project properties page. If you currently use theRelease|iPhone
configuration to build the .ipa file, the complete updated property group might look similar to the following:
An alternate technique for msbuild command-line builds is to add a /p:
command line argument to set the IpaPackageDir
property. In this case note that msbuild does not expand $()
expressions passed in on the command line, so it is not possible to use the $(OutputPath)
syntax. You must instead provide a full path name.
Or the following on Mac:
With your distribution build created and archived, you are now ready to submit your application to iTunes Connect.
Summary
This article described how to configure, build, and submit an iOS app forrelease on the App Store.
Related links
Xcode IDE contain Command-Line utilities. But separate Command-Line installer cause errors for use by Homebrew, Python, and other development tools
- What Has Been Installed?
- Xcode Version
- Xcode IDE install from Terminal
- B) Initial IDE install using web App Store
This tutorial describes the installation and usage of Apple’s Xcode set of utilities for macOS developers.
Xcode is Apple’s free app for developing custom programs for all Apple devices (macOS, iPhone, iPad, Apple Watch). Increasingly, Machine Learning developers are using the Swift language.
Since the Apple Store only handles individual .app files, other mechanisms are needed to install additional programs needed as a pre-requisite by Homebrew, Python, and other development programs.
BTW Xcode only works on macOS. There is no Windows PC version.
About Xcode
PROTIP: Skip Apple’s websites and App. Click here for install instructions (below).
Otherwise, read on for a run-around.
Use an internet browser to view Apple’s Xcode marketing page at:
Xcode “includes everything you need to create amazing apps for all Apple platforms. Now Xcode and Instruments look great in the new Dark Mode on macOS Mojave. The source code editor lets you transform or refactor code more easily, see source control changes alongside the related line, and quickly get details on upstream code differences. You can build your own instrument with custom visualization and data analysis. Swift compiles software more quickly, helps you deliver faster apps, and generates even smaller binaries. Test suites complete many times faster, working with a team is simpler and more secure, and much more.”.
BTW the “Apple platforms” include MacOS, iPhone, iPad, Apple TV, and Apple Watch.
Xcode does not come with macOS because of its large size and because many users of macOS don’t need it to do software development.
Developers who use another IDE (such as Visual Studio, Eclipse, etc.) would only need to install Xcode’s command line utilities for the GCC compiler Python needs to build code.
PROTIP: Newer versions of Xcode installer also installs a Git client.
Overlapping installers
Download Xcode Not From App Store Windows 10
Imagine a Venn diagram of overlapping circles:
The Xcode IDE, which can be installed on a Terminal command line interface (CLI) or
downloaded as a package from the App Store.
Either way, Xcode contains:
- Command Line Utilities which can be installed separately on a Terminal command line session.
PROTIP: Xcode IDE cannot be installed if Command Utilities has already been installed.
However, you can switch:
So choose which one you want installed.
What Has Been Installed?
In a Terminal window, find out what has been installed:
That’s the same command as:
If the Xcode-select command is not found, choose to eitherinstall Command Line Tools or install the full Xcode IDE.
You have Command Line Tools installed and not the full Xcode if you see the path where CommandLineTools are installed:
If all you need is Command Line Tools, you’re good to go.
Alternately, if the full Xcode was installed, you would instead see:
Get a list of its folders if Xcode IDE was installed:
The response would be:
Delete first
PROTIP: If you want the full Xcode IDE when you have the Command Line Tools installed, first uninstall Command Line Tools, then install the full Xcode IDE.
More version information
Xcode Version
From within a Terminal, type:
If Command Line Tools was installed, you would see:
If Xcode is installed, you would get a version code that should match up with the Build Number on the Apple web page:
For a more precise version number and other info (macOS Mavericks version and up):
A sample response, at time of writing:
The previous command was constructed based on a search of tools package names:
The response:
Get the version of GCC installed:
If Xcode was installed, you would see (at time of writing):
Previously, it was instead:
If Command Line Utilities is installed, you would see (at time of writing):
Identify the path where the make utility Java uses:
a. If Xcode is installed, the response is:
b. If Command Line Utilities is installed, the response is:
c. If no Xcode is installed:
Swift version
Get the version of the Swift program used to develop iOS mobile apps:
Sample response at time of this writing:
If jamf installed Xcode, you’ll also see:
The above appears regardless of whether Command Line Utilities or Xcode is installed.
