Search results for

“translate scheme”

6,658 results found

Post

Replies

Boosts

Views

Activity

Error: Couldn't accept the invite (already accepted)
I'm trying to add myself to a internal testers testflight build. When I tap the start testing link in the email, Testflight (the app) opens on the app page. Tapping install returns an alert box telling Couln't accept the invite, Invite for this app already accepted (the second translated back from Italian, it's translated in the app).The app don't appears in Testing, there is no (apparent) way to start the test. The same appens on other devices of mine. I already tried to remove me from the internal testers list and readd me later with no results.Any ideas/hints/suggestions?Thank you!
9
0
20k
Nov ’15
How do I test localization with the Watch simulator?
I am using xcode 7.1.1, along with the latest versions of the simluators, yet I am unable to test localization on the watch. My Watch.app simply displays Complications > and the app that I am testing. There's no place in the simulator to change the Watch region/language, like there is in the Watch.app on the iPhone. Is there an update that I am missing or a setting that I need to change? This is a fairly critical feature to have missing.To work around this problem, I've had to test my strings one at a time, by replacing the Localizable.strings file for the Base language, with the translated strings files, which is absurd.
2
0
1.7k
Nov ’15
Linking C++ object file with clang (not clang++)
Hi all,I am trying to build a library including C and C++ object files, but I need to perform the link with Clang (not Clang++). The basic reason of this is that my real use case also uses Fortran object files, so I never link my libraries with the C++ compiler.The typical command for building a library is:$(CC) -shared hellocpp.o -o libhellocpp.dylibHowever, since hellocpp.o is a C++ object file, the link fails because of missing C++ symbols. Using GNU g++ compiler, the solution is straightforward, because g++ can tell me where its libstdc++.so is, e.g.STDCXX_LIB = $(shell g++ -print-file-name=libstdc++.so) gcc -shared hellocpp.o -o libhellocpp.so $(STDCXX_LIB)Unfortunately this scheme fails with clang and clang++. The option -print-file-name is documented but not implemented. In other words, this fails:clang++ -print-file-name=libstdc++.dylibWorse, it seems that I have to link my objects files against libc++.1.dylib, not libstdc++.dylib, i.e. only this link command is successful:clang -shared hello
2
0
11k
Nov ’15
Reply to AVAudioSession : understanding and controlling Input/Output latency
Thanks, this is more or less what I understood.However, I tried to build a simple case study but I can't get it to work fine.Within a simple AUGraph (PlayAndRecord AVAudioSession mode) containing only a RemoteIO, I set up a render callback in which, sequentially, - I play a test sound through the speaker (very short sinusoidal burst),- I capture sound from microphone and store the data.If I understood well, the latency between the two files should be equals to inputLatency+outputLatency+IOBufferDuration. But I allways measures a far greater latency...I can't get a proper scheme of the temporal process with all temporal delays from the audio file reading to audio file writing, through output and input latency. So maybe my theoretical latency is false.Any idea ?
Topic: Media Technologies SubTopic: Audio Tags:
Nov ’15
Reply to Trying to learn to program (Objective-C)
Hello,I'm currently almost done with my first iOS game. I'm just currently working on the new iPad Pro version. Prior to this game I had NO programming experience anywhere at all, never programmed, never did anything gaming related except enjoying playing videogames myself. Anyways, I am 100% self taught in programming of iOS apps. I NEVER read a programming book, I never took a programming course in school. I taught myself based on the tutorials on the internet and there are a LOT of them. Tutorials will teach you the basic concepts of the languages and then they'll teach you what the code means and how to properly execute the code needed. After that it is your job to put the pieces of the code together and learn to understand it by practicing coding yourself. I started by practicing code over and over again until I understood the concept and what the code translated to then I started by coding games that existed at the time to see if I can recreate them myself. After I was confident enough I starte
Nov ’15
Reply to Just me, or SpriteKit in GMs terribly broken?
