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“translate scheme”

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Reply to Creating SKSpriteNodes by name is very slow
Hi WarpRulez,From you description it does sound like there is an issue manifesting for you in your particular setup. When using spriteNodeWithImageNamed: the framework has to run through a name resolution scheme that can't assume you haven't changed an asset on disk though there is opportunity for caching that is in general done. The resolution scheme has to check the following places (and roughly in this order):- Any loose .png files in your project that match the name- Any static atlases that contain the name- Any runtime atlases that contain the name (Created with SKTextureAtlas atlasWithDictionary:)- Any asset catalogs that may contain an image or atlas with the matching nameWhen compared to using SKTextureAtlas textureNamed: and then passing that to the creation of your SKSpriteNode you are always going to be faster doing it that way.Normally the name resolution is a very small overhead but something in your setup may be causing it to take much longer than anticipated. If you have time
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Dec ’15
Unwrapping NSNumber works fine in iOS Simulator but unexpectedly found nil on iPhone
Hello,I've just began learning Swift and iOS Delevopment. Until now everything worked fine in the iOS Simulator or in Playground. But when testing the app on my iPhone (Build and then run the current scheme) there's this fatal error:fatal error: unexpectedly found nil while unwrapping an Optional value (lldb)I could shrank down the code to the following:var stack = Array<String>() stack.append(2.3) let lastElement = stack.popLast()! print(Popped last element: (lastElement)) let number = NSNumberFormatter().numberFromString(lastElement) print(NSNumber gives us: (lastElement)) let doubleValue = number!.doubleValue print(Double value of this element is: (doubleValue))Playground as well as the iOS Simulator (iPhone 6, iOS 9.1) work fine and show:Popped last element: 2.3 NSNumber gives us: 2.3 Double value of this element is: 2.3But when using my iPhone it shows:Popped last element: 2.3 NSNumber gives us: 2.3 fatal error: unexpectedly found nil while unwrapping an Optional value (lldb)When I change
2
0
1.8k
Dec ’15
Reply to Distributing an app not using the app store
Apple expects devs to utilize the app store for distribution and does not provide a scheme that allows you to freely distribute to customers from your website.An Enterprise Account is for employees and agents of a corporation, not 'customers'.And note that apps same as websites risk rejection during review, so there is little chance you could even use the store...you may want to just put your efforts into your site.
Dec ’15
"Run" and "Build" buttons greyed out?
I can't run any of my programs (C++), as the run button is greyed out. When I click manage schemes, there are none, and the autocreate schemes button does nothing?It used to work and just stopped for no reason, has anyone had this issue before and does anyone know how to fix it?I've already tried redownloading XCode to no avail. (I'm running XCode 7.1.1 and I'm very new to all this)Thanks!
2
0
25k
Dec ’15
Reply to Archive and XCode sign In failure
FIXED !===me too.How to fix it ?=== solution ===use xcode command line.Run the script under project dir.#### Begin #####工程绝对路径#cd $1project_path=$(pwd)#build文件夹路径build_path=${project_path}/build#工程配置文件路径project_name=$(ls | grep xcodeproj | awk -F.xcodeproj '{print $1}')project_infoplist_path=${project_path}/${project_name}/${project_name}-Info.plist#取版本号bundleShortVersion=$(/usr/libexec/PlistBuddy -c print CFBundleShortVersionString ${project_infoplist_path})#取build值bundleVersion=$(/usr/libexec/PlistBuddy -c print CFBundleVersion ${project_infoplist_path})#取bundle Identifier前缀bundlePrefix=$(/usr/libexec/PlistBuddy -c print CFBundleIdentifier `find . -name *-Info.plist` | awk -F$ '{print $1}')cd $project_pathecho clean start ...#删除bulid目录if [ -d ${build_path} ];thenrm -rf ${build_path}echo clean build_path success.fi#清理工程xcodebuild clean || exit#去掉xcode源码末尾的空格#find . -name *.[hm] | xargs sed -Ee 's/ +$//g' -i #编译工程xcodebuild -configuration Release -workspace ${project_path}/${project_name}.xcworkspace -scheme
Dec ’15
Reply to "Run" and "Build" buttons greyed out?
