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Swift Slow Compile Times Fix
We've been dealing with slow compile times and here is our solution in case anyone is curious.Edit your scheme and choose Build from the left sidebar. You should see Build Options on the right pane. Under that, there is an option Find Implicit Dependencies, uncheck that option and your compile times should imrpove. Note that this should improve compile times on projects with many Swift files.There is one drawback to this solution. It seems like if this option is checked, all the source files in the project are recompiled even if you are making trivial changes in say a single view controller. Also with this option on, Xcode also compiles any framework that was modified. When it's unchecked on the other hand, Swift compiles only a handful of files and compile times improve dramatically. The one things that won't happen is that when you edit a file in a framework, that framework won't get recompiled. So it seems like there is an option missing here.The rules for compilation seem to be:With the option ch
3
0
9.3k
Nov ’15
Download impact: New or price drop to free?
A word of advice, please. - I have a paid game on the App Store that had good reviews, but did not have a ton of downloads. - Then the new iOS came out which busted my game, so I pulled it off the storefront (did not delete it, just hid it) to avoid getting terrible ratings. It has been down for a few months.Okay, so now we have overhauled the game, rewrote it from scratch, and it is much better. The plan is to republish it, only now it is free with IAP, but previous customers who had bought it will automatically have everything unlocked. My fear is that if I simply republish the one that was hidden with this update and then make it go from paid to free, it will be a total fail because it won't get any new app exposure from the store and it will be further hosed by having been pulled from the storefront all those months--e.g. won't show up in search, won't have any love from App Store algorithms, etc.The alternative plan is to ship the update of the paid version (to server previous customers) and then also sh
7
0
508
Nov ’15
Reply to Download impact: New or price drop to free?
Pricing change(s) will reset ranking, so...do the math.Also note that any scheme to try to convince the user to abandon the old app and pay yet again for a new app will be sniffed out by users and cost you in bad reviews...a heady price to pay for what some see as double-dipping, so my opinion is to show more respect for users upfront and resist hoping they aren't paying attention.
Nov ’15
Generate IPA for inhouse distribution via command line
There are multiple teams in our organization developing iOS apps and these apps are usually distributed inhouse to our organization members. We have an Apple enterprise developer account. We used to give each team access to the account but they ended up adding the account to their XCode configuration and XCode would create a provisioning profile in a huge messy manner. It caused a lot of problems in account maintenance. So we have changed the scenario where in the teams request the admin for a provisioning profile and distribution certificate, using which they generate the IPA and sign it and send it to the admin for distribution.My question here is: What is the best way to generate an IPA file for inhouse distribution given I've access to the enterprise distribution certificate (and key) and the provisioning profile for the bundle ID? I've used the following sequence of commands to do it, but they depend too much on the XCode setup of the machine and the XCode project configuration. Most of the time I get an
2
0
6.5k
Nov ’15
Reply to Implicit / transitive protocol conformance for conforming properties?
As opposed to the comment Swift is not Java, I find Swift and Java quite similar and both excellent languages. In this case if you code your example in Java:public class MVCInterfaces { interface BarViewModel {} static class BarModel implements BarViewModel {} interface FooViewModel { default BarViewModel getBar() { return new BarViewModel() {}; } } static class FooModel implements FooViewModel { @Override public BarModel getBar() { return new BarModel(); } } public static void main(final String... notUsed) { final FooViewModel fooModel = new FooModel(); System.out.println(fooModel.getBar()); } }Then it works as you would expect and the `getBar()` call returns a `BarModel`.Interestingly if you do a literal translation into classes:class BarViewModel {} class BarModel: BarViewModel {} class FooViewModel { func getBar() -> BarViewModel { return BarViewModel() } } class FooModel: FooViewModel { override func getBar() -> BarModel { return BarModel() } } let fooModel = FooModel() fooModel.getBar() /
Topic: Programming Languages SubTopic: Swift Tags:
Nov ’15
Reply to CrashReporter Key: 91bca1f81e36a83fe1a2d15d88373f31ee003e97
Try deploying an ad-hoc or TestFlight build, and make sure you're doing a clean install (delete existing version first). Running from Xcode doesn't accurately simulate the app store installation.For those crash logs, you need to symbolicate them - save them as a .crash file, and drag it into the Xcode under Device Logs in the Devices window. Then the last exception backtrace mumbo jumbo should be translated into file & line numbers in your code if all goes well.
Nov ’15
Reply to Creating SKSpriteNodes by name is very slow
Why would I do that, when using a sprite caching scheme the sprites are created in a tiny fraction of a second?My question was not what do I show the user when creating a hundred sprites per second? My question was: Is it normal that creating a hundred sprites using [SKSpriteNode spriteNodeWithImageNamed:] takes one second, when copying a hundred sprites takes a minuscule fraction of that?