Hi Digicub,Normally you would get a single notification once the bug was fixed. A lot of work has gone in to reducing fill rate constrains from many users of crop nodes but this particular issue has not been addressed in its entirety.The SKCropNode is not designed to be used en masse. It is a per frame GPU mask which is orders of magnitude more expensive than taking a rasterized snapshot of a cropped node for the same visual effect. At the number of crop nodes shown in the sample you must use some rasterizing scheme to reduce overdraw. Please look at SKEffectNode.shouldRasterize or SKView.textureFromNode:crop.If all you are doing is a rectangular crop then SKView.textureFromNode:crop is going to solve your problems. Could you let us in a little more on the use case so we can help guide you to a performant solution that is less dependent on the fill rate demands of SKCropNode?Cheers
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Nov ’15
Creating SKSpriteNodes by name is very slow
In a game I'm writing, I noticed that generating the contents of each level is really slow. There was like a 1-second delay when creating even a simple scene with under a hundred sprites.When I started measuring where this slowness is coming from, it turned out that the culprit was [SKSpriteNode spriteNodeWithImageNamed:].It's incredibly slow. Creating something like a hundred sprites like this takes over a second on the Apple TV.I noticed that sprites support copying. Thus I tried what happens if I create a sprite only once and then copy it a hundred times. This was extremely fast (a tiny fraction of a second.)I ended up creating a sprite caching scheme where I create sprites only once and store them in a map based on their name, and then if a sprite with the same name is created again, it just copies the cached sprite. This improved the speed of the level generation enormously.But one would think that SpriteKit would itself do this already. But apparently not.Is [SKSpriteNode spriteNodeWithImageNam
10
0
1.2k
Nov ’15
Reply to Hi guys, straight to the point: is it possible to have an app where one user can pay virtual coins to another user in exchange for answers to questions, whereas the virtual coins can be converted into real currency and cashed out?
You're creating/facilitating a 'virtual currency'.At the very least, IAP can't be part of your scheme, so no, Apple wouldn't get a percentage, and my opinion is that you'd need to purchase/redeem outside the app, completely.Since there seem to be several points in section 11 of the review guidelines that might be of importance to you, I'll link to them and let you decide:https://developer.apple.com/app-store/review/guidelines/#purchasing-currenciesAlso, pls. resist using the title as your question space, thanks.
Topic: App & System Services SubTopic: StoreKit Tags:
Nov ’15
App wont read my localized string file
When I was experimenting with localization in a copy of my project, everything worked fine. Then I moved the task to my main project.I added base localizationi added hindi as a language.a .strings (hindi) file was created for the main storyboard and each xib in my app.it had all the key value pairs for hard coded string. i added its hindi translation in the value of each pairi added softcoded string key values with comments like /*ListViewController*/ and passed @ListViewController*/ as argument to the 'comments' parameter of NSLocalizedString macro. similary for each view controllers.i cleaned the build folder. i deleted the app from the iphone.the region is set to india and language to hindi.now here is the deal...dates and currency are appearing localized as expected.NONE of the hardcoded or soft coded strings appear in Hindi!I can understand if i have not done the comments argument to NSLocalizedString right but atleast the hardcoded strings should appear normally.Can someone tell me what i am no
6
0
5.6k
Nov ’15
openUrl with scheme in tvos
I read a post here on these forums where an Apple staff member posted that openUrl with schemes works in TvOS like they do in iOS and the documentation here states the url formats to access a YouTube video in iOS but it's not clear if those work with openURLI'm attempting to open a URL with openURL via an IBAction from a button and I wanted to open YouTube to render the content seeing as how there is no access currently to UIWebView so I can't (without breaking youtube's TOS) render the video directly. I've tested and been able to get access to the direct links with a youtube parser class but again that breaks their TOS so I'm not interested in publishing an app that way.Thanks for any info on the status of url schemes in TvOS
1
0
1.2k
Nov ’15
Reply to Swift and/or compiler BUG? Labels in tuples part of the type?