Did you create a project for your program? You need to create a project to be able to build and run programs in Xcode. Choose File > New > Project to create a project. If you're learning C++, create a Command Line Tool project, which is in the Application category under OS X.If you created a project and have no schemes, does choosing New Scheme instead of Manage Schemes create a new scheme for you?
Dec ’15
Reply to FPS & AVComposition
AVComposition does not support streams.Alternately you could use AVQueuePlayer, which does support streams.If you are trying to build a video playlist in your app dynamically, another option is to create a playlist URL with a custom scheme. This will invoke your AVAssetResourceLoader delegate for it; you can then compose the video playlist in memory and pass it back. See the AVAssetResourceLoader reference for more information: <https://developer.apple.com/library/ios/documentation/AVFoundation/Reference/AVAssetResourceLoader_Class/>. See also the AVARLDelegateDemo example code: <https://developer.apple.com/library/ios/samplecode/sc1791/>
Topic: Media Technologies SubTopic: Streaming Tags:
Dec ’15
Reply to Apple pay on websites
Mobile payments aren’t exactly new. In fact, all previous attempts to kill the wallet have failed miserably. However, now that Apple Pay is available to all iPhone 6 and 6 Plus users, mobile payments are heating up. Banks, stores, and companies are jumping on the bandwagon and eagerly pledging their support for Apple Pay. It seems as if new partners are joining every day, so we’ve put together this handy list of all the major partners, which we’ll update as more are added. Here are all the brands and countries that support Apple Pay.The scheme has the potential to further enrich the tech giant. But, of course, it's far from being the first to try to popularise a digital wallet, and other rival services are on their way.Shoppers require at least one of Apple's newest devices to get going.Only the iPhone 6, iPhone 6 Plus and Watch contain near-field communication (NFC) chips, which are required to make contactless payments.And the iPad Air 2 and iPad Mini 3 are the firm's only tablets fitted with finge
Dec ’15
xcode 7.2: Failed to build framework from command line, works well from IDE
I have just updated my Xcode to version 7.2. Now I try to build a framework ( https://github.com/onevcat/Kingfisher ) from command line using xcodebuild xcodebuild -project Kingfisher.xcodeproj -scheme Kingfisher -sdk iphonesimulatorbut have this error.... /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator9.2.sdk/System/Library/Frameworks/QuartzCore.framework/Headers/CAMediaTiming.h:6:9: note: in file included from /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator9.2.sdk/System/Library/Frameworks/QuartzCore.framework/Headers/CAMediaTiming.h:6: #import ^ /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator9.2.sdk/System/Library/Frameworks/QuartzCore.framework/Headers/CABase.h:11:10: error: could not build module 'Darwin' #include ^ /Users/atran/Desktop/Repos/DSA_Working_Directory/Libs/Kingfisher/Kingfisher/Kingfisher.h:27:9: note:
9
0
9.9k
Dec ’15
Unable to localized dynamic 3dTouch Shortcut (UIApplicationShortcutItem)
Hi,I have a small project. The base language is english and I added a french translation. Exported my strings to an xliff, translate, import... And everything is fine. Until I added 3dTouch shortcut items. They are dynamic shortcut items.Here is the part of the code that is adding it:... let lTitle = NSLocalizedString(Weather, comment: Weather) let lSubTitle = NSLocalizedString(Show current weather, comment: Show current weather) let shortcut = UIApplicationShortcutItem(type: com.tleveque.heliosclock2.showWeather, localizedTitle: lTitle , localizedSubtitle: lSubTitle, icon: UIApplicationShortcutIcon(type: .Cloud), userInfo: nil) UIApplication.sharedApplication().shortcutItems?.append(shortcut) ...Exported again to xliff... translate the 2 strings.... import and.... No translation!! Everything else is correctly translated in french in my app, but not the shortcuts!I tried cleaning then build, deleting the app on my phone and re-install.... nothing.What can be the pr
Topic: UI Frameworks SubTopic: UIKit Tags:
2
0
926
Dec ’15
Reply to xcodebuild for application with watch os 2 target and CONFIGURATION_BUILD_DIR is not working in xcode 7 beta 5
I think I've found a solution. When I tried to execute this line of command, I got a successful build. Please let me know If you can get a successful build with this as well;xcodebuild build -project [PROJECT_NAME].xcodeproj -configuration [CONFIGURATION] -scheme [SCHEME] SYMROOT=[FULL_PATH_TO_PROJECT_FOLDER]/build/[PRODUCT_NAME]/Build/Products
Dec ’15
Localizations. Why I have to export the development language translation?