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Nov ’15
UIBlurEffectStyleDark for background texture
Hi,How to set background texture to be UIBlurEffectStyleDark ?Documentation says Use this background if your app implements a dark color scheme and requires a dark background. In most cases, Extra Light and Light are the best background choices, so consider them first (https://developer.apple.com/tvos/human-interface-guidelines/visual-design/ - Textures).I can't find where I can set this option.
0
0
329
Nov ’15
Reply to Creating SKSpriteNodes by name is very slow
Pavel already answered 😉 Here's was mine :> My question was: Is it normal that creating a hundred sprites using [SKSpriteNode spriteNodeWithImageNamed:] takes one second, when copying a hundred sprites takes a minuscule fraction of that?I'd say it makes sense, yes. Your image file needs to be read and decoded (probably a png), and translated to a SKTexture before it can be used. It definitely makes sense that this takes a bit of time : even if the file is somewhere in the L3 cache, it will take some time to process, get decoded and translated to the texture format used by SpriteKit. You should not expect that SpriteKit should optimize this already by magically copying something that you could have already modified in many ways. Most optimizations in SpriteKit are about displaying at 60 FPS with the lowest CPU usage possible.Your solution, using copies, will definitely be faster than reloading the pngs. You could also consider preloading your images as SKTextures and then create your spri
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Nov ’15
Reply to Need advice
>we coded it just to enter a username / password before buying a subscriptionSounds like a messy way of not knowing who you're trying to service. They can use anything and share with anyone. It provides nothing over a walk-in scheme that doesn't use a username/pwd.A proper login is assumed to be tied to more than just those two items. And if it was tied to a purchase, you clearly harvest more details, which would normally contain additional/legitimate personal info on someone.What is your status in the appeal process now?
Nov ’15
Reply to is it possible to download a provisioning profile from a developer account which is not linked to xcode .
Are you saying you don't want it linked? Which type of provisioning profile are you expecting to work with?You can test apps in the simulator/on your device without an account - is that not working for you?Did you follow this process?In Xcode, add your Apple ID to Accounts preferences, (see: Adding Your Apple ID Account in Xcode).In the project navigator, select the project and target to display the project editor.Click 'General' and choose your name from the Team pop-up menu.Connect the device to your Mac and choose it via the 'Scheme' toolbar menu.Below the 'Team' pop-up menu, click 'Fix Issue'. Wait for Xcode to create a free provisioning profile (the warning under the Team pop-up menu should go away).Click the Run button - Xcode then installs the app on the device before launching.
Nov ’15
How to set language other than English as the development language and base localization?
When an Xcode project of iOS app is newly created, in the project (not target) setting we can see that it has `Use Base internationalization` enabled by default, and there are 2 files localized for the `Development Language` which is `English` by default (one for `Main.storyboard` and one for `LaunchScreen.storyboard`, both of which reside in the `Base.lproj` directory). See below the screenshot:http://i.stack.imgur.com/2ZedI.png(For simplicity, I will only mention `Main.storyboard` from now on.)And in the localization section of `Main.storyboard`'s right-side panel, we can see that the `Base` localization is checked by default and there is also an `English` localization which is unchecked by default. See below the screenshot:http://i.stack.imgur.com/VMJnM.pngAnd in the target's `Info.plist`, there is a key named `Localization native development region` (i.e. `CFBundleDevelopmentRegion`), and its default value is `en`. See below the screen shot:http://i.stack.imgur.com/XWRQk.pngIf I understand it correctly, w
0
0
3.3k
Nov ’15
Reply to Heading of tvos remote
The accelerometer can give you absolute up/down orientation, but I don't think there is a mechanism for absolute orientation left/right. The Wii uses an ir beacon and a camera in the remote to do this, and the Siri remote does not have this hardware. You could tilt left right, but I think that control scheme would seem a little strange.
Topic: App & System Services SubTopic: Core OS Tags:
Nov ’15
Swift Slow Compile Times Fix
We've been dealing with slow compile times and here is our solution in case anyone is curious.Edit your scheme and choose Build from the left sidebar. You should see Build Options on the right pane. Under that, there is an option Find Implicit Dependencies, uncheck that option and your compile times should imrpove. Note that this should improve compile times on projects with many Swift files.There is one drawback to this solution. It seems like if this option is checked, all the source files in the project are recompiled even if you are making trivial changes in say a single view controller. Also with this option on, Xcode also compiles any framework that was modified. When it's unchecked on the other hand, Swift compiles only a handful of files and compile times improve dramatically. The one things that won't happen is that when you edit a file in a framework, that framework won't get recompiled. So it seems like there is an option missing here.The rules for compilation seem to be:With the option ch
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3
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0
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9.3k
Activity
Nov ’15
Reply to Xcode 7 - new feature UITesting - no recording button !
