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The operation couldn’t be completed. (com.apple.ShazamKit error 300.)
I get this error when I try to add multiple shazamcatalogs on a single SHCustomCatalog. The fact that the operation is called add(from:) and not 'load' lets me suggest that it's meant to use that way. Am I wrong?
And yes, both work work if I just add one at a time.
let catalog = SHCustomCatalog()
do {
try catalog.add(from: url1)
try catalog.add(from: url2)
{...}
} catch {...}
.
.
Also, fun fact: I was working on a ShazamKit myself before dubDub and it's a really fascinating topic and so awesome to see how well it works, great job! 👏
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Hi,
To use the code from SE-0279:
func transition(with view: View,
								duration: TimeInterval,
								animations: (() -> Void)? = nil,
								completion: (() -> Void)? = nil) {
}
transition(with: view, duration: 2.0) {
		//executes as completion
}
/*
//doesn't work
transition(with: 1)
animations: {
...
}/
This calls the completion: method without providing a label. But as far as I see there's no way of only passing animations: without a completion:...
is this intended?
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Hi,On the website it clearly states:> You may include third-party open source licensed code and/or public domain images and sounds, with credit and an explanation of why it was usedBut the application form has only a "Did you use open source software?" essay.And afaik, software ≠ resouces. Should we still put it in the same essay or use the one about our playground, or should we put it in the comments at the end?-Thanks
Hi,I thought it'd be a cool idea to use the "Xcode-Font" aka "SF Mono".I know that it cannot be used for (public) iOS Apps, but I am unsure wheather it also covers the WWDC submisstion, sice Swift Playgrounds are an Apple product and our submisstions will only be seen by Apple right? Would be nice to have some feedback ^^Thanx! ^-^
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"Thank you for your correspondence. We re-tested the app on an iPhone 7+ running iOS 12 and have found that we were still unable to get past the ‘Scan your Surroundings’ screen. We tested in a high-texture environment, very slowly, and were still unable to proceed past this screen. This 2.1 issue will need to be addressed before we can proceed with the review of the app."So my app was rejected because I had to wait until a player "scanned his/her surroundings", meaning i did this: func session(_ session: ARSession, didUpdate frame: ARFrame) {
if frame.worldMappingStatus == .mapped {
os_log("MAPPED WorldMap")
//do setup...
}
}and looks like the AppStore review team couldn't get it to that point.I use an ARWorldTrackingConfiguration.I have literally no idea at all what to do. It works everytime for me....ANY ideas are deeply appreciated!
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Hi..I try to use the ARWorldMap sharing feature.So i make a MutlipeerConnectivity Connection between 2 devices. One is scanning until is has a .mapped WorldMap which then is being sent to the other device.once there and unwrapped, i create a new ARConfiguration and set "configuration.initialWorldMap" to be my received map and run this config by my ARSession.Shortly thereafter I get this:2018-07-06 15:45:15.453812+0200 [Technique] Error initializing VIO handle (0x116113a00):
2018-07-06 15:45:15.456922+0200 [Session] Session (0x115d22340): did fail with error: Error Domain=com.apple.arkit.error Code=200 UserInfo={NSLocalizedDescription=<redacted>, NSLocalizedFailureReason=<redacted>}
2018-07-06 15:45:15.456995+0200 [Technique] ARWorldTrackingTechnique(0x11a5b2e40) error resetting object detection: ObjectDetectionCallbackNotSet
SessionFailed: World tracking failed.And session(_:didFailWithError:) is called. Any Idea how to fix this?I can even reproduce this error in Apples ARMultiuser App (Bugreport: 41892984).My Code after i receive and unwrap my WorldData: let configuration = ARWorldTrackingConfiguration()
configuration.initialWorldMap = worldData.map //is of type ARWorldMap
sceneView.session.run(configuration, options: [.resetTracking, .removeExistingAnchors])Thanks ^^
Hello, I was just reading the terms and noticed that unlike last year (i believe) there are no specifications about on which Device(-es) or OS's the Playground(-Books) are judged on. Leaving the question if we have to develop for any Deployment Target.Especially if some want to work with e.g. ARKit or Core ML etc. which are only supported on iOS >= 11.0Thanks for the answers in advance 🙂