Skip to main content

How to speed up Xcode build time

Building time for My iOS app takes around 3-4 minutes when building the application from a clean state. A developer builds and runs the app many times per day to check his expressions, types, and syntax accumulating a lot of lost time waiting for the build to be finished by the end of the day.

In order to solve this issue, it is imperative to refactor the complex expressions that are taking too long to compile into more simple ones.
To do this do the following steps:
  1. Enable -Xfrontend -warn-long-expression-type-checking=50 in Other Swift flags. This flag will issue a warning for every expression that takes more than 50ms to compile. Refer below Xcode screenshot for where to make changes in Xcode.
  2. Refactor the highlighted expressions that took more than 50ms to build. You can see the highlighted expressions in Issue navigator section.
  3. Enjoy faster build time. 



Comments

  1. Your Blog are completely remarkable and share worthy. I really appreciate your efforts that you put on this. Keep sharing.
    C++ Training Institute in South Delhi

    ReplyDelete

Post a Comment

Popular posts from this blog

How to kill/exit iOS application on a button click programmatically

I had been practising below code to kill an iOS application. exit(0); But last week, my application was rejected by app store due to following reason: We found that your app includes a UI control for quitting the app. This is not in compliance with the iOS Human Interface Guidelines, as required by the App Store Review Guidelines . To avoid any such rebuff, suspend the application using following code snippet. UIApplication.shared.perform(#selector(NSXPCConnection.suspend)) Good news is that now my application is passed the  iOS Human Interface Guidelines and live on app store.

Vector graphics in iOS

In past, designers had to create multiple versions of the same asset (1x, 2x, 3x) to satisfy multiple screen sizes. Using vector assets can save you time because you only have to generate the asset once.  You just need an .xcassets  file in your project for storing your images. In there, you can declare image sets to be “Vectors”. A vector file contains a lot of metadata of an asset that tells the system how to render it's contents, independent of the screen's resolution.  This also means that whenever we get larger screen resolutions, Xcode will be able to scale up your images from your already existing vector PDF for you, giving you automatic support for future devices for free. Steps:- Select “New Image Set” in your  XCAsset. Select the Attributes Inspector in Utilities panel. Under the types drop-down menu, select "Vector" Drag and drop your vector PDF Use the Xcode image catalog image set as you would with any other image. For instance, calling --im

Return multiple values from a function in objective C

We can return tuples in swift as follows:- func getData () -> ( Int , Int , Int ) { //...code here return ( hour , minute , second ) } You can't do that in objective-c. Best option is using parameters by reference . Something like this. - ( void ) getHour :( int *) hour minute :( int *) minute second :( int *) second { * hour = 1 ; * minute = 2 ; * second = 3 ; } And use it like this. int a , b , c ; [ self getHour :& a minute :& b second :& c ]; NSLog (@ "%i, %i, %i" , a , b , c );