Not quite sure what you mean about me being moderateSorry, some parts of my posts are helped by web translating service and with the italic moderate, I wanted to represent my feeling that I'm not sure if it's appropriate for this situation.Anyway, I also expect this sort of things should be clarified and really appreciate you took some time to write a bug report. May Swift team utilize it to improve the documentations.
Topic: Programming Languages SubTopic: Swift Tags:
Nov ’15
Reply to can I integrate payment gateway to transfer money from one to another user?
You wish to transfer money through a third party payment system. Yes, it is possible to do that. But your scheme:....he transfers money to UserB...He will see original image of UserBwould possibly violate guideline:11.1 Apps that unlock or enable additional features or functionality with mechanisms other than the App Store will be rejectedif the will see original image is fascilitated through the app. You may be able to structure the app so that it doesn't violate 11.1 by instead operating under:11.14 Apps can read or play approved content (specifically magazines, newspapers, books, audio, music, video and cloud storage) that is subscribed to or purchased outside of the App, as long as there is no button or external link in the App to purchase the approved content. Apple will only receive a portion of revenues for content purchased inside the App
Topic: App & System Services SubTopic: StoreKit Tags:
Nov ’15
Error: Couldn't accept the invite (already accepted)
I'm trying to add myself to a internal testers testflight build. When I tap the start testing link in the email, Testflight (the app) opens on the app page. Tapping install returns an alert box telling Couln't accept the invite, Invite for this app already accepted (the second translated back from Italian, it's translated in the app).The app don't appears in Testing, there is no (apparent) way to start the test. The same appens on other devices of mine. I already tried to remove me from the internal testers list and readd me later with no results.Any ideas/hints/suggestions?Thank you!
Replies
9
Boosts
0
Views
20k
Activity
Nov ’15
How do I test localization with the Watch simulator?
I am using xcode 7.1.1, along with the latest versions of the simluators, yet I am unable to test localization on the watch. My Watch.app simply displays Complications > and the app that I am testing. There's no place in the simulator to change the Watch region/language, like there is in the Watch.app on the iPhone. Is there an update that I am missing or a setting that I need to change? This is a fairly critical feature to have missing.To work around this problem, I've had to test my strings one at a time, by replacing the Localizable.strings file for the Base language, with the translated strings files, which is absurd.
Replies
2
Boosts
0
Views
1.7k
Activity
Nov ’15
Reply to About a method to validate sandbox in iOS App
Your question is difficult to understand. Perhaps try posting in your native language, or get someone to help you with the English translation.
Replies
Boosts
Views
Activity
Nov ’15
Reply to Why can't xcodebuild find the 8.4 simulator ?
To specifiy a specific simulator runtime you can do something like this:xcodebuild test -workspace MyProject.xcworkspace/ -scheme MyScheme -configuration UnitTest -sdk iphonesimulator -destination platform=iOS Simulator,OS=8.4,name=iPhone 4s -destination-timeout 1
Replies
Boosts
Views
Activity
Nov ’15
Linking C++ object file with clang (not clang++)
Hi all,I am trying to build a library including C and C++ object files, but I need to perform the link with Clang (not Clang++). The basic reason of this is that my real use case also uses Fortran object files, so I never link my libraries with the C++ compiler.The typical command for building a library is:$(CC) -shared hellocpp.o -o libhellocpp.dylibHowever, since hellocpp.o is a C++ object file, the link fails because of missing C++ symbols. Using GNU g++ compiler, the solution is straightforward, because g++ can tell me where its libstdc++.so is, e.g.STDCXX_LIB = $(shell g++ -print-file-name=libstdc++.so) gcc -shared hellocpp.o -o libhellocpp.so $(STDCXX_LIB)Unfortunately this scheme fails with clang and clang++. The option -print-file-name is documented but not implemented. In other words, this fails:clang++ -print-file-name=libstdc++.dylibWorse, it seems that I have to link my objects files against libc++.1.dylib, not libstdc++.dylib, i.e. only this link command is successful:clang -shared hello
Replies
2
Boosts
0
Views
11k
Activity
Nov ’15
Reply to AVAudioSession : understanding and controlling Input/Output latency
Thanks, this is more or less what I understood.However, I tried to build a simple case study but I can't get it to work fine.Within a simple AUGraph (PlayAndRecord AVAudioSession mode) containing only a RemoteIO, I set up a render callback in which, sequentially, - I play a test sound through the speaker (very short sinusoidal burst),- I capture sound from microphone and store the data.If I understood well, the latency between the two files should be equals to inputLatency+outputLatency+IOBufferDuration. But I allways measures a far greater latency...I can't get a proper scheme of the temporal process with all temporal delays from the audio file reading to audio file writing, through output and input latency. So maybe my theoretical latency is false.Any idea ?
