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Reply to Investigating kext memory leak with lldb and KDK
Is there a way I can use the lldb user defined commands, which I can load from a KDK, to determine how much memory my kext has consumed? Is there a way to figure out what size blocks they are? Sort of. Keep in mind that your KEXT is simply a loadable library running inside the component, not an independant process/component. Just like in a user space process, there are a variety of mechanisms in place to associate memory allocations to components, but the information you get depends entirely on exactly what you're doing and why. In terms of commands, the kernel debugging command set has 400+ separate commands, many of which are specific to memory. You can see the full command list and a summary of each with the lldb command kgmhelp and each command accepts -h for more specific info. Taking zprint (one of the common starting points for looking at memory issues) as an example: (lldb) kgmhelp ... zprint - Routine to print a summary listing of all the kernel zones ... (lldb) zprint -h zprint: Routine to print a s
Dec ’24
Reply to how to show stickers in 2 columns instead of 3 on iMessage sticker pack app.
You can always create a custom sticker pack to have maximum control. You can see an example here. There are options for setting the columns in the attributes inspector on the right side panel in Xcode. If this is not working correctly in the default Xcode templated sticker pack, that would be a bug. The only workaround would be to write a sticker pack from scratch. Rico WWDR | DTS | Software Engineer
Topic: Design SubTopic: General
Dec ’24
Reply to How to update data in a DataFrame
I’m not 100% sure I understand your question, but if you just want to modify a value at a known column / row then you can do that using subscripts. Here’s a simple example that corrects the publication date of Planet of Exile: import Foundation import TabularData let novels60s = Title,Year Rocannon's World,1966 Planet of Exile,1967 City of Illusions,1967 A Wizard of Earthsea,1968 The Left Hand of Darkness,1969 func test() throws { var df = try DataFrame(csvData: Data(novels60s.utf8)) print(before:n(df)) df[Year][1] = 1966 print(after:n(df)) } try test() It prints: before: ┏━━━┳━━━━━━━━━━━━━━━━━━━━━━━━━━━┳━━━━━━━┓ ┃ ┃ Title ┃ Year ┃ ┃ ┃ ┃ ┃ ┡━━━╇━━━━━━━━━━━━━━━━━━━━━━━━━━━╇━━━━━━━┩ │ 0 │ Rocannon's World │ 1,966 │ │ 1 │ Planet of Exile │ 1,967 │ │ 2 │ City of Illusions │ 1,967 │ │ 3 │ A Wizard of Earthsea │ 1,968 │ │ 4 │ The Left Hand of Darkness │ 1,969 │ └───┴───────────────────────────┴───────┘ 5 rows, 2 columns after: ┏━━━┳━━━━━━━━━━━━━━━━━━━━━━━━━━━┳━━━━━━━┓ ┃ ┃ Title ┃ Year ┃ ┃ ┃ ┃
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Dec ’24
Reply to main (left) camera transform
what is the DeviceAnchor? Is it the location from which virtual content (and camera passthrough) is rendered on the user's display(s)? My understanding of a 4 by 4 transformation matrix is that the last column represents the translation, while the first 3 columns represent the local x, y, and z axis. I have plotted the first three columns of the extrinsics matrix and they do not seem to be orthogonal to each other, what are the implications of that? I would expect just a translation and a rotation (without scaling/shearing) what is the coordinate system for these intrinsics? based on the first 3 columns, it seems to be x=right, y=down and z=forward. Is that correct? any help or link to well-written documentation very much appreciated. When I see the following documentation which only tells me the type of extrinsics, and literally nothing else than just the type, I find that insufficient. https://developer.apple.com/documentation/arkit/cameraframe/sample/parameters/4443449-e
Topic: Spatial Computing SubTopic: ARKit Tags:
Dec ’24
Reply to Can an Persional developer account develop, debug, and publish Network Extension apps?
[quote='769825021, yuhantu, /thread/769825, /profile/yuhantu'] Can an Persional developer account develop, debug, and publish Network Extension apps? [/quote] No, presuming that you’re talking about a Personal Team. The Apple Developer column in Developer Account > Reference > Supported capabilities (iOS) shows what you can do with a Personal Team. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Dec ’24
Reply to Help Loading an External CSV File on iOS in Swift
I was able to load a CSV into a TabularData based SwiftUI app -- loading and displaying was no issue ... but, HOW to update a value in a column. I created a bindable textfield for the columns in the table, and it displays the value for the rows/columns, and while the code to update the column compiles, it never updates the value in the DataFrame. Is a DataFrame read only ?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Nov ’24
CSV File Load Into Swift
Hi, I am fairly new Xcode/Swift and am trying to load a CSV File for use in my development. I have placed the CSV file in my Assets folder but when I try to create my Data Model and load the CSV file. I run into the error: No exact matches in call to initializer. Below is the code. I have attached CSV File. Any help fixing this error would be greatly appreciated. Thanks in advance for your help. Brian Hospital_Demographic_Data_Sample.csv import Foundation import CSV struct HospitalData: Codable { let providerNumber: String let hospital: String let address: String let city: String let state: String let zip: String let wageIndex: Double let caseMix: Double let averageCharge: Double let discharges: Int let totalCharges: Double let adjTotalCharges: Double // Add other fields as needed based on the columns in your CSV file } func loadHospitalData() -> [HospitalData]? { guard let filePath = Bundle.main.path(forResource: Hospital_Demographic_Data, ofType: csv) else { print(File not found) return nil } do
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1.2k
Aug ’24
mp3 audio plays on my device and simulator but some users have issue