Back again. I figured out the problem in my case. I didn't have my deployment target specifically set to iOS 9. Even though my current scheme was aimed at 9 (I was using a 6S sim) the record button would only appear after I changed my minimum deployment target to 9+.
Replies
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Views
Activity
Nov ’15
Download impact: New or price drop to free?
A word of advice, please. - I have a paid game on the App Store that had good reviews, but did not have a ton of downloads. - Then the new iOS came out which busted my game, so I pulled it off the storefront (did not delete it, just hid it) to avoid getting terrible ratings. It has been down for a few months.Okay, so now we have overhauled the game, rewrote it from scratch, and it is much better. The plan is to republish it, only now it is free with IAP, but previous customers who had bought it will automatically have everything unlocked. My fear is that if I simply republish the one that was hidden with this update and then make it go from paid to free, it will be a total fail because it won't get any new app exposure from the store and it will be further hosed by having been pulled from the storefront all those months--e.g. won't show up in search, won't have any love from App Store algorithms, etc.The alternative plan is to ship the update of the paid version (to server previous customers) and then also sh
Replies
7
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0
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508
Activity
Nov ’15
Reply to Does initial download affect visibility for long term?
It's an outdated scheme - a myth these days.Your focus should be on (a) getting an app thru the review guantlet and into the store and (b) self-marketing the bork out of it.
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Nov ’15
Reply to Download impact: New or price drop to free?
Pricing change(s) will reset ranking, so...do the math.Also note that any scheme to try to convince the user to abandon the old app and pay yet again for a new app will be sniffed out by users and cost you in bad reviews...a heady price to pay for what some see as double-dipping, so my opinion is to show more respect for users upfront and resist hoping they aren't paying attention.
Replies
Boosts
Views
Activity
Nov ’15
Generate IPA for inhouse distribution via command line
There are multiple teams in our organization developing iOS apps and these apps are usually distributed inhouse to our organization members. We have an Apple enterprise developer account. We used to give each team access to the account but they ended up adding the account to their XCode configuration and XCode would create a provisioning profile in a huge messy manner. It caused a lot of problems in account maintenance. So we have changed the scenario where in the teams request the admin for a provisioning profile and distribution certificate, using which they generate the IPA and sign it and send it to the admin for distribution.My question here is: What is the best way to generate an IPA file for inhouse distribution given I've access to the enterprise distribution certificate (and key) and the provisioning profile for the bundle ID? I've used the following sequence of commands to do it, but they depend too much on the XCode setup of the machine and the XCode project configuration. Most of the time I get an
Replies
2
Boosts
0
Views
6.5k
Activity
Nov ’15
Reply to Implicit / transitive protocol conformance for conforming properties?
As opposed to the comment Swift is not Java, I find Swift and Java quite similar and both excellent languages. In this case if you code your example in Java:public class MVCInterfaces { interface BarViewModel {} static class BarModel implements BarViewModel {} interface FooViewModel { default BarViewModel getBar() { return new BarViewModel() {}; } } static class FooModel implements FooViewModel { @Override public BarModel getBar() { return new BarModel(); } } public static void main(final String... notUsed) { final FooViewModel fooModel = new FooModel(); System.out.println(fooModel.getBar()); } }Then it works as you would expect and the `getBar()` call returns a `BarModel`.Interestingly if you do a literal translation into classes:class BarViewModel {} class BarModel: BarViewModel {} class FooViewModel { func getBar() -> BarViewModel { return BarViewModel() } } class FooModel: FooViewModel { override func getBar() -> BarModel { return BarModel() } } let fooModel = FooModel() fooModel.getBar() /
Topic: Programming Languages SubTopic: Swift Tags:
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Views
Activity
Nov ’15
Reply to CrashReporter Key: 91bca1f81e36a83fe1a2d15d88373f31ee003e97
Try deploying an ad-hoc or TestFlight build, and make sure you're doing a clean install (delete existing version first). Running from Xcode doesn't accurately simulate the app store installation.For those crash logs, you need to symbolicate them - save them as a .crash file, and drag it into the Xcode under Device Logs in the Devices window. Then the last exception backtrace mumbo jumbo should be translated into file & line numbers in your code if all goes well.
