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“DTiPhoneSimulatorErrorDomain Code 2”

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Ipad "Learn to code 2" - graphics not rendering after latest app update
Hi,Following the update to v1.1 of Swift Playground on iOS on Nov. 17, none of the graphics are rendering in the Learn To Code 2 module. The code window shows, but the world screen that normally shows the landscape, programable characters, gems, switches, etc. remains blank.This doesn't happen in Learn To Code 1 or 3, which seem to be unaffected.I've closed all other apps, rebooted my iPad Pro but nothing is showing.Does anyone else have this issue, or have a fix?Thanks
1
0
440
Nov ’16
Report a bug on Swift Playground, "Learn to Code 2" - "Seeking Seven Gems"
Hello folks, I'd like to report a bug in Swift Playground to Apple official dev team, it's in Learn to Code 2 - Seeking Seven Gems. The puzzle map can't be loaded, please check the following screenshot, My system environment: MacOS 15.3 Swift 6.0.3 (swift-driver version: 1.115.1 Apple Swift version 6.0.3 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)) Swift Playground 4.6.2 Xcode 16.2 Hardware: MacBook Pro/M2 Pro/32G
1
0
545
Feb ’25
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
2
0
690
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?
0
0
609
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
1
0
644
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
4
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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
9
0
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?
1
0
621
Sep ’23
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
0
0
326
Feb ’17
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
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?
2
0
1.1k
Jul ’17
Ipad "Learn to code 2" - graphics not rendering after latest app update
Hi,Following the update to v1.1 of Swift Playground on iOS on Nov. 17, none of the graphics are rendering in the Learn To Code 2 module. The code window shows, but the world screen that normally shows the landscape, programable characters, gems, switches, etc. remains blank.This doesn't happen in Learn To Code 1 or 3, which seem to be unaffected.I've closed all other apps, rebooted my iPad Pro but nothing is showing.Does anyone else have this issue, or have a fix?Thanks
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1
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0
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440
Activity
Nov ’16
iOS17 NSURLSession errors when downloading Error Domain=NSPOSIXErrorDomain Code=2 "No such file or directory
iOS17 NSURLSession errors when downloading Error Domain=NSPOSIXErrorDomain Code=2 No such file or directory
Replies
1
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0
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689
Activity
Dec ’23
Report a bug on Swift Playground, "Learn to Code 2" - "Seeking Seven Gems"
Hello folks, I'd like to report a bug in Swift Playground to Apple official dev team, it's in Learn to Code 2 - Seeking Seven Gems. The puzzle map can't be loaded, please check the following screenshot, My system environment: MacOS 15.3 Swift 6.0.3 (swift-driver version: 1.115.1 Apple Swift version 6.0.3 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)) Swift Playground 4.6.2 Xcode 16.2 Hardware: MacBook Pro/M2 Pro/32G
Replies
1
Boosts
0
Views
545
Activity
Feb ’25
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
Replies
2
Boosts
0
Views
690
Activity
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?
Replies
0
Boosts
0
Views
609
Activity
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
Replies
1
Boosts
0
Views
644
Activity
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
Replies
4
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0
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2.3k
Activity
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
Replies
9
Boosts
0
Views
14k
Activity
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?
Replies
1
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0
Views
621
Activity
Sep ’23
EXC_BAD_ACCESS (code=2, address=0x16a76fff0) Xcode 15.3
Hello, I created an object which is inheriting from CLLocation. The main cause is that I want to store more properties Moreover I override the init function: override init(latitude: CLLocationDegrees, longitude: CLLocationDegrees) { super.init(latitude: latitude, longitude: longitude) } The objects aren't nil? Can anyone help Greeting Fabian
Replies
4
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0
Views
1.1k
Activity
Mar ’24
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
Replies
0
Boosts
0
Views
326
Activity
Feb ’17
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:
Replies
1
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0
Views
1.4k
Activity
Mar ’19
Thread 1: EXC_BAD_ACCESS (code=2, address=0x16c9dbf90)
import FirebaseCore import SwiftUI @main struct ToDoListApp: App { init() { FirebaseApp.configure() } var body: some Scene { WindowGroup { MainView() } } }
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0
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0
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532
Activity
Jan ’24
Learn to Code 2 not working. Unusual error.
Here is a screenshot.I've restarted the iPad and closed out the app. I have not figured out how to delete it. In the featured screen it shows that it is downloaded and the button says open and this is what happens.
Replies
1
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0
Views
263
Activity
Aug ’16
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?
Replies
2
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0
Views
1.1k
Activity
Jul ’17