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all,try this and find the errorvar valueRe:Float64 = 1.0 var valueIm:Float64 = -2.0 var results:DSPDoubleSplitComplex = DSPDoubleSplitComplex(realp: &valueRe, imagp: &valueIm) var scalar:DSPDoubleSplitComplex = results vDSP_zvfillD(&scalar, &results, 1, UInt(1) ) print(results.realp, results.imagp)answer0x0000000113b5d838 0x0000000113b5d840
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Hello,A non-profit has approached me about doing an app for them, I'm going to donate my services. Does apple have a contact who might be able to donate some hardware to the cause? Is there any kind of enterprise discount for these kinds of apps? or do i need to host this in my own iTunes account?They are llegit, US certifed non-profit.Thanks
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Hello,My game has been ready and approved to be tested over a week ago, yet none of my testers have received the usual email.I resent some invitations yesterday and more today yet no one has received email.Thanks
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The code, it doesn't get much simplier than this#include <stdio.h> main( ) { printf("hello, world\n"); return 0; }specify a compilerCC="$(xcrun --sdk iphoneos --find clang) -isysroot $(xcrun --sdk iphoneos --show-sdk-path) -arch arm64"command line equivalent of $CC hello.c/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS11.2.sdk -arch arm64 hello.cbombclang: warning: using sysroot for 'iPhoneOS' but targeting 'MacOSX' [-Wincompatible-sysroot]ld: warning: ignoring file /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/9.0.0/lib/darwin/libclang_rt.osx.a, missing required architecture arm64 in file /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/9.0.0/lib/darwin/libclang_rt.osx.a (3 slices) ld: building for OSX, but linking against dylib built for iOS (/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS11.2.sdk/usr/lib/libSystem.tbd). file '/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS11.2.sdk/usr/lib/libSystem.tbd' for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation)no where did i target macosx, in face the correct sdk was specified in TWO places
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This has been going on at least since Xcode 8 when apple replaced links to dylib with the text tbd files.On travis, build image: xcode 9.2, osx 10.12, compiler: clang; when building any code that uses a framework and you are not using Xcode but from the command line witih makefile or ninja or whatever, there are always theseld: warning: text-based stub file /System/Library/Frameworks//AudioToolbox.framework/AudioToolbox.tbd and library file /System/Library/Frameworks//AudioToolbox.framework/AudioToolbox are out of sync. Falling back to library file for linking.This is Xcode's linker, ld.There are no other external compilers installed, this is a fresh travis build with no ccache. This is only a sample build which uses this framework but if i called other frameworks Accelerate, ************, OpenCL, OpenGL, they will all throw these warnings.If you attempt to build with macports clang 4,5,6, the build build will bomb even with the latest ld installed.
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I do not plan on upgrading to 10.13. Is there going to be a version of Xcode 9.3 for OSX 10.12?Or do I have to force Xcode 9.2 to use the swift 4.1 tools?
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Apple,I would like you to establish a dashboard for developers to evaluate current beta issues. Some of us do enterprise apps as well as games and my boss and his clients don't like their apps to have "issues". I would have a preference to break down categories by SDK so if I'm not using XXXXXKits I can safely update to swift4.1 and xcode.Normally our standard procedure is to wait until Xcode somenumber.1 sometimes somenumber.2Thanks
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Hello,Before I grind this out, I'm wondering has anyone created something like this. Most code I've seen uses boring arrays or a circle, I'd like to use the CIE 1931 color space chromaticity diagram. as a color picker.1. detect the device color space available P3 or not2. have a slick and fast way draw the color space, like a perl one-liner but in swiftThanks
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hello,originally i went to ITC to create a new App but forgot to create a certificate, D'oh. created app id for that name, go back to ITC and get the app name taken.how is this name taken by someone else if i was allowed to create an App/Bundle ID with the name?i searched App store, iTunes and there are no current apps with the name i'm considering for my app.thanks
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Hello,ARKit only works with A9 or later but what about A7/A8? Is there any limited functionality? Has anyone ported code to work with these older chipsets?
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Hello,I noticed in this videodeveloper.apple.com videos play wwdc2017 609the use of emoji's in a game. Usually fonts are allowed but not emoji's. Have the rules changed?The presenter "you can use emojis in your app as labels". @14:33
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"Hello,Based on these threadsforums developer apple com/thread/65240stackoverflow.com/questions/27233066/how-to-create-a-scenekit-scnskinner-object-in-codedocumentation SLASH scenekit SLASH scnskinnerI've also searched and googled until I ended up at Chiinese gaming sites trying to figure out how to dynamically animate a figure/mesh that has bones. I do not want to load pre-existing animations but dynamic based on user input, ie., mouse, tap, gamepad, etc. Even the Chinese didn't figure this out from the posts.My model is from blender, .dae, using a cmu model of 53 bones, it is low poly with textures, I also created a *.bvh file which has all of the nodes, joints, connections, etc. I do not want to convert it to .scnIn Xcode 9.1/9.2, there are no issues with the dae file, as I can view all the attributes, examine the bones, nodes, mesh. Based on the very limited documenation, here's where I am with my code.iimport SceneKit import QuartzCore public class BadMofo: SCNNode { public class func getCharacaterNodes(nameDae: String = "BadMofo") { let sceneBadMoFo:SCNScene = SCNScene(named: "\(nameDae).scnassets/\(nameDae).dae")! debugPrint(sceneBadMofo.rootNode.skinner!.skeleton!.name!) let parentNode:SCNNode = SCNNode() for skinnedNodes in sceneBadMofo.rootNode.childNodes { parentNode.addChildNode(skinnedNodes) debugPrint(skinnedNodes.name!) } let bones = sceneBadMofo.rootNode.skinner?.bones let weights = sceneBadMofo.rootNode.skinner?.boneWeights let indices = sceneBadMofo.rootNode.skinner?.boneIndices debugPrint(bones.debugDescription) debugPrint(weights.debugDescription) debugPrint(indices.debugDescription) }My SceneGraph has all the bones starting with "Hips". the mesh has 3924 vertices and 1308 polygons. No light, no other characters.Yet when I run the code, I get the following error, I'm running this on a iPad, not a simulator."[DYMTLInitPlatform] platform initialization successfulMetal GPU Frame Capture EnabledMetal API Validation Enabled[SceneKit] Error: C3DSkinnerUpdateJointsAndBoundingBox skinner has no meshI've tried to track down this error but no joy.Thanks for the help.
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