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Swift Exhaustive Error Handling
Hello, I have a situation where Xcode 7 beta is complaining that Errors thrown from here are not handled because the enclosing catch is not exhaustive. But I'm confused because, to me, it does appear that my cases are exhaustive, covering all of the one cases in my ErrorType enum.Here's my code:import UIKit protocol SearchItemView { var center: CGPoint { get } var radius: CGFloat { get } var color: UIColor { get } init(center: CGPoint, radius: CGFloat, color: UIColor) } enum SearchViewModelError: ErrorType { case InvalidClassName // only one error case } class SearchViewModel { private var searchItemViewClassName: String private var searchItems: [SearchItemView] = [] init(searchItemViewClassName: String) { self.searchItemViewClassName = searchItemViewClassName do { try createSearchItemView() // Xcode error here about lacking exhaustive cases; can't build and run } catch SearchViewModelError.InvalidClassName { // covers the one error case } } func createSearchItemView() throws -> SearchItemView { g
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Jun ’15
Approach to building an AU which is both effect and instrument
I've been selling an AU for some time now that includes both instrument and effect versions as separate bundles.One of the issues with this has been namespace collisions of objective-C class names when both instrument and effect versions are loaded. I've followed this advice:https://developer.apple.com/library/mac/documentation/Cocoa/Conceptual/LoadingCode/Tasks/NameConflicts.htmlSpecifically, I have macros such as the following:#ifdef AUDIO_UNIT_EFFECT #define AntimatterAUViewFactory ComSubatomicAudulusEffectAntimatterAUViewFactory #else #define AntimatterAUViewFactory ComSubatomicAudulusAntimatterAUViewFactory #endifHowever I've noticed in Xcode 6, this defeats interface builder's ability to parse headers and thus I can't fully edit my xib files.So I'm curious how others deal with building an AU which has both instrument and effect versions? Could both versions be put in a single bundle?(Looking forward to the new app extension based AU API!)
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Jun ’15
Text issue with UIDatePicker and UITextField
Hey everyone!I'm having a bit of an issue with an application I'm currently trying to build. The issue occurs when I get to a tutorial section within my applicaiton. The way I have this area setup, is with a Page View Controller and a main view (UIViewController) to maintain all of the logic behind the PageViewController and finally a content view (UIViewController) to hold all of the content for each page.On the first page of my application, I ask for two dates within two different text fields. These dates are put in using the UIDatePicker. The issue arrises when the second text field is selected. For whatever reason, the text in the second UITextField is larger and bolder than in the previous one. I have checked the settings of the TextFields and they are identical. To make things even weirder, it doesn't matter which text filed I choose first, it will always have normal text while the other will have the oddly formatted text.What can I do to solve this issue?Thanks!🙂P.S. The code for how the date
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Jun ’15
Swift nested for loops cause performance hit
My issue is that the following code brings my frame rate (in a debug build) from 60 fps to 2 fps. (iPad Mini) Release is faster but still very slow (15fps)let objects = world!.children // world is an SKSpriteNode, the children added are a subclass of SKSpriteNode - this line alone causes no problemsfor object1 in objects{ for object2 in objects { // there is no code executed here - it's just empty but still very slow }}With ~200 nodes in the array, I realize it's about 40000 executions but I don't think it should be so slow with nothing going on in the loop.I would like to know if there is a way to setup a double nested loop like this which still has good performance for a debug build.I'm completely new to Swift so perhaps I'm inadvertently allocating things by looping like this.Please let me know if there is a more efficient way to loop through a list of SKSpriteNodes.thanks.
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4.4k
Jun ’15
Reply to app crashes during the review
Good work. You just need to upload the new binary from Xcode, then after the build has finished processing (usually just a few minutes) go to the new app version in iTunes Connect, select the new binary you just uploaded, save and Submit for Review again. Unfortunately a new binary always means a whole new review cycle (they don't know what else you may have changed).
Jun ’15
The file “VRIC” couldn’t be opened because you don’t have permission to view it.
Hi,I was developing away and testing my App on the simulator as well as on my iPhone 6. I received a phone call, so I disconnected my phone from the cable attaced to the Mac, and when I was done I plugged it back in - when I do that iTunes starts syncing - I quit iTunes and proceeded to build my app to test on my iPhone and since then I keep getting this error...** The file “VRIC” couldn’t be opened because you don’t have permission to view it. **I have tried the following suggestions offered on this site...http://www.codedisqus.com/0NJWWqUXXj/the-file-myappapp-couldnt-be-opened-because-you-dont-have-permission-to-view-it-when-running-app-in-xcode-6-beta-4.htmlStill I cannot get my App to load on my iPhone, it works fine in the simulator.Can someone please help!Thanx in advance.
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358
Jun ’15
Reply to Xcode 6.3.2 won't archive properly.
Not really. I've submitted my last few updates to iOS apps using 6.3.2 with no issues. I would take a look at your source control history and see what has changed in the project and target settings. Also make sure you do a Clean Build Folder - option-cmd-shift-K to clean out any cruft. Some people regularly nuke the contents of their Derived Data folder too.