Replies
Boosts
Views
Activity
Nov ’15
Reply to Creating SKSpriteNodes by name is very slow
Why would I do that, when using a sprite caching scheme the sprites are created in a tiny fraction of a second?My question was not what do I show the user when creating a hundred sprites per second? My question was: Is it normal that creating a hundred sprites using [SKSpriteNode spriteNodeWithImageNamed:] takes one second, when copying a hundred sprites takes a minuscule fraction of that?
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Replies
Boosts
Views
Activity
Nov ’15
UIBlurEffectStyleDark for background texture
Hi,How to set background texture to be UIBlurEffectStyleDark ?Documentation says Use this background if your app implements a dark color scheme and requires a dark background. In most cases, Extra Light and Light are the best background choices, so consider them first (https://developer.apple.com/tvos/human-interface-guidelines/visual-design/ - Textures).I can't find where I can set this option.
Replies
0
Boosts
0
Views
329
Activity
Nov ’15
Reply to Creating SKSpriteNodes by name is very slow
Pavel already answered 😉 Here's was mine :> My question was: Is it normal that creating a hundred sprites using [SKSpriteNode spriteNodeWithImageNamed:] takes one second, when copying a hundred sprites takes a minuscule fraction of that?I'd say it makes sense, yes. Your image file needs to be read and decoded (probably a png), and translated to a SKTexture before it can be used. It definitely makes sense that this takes a bit of time : even if the file is somewhere in the L3 cache, it will take some time to process, get decoded and translated to the texture format used by SpriteKit. You should not expect that SpriteKit should optimize this already by magically copying something that you could have already modified in many ways. Most optimizations in SpriteKit are about displaying at 60 FPS with the lowest CPU usage possible.Your solution, using copies, will definitely be faster than reloading the pngs. You could also consider preloading your images as SKTextures and then create your spri
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Replies
Boosts
Views
Activity
Nov ’15
Reply to Need advice
>we coded it just to enter a username / password before buying a subscriptionSounds like a messy way of not knowing who you're trying to service. They can use anything and share with anyone. It provides nothing over a walk-in scheme that doesn't use a username/pwd.A proper login is assumed to be tied to more than just those two items. And if it was tied to a purchase, you clearly harvest more details, which would normally contain additional/legitimate personal info on someone.What is your status in the appeal process now?
Replies
Boosts
Views
Activity
Nov ’15
Reply to is it possible to download a provisioning profile from a developer account which is not linked to xcode .
Are you saying you don't want it linked? Which type of provisioning profile are you expecting to work with?You can test apps in the simulator/on your device without an account - is that not working for you?Did you follow this process?In Xcode, add your Apple ID to Accounts preferences, (see: Adding Your Apple ID Account in Xcode).In the project navigator, select the project and target to display the project editor.Click 'General' and choose your name from the Team pop-up menu.Connect the device to your Mac and choose it via the 'Scheme' toolbar menu.Below the 'Team' pop-up menu, click 'Fix Issue'. Wait for Xcode to create a free provisioning profile (the warning under the Team pop-up menu should go away).Click the Run button - Xcode then installs the app on the device before launching.
Replies
Boosts
Views
Activity
Nov ’15
How to set language other than English as the development language and base localization?
When an Xcode project of iOS app is newly created, in the project (not target) setting we can see that it has `Use Base internationalization` enabled by default, and there are 2 files localized for the `Development Language` which is `English` by default (one for `Main.storyboard` and one for `LaunchScreen.storyboard`, both of which reside in the `Base.lproj` directory). See below the screenshot:http://i.stack.imgur.com/2ZedI.png(For simplicity, I will only mention `Main.storyboard` from now on.)And in the localization section of `Main.storyboard`'s right-side panel, we can see that the `Base` localization is checked by default and there is also an `English` localization which is unchecked by default. See below the screenshot:http://i.stack.imgur.com/VMJnM.pngAnd in the target's `Info.plist`, there is a key named `Localization native development region` (i.e. `CFBundleDevelopmentRegion`), and its default value is `en`. See below the screen shot:http://i.stack.imgur.com/XWRQk.pngIf I understand it correctly, w
Replies
0
Boosts
0
Views
3.3k
Activity
Nov ’15
Reply to Heading of tvos remote
The accelerometer can give you absolute up/down orientation, but I don't think there is a mechanism for absolute orientation left/right. The Wii uses an ir beacon and a camera in the remote to do this, and the Siri remote does not have this hardware. You could tilt left right, but I think that control scheme would seem a little strange.
Topic: App & System Services SubTopic: Core OS Tags:
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Views
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Nov ’15