From here, uninstall and install Command Line Tools or install the full Xcode IDE.
UnInstall Command Line Tools
PROTIP: This is also how you upgrade Command Line Tools.
Go to the parent folder where Command Line Tools is installed:
Get a list of its folders:
If Command Line Tools were installed, the response would be :
Remove all files in that folder, which requires a password for elevated permissions to get all the files:
The response is a lot of files removed (to the Trash).
Now you can choose to eitherinstall Command Line Tools or install the full Xcode IDE.
Install Command Line Utilities only
See https://developer.apple.com/library/archive/technotes/tn2339/_index.html and http://osxdaily.com/2014/02/12/install-command-line-tools-mac-os-x
To install the whole Xcode IDE:
You should see this pop up:
Manually click “Install”, “Agree”, then “Install” to the “Updates Available” pop-up.
NOTE: The xGB download takes 13 minutes on a 10mbps line.
When you see “The software was installed.”, click “Done” to dismiss the pop-up.
Xcode IDE install from Terminal
Make sure you have at least 13GB free on your hard-drive before attempting installation.
- Click the Apple icon to select “About this Mac”.
- Click “Storage” tab.
In an internet browser, get to the “Mac App Store Preview” for Xcode at
https://apps.apple.com/us/app/Xcode/id497799835?mt=12Click View in Mac App Store, then “Open App Store.app” in the pop-up.
Provide your Apple ID and password. Get one if you don’t already have one.
PROTIP: DO NOT install a beta version of Xcode.
The blue “OPEN” icon appears at the upper-right when the app is installed.But don’t click it because we are done.
In Finder, look for Xcode.app in the /Applications folder.
Alternately, on the Touchpad pinch 4 fingers together to click the App Store. Type enough of “Xcode” to filter out others.
To view the version, cursor to the top of the screen and click the program name next to the Apple icon to select “About Xcode”:
A) Initial install from Terminal CLI
Open a Terminal.app console window at any directory to install -all the latest Xcode from Apple:
The response on Catalina version of macOS:
Click the Apple icon at the upper-right corner and select “Shut Down…”.
After starting again
Set Apple’s licensing agreement bit:
Manually agree to the terms.
Get the version number of the new version.
B) Initial IDE install using web App Store
In an internet browser, https://developer.apple.com/download
Sign in to Apple Developer with your email address then click the arrow icon. Enter your password, then click the arrow icon.
Below is the “Software Update” approach:
You’ll need to establish an Apple ID if you haven’t already.
Click the cloud icon Download and provide your Apple ID.
Go through Apple’s location verification if prompted.
Confirm your account.
Click “Allow” to the pop-up “Do you want to download?”.
Xcode size
CAUTION: Make sure that your machine has enough free space available.
These are massive files that may take a while to download if you don’t have a fast internet connection.
NOTE: Each version of Xcode is related to a specific version of the Apple OS Mac operating system.
File Date Download Unpacked Xcode_12.1 2020-10-01 10.5 GB 11.5 GB Xcode_11.5 2020-06-01 7.5 GB ? GB Xcode_10.2.1 2019-04-17 ? GB 6.1 GB Xcode_9.0 2017-09-19 . ? GB ? GB Xcode_8.2.1 8C1002 2016-12-19 ? GB ? GB Xcode_8_beta_2.xip 2016-07-05 5.9 GB 12.32 GB Xcode_7.31 2016-05-03 3.8 GB ? Xcode_4.1 2014- 2.9 GB ? Xcode_3.2.4 2014- 2.? GB ? Switch to Finder Downloads folder to watch progress on the file name ending with “Download”. The one with a clock icon which signifies downloading.
Return to the versions instructions above to view the updated version.
Delete the installer after you’re done, to reclaim disk space.
Xcode IDE Upgrade
Over time, Apple updates Xcode and its command line utilities.
Click the Apple icon, then click System Preferences. Here is an example notification:
- Search for “Software Updates” or click the icon.
- Click “Update Now” if that appears. (but first do a backup.)
- Click “Agree” to the EULA.
- When done, view the version numbers installed.
Xcode FileMerge tool
Xcode graphically compares files and directories.
Open Xcode. This takes a few seconds.
Right-click on Xcode icon. Select “Open Developer Tool”. Select “FileMerge”.
Specify one file to compare.
Specify the other file to compare.
Click “Compare”.
More on OSX
Xcode App Windows 10
This is one of a series on Mac OSX: