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DTiPhoneSimulatorErrorDomain Code 2

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Widgets Code Along Part 2 - EmojiRangerWidgetEntryView doesn't display correctly
In working through the 2nd code along, I put in place the code which allows for the widget to be formatter for system medium. When I run the code all I end up with is the enlarged widget view with a completely orange background and no content. I also tried the finished final project that was provided and it resulted in the same output. Any ideas as to what might be going on with the sample? Thanks, Rob
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675
Jun ’20
How can I restrict which devices can receive the two factor authentication verification code?
I work in an office where there are multiple devices used to access the developer account.We constantly have the problem that when asked to enter the verification code we have no idea which device to look for it on. If you are luck it will appear on a device near by but we have people working from remote locations that also access the developer account so the verification code could be sent literally anywhere in the world.There must be some way we can limit the devices the code can be sent to so we know where to look for it. It would also be helpful if it would also tell you the name of the device it was sent to.Can somebody point me in the correct direction?
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595
Sep ’19
Swift Playground "Learn to Code 2" Chapter "World Building" page Introduction
Hello everyone, I hope playground developers monitor this forum. In Swift Playground Learn to Code 2, Chapter World Building, the Introduction page shows an incorrect example. it instructs to use world.place(item: Item, atColumn: Int, row: Int), but when I used word.place(item: block, atColumnt: 3, row: 3), I received an error Extraneous argument label 'item' in call. Method word.place(block, atColumnt: 3, row: 3) worked fine. Other than that, it's a great tool! I'm using it to teach my daughter (Gr.8). Thanks! Alex
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614
Apr ’21
clang compile with LTO - Bus error, BAD_ACCESS code=2
Since we upgraded a Mac to the latest Xcode (coming from 12.4) to 13.1 or 13.2.1 / commandline tools 13.2 we're hitting an error when linking our executable. clang: error: unable to execute command: Bus error: 10 clang: error: linker command failed due to signal (use -v to see invocation) ninja: build stopped: subcommand failed. It only happens when doing LTO builds. I disabled system hardening to be able to attach LLDB to the linker hoping to find more info on why it might crash and got a huge stack trace: * frame #0: 0x00000001058087d0 libLTO.dylib`computeKnownBitsFromOperator(llvm::Operator const*, llvm::APInt const&, llvm::KnownBits&, unsigned int, (anonymous namespace)::Query const&) + 32 frame #1: 0x00000001057f6333 libLTO.dylib`computeKnownBits(llvm::Value const*, llvm::APInt const&, llvm::KnownBits&, unsigned int, (anonymous namespace)::Query const&) + 1523 frame #2: 0x00000001057f5cc9 libLTO.dylib`computeKnownBits(llvm::Value const*, llvm::KnownBits&, unsigned int
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2.3k
Dec ’21
IAP failed: SKErrorDomain Code=2 "Cannot connect to iTunes Store"
Hi,I am receiving the following error message whenever my users try to purchase my product (so far I haven't had a single user on iOS successfully purchase any of my IAPs): Jul 10 11:49:53 melodyyin18@gmail.com LingolandNative: WARNING IAP: Purchase purchasing Jul 10 11:49:56 melodyyin18@gmail.com LingolandNative: ERR IAP: Purchase failed: error=Error Domain=SKErrorDomain Code=2 Cannot connect to iTunes Store UserInfo={NSLocalizedDescription=Cannot connect to iTunes Store} Jul 10 11:50:11 melodyyin18@gmail.com LingolandNative: INFO IAP: productsRequest received response!What could be causing this issue?The first thing that comes to mind is that the user is having trouble with the Internet connection, except everything else in my app that uses networking works (the app is a networked game).I've also tested with sandbox users locally, and the purchasing has worked fine.As feedback, either there needs to be a retry mechanism for connecting to the store, or the error message needs to be more des
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14k
Jul ’16
Unable to add exclusionPaths to "Meet TextKit 2" sample code
If I set an exclusion path, e.g. in TextDocumentViewController.viewDidLoad() like: textLayoutManager.textContainer?.exclusionPaths = [bezierPath] I am getting a Unexpectedly found nil while unwrapping an Optional value crash in TextDocumentView.adjustViewportOffset() because viewportRange is nil on textViewportLayoutController. Setting an exclusion path also causes weird behavior for textLayoutManager.enumerateTextLayoutFragments() which refuses to iterate if the .ensuresLayout option is set. The problem happens in both iOS and macOS (though I only care about iOS). I'm able to get exclusionPaths to work fine if I use UITextView, but the performance is unworkable there. I also was able to set exclusionPaths in the STTextView project in GitHub, but I was unable to identify anything specific that code was doing differently. Anyone have ideas as to what else needs to happen to make exclusionPaths work?