Topic: Media Technologies SubTopic: Audio Tags:
Replies
Boosts
Views
Activity
Nov ’15
Reply to Trying to learn to program (Objective-C)
Hello,I'm currently almost done with my first iOS game. I'm just currently working on the new iPad Pro version. Prior to this game I had NO programming experience anywhere at all, never programmed, never did anything gaming related except enjoying playing videogames myself. Anyways, I am 100% self taught in programming of iOS apps. I NEVER read a programming book, I never took a programming course in school. I taught myself based on the tutorials on the internet and there are a LOT of them. Tutorials will teach you the basic concepts of the languages and then they'll teach you what the code means and how to properly execute the code needed. After that it is your job to put the pieces of the code together and learn to understand it by practicing coding yourself. I started by practicing code over and over again until I understood the concept and what the code translated to then I started by coding games that existed at the time to see if I can recreate them myself. After I was confident enough I starte
Replies
Boosts
Views
Activity
Nov ’15
Reply to Just me, or SpriteKit in GMs terribly broken?
Hi Digicub,Normally you would get a single notification once the bug was fixed. A lot of work has gone in to reducing fill rate constrains from many users of crop nodes but this particular issue has not been addressed in its entirety.The SKCropNode is not designed to be used en masse. It is a per frame GPU mask which is orders of magnitude more expensive than taking a rasterized snapshot of a cropped node for the same visual effect. At the number of crop nodes shown in the sample you must use some rasterizing scheme to reduce overdraw. Please look at SKEffectNode.shouldRasterize or SKView.textureFromNode:crop.If all you are doing is a rectangular crop then SKView.textureFromNode:crop is going to solve your problems. Could you let us in a little more on the use case so we can help guide you to a performant solution that is less dependent on the fill rate demands of SKCropNode?Cheers
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Replies
Boosts
Views
Activity
Nov ’15
Creating SKSpriteNodes by name is very slow
In a game I'm writing, I noticed that generating the contents of each level is really slow. There was like a 1-second delay when creating even a simple scene with under a hundred sprites.When I started measuring where this slowness is coming from, it turned out that the culprit was [SKSpriteNode spriteNodeWithImageNamed:].It's incredibly slow. Creating something like a hundred sprites like this takes over a second on the Apple TV.I noticed that sprites support copying. Thus I tried what happens if I create a sprite only once and then copy it a hundred times. This was extremely fast (a tiny fraction of a second.)I ended up creating a sprite caching scheme where I create sprites only once and store them in a map based on their name, and then if a sprite with the same name is created again, it just copies the cached sprite. This improved the speed of the level generation enormously.But one would think that SpriteKit would itself do this already. But apparently not.Is [SKSpriteNode spriteNodeWithImageNam
Replies
10
Boosts
0
Views
1.2k
Activity
Nov ’15
Reply to Hi guys, straight to the point: is it possible to have an app where one user can pay virtual coins to another user in exchange for answers to questions, whereas the virtual coins can be converted into real currency and cashed out?
