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Xcode

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Reply to Problem with Overlapped Textures and Transparent Pixels
Appreciate the link, and I do understand that the textures are packed together as tightly as possible to make an efficient atlas. However... in previous versions of xcode even though the atlas didn't show the transparent pixels, it was keeping track of the size properly and would return the images back to you exactly as they were before they were put into the atlas (including transparent portions). As I mentioned above I find it strange that when I ask for the size it says 14x14 (not 12x12) but it's rendering at 12x12. Frustrating. I'm hoping it's just a bug like the many other issues I'm running into (ex: generating a physics body from a texture apparently creates garbage). Appreciate the response(s)!
Topic: Programming Languages SubTopic: Swift Tags:
Jun ’15
Paired Watch not appearing in Xcode
I managed to install watchOS 2 without having registered my Watch's UDID, but as it's part of the instructions for installing watchOS betas I thought I'd better do it now in case beta 2 bricks my Watch or something.However, the Watch isn't appearing in Xcode. I've tried both the latest public release and Xcode 7 beta, but there's no paired devices section under my iPhone when I connect it to Xcode and look in the Devices window.
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11k
Jun ’15
Reply to Where is Content Blocker Extensions documentation?
I spent a lot of time trying to make it work (after seeing the session, reading and re-reading the blog post several times, etc.), here's what finally did it for me:Ran the app containing the extension (it was just a blank iOS app template).Ran the extensionStopped the extension in XcodeWent into Safari Content Blocker settings and toggled the extension on/offBack to Safari, reloaded the page. Works!So far I verified that image blocking with url-filer and if-domain matching works, have yet to try more complex rules.Does not look like you can currently debug the extension in Xcode or see log output 😟
Topic: Safari & Web SubTopic: General Tags:
Jun ’15
IBInspectable not working in storyboard
I am using the swift extension. extension UIView { @IBInspectable var cornerRadius: CGFloat { get { return layer.cornerRadius } set { layer.cornerRadius = newValue layer.masksToBounds = newValue > 0 } } }Which is cookie cutter from several examples regarding @IBInspectable. However, when I use this in my project, the storyboard does not update while viewing in xcode, as in the link belowhttp://i.stack.imgur.com/r70IK.pngWhen compiling and running however, it does show the rounded corners. This is using xcode 6.3.2If anyone has any suggestions, it would be very very much appreciated. The project is here. github.com/captainchung/test
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4.3k
Jun ’15
Custom Keyboard Crash
Hello,I made a custom keyboard. Everything works fine except of two things:(I am using Xcode 7 and am testing the app on my iPhone 5.)1. When I turn the device from portrait to landscape or the other way roundsometimes it does not change the formation and crashs.I wonder why this happens only sometimes and not every time the first time.2. When my phone is not connected to Xcode it does not work likewhen it is connected to the computer.It crashs when I was not in the app for around 5-10 seconds and I openit again then.It does not pop up again and a restart is necessary.
Topic: UI Frameworks SubTopic: UIKit Tags:
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Jun ’15
Any way to fix Control-O?
As a long-time emacs user, I love that OS X supports many basic emacs commands including Control-O (open-line). In almost all apps it works the same as emacs - inserting a newline at the cursor position and not moving the cursor. In XCode, Control-O is handled strangely - it behaves like the return key, then inserts a space after the cursor, which is inconsistent and not useful to me at least. There are several Insert Newline... choices in Key Bindings, but none of them perform the same operation as Control-O does in other Apple apps - Insert Newline without moving the cursor.Is there any way to get Control-O to behave the same in XCode as it does in every other app?Thanks,Dean
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Jun ’15
Testflight Crash Reports only for live apps?
We are using pre-release build tsting via Testflight. Though the app crashes, I am not getting any Crash Reports in Xcode. Is this normal? Strangely, I did get a handful of crash reports with the first release, but none since.Furthermore, Apple support says that Testflight does not send reports for prerelease builds - only for live apps in the store. But this makes no sense to me, so I wanted to see if this is the case for everyone or just for me (not getting reports for apps you're beta testing). What's the point of Testlfight if you don't get any crash reports? You can use Ad Hoc builds to get the app into testers' hands...
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12k
Jun ’15
New behavior for `Create NSManagedObject Subclass…` bug?
With Xcode 7, two different files are created when you choose to `Create NSManagedObject Subclass`. One file is an extension that adds the properties that are added in the model editor. You aren't supposed to edit this file. Instead you edit the second file, the class file, that's created. This is where you add any custom functionality you want your NSManagedObject subclass to have. The point of this, as far as I can tell, is so that you can add your custom functionality, but when you later change the model, you can regenerate a new extension with the updated attributes/relationships without affecting or overwriting the custom code that you wrote.But...Xcode 7 beta 1 isn't doing this. Selecting `Create NSManagedObject Subclass` blows away both files. Is this a bug or am I missing something?Erik
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422
Jun ’15
How to submit 64-bit only iOS apps?
So I want to submit an arm64-only app to the store.To do this, I tried the following:Set Valid Architectures to 'arm64'Add 'arm64' to UIRequiredDeviceCapabilitiesWhen submitting to the app store, XCode organizer returns with the error:UIRequiredDeviceCapabilities contains the value 'arm64' which is incompatible with the MinimumOSVersion value of '8.3.'I feel this is incorrect behaviour by XCode Organizer.An indirect way of only running on 64bit iOS devices, is to require OpenGLES3 capability.However, this requires you to ship an arm64 binary, and also an armv7 binary, which will never be used by any customer ever.This seems very inelegant.Bram
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Jun ’15