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603
Sep ’23
Crash (EXC_BAD_ACCESS (code=2, address=0x6048a280aff8)) with OperationQueue
Hi,I'm working on a custom framework to copy files asynchronously with FileManger.I use NSOperation and NSOperationQueue like in this article.I build all my CopyOperations in a loop where I pass the srcPath, dstPath and other parameters, set the dependency to the next operation to the previous and add the operations to a CopyFilesOperationQueue which inherit from NSOperationQueue :_theCopyFilesOperationQueue = CopyFilesOperationQueue() _theCopyFilesOperationQueue?.name = exportFiles var dp: FileOperation? let fm: FileManager = FileManager.defaultfor i in 0...theTracksList.count - 1 { let theTrack: Track = theTracksList[i] let file: URL = theTrack.location! let theSourcePathStr: String = file.path let theDestinationPattern: String = _getDestinationPattern(theTrack: theTrack, fileNameType: theFileNameType) let theDestinationPathStr: String = exportTo.path + / + theDestinationPattern let theCopyFileOperation: FileOperation = FileOperation(fileManager: fm, srcPath: theSourcePathStr, dstPath: theDestinationPathStr
Topic: UI Frameworks SubTopic: AppKit Tags:
1
0
1.4k
Mar ’19
Two factor authentication does not show auth. code on my other devices
After upgrading to the latest betas (10.12.4 Beta (16E163f) and iOS 10.3. beta 3) the two factor authentication does not work properly. The machine asks for user name and password. Once I provide that, it shows the dialog box with 6 digit fields, but none of my devices show the number. The only workaround it is to send the number as SMS.Did anybody encounter this problem after upgrade? Any ideas how to resolve it?Thanks,Mirek
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313
Feb ’17
Fox2: SCNVector3... unavailable in swift error compiling sample code Xcode 9 beta 2
Hello, I'm trying to compile the code from Fox2 available athttps://developer.apple.com/videos/play/wwdc2017/604/Fox2This code uses the new features of SceneKit and I presume it can only run if you have the latest beta macOS High Sierra and Xcode Beta (I have beta 2).I downloaded the app and added developer signing. I also tried to run in my iOS device (also iOS 11 beta 2), but the code doesn't even compile. It's showing SNCVector3... errors, e.g.SCNVector3FromFloat3 is unavailable in Swift --> SCNVector3FromFloat3. has been explicitly marked unavailable hereSCNMatrix4FromMat4 is unavailable in Swift --> SCNMatrix4FromMat4. has been explicitly marked unavailable hereSCNVector3ToFloat is unavailable in Swift --> SCNVector3ToFloat. has been explicitly marked unavailable hereWhat could be wrong in my setup?
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1.1k
Jul ’17
Where do I put code that runs when two nodes collide or make contact with each other?
Where do I put code that runs when two nodes collide or make contact with each other?I've already read the article, About Collisions and Contacts. That doesn't give me all the information I need.Here is my code so far. The didBegin callback method isn't firing.import UIKit import SpriteKit class GameScene: SKScene { let player = SKSpriteNode(imageNamed: player) override func didMove(to view: SKView) { physicsWorld.contactDelegate = self player.physicsBody = SKPhysicsBody(rectangleOf: player.size) player.physicsBody?.isDynamic = false player.physicsBody?.categoryBitMask = 0b00001 player.physicsBody?.collisionBitMask = 0b00001 player.position = CGPoint(x: 20 + player.size.width/2, y: view.frame.height / 2) addChild(player) let carEngineStart = SKAudioNode(fileNamed: car_engine_running) addChild(carEngineStart) run(SKAction.repeatForever( SKAction.sequence([ SKAction.run(addCompetitor), SKAction.wait(forDuration: 3.0) ]) )) } override func update(_ currentTime: TimeIn
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1.6k
May ’19
IOS SwiftUI - @main -> Thread 1: EXC_BAD_ACCESS (code=2, address=0x7ffee1a57ff0)
In the code below you can see the error and the code used in my xxApp.swift folder. I was creating Sign In and a Sign Up function, and everything worked very well, but then I got this error when clicking on the register button. If you need more code just let me know, thanks in advance! Here is the code of the @main : import Firebase final class AppDelegate: NSObject, UIApplicationDelegate { func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool { FirebaseApp.configure() return true } final class AppDelegate: NSObject, UIApplicationDelegate { func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool { FirebaseApp.configure() return true }`final class AppDelegate: NSObject, UIApplicationDelegate { func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIA
0
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912
Aug ’21