Nick Lockwood says it better than me (https://gist.github.com/nicklockwood/21495c2015fd2dda56cf) but the gist of it is that Swift 2's error handling system reaches it's limits with asynchronous code. And we are living more and more in a world of asynchronousity. I don't really like Nick's proposition for fixing that, but I hope that the Swift team has an end-plan for this. Any ideas?
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I started receiving this error just before submitting code to a code challenge 🙂. Guess Murphy's alive and well. Anyway, I tracked down the vTa
Hi there all,I've got several apps out there but am just getting started with AR, so I apologize if this seems really basic. In the WWDC19 Video, we are told that we can make XCode display a Reality Composer project with two lines of code. (41 minutes in) I cannot for the life of me get this to work. Has anyone else succesfully modified either the Ship project or the Strike Bowling Sample Code to load their own scene? If so, please share how! I've got scenes ready in Reality Composer but cannot figure out where to load them up in XCode. Thanks,Pete
I'm getting the - Thread 1: EXC_BAD_ACCESS (code=2, address=0x16ca83ff0)- error on my @main line. Any solutions?
Hello, today, my xcode has been to update. I am working with react-native and when I write yarn start in terminal, this message displays : › Opening on iOS... Error: xcrun exited with non-zero code: 2 An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=2): Unable to boot device because we cannot determine the runtime bundle. No such file or directory I search solving. Anybody can help me ? Thank !
I've been working on an app written in Swift, and I recently updated my iPhone to the iOS 9 beta. I then tried to test my app on the phone but Xcode 6 said that I couldn't because my version was not supported. So I went ahead and got the Xcode 7 beta. When I opened my project it asked me if I want it to convert my code to Swift 2 syntax. What should I do? There aren't that many changes it wants to make. Will my Swift 1 code still run in a Swift 2 compiler?
Hi,I have a several questions.1. Is swift 2.0 project could be converted to swift 3.0 easily ?2. Can swift 2.0 project be builded in Xcode 8.0 ?3. Can swift 2.0 project passed app store review ?I heard Swift 3 is a source-breaking release, so this is big issue for me ...Thanks ! 🙂
I coded my app to run a certain storyboards based on device, but I did some test and I notice that if you comment out iPad Air 2 from the code, the code will run iPad Air on the iPad Air 2, which it shouldn't do. Does anyone know why it would do that?
Tried to compile Fox 2 sample code. I got the following error message with the GameController.Swift: Error: Function produces expected type 'sims_float3' (aka 'float3'); did you mean to call it with {}?//let q = simd_mul( simd_quaternion(GameController.CameraOrientationSensitivity * cameraDirection.x, characterWorldUp!), simd_quaternion(GameController.CameraOrientationSensitivity * cameraDirection.y, transformNode.simdWorldRight) )//self.lastActiveCameraFrontDirection = originalAxisDirection//let referenceFrontDirection = strongSelf.activeCamera == node ? strongSelf.lastActiveCameraFrontDirection : activeCamera.presentation.simdWorldFront// if activeCamera != nil { self.lastActiveCameraFrontDirection = (activeCamera?.presentation.simdWorldFront)! }Error: Function 'originalAxisDirection' was used as a property; add () to call itlet symetricAxisDirection = simd_make_float3(-originalAxisDirection.x, originalAxisDirection.y, -originalAxisDirection.z)
HI,I got this error[ViewService] Failed to get remote view controller with error: Error: domain=_UIViewServiceInterfaceErrorDomain, code=2When i tried to open a URL using SFSafariViewController.Anyone got any idea what this is or how to resolve it?PS: this issue
I am wondering if there's any available documentation outlining the different approaches to building for OS 1 vs. OS 2, or if it's just the same and the WatchKit Extension code just runs on the watch...
My xcode 16.4 keeps crashing with the error: Anyone know how to fix it? Process: Xcode [20071] Path: /Applications/Xcode.app/Contents/MacOS/Xcode Identifier: com.apple.dt.Xcode Version: 16.4 (23792) Build Info: IDEApplication-23792000000000000~2 (16F6) App Item ID: 497799835 App External ID: 874973124 Code Type: ARM-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2025-06-06 01:31:03.6599 +1000 OS Version: macOS 15.5 (24F74) Report Version: 12 Anonymous UUID: 3ED1A837-3C2A-D5E1-B6F0-D115812C4E33 Sleep/Wake UUID: 906EABDA-2FDD-40F8-8C53-922340EA0AB1 Time Awake Since Boot: 12000 seconds Time Since Wake: 347 seconds System Integrity Protection: enabled Notes: Extracting libpas PGM metadata failed. Crashed Thread: 12 Dispatch queue: */sec-35-TextField.swift - predictive Exception Type: EXC_BAD_ACCESS (SIGBUS) Exception Codes: KERN_PROTECTION_FAILURE at 0x000000025dcaca80 Exception Codes: 0x0000000000000002, 0x000000025dcaca80 Termination Reason: Namespace SIGNAL,
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I prefer the coding style below. (Of course, the code below is not long, but when the number of lines is long) struct ContentView: View { var body: some View { VStack { text hello } } var text: some View { Text(text) .padding() } var hello: some View { Button(hello) { print(hello) } } } But people seem to prefer the style below.(Not only when the number of lines of code is small, but also when it is long) struct ContentView: View { var body: some View { VStack { Text(text) .padding() Button(hello) { print(hello) } } } } Which coding style is more popular among the two?
I have a developers account and need to install macOS on 2 devices, but keep getting message thet redemption code has been used. How do I get around installing on 2 devices?
The reason for this is I want to launch App X with Developer A and App Y with Developer B but using the same source code. The Apps will be branded differently.