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show when run

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keyboard not showing
I am using an application which has a log in screenAfter a successful login i move into an inner screen and there it appears the auto save password dialogIf moving the application to background, while this dialog is appearing without closing it,the next time we come back to application (return to foreground) ,we will not see the keyboard when entering an input text field.Keyboard will not appear until next running of the application
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287
May ’20
cant run on real watch device os 2
1. I can run the wathApp and notification-watchApp on simulator directly..but i cant run these on real device.2. When i run the application on iphone, the watchApp installs on watch, but the notifications which i have designed in interface builder, does not show. The watch shows its default design for notifications. Any body can help, it will be apreciated.thankx
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179
Jul ’15
How to show AirPlay menu for SystemMusicPlayer in SwiftUI
Hi all, I am trying to understand how to show the AirPlay menu in SwiftUI. My goal is to show the AirPlay menu, the same one displayed in the music app, but programmatically from a SwiftUI Button. I was able to display the AirPlay menu using UIViewRepresentable and MPVolumeView, but that does not show the currently active AirPlay speakers (no checkmarks). So how can I: Show the AirPlay button from a custom SwiftUI button? Show the same AirPlay menu as the one in the Music app, with preselected active speaker?
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2.2k
Nov ’21
UIImage don't show as MPMediaItemPropertyArtwork
This is on Xcode Version 7.3.1 (7D1014) on OS X 10.11.5 (15F34), target is an iOS application, built for iOS 9.I have an audio application in which I cannot manage to show the cover art in Now Playing lock screen.I can show a static image and other information but I'm not able to show the real album cover. Code below works correctly (a 512x512 image is displayed: NSMutableDictionary __block *mpInfo = [[NSMutableDictionary alloc] initWithDictionary:[[MPNowPlayingInfoCenter defaultCenter] nowPlayingInfo]]; mpInfo[MPMediaItemPropertyArtist] = currentSong.artist; mpInfo[MPMediaItemPropertyTitle] = currentSong.title; if([[RP4RadioManager sharedManager] isPlaying]) { mpInfo[MPNowPlayingInfoPropertyPlaybackRate] = @(1.0); } else { mpInfo[MPNowPlayingInfoPropertyPlaybackRate] = @(0.0); } mpInfo[MPMediaItemPropertyPlaybackDuration] = @([currentSong.duration doubleValue] / 1000.0); mpInfo[MPNowPlayingInfoPropertyElapsedPlaybackTime] = @(0); mpInfo[MPMediaItemPropertyArtwork] = [[MPMediaItemAr
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3.6k
Jun ’16
Get Shortcut actions to show up in Shortuts
According to the 2021 WWDC video “Meet Shortcuts for macOS”, all I have to do is add the Intents file to my application, build it, and immediately the actions will be available in Shortcuts/Mac. This is most definitely not my experience, I've added the Intents file, configured some intents, and build my application, but nothing shows up in Shortcuts. So clearly I am missing something. My Application is an Objective C++ app, designed to run in the background (Keyboard Maestro Engine), and I'm trying to add some Shortcut actions to it, but I have had no luck getting them to appear at all. Any suggestions on what to try or what more I need to do to get them to show up?
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1.5k
Apr ’22
Reply to Xcode not showing debug info on app crash
When I add those lines to the main() function and run the project on a tvOS simulator from Xcode, it prints test1 to the Xcode console, and then nothing else happens. The program that was being run just ends, the simulator shows the main menu after a while (as is normal when an application crashes), and Xcode shows absolutely nothing. The top bar of Xcode says Finished running (this project) on Apple TV, and there is no other reaction. The debugger does not start, nor is the line where the crash happens highlighted.If I build the project for iOS, and run it on an iOS simulator, then it prints that test1 to the console, and the debugger starts as it should, highlighting the offending line with a message Thread 1: EXC_BAD_ACCESS (code=1, address=0x0). I can write commands into the debugger (such as bt), and it works fine.As commented earlier, this is probably something related to my particular setup, because when the same project is run on a coworke
Sep ’18
Signed app wont run
HiToday I signed an app, so people who use my app, wont get a pop-up about an unidentified developer.The app used to run without any problems, if you just press'ed run anyway, when the pop-up show. But now that I have signed the app, it wont run at all. The icon just keep bouncing and then after some time say that the application wont respond.I have developed the app in Qt and have used this to sign the applicatio:codesign --force --verify --verbose --sign My Developer ID ./MyApp.appfind MyApp.app -name *.dylib | xargs -I $ codesign --force --verify --verbose --sign My Developer ID $find MyApp.app -name Qt* -type f | xargs -I $ codesign --force --verify --verbose --sign My Developer ID $*I have changed the Developer Id and the AppNameThe App is a Mac app that should be able to download from the internet and not from App Store.Hope someone can help me.Thanks in advance.
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3.5k
Mar ’17
How to run watch os1 target on simulator?
We have 2 targets in our app, one for watch os1 and another for watch os2.I'm on Xcode 7, beta 6.I can't find a way to get the watch os1 target to actually run on the simulator.I need to be able to test with the combination of an iPhone running iOS 8 and an Apple Watch running watch os1, because not everyone who gets our app update will have iOS 9. Here is what I've tried:1. Tried the old way of testing watch os1. i.e. I started the iOS app on an iPhone 8.4 simulator and then attempted to show the watch as an external display. This doesn't work any more. Apple Watch devices no longer show as external displays in Xcode 7, as far as I can tell (and also based on some forum posts I saw).2. Attempted to install a combo simulator in the Devices panel, meaning an iPhone running iOS 8.4, paired to an Apple Watch. However, as soon as I change the iPhone from iOS 9 to iOS 8.4, the ability to pair it to a device is grayed out.3. Attempted to run the watch o
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1k
Sep ’15
Reply to Basic app intent always showing error in Shortcuts app "The action could not run because an internal error occurred."
Since when is it sufficient to add a declaration in code which is then automatically available outside of the app? Is the app intent's perform() code still running within the app? I think you're asking these questions from my prior statement: The purpose of the extension point is for intents that you expect to complete without a full app launch When I say full app launch there, what I actually mean is a foreground app launch that is visible to the user. An intent extension allows your code to run in the background, where your app may not have any UI to show, or only show a small piece of UI to show a result or provide status. These extensions run as dedicated process for your extension point, and are much lighter weight than the main app's process. (This is broadly true for the entire set of extension points available on the system, this is not specific to App Intents extensions.) That means your code is still running in your app, as the intent ex
Topic: App & System Services SubTopic: General Tags:
Jan ’25
Running c++ in terminal
Hi. I'm pretty new to coding and i have used CodeBlocks for some time. Recently I started using Xcode and there is one feature I really miss. When I run my code in CodeBlocks, it automatically opens terminal window and runs code there. In Xcode i can only see my output bellow the code, and if there are many lines it has to write, the console becomes really choppy and laggy. Is there a way could make that when i run my c++ code, it automatically runs in a new terminal window? (if it's not possible maybe there is a way to make console in Xcode run smoother when running the code)
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874
Dec ’20