You're creating/facilitating a 'virtual currency'.At the very least, IAP can't be part of your scheme, so no, Apple wouldn't get a percentage, and my opinion is that you'd need to purchase/redeem outside the app, completely.Since there seem to be several points in section 11 of the review guidelines that might be of importance to you, I'll link to them and let you decide:https://developer.apple.com/app-store/review/guidelines/#purchasing-currenciesAlso, pls. resist using the title as your question space, thanks.
Topic: App & System Services SubTopic: StoreKit Tags:
Replies
Boosts
Views
Activity
Nov ’15
OS X: Is there a way to simulate location?
We could simulate location on iOS simulator, but how could we test different locations on OS X?I tried to set simulated location in Debug -> Simulated Location and in the Run Scheme -> Options, but with no luck.Looks like we haven't got this feature on OS X?
Replies
0
Boosts
0
Views
564
Activity
Nov ’15
App wont read my localized string file
When I was experimenting with localization in a copy of my project, everything worked fine. Then I moved the task to my main project.I added base localizationi added hindi as a language.a .strings (hindi) file was created for the main storyboard and each xib in my app.it had all the key value pairs for hard coded string. i added its hindi translation in the value of each pairi added softcoded string key values with comments like /*ListViewController*/ and passed @ListViewController*/ as argument to the 'comments' parameter of NSLocalizedString macro. similary for each view controllers.i cleaned the build folder. i deleted the app from the iphone.the region is set to india and language to hindi.now here is the deal...dates and currency are appearing localized as expected.NONE of the hardcoded or soft coded strings appear in Hindi!I can understand if i have not done the comments argument to NSLocalizedString right but atleast the hardcoded strings should appear normally.Can someone tell me what i am no
Replies
6
Boosts
0
Views
5.6k
Activity
Nov ’15
openUrl with scheme in tvos
I read a post here on these forums where an Apple staff member posted that openUrl with schemes works in TvOS like they do in iOS and the documentation here states the url formats to access a YouTube video in iOS but it's not clear if those work with openURLI'm attempting to open a URL with openURL via an IBAction from a button and I wanted to open YouTube to render the content seeing as how there is no access currently to UIWebView so I can't (without breaking youtube's TOS) render the video directly. I've tested and been able to get access to the direct links with a youtube parser class but again that breaks their TOS so I'm not interested in publishing an app that way.Thanks for any info on the status of url schemes in TvOS
Replies
1
Boosts
0
Views
1.2k
Activity
Nov ’15
Reply to Swift and/or compiler BUG? Labels in tuples part of the type?
Not quite sure what you mean about me being moderateSorry, some parts of my posts are helped by web translating service and with the italic moderate, I wanted to represent my feeling that I'm not sure if it's appropriate for this situation.Anyway, I also expect this sort of things should be clarified and really appreciate you took some time to write a bug report. May Swift team utilize it to improve the documentations.
Topic: Programming Languages SubTopic: Swift Tags:
Replies
Boosts
Views
Activity
Nov ’15
Reply to can I integrate payment gateway to transfer money from one to another user?
You wish to transfer money through a third party payment system. Yes, it is possible to do that. But your scheme:....he transfers money to UserB...He will see original image of UserBwould possibly violate guideline:11.1 Apps that unlock or enable additional features or functionality with mechanisms other than the App Store will be rejectedif the will see original image is fascilitated through the app. You may be able to structure the app so that it doesn't violate 11.1 by instead operating under:11.14 Apps can read or play approved content (specifically magazines, newspapers, books, audio, music, video and cloud storage) that is subscribed to or purchased outside of the App, as long as there is no button or external link in the App to purchase the approved content. Apple will only receive a portion of revenues for content purchased inside the App
Topic: App & System Services SubTopic: StoreKit Tags:
Replies
Boosts
Views
Activity
Nov ’15