Hi I just released an app which is live. i have a strange issue: while the audio files in the app play fine on my device, but some users are unable to hear. One friend said it played yesterday but not today. Any idea why? The files are mp3, I see them in Build Phase, and in the project obviously. Here's the audio view code, thank you! import AVFoundation struct MeditationView: View { @State private var player: AVAudioPlayer? @State private var isPlaying = false @State private var selectedMeditation: String? var isiPad = UIDevice.current.userInterfaceIdiom == .pad let columns = [GridItem(.flexible()),GridItem(.flexible())] let tracks = [Intro:intro.mp3, Peace : mysoundbath1.mp3, Serenity : mysoundbath2.mp3, Relax : mysoundbath3.mp3] var body: some View { VStack{ VStack{ VStack{ Image(dhvani).resizable().aspectRatio(contentMode: .fit) .frame(width: 120) Text(Enter the world of Dhvani soundbath sessions, click lotus icon to play.) .font(.custom(Times New Roman, size: 20)) .lineLimit(nil) .multilineTextA
1
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372
Nov ’24
SpriteKit: SKTileMap leaks with `SKTexture(rect: CGRect)` usage
Hello reader, I am facing an issue that I am not able to resolve. I have been able to create a demo project that demonstrates the issue, which I hope enables you to have a look as well and hopefully find a way to resolve it. What is the issue: I am using SKTileMapNode in order to draw tile maps. Instead of using the tilesets as you can use from within the Xcode editor, I prefer to do it all programmatically using tilesheets (for a plethora of reasons that I will leave out of this equation). This is the code of the gameScene: import SpriteKit import GameplayKit class GameScene: SKScene { private let tileSize = CGSize(width: 32, height: 32) override func didMove(to view: SKView) { super.didMove(to: view) let tileSet = createTileSet() let tileMap = SKTileMapNode(tileSet: tileSet, columns: 100, rows: 100, tileSize: tileSize) for column in 0.. SKTileSet { let tileSheetTexture = SKTexture(imageNamed: terrain) var tileGroups = [SKTileGroup]() let relativeTileSize = CGSize(width: tileSize.width/tile
2
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768
Nov ’24
SwiftData Document-based app produces strange write errors
I have a document app built using SwiftData because frankly I'm too lazy to learn how to use FileDocument. The app's title is Artsheets, and I'm using a document type that my app owns: com.wannafedor4.ArtsheetsDoc. The exported type identifier has these values: Description: Artsheets Document Identifier: com.wannafedor4.ArtsheetsDoc Conforms to: com.apple.package Reference URL: (none) Extensions: artsheets MIME Types: (none) And the code: ArtsheetsApp.swift import SwiftUI import SwiftData @main struct ArtsheetsApp: App { var body: some Scene { DocumentGroup(editing: Sheet.self, contentType: .package) { EditorView() } } } Document.swift import SwiftUI import SwiftData import UniformTypeIdentifiers @Model final class Sheet { var titleKey: String @Relationship(deleteRule: .cascade) var columns: [Column] init(titleKey: String, columns: [Column]) { self.titleKey = titleKey self.columns = columns } } @Model final class Column: Identifiable { var titlekey: String
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1.7k
Sep ’24
Reply to App Icon Shows Black Background in iOS 18 Settings Dark Mode
Step-by-Step Guide to Fixing the Issue 1- Open Your Project in Xcode 16 or Higher Make sure you have updated to Xcode 16 to access the new features. 2- Navigate to the App Icon Asset In the project navigator, go to Assets.xcassets and select your AppIcon asset. 3- Add Appearance Options In the App Icon editor, you will see a new “Appearance” column. By default, this is set to “None.” Click the “+” icon and add both “Light” and “Dark” options. 4- Configure the Icons for Each Appearance For the “Light” appearance, use your existing app icons. For the “Dark” appearance, you can use the same icons as the Light mode. Simply copy the icons and paste them into the corresponding slots under the “Dark” column. 5- Test the Changes Run the app on a device with iOS 18 and toggle between Light and Dark modes to ensure the icons appear correctly in all scenarios, including the home screen and the iOS Settings app. 6- Build and Deploy Once you confirm that the app icon looks good in both modes, build and d
Nov ’24
How to handle a `AppIntent.perform()` error in Widget?
Hello. My project includes a widget target that provides interactive widget functionalities. The document Adding Interactivity to Widgets and Live Activities says the following: Additionally, note that the perform() function is marked as throws. Be sure to handle errors instead of rethrowing them, and update your app, widget, and Live Activity as needed. For example, update a widget’s interface to indicate that it displays outdated information if it cannot load new data. https://developer.apple.com/documentation/widgetkit/adding-interactivity-to-widgets-and-live-activities#Implement-the-perform-function, column 3 However, I couldn't find a way how to handle an error in an interactive widget. The Button(intent:) and Toggle(intent:) initializers don't have mechanisms for error handling. Does anyone know a solution for handling errors in interactive widgets?
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1k
Nov ’24
HStack required to get columns in a Grid
I've looked at lots of Grid examples. I've seen it documented that views within a GridRow are treated as if they were in an HStack. That's not happening for me. I have to explicitly put them into an HStack or they are treated as new rows. Here's my code: @State private var gridRows : Int = 4 @State private var gridCols : Int = 2 @State private var myItems : [Int] = Array(0...8) var body: some View { Group { if myItems.count > 0 { ScrollView([.vertical]) { Grid(alignment: .leading) { ForEach(0..<<--- { ForEach(0..
Topic: UI Frameworks SubTopic: SwiftUI
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339
Nov ’24