Hi experts.I am adding internationalization to my project. I am reading Localizing Your App at https://developer.apple.com/library/mac/documentation/MacOSX/Conceptual/BPInternational/LocalizingYourApp/LocalizingYourApp.html.I cannot understand why my first step is to export the development language. My development language is English. When I export it, 'en.xliff' file is created. This is OK. But I cannot import it. It does not contain 'target-language'.To add new language, I just add a language and export it for localizations. When it is translated, I need to import it. That is clear.Can anybody clarify why to export the development language? Maybe I missed something.Regards,Valery.
1
0
276
Dec ’15
Reply to Creating SKSpriteNodes by name is very slow
Hi WarpRulez,From you description it does sound like there is an issue manifesting for you in your particular setup. When using spriteNodeWithImageNamed: the framework has to run through a name resolution scheme that can't assume you haven't changed an asset on disk though there is opportunity for caching that is in general done. The resolution scheme has to check the following places (and roughly in this order):- Any loose .png files in your project that match the name- Any static atlases that contain the name- Any runtime atlases that contain the name (Created with SKTextureAtlas atlasWithDictionary:)- Any asset catalogs that may contain an image or atlas with the matching nameWhen compared to using SKTextureAtlas textureNamed: and then passing that to the creation of your SKSpriteNode you are always going to be faster doing it that way.Normally the name resolution is a very small overhead but something in your setup may be causing it to take much longer than anticipated. If you have time
Topic: Graphics & Games SubTopic: SpriteKit Tags:
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Dec ’15
Unwrapping NSNumber works fine in iOS Simulator but unexpectedly found nil on iPhone
Hello,I've just began learning Swift and iOS Delevopment. Until now everything worked fine in the iOS Simulator or in Playground. But when testing the app on my iPhone (Build and then run the current scheme) there's this fatal error:fatal error: unexpectedly found nil while unwrapping an Optional value (lldb)I could shrank down the code to the following:var stack = Array<String>() stack.append(2.3) let lastElement = stack.popLast()! print(Popped last element: (lastElement)) let number = NSNumberFormatter().numberFromString(lastElement) print(NSNumber gives us: (lastElement)) let doubleValue = number!.doubleValue print(Double value of this element is: (doubleValue))Playground as well as the iOS Simulator (iPhone 6, iOS 9.1) work fine and show:Popped last element: 2.3 NSNumber gives us: 2.3 Double value of this element is: 2.3But when using my iPhone it shows:Popped last element: 2.3 NSNumber gives us: 2.3 fatal error: unexpectedly found nil while unwrapping an Optional value (lldb)When I change
Replies
2
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0
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1.8k
Activity
Dec ’15
Reply to Run individual XCUITest from command line?
xcodebuild doesn't provide you with the ability to invoke subsets of tests, it only allows you to run the set of tests configured in the provided scheme.
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Dec ’15
Reply to Distributing an app not using the app store
Apple expects devs to utilize the app store for distribution and does not provide a scheme that allows you to freely distribute to customers from your website.An Enterprise Account is for employees and agents of a corporation, not 'customers'.And note that apps same as websites risk rejection during review, so there is little chance you could even use the store...you may want to just put your efforts into your site.