Jun ’15
Not able to find the indexed data in spotlight
Hi All,I am using the CoreSpotLight api to index some content. For some reason I am not able to find the data when I search in theSpotLight.let atset:CSSearchableItemAttributeSet = CSSearchableItemAttributeSet() atset.title = Simple title atset.contentDescription = Simple twitter search let item = CSSearchableItem(uniqueIdentifier: id1, domainIdentifier: com.shrikar.twitter.search, attributeSet: atset) CSSearchableIndex.defaultSearchableIndex().indexSearchableItems([item]) { (error) -> Void in print(Indexed) }When I run the app I see that the data is indexed and the error is nil.Also I have added the CoreSpotLight and MobileCoreServices to the build phase.
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1.4k
Jun ’15
Reply to WCSession sendMessage returning errors (simulator)
I found the answer in session 108 - Building Watch Apps, roughly 30 minutes in.Run the app with the Phone + Simulator scheme. This will start the watch sim.Switch the scheme to the Phone scheme associated with it (so, if you were using iPhone 6 + 38mm Watch, use iPhone 6)Hold down control and click the run button. This will run the scheme without rebuilding (and stopping the watch sim).Now you'll have both running at the same time. I've noticed that sometimes on step 3, the watch app will go to the home screen. It's still running though, start it back up and Connectivity will still work.
Topic: App & System Services SubTopic: Core OS Tags:
Jun ’15
Reply to Abort trap: 6
I have the same problem (6.3 project -> 7.0 beta-1, abort trap: 6). I briefly got the error to go away and my project to build and run by changing a build setting for the static analyzer, but it was only tmporary, the error is back and my project is dead in the water until I figure out how to fix it.I have tried commenting out the line that is supposedly causing the problem, but the error just jumps somewhere else, so I think the problem is more complex than just something in a specific line of code.
Jun ’15
bug in /System/Library/Frameworks/CoreGraphics.framework/Headers/CGDisplayStream.h
After installing El Capitan and Xcode 7 beta, I’ve been trying to rebuild my MacPorts installation from scratch following the Migration instructions at MacPorts. Everything went fine till I tried to build ImageMagick. More precisely, pango (an ImageMagick dependency) failed with the following errors:In file included from <stdin>:6: In file included from /opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_release_tarballs_ports_x11_pango/pango/work/pango-1.36.8/pango/pangocoretext.h:28: In file included from /System/Library/Frameworks/Carbon.framework/Headers/Carbon.h:24: In file included from /System/Library/Frameworks/ApplicationServices.framework/Headers/ApplicationServices.h:35: In file included from /System/Library/Frameworks/CoreGraphics.framework/Headers/CoreGraphics.h:43: /System/Library/Frameworks/CoreGraphics.framework/Headers/CGDisplayStream.h:15:1: error: '#pragma clang arc_cf_code_audited' was not ended within this file ... In file included from
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1.4k
Jun ’15
how to reset/restart an animation and have it appear continuous?
So, I am fairly new to iOS programming, and have inherited a project from a former coworker. We are building an app that contains a gauge UI. When data comes in, we want to smoothly rotate our layer (which is a needle image) from the current angle to a new target angle. Here is what we have, which worked well with slow data: -(void) MoveNeedleToAngle:(float) target { static float old_Value = 0.0; CABasicAnimation *rotateCurrentPressureTick = [CABasicAnimation animationWithKeyPath:@transform.rotation); [rotateCurrentPressureTick setDelegate:self]; rotateCurrentPressureTick.fromValue = [NSSNumber numberWithFloat:old_value/57.2958]; rotateCurrentPressureTick.removedOnCompletion=NO; rotateCurrentPressureTick.fillMode=kCAFillModeForwards; rotateCurrentPressureTick.toValue=[NSSNumber numberWithFloat:target/57.2958]; rotateCurrentPressureTick.duration=3; // constant 3 second sweep [imageView_Needle.layer addAnimation:rotateCurrentPressureTick forKey:@rotateTick]; old_Value = target; }The problem is we have
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4.3k
Jun ’15
Using single image vs @2x & @3x
So I've started to build my super game using SpriteKit. And there is one problem I can resolve with two different ways.When creating a sprite it is needed to point .png-file (SKSpriteNode(imageNamed: hero))..PNG file can be in .xcassets folder and have several versions (@2x, @3x) for each device (4s, 5, 6, 6+). But there is a way to use just one .png file and set correct scale property for a sprite.Is it a good practice to use one image and set scale or it is better to use concrete file (@2x or @3x) for a cpecific device?Pros using one file – smaller app size.
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Jun ’15
Game rejected because it "does not connect with another player".
I'm waiting on a response from the resolution center but wanted to ask this question anyway:My game was rejected because of rule 2.2 - Apps that exhibit bugs will be rejected, specifically, it does not connect to another player and the activity indicator spins indefinitely. However, I'm using the standard GKMatchmakerViewController to start a match with no custom code whatsoever. Below I included the code I use to present the view controller (it's nothing special) and I've implemented the delegate methods. Also, I'm unable to reproduce this in development or with builds distributed via TestFlight.Any suggestions? Should I push back on the reviewer or is there somewhere I should start debugging? ESMatchRequest *matchRequest = [[ESMatchRequest alloc] init]; // Custom GKMatchRequest class that sets default values GKMatchmakerViewController *matchmakerViewController = [[GKMatchmakerViewController alloc] initWithMatchRequest:matchRequest]; matchmakerViewController.matchmakerDelegate = self; [self presentV
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Jun ’15