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build disappears

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Reply to Xcode 7 Doesn't See My Framework
Check the Target Platform of your framework and watchkit extensiosn in their Build Settings.It seems currently Xcode 7 only lets you choose either iOS or watchOS, but since your framework is shared between platforms you need to manually put all 4 of: watchsimulator, watchos, iphonesimulator, iphoneosIn my case, after fixing the above, I also needed to add armv7k and i386 to Valid Architectures.Then I finally got to see all the new WatchKit compile errors 🙂
Topic: App & System Services SubTopic: Core OS Tags:
Jun ’15
Unable to run updated WatchKit app in Xcode 7's simulator
I've updated the app for watchOS 2 using the built in suggestion with Xcode 7 when you first build it. I've changed all the necessary code so there's no errors or warnings but I can't seem to run either the containing app or the watch app in the simulator; they never launch but they do copy over to the simulators.Is there a new scheme I should be using? I'm using the previous scheme for the main watch app which now automatically lets you choose between running the iPhone 6 simulator with either the 38mm or 42mm watch simulator.
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1.2k
Jun ’15
Reply to CoreLocation: startUpdateLocation is unavailable
This sounds like a Radar to me. I am having the same issue. I had compiled this for the WatchKit Extension under iOS 8 + WK. I'm guessing there is a bit of unimplemented foo between the seed 1 release and the conference demo seed (Usually a few builds later)Work around seems to be temporarily to move that functionality over to the iOS app and WatchComm it across.
Topic: App & System Services SubTopic: Core OS Tags:
Jun ’15
Swift frameworks and unmapped SDK libraries?
Over the course of Swift's existence I've had to take advantage of a number of workarounds (i.e., hacks) to compile a Swift framework that utilizes non-modular system code, e.g., CommonCrypto, sqlite3, etc.These solutions have included:Renaming the umbrella header to be something different than the module name in order to exploit a bug that let frameworks compile with bridging headers, wherein the non-modular import happened: #import <CommonCrypto/CommonCrypto.h>Building a dummy, optional framework with a custom module map specifying the absolute path to an SDK header (relative SDK paths don't work): module CommonCrypto [system] [extern_c] { header /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/usr/include/CommonCrypto/CommonCrypto.h export * }Specifying a custom module map with an additional header specifying the absolute path to an SDK header: framework module MyCrypto { umbrella header MyCrypto.h header /Applications/Xcode.app/Contents/Deve
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9.7k
Jun ’15
Reply to Build app for Apple Watch only
The ability to build native standalone Watch Apps is reported to be for late summer.Xcode 7b, as an example, only offers this for new apps/projects (also frameworks/libs):This template provides a starting point for an iOS application with an associated WatchKit Application.
Topic: App & System Services SubTopic: General Tags:
Jun ’15
IBDesignable View w/ Fixed Aspect Ratio
I'm trying to build a IBDesignable View with a fixed aspect ratio. The goal is to be able to just assign the custom class and then be able to move and resize the view in Interface Builder while maintaining a set aspect ratio. Note: This means WITHOUT adding an Aspect Ratio constraint on the view with Interface Builder. I want a widget that just works.Any ideas?
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878
Jun ’15
Location for filesystem bundle?
With 10.11 El Capitan some directories in /System has been locked down. This is all fine and we can handle that, with the exception of our filesystem-bundle. Ie, what we would place in /System/Library/Filesystems/zfs.fs/ can no longer be put there. (rootless).I have noticed that diskartbitrationd does build a path using /Filesystems but the obvious places (/L/Filesystems and ~/L/Filesystems) do not work.So what is the new location for our filesystem bundles ? Asking users to disable rootless to install a filesystem does seem somewhat extreme.Please advice,Lund
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247
Jun ’15
Reply to The core Idea Of Metal
Yes.A central focus of Metal is to dramatically reduce the CPU cost of common operations. However, it is still quite possible for wasteful code to blow out the CPU cost and end up running slowly and eating up a bunch of battery life. That is, even though the CPU and GPU can run concurrently, your GPU frames can't cycle any faster than the CPU workload required to encode / enqueue them. Thus, quite a lot of making Metal go fast can be making sure that your CPU workload isn't consuming all your time. For me, the CPU cost is usually around 10% or less of the GPU time in well behaved code. If you are running more than that, then you may need to spend some time finding out why.Most of the time, it comes down to object reuse. It is maybe the key way to improve Metal performance. Much of Metal is designed around the assumption that you will allocate expensive resources (textures, buffers, shaders, queues) up front and then reuse them. As an application writer, this is fairly simple, since you should know in advance
Topic: Graphics & Games SubTopic: General Tags:
Jun ’15
Error LaunchServices: invalidationHandler called with social framework
I'm using Social Framework to share text on Facebook.I've used this code:NSArray *activityItems; NSString * prova=[NSString stringWithFormat:@prova]; activityItems = @[self.ImageView.image,prova]; UIActivityViewController *activityController = [[UIActivityViewController alloc] initWithActivityItems:activityItems applicationActivities:nil]; [self presentViewController:activityController animated:YES completion:nil]; When I build in simulator it works well, but when I build in my iPhone I receive this error:LaunchServices: invalidationHandler called
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398
Jun ’15