Replies
Boosts
Views
Activity
Dec ’15
"Run" and "Build" buttons greyed out?
I can't run any of my programs (C++), as the run button is greyed out. When I click manage schemes, there are none, and the autocreate schemes button does nothing?It used to work and just stopped for no reason, has anyone had this issue before and does anyone know how to fix it?I've already tried redownloading XCode to no avail. (I'm running XCode 7.1.1 and I'm very new to all this)Thanks!
Replies
2
Boosts
0
Views
25k
Activity
Dec ’15
Reply to Archive and XCode sign In failure
FIXED !===me too.How to fix it ?=== solution ===use xcode command line.Run the script under project dir.#### Begin #####工程绝对路径#cd $1project_path=$(pwd)#build文件夹路径build_path=${project_path}/build#工程配置文件路径project_name=$(ls | grep xcodeproj | awk -F.xcodeproj '{print $1}')project_infoplist_path=${project_path}/${project_name}/${project_name}-Info.plist#取版本号bundleShortVersion=$(/usr/libexec/PlistBuddy -c print CFBundleShortVersionString ${project_infoplist_path})#取build值bundleVersion=$(/usr/libexec/PlistBuddy -c print CFBundleVersion ${project_infoplist_path})#取bundle Identifier前缀bundlePrefix=$(/usr/libexec/PlistBuddy -c print CFBundleIdentifier `find . -name *-Info.plist` | awk -F$ '{print $1}')cd $project_pathecho clean start ...#删除bulid目录if [ -d ${build_path} ];thenrm -rf ${build_path}echo clean build_path success.fi#清理工程xcodebuild clean || exit#去掉xcode源码末尾的空格#find . -name *.[hm] | xargs sed -Ee 's/ +$//g' -i #编译工程xcodebuild -configuration Release -workspace ${project_path}/${project_name}.xcworkspace -scheme
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Views
Activity
Dec ’15
Reply to "Run" and "Build" buttons greyed out?
Did you create a project for your program? You need to create a project to be able to build and run programs in Xcode. Choose File > New > Project to create a project. If you're learning C++, create a Command Line Tool project, which is in the Application category under OS X.If you created a project and have no schemes, does choosing New Scheme instead of Manage Schemes create a new scheme for you?
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Activity
Dec ’15
Reply to "Run" and "Build" buttons greyed out?
Ah thanks, I hadn't realised about the project, and the schemes bit fixed the rest of them 🙂
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Dec ’15
Good book for WatchKit that isn't in swift
Can anyone recoomend a good book for WatchKit, that's not in swift. I have one, but it's outdated since it's at the beginning of os2. Everything I find is in swift and I don't feel like translating the entire book. Seems like the source code would include both versions.Nick
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0
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0
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243
Activity
Dec ’15
Reply to FPS & AVComposition
AVComposition does not support streams.Alternately you could use AVQueuePlayer, which does support streams.If you are trying to build a video playlist in your app dynamically, another option is to create a playlist URL with a custom scheme. This will invoke your AVAssetResourceLoader delegate for it; you can then compose the video playlist in memory and pass it back. See the AVAssetResourceLoader reference for more information: <https://developer.apple.com/library/ios/documentation/AVFoundation/Reference/AVAssetResourceLoader_Class/>. See also the AVARLDelegateDemo example code: <https://developer.apple.com/library/ios/samplecode/sc1791/>
Topic: Media Technologies SubTopic: Streaming Tags:
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Views
Activity
Dec ’15
Reply to Apple pay on websites
