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DTiPhoneSimulatorErrorDomain Code 2

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Reply to I want to put bordercolor with uiview by swift.
Thank you.I probably resolved this problem.'User Defined Runtime Attributes' was good clue for me.I tried the following code by referencing https://www.weheartswift.com/make-awesome-ui-components-ios-8-using-swift-xcode-6/@IBDesignableclass BorderView: UIView { @IBInspectable var cornerRadius: CGFloat = 5 { didSet { layer.cornerRadius = cornerRadius layer.masksToBounds = cornerRadius > 0 } } @IBInspectable var borderWidth: CGFloat = 1 { didSet { layer.borderWidth = borderWidth } } @IBInspectable var borderColor: UIColor? = UIColor.blueColor() { didSet { layer.borderColor = borderColor?.CGColor } }}if i tried above file on another project,it ran correctly.if i couldn't run correctly another project,i would write it.Thank you.
Topic: UI Frameworks SubTopic: UIKit Tags:
Jun ’15
Missing Apple Watch Activity Data
I have just installed iOS 9 on my iPhone 6 Plus and when it started up it wiped my apple watch and I had to set it up again.After setting my apple watch up again I am missing the Activity Data for the last 48 hours, but when i look at the activity app on my phone the steps and what not are there but the rings for the last 2 days are both empty
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1.8k
Jun ’15
iOS 9 side-switch behavior
In iOS 9 beta 1, there is a Use Side Switch To: preference allowing selection of Lock Rotation or Mute, similar to iPad. As a user, I expect to enjoy this feature as I don't personally have a need to quickly disable the mute feature, but often want to lock my phone in portrait mode when reading. However, I'm noticing two immediate differences that could affect app interaction design, and I wonder if only one is deliberate.1) Rotation lock, when controlled by the side switch, behaves like previous iPhone on-screen controls in that it locks vertically. From a development perspective, that means developers should continue to implement their own controls to force landscape when necessary. YouTube provides a good example of this with their full screen control, whereas many creative apps have only a landscape mode.2) Mute is not available in Control Center, leaving no clear ability to acheive the mute functionality the side switch has toggled since the original iPhone. iPad has had this preference
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1.3k
Jun ’15
Playgrounds running forever
Hello all, I've just created a new playground to test drive the new GameplayKit and I can't seem to get the playground out of a continuous running playground that never ends.Just for kicks, I deleted my code and replaced it for the one that comes by default (the hello playground stuff) and it has still not finished running.Should I file a radar?Has anyone experienced this?Thanks!
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1.2k
Jun ’15
Weird error converting date code
This line of code I could not get to compile in S2 (yes it worked in 1.2):let newerDate = calendar.dateByAddingUnit(NSCalendarUnit.Day, value: 1, toDate: NSDate(), options: nil)The error message:Cannot invoke 'dateByAddingUnit' with an argument list of type '(NSCalendarUnit, value: Int, toDate: NSDate, options: nil)'Must be a bug.
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342
Jun ’15
iOS 9 Error 14
Have tried 5 or 6 times now it install the beta package for 1474 on two diffrent computers. Each time the install freezes after about 10% and itunes pops and error code 14. I have tried diffrent cables and ports with no luck so far. I have tried redownloading the package to insure it wasnt corrupted but still no luck. It restores to 8.3 from both computers without trouble. I am unsure what to do from here. Has anyone else come across this and resolved it? Any suggestions as to what to try next? Your help is appreciated.
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842
Jun ’15
Cannot redeem the code.
Hello! I have a MacBook Pro Mid 2014 with OS X 10.10.4 installed and recently was going to update to OS X 10.11 but when I press download developer beta it does launch the app store but it doesnt get me to any page. I tried to manually enter the code, but when I do that it says Your code could not be redeemed at this time!
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393
Jun ’15
WCSession sendMessage returning errors (simulator)
I think I've got my Connectivity stuff set up properly, was going off the Lister sample app. But, every time I try to send stuff via WCSession, it fails. Here's the code:// iOS App, in my ViewController override func viewDidLoad() { super.viewDidLoad() if WCSession.isSupported() { WCSession.defaultSession().delegate = self WCSession.defaultSession().activateSession() } } func session(session: WCSession, didReceiveMessage message: [String : AnyObject]) { let msg = message[message] as! String print(Got message! (msg)) } // -------------- // WatchKit Extension - WKInterfaceController subclass @IBAction func buttonTapped() { let session = WCSession.defaultSession() print(Session is reachable: (session.reachable)) // this is false let msg = [message: derp derp derp] session.sendMessage(msg, replyHandler: { reply in print(Got reply: (reply)) }, errorHandler: { error in print(error: (error)) }) }The error in the errorHandler reads Error Domain=WCErrorDomain Code=7004 The operation couldn’t be compl
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6.9k
Jun ’15
SKDefaultShading with Metal-based SceneKit
On iOS 8, this code (Swift) worked:let shaderString = void main() + { + gl_FragColor = SKDefaultShading().bgra; + } let shader = SKShader(source: shaderString)Now on iOS 9, with Metal under the covers, I get this error message:2015-06-09 18:36:39.497 TestVideoCam[550:63920] Jet: Error Domain=MTLLibraryErrorDomain Code=3 Compilation failed: program_source:6:321: error: use of undeclared identifier 'SKDefaultShading' fragment float4 SKShader_FragFunc( texture2d<float> u_texture [[texture(0)]], const device float *u_time [[buffer(0)]], const device float2 *u_sprite_size [[buffer(1)]], const device float *u_path_length [[buffer(2)]], SKShader_VertexOut interpolated [[stage_in]]){return SKDefaultShading().bgra;} ^ UserInfo=0x156e50c10 {NSLocalizedDescription=Compilation failed: program_source:6:321: error: use of undeclared identifier 'SKDefaultShading' fragment float4 SKShader_FragFunc( texture2d<float> u_texture [[texture(0)]], const device float *u_time [[buffer(0)]], con
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4.0k
Jun ’15
UIPopoverController issue with Split Screen feature on an iPad
I'm playing with the new Split Screen feature of iOS 9 for the iPad Air 2. While my Apps works fine in general in all supported sizes, I do see a weird behaviour of UIPopoverControllers. If my App only gets half of the screen, all Popovers are opened no longer as a popover window, but instead are opened like they would be presented modally. Which means they take over the whole screen area which is reserved for the App. This is a problem because a popover does not have a close or done button (you close it by tapping outside of the popover), but a modally presented controller can not be closed without a done or close button. So while my App is in half-screen mode, I can no longer close the popover controllers. Can I force the iOS to present the popovers as popovers in this case? The half screen has a width of 507 pt, the popovers usually have a width of only 320 pt, so it is plenty of room to still present these as popovers. And if I can not force the iOS to present these as popovers, is there a way to
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3.8k
Jun ’15
Xcode 7 Doesn't See My Framework
Updated an app to iOS 9 / Swift 2 / watchOS 2 and since then, Xcode claims it can't find my embedded framework when building the watchOS extension. It has no issues finding it for my iOS app and the build settings look ok - the framework is showing as a dependency... but yeah, no dice. Tried cleaning and nuking Derived Data.Any ideas?
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2.6k
Jun ’15