Common question / feature request for years online and in forums. Only functional answer today seems to be the free applet XtraFinder. But as of OSX 10.11 that tool requires disabling Apple's System Integrity Protection. Does Apple have a permanent fix available that doesn't require compromising SIP?
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iOS – General feedback / complaintsHi. I'm not sure if this is the correct forum for this topic,and I am happy to see it moved if it is not.; ::::::::::::::::::::::::::::I’ve been using ipads for a few years now.My main, major complaints are not many, and pretty basic.But they are major , and REALLY hinder the usability of the device , in my opinion.[ if TL;DR : I basically want options to make iOS more OSX like / finder control . ] ;:::::::::::::::Problems :1)Lack of a good interfacing with OSX , [not just through itunes] so that I can manage ALL of the files , folders and applications within iOSvia my mac, just as I would manage and organize the files and folders on my mac using finder.; Ability to perform all the basic following actions ;Cutting / Copying / pasting / deleting / Selecting multiple files + folders to move between locations on the ipad.Basically ; perhaps a finder-like file nav. and management access for the iOS non-system files / general user files.For instance, being able to organize folder
So I have a simple card game which has a deal function. When called it takes the top 10 cards from the deck and moves them to top the top of the 10 piles with a nice SKAction move action. I also have a pause function, which removes all the cards from the game and puts a dark gray overlay over the board, and then when called again it replaces the cards. the cards are a subclass of SKSpriteNode. the deal function works fine normally, but if I pause and then unpause the game, it no longer works. The code before and after the card.runAction(move) is excecuted, but the cards don't move.my deal function (simplified)func deal { for i in 0...9 { x = cards.indexOf(topOfDeck!)! - i cards[x].column = i cards[x].row = topCardsOrdered[i].row + 1 let move = SKAction.moveTo(CGPoint(x:topCardsOrdered[i].position.x, y: topCardsOrdered[i].position.y - verticalSpacingFaceUp[i]), duration: 0.2) cards[x].runAction(move, withKey: dealAction) } } my pause functionfunc pause() { if container.paused == false { container.paus
I am developing quiz app & I want to use plist file as a database.Numbers spreadsheet has 6 columns as follows.Question | Option 1 | Option 2 | Option 3 | Option 4 | AnswerAnswer column will contain referance to actual answer from 4 options.Now how can I convert Numbers spreadsheet with 1,000 rows to single plist file?Any Help?
I guess I was confused because Personal VPN has the following indication for Mac …To clarify, in that table you can see two columns, Mac and Mac Developer ID, and the fact that Personal VPN entry for Mac Developer ID is blank is what tells you that this is not possible.I agree that the text you quoted is misleading; please do file a bug against, and post your bug number, just for the record.Share and Enjoy — Quinn “The Eskimo!” Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = eskimo + 1 + @apple.com
Topic:
App & System Services
SubTopic:
Networking
Tags:
Greetings.I am attempting to set up an NSTableView with two columns, to represent a simple key-value store backed by two NSMutableArrays.Each of the arrays has an NSArrayController associated with it, and each of the columns is bound to one of the array controllers. However, when I add elements to each array, using the array controllers' add() method, the table shows only one value in both columns.With quite a bit of poking around (the full extent of which I fear I cannot recall), I was able to get it to change which value it displays in both columns, but I could not get it to display a different value in each column. NSLog() confirms that the correct values are being added to the arrays, so it's clearly a display issue of some sort.I've even created a table, array, and array controller purely for testing, and while the second table will display my test array's value properly, once I add a second column to the test table, bound to the first original array, both columns
It sounds like this is a cell-based table view (each of the columns is bound to …). If that is so, there's a little bit of secret sauce that we normally don't think about. It's the table view that has a content binding to the array controller, not the columns. Normally, you specify the columns as if they are bound all the way through to the model, but the first such binding (according to the documentation) also sets the table content binding (and, I assume, the table view massages the binding between it and the column to be relative to its own bound content).That means you can't bind different columns to different content — which gets bound first will win. Instead, you'll need a single array of objects that have 2 properties, one for each column.But, really, don't use cell-based table views any more. Go with view-based table views. (If you've done that already, then ignore all this.)I strongly suggest you create a custom class to represent the data displayed in eac
Topic:
UI Frameworks
SubTopic:
AppKit
Tags:
Thanks for the advices.In the Array2D, I effectively test the size :extension Array2D : Equatable { } func ==<T>(x: Array2D<T>, y: Array2D<T>) -> Bool { / if (x.nRows != y.nRows) || (x.nCol != y.nCol) { return false } for i in 0..<x.nRows { for j in 0..<x.nCol { if (x.matrix[i][j] != y.matrix[i][j]) { return false } } } return true }Here is the full struct:struct Array2D<T: Equatable> { var matrix : [[T]] private var nRows, nCol : Int init(nbRows: Int, nbCol: Int, repeatedValue: T) { nRows = nbRows nCol = nbCol var tab = Array<Array<T>>() for _ in 0..<nbRows { tab.append(Array(count:nbCol, repeatedValue: repeatedValue)) } matrix = tab } func row(rowIndex: Int) -> Array<T> { return self.matrix[rowIndex] } func column(colIndex: Int) -> Array<T> { var aCol = [T]() for i in 0..<nRows { aCol.append(self.matrix[i][colIndex]) } return aCol } func colCount() -> Int { return self.nCol } func rowCount() -> Int { return self.nRows } // S
Topic:
Programming Languages
SubTopic:
Swift
Tags:
What I mean is that, if you have other code in the same file as your struct definition, you could do something like this:var a2 = Array2D(nbRows: 1, nbCol: 1, repeatedValue: true) a2.nCol = 5 a2.nRows = 5Because the private keyword only restricts access from code in other source files. Now, the nCol and nRows properties and the colCount and rowCount functions do not indicate the actual size of the array, and the row and column functions will crash.If you have the struct definition in it's own source file with nothing else, it won't be a problem.As I mentioned, to make sure even code in the same source file can't mess things up, you could use read-only computed properties and get rid of the colCount and rowCount functions.struct Array2D<T: Equatable> { var matrix : [[T]] var nRows: Int { return self.matrix.count } var nCol : Int { if self.matrix.count > 0 { return self.matrix[0].count } else { return 0 } } Also, your row and column functions should check to make sure that the index v
Topic:
Programming Languages
SubTopic:
Swift
Tags:
I am an inventor, apps are totally different! I need help from someone kind please. I am trying to change the scene after my game hits max score. To a scene named NewScene here is the code for GameScene, GameView Controller and NewScene. I get the error on NewScene the error is if let cookie2 = level!.cookieAtColumn2(column, row: row){ Stating EXC_BAD_INSTRUCTION (code = EXC_I386_INVOP, subcode = 0x0) is this because i created a cookie2.swift file and linked the cookie to cookie2 instead? same with cookieAtColumn? Because the error was still appearing before i changed from cookie to cookie2.. I really have no idea why it is this difficult to start a new level. After game over ends it shows the LevelComplete button but then invokes the code ^^-EXC_BAD_INS.... If anyone has any knowledge or understanding on swift xcode please give input, any advice will be greatly valued. My email is also jackcoyle23@yahoo.com if need be. Here's the code; GAMESCENEimport SpriteKitclass GameScene: SKScene {var score = 0
You're not going to get a helpful answer because you posted too much code (people won't bother to wade through it), and because you don't show evidence of having tried to at least narrow down the problem (people won't write your app for you).>> the error is if let cookie2 = level!.cookieAtColumn2(column, row: row){ Stating EXC_BAD_INSTRUCTION (code = EXC_I386_INVOP, subcode = 0x0)The bad instruction error in Swift apps often just means that your app is being forced to crash. This can happen, for example, when you force-uwrap an optional variable that's nil. In this case, therefore, I'd start looking at whether the level variable might be nil.
Topic:
Programming Languages
SubTopic:
Swift
Tags:
switching Gamescene and it says Thread1: EXC_BAD_INSTRUCTIONS on if let cookie= level! line.. It says unexpectedly found nil while unwrapping an Optional value. But how do i fix that exactly? Any advice would be highly valued. let (success, column, row) = convertPoint(location) if success { if let cookie = level!.cookieAtColumn(column, row: row) { swipeFromColumn = column swipeFromRow = row showSelectionIndicatorForCookie(cookie) if score >= level.targetScore { }} } }
It says unexpectedly found nil while unwrapping an Optional value.Then you have passed nil where you should not pass nil. if let cookie = level!.cookieAtColumn(column, row: row) {If this is the right line which is causing the fatal error, check `level`.With the code `level!`, you are telling Swift that crash my app when `level` is nil.Check how you have declared `level` and how you have assigned a value to it.
Topic:
Programming Languages
SubTopic:
Swift
Tags:
Seriously strange, just changed my if let level!CookieAtColumn(column: row, row) by erasing the exclamation cause it was giving me an error saying optional force unwrapping shtt so i erased the ! then changed GameScene var level: Level1! to var level: Level1 (just erased the !) and now on GameScene file theres an error that tells me Property 'self.level' not initialized at super.init call. Heres the code;| Any ideas? P.s only been coding for 1 week. Game Setup required init?(coder aDecoder: NSCoder) { fatalError(init(coder) is not used in this app) } override init(size: CGSize) { super.init(size: size)<----------------{{Property 'self.level' not initialized at super.init call}} anchorPoint = CGPoint(x: 0.5, y: 0.5) if i put self.level here under the override/super init then the error switches here and says self.level<-------------------------{{Expression resolves to an unused I-value}}Sincerely,jc
[default- $(EXECUTABLE_NAME)]i got error when uploding app archive to app store:This bundle is invalid. The executable name, as reported by CFBundleExecutable in info.plist, may contain any of these characters: [ ] { } . + *