Mobile payments aren’t exactly new. In fact, all previous attempts to kill the wallet have failed miserably. However, now that Apple Pay is available to all iPhone 6 and 6 Plus users, mobile payments are heating up. Banks, stores, and companies are jumping on the bandwagon and eagerly pledging their support for Apple Pay. It seems as if new partners are joining every day, so we’ve put together this handy list of all the major partners, which we’ll update as more are added. Here are all the brands and countries that support Apple Pay.The scheme has the potential to further enrich the tech giant. But, of course, it's far from being the first to try to popularise a digital wallet, and other rival services are on their way.Shoppers require at least one of Apple's newest devices to get going.Only the iPhone 6, iPhone 6 Plus and Watch contain near-field communication (NFC) chips, which are required to make contactless payments.And the iPad Air 2 and iPad Mini 3 are the firm's only tablets fitted with finge
Replies
Boosts
Views
Activity
Dec ’15
xcode 7.2: Failed to build framework from command line, works well from IDE
I have just updated my Xcode to version 7.2. Now I try to build a framework ( https://github.com/onevcat/Kingfisher ) from command line using xcodebuild xcodebuild -project Kingfisher.xcodeproj -scheme Kingfisher -sdk iphonesimulatorbut have this error.... /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator9.2.sdk/System/Library/Frameworks/QuartzCore.framework/Headers/CAMediaTiming.h:6:9: note: in file included from /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator9.2.sdk/System/Library/Frameworks/QuartzCore.framework/Headers/CAMediaTiming.h:6: #import ^ /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator9.2.sdk/System/Library/Frameworks/QuartzCore.framework/Headers/CABase.h:11:10: error: could not build module 'Darwin' #include ^ /Users/atran/Desktop/Repos/DSA_Working_Directory/Libs/Kingfisher/Kingfisher/Kingfisher.h:27:9: note:
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9
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0
Views
9.9k
Activity
Dec ’15
Unable to localized dynamic 3dTouch Shortcut (UIApplicationShortcutItem)
Hi,I have a small project. The base language is english and I added a french translation. Exported my strings to an xliff, translate, import... And everything is fine. Until I added 3dTouch shortcut items. They are dynamic shortcut items.Here is the part of the code that is adding it:... let lTitle = NSLocalizedString(Weather, comment: Weather) let lSubTitle = NSLocalizedString(Show current weather, comment: Show current weather) let shortcut = UIApplicationShortcutItem(type: com.tleveque.heliosclock2.showWeather, localizedTitle: lTitle , localizedSubtitle: lSubTitle, icon: UIApplicationShortcutIcon(type: .Cloud), userInfo: nil) UIApplication.sharedApplication().shortcutItems?.append(shortcut) ...Exported again to xliff... translate the 2 strings.... import and.... No translation!! Everything else is correctly translated in french in my app, but not the shortcuts!I tried cleaning then build, deleting the app on my phone and re-install.... nothing.What can be the pr
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
2
Boosts
0
Views
926
Activity
Dec ’15
Reply to xcodebuild for application with watch os 2 target and CONFIGURATION_BUILD_DIR is not working in xcode 7 beta 5
I think I've found a solution. When I tried to execute this line of command, I got a successful build. Please let me know If you can get a successful build with this as well;xcodebuild build -project [PROJECT_NAME].xcodeproj -configuration [CONFIGURATION] -scheme [SCHEME] SYMROOT=[FULL_PATH_TO_PROJECT_FOLDER]/build/[PRODUCT_NAME]/Build/Products
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Dec ’15
Localizations. Why I have to export the development language translation?
Hi experts.I am adding internationalization to my project. I am reading Localizing Your App at https://developer.apple.com/library/mac/documentation/MacOSX/Conceptual/BPInternational/LocalizingYourApp/LocalizingYourApp.html.I cannot understand why my first step is to export the development language. My development language is English. When I export it, 'en.xliff' file is created. This is OK. But I cannot import it. It does not contain 'target-language'.To add new language, I just add a language and export it for localizations. When it is translated, I need to import it. That is clear.Can anybody clarify why to export the development language? Maybe I missed something.Regards,Valery.
Replies
1
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0
Views
276
Activity
Dec ’15