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Reply to Question regarding memory/processor CPU and number of images vs size of images.
So I just tried loading a plain green/grassy background image into my game. The background map was 1000 x 1000 but after testing it out I could actually use closer to 2000 x 2000 map size. The player in the game will need a lot of space to explore + at anytime there will be like 20 monsters chasing after him.When I loaded the 1000 x 1000 background image it started to get choppy as the player ventured towards the middle of the map. When he went closer to the sides or off the map the FPS went back up. I didn't use any fancy coding to break the map down into parts or tell xcode to do any of that for me.What do you suggest I do if I want to use a map around the size of 2000 x 2000... Please help and thank you for your time.
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Aug ’15
Reply to Xcode 10 simulator iPad 9.7 vs 12.9 views rendering not to Storyboard's constraints
I haven't looked at UIScreen.mainbounds report ....but for my launch images, I am using an .xcassets catalog file in Xcode 10.1 for my app designed for for IOS 11.0+. I see in the .xcassets file / my launch Images for ipad landscape, IOS 7.0 or later has only two launch image files: 1x (1024 x 768) and 2x (2048 x 1536). If an iPad 12.9 in landscape is 2732 x 2048, and I'm using storyboard with all necessary constraints .....is the 2x launch screen in my .xcassets resolution forcing contraints to a lower resolution with different constraints? Any suggestions how to resolve? ...do I need to add a 2732 x 2048 launch screen somehow to .xcassets file or add some device detection code since my ipad storyboard constraints are being ignored in Simulator?
Nov ’18
Reply to apply strike through on Special character Rp‎ 4.752.000
Tested on the Playground of Xcode 8.3.3.import UIKit let oldpricenameLabel = UILabel(frame: CGRect(x: 0, y: 0, width: 320, height: 120)) let productView = UIView(frame: CGRect(x: 0, y: 0, width: 320, height: 120)) let decodedString = Rp 514.800 var style = [NSStrikethroughStyleAttributeName: 2] let attributeString = NSMutableAttributedString(string: decodedString, attributes: style) oldpricenameLabel.attributedText = attributeString oldpricenameLabel.backgroundColor = UIColor.yellow productView.addSubview(oldpricenameLabel)With Quick Look into `productView`, I get something like this:Rp 514.800Seems this code acutally works.Please show enough code to reproduce your issue. I believe you can try with your Playground.
Topic: Programming Languages SubTopic: Swift Tags:
Sep ’17
Reply to Redeem Code
If you're running beta versions of OS X, like 10.10.4, it won't work.Try redeeming the code in a stable version of OS X and then pause the download there. Once it is redeemed, you can download it from any OS X versions in the App Store > Purchased.
Topic: App & System Services SubTopic: Core OS Tags:
Jun ’15
Reply to iOS 16 crash
Look at this,hope it helps you - https://developer.apple.com/forums/thread/711820?answerId=745458022#745458022 Using a UITouch category to filter the deallocating object. - (BOOL)_wantsForwardingFromResponder: toNextResponder: withEvent: Github: https://github.com/SnowGirls/Objc-Deallocating . Just Drag the ObjcUtil.h/m and UITouch+FixCrashOnInputKeyboard.h/m into your Xcode project.
Topic: UI Frameworks SubTopic: UIKit Tags:
Feb ’23
Reply to UIButton extension method not called
So I had another look this morning. Running the app from Xcode 11.5 (11E608c) in an iPhone 11 iOS 13.4 simulator, the method in the extension is not called. However, if I terminate the app from Xcode (via the Stop button) and then relaunch it myself directly in the simulator the extension method is called. The same happens with an iPhone 11 iOS 13.5 simulator. On an iPhone 11 iOS 13.3 simulator it works in either case, whether it is launched from Xcode or not. I'll toss an example project on Github.
Topic: UI Frameworks SubTopic: UIKit Tags:
Jul ’20