Debugger on Xcode 16.x is super slow and it turns out it's only this way when Xcode is connected to my iPhone via WiFi. If I disable WiFI on my iPhone everything is just fine. But that's not a solution.
An engineer posted this supposed solution, https://developer.apple.com/documentation/xcode-release-notes/xcode-15-release-notes.
Forgive me but that's not a solution, especially since we used to be able to shut off "Connect via WiFI."
I've seen so many posts here and everywhere else with no one stating any clear answer.
Does anyone know why has this been removed? And is anyone aware of it?
I've posted in the Feedback Asst. as many others have.
What gives?
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I find Xcode's Debugging Variable View to be to cluttered, even when just watching "local" variables.
Is there anyway to set it so that it only shows the variables I want to watch? Would make debugging so much easier.
If try to dynamically load WhipserKit's models, as in below, the download never occurs. No error or anything. And at the same time I can still get to the huggingface.co hosting site without any headaches, so it's not a blocking issue.
let config = WhisperKitConfig(
model: "openai_whisper-large-v3",
modelRepo: "argmaxinc/whisperkit-coreml"
)
So I have to default to the tiny model as seen below.
I have tried so many ways, using ChatGPT and others, to build the models on my Mac, but too many failures, because I have never dealt with builds like that before.
Are there any hosting sites that have the models (small, medium, large) already built where I can download them and just bundle them into my project? Wasted quite a large amount of time trying to get this done.
import Foundation
import WhisperKit
@MainActor
class WhisperLoader: ObservableObject {
var pipe: WhisperKit?
init() {
Task {
await self.initializeWhisper()
}
}
private func initializeWhisper() async {
do {
Logging.shared.logLevel = .debug
Logging.shared.loggingCallback = { message in
print("[WhisperKit] \(message)")
}
let pipe = try await WhisperKit() // defaults to "tiny"
self.pipe = pipe
print("initialized. Model state: \(pipe.modelState)")
guard let audioURL = Bundle.main.url(forResource: "44pf", withExtension: "wav") else {
fatalError("not in bundle")
}
let result = try await pipe.transcribe(audioPath: audioURL.path)
print("result: \(result)")
} catch {
print("Error: \(error)")
}
}
}
I already know how to run multiple animations on the same SKSpriteNode at once:
createPaths()
let myIcon1 = MyIcon(wIcon: "screen", iSize: iSize)
let move = SKAction.follow(iconPath[0], asOffset: false, orientToPath: false, duration: 1)
let shrink = SKAction.resize(byWidth: -iSize.width/2, height: -iSize.width/2, duration: 1)
let blur = SKAction.fadeAlpha(to: 0.6, duration: 1)
let group = SKAction.group([shrink, move, blur])
myIcon1.run(group)
But I have two more icons I would like to animate at the same time.
Granted, with just 3 icons total I can't see any lag if I do something like this:
myIcon1.run(group1)
myIcon2.run(group2)
myIcon3.run(group3)
But surely there is a proper way to do this?
Xcode updated, and when it first asked, allow Xcode to access to local files, I said No by mistake.
Now I don't know how to change that?
I just keep getting Could not open workspace file at
I can open the project using File-Open-Project. But I can't open from the Start Window.
Am adding text to a Game Scene. Since I am new at this, I am curious about different screen sizes? Will a font size of 65 change in relationship to the SKSpriteNode it is a child of?
Is there method that detects and sets the proper font size for you, based on the size of its SKSpriteNode parent?
I am working on my first game, and I do know about collision detecting. I am curious if there is a method that returns how much space is being occupied by two sprites at the same time? Am sure there are multiple reasons to calculate this, but in my case one sprite can be touching at least 2 other sprites at once.
As you can see in the last two lines of the code below, I specify a specific SKSpriteNode to get the correct (or is it, adjusted?) touch coordinates. The last line is just left in there to compare while I am debugging.
I was curious if there was already a method in Swift that translates any coordinates handed to it into physical screen coordinates?
It would just be easier than having to first find out: Is this item that I am tracking, owned by the main GameScene, or a SKSpriteNode that has been placed somewhere other than 0,0 on the GameScene?
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesEnded(touches , with:event)
var delta = CGPoint(x: 0, y: 0)
guard touches.first != nil else { return }
if let touch = touches.first,
let node = myGV.currentGem,
node.isMoving == true {
let touchLocation = touch.location(in: myGV.guessBar!)
let touchLocation2 = touch.location(in: self)
I have a subclass of SKSpriteNode called MyGem. There are multiple instances of this class at runtime. They are all in an array of MyGems. At a specific point I would like to find out which MyGem is twinkling.
The problem I am running into is if no MyGem is twinkling. What do I return? I can't return a nil.
'nil' is incompatible with return type 'MyGem'
So what do I return?
I thought of returning the index number of the MyGem in the array class, and then passing -1 if none were twinkling. But that seems kludgy.
func getHighGem() -> MyGem {
for gem in myGems {
if gem.twinkling == true {
return gem
}
}
return nil //this line causes the IDE error
}
While debugging I would like to get a specific subclass's property. So far I can do this:
if let myPeg = getTargetSlot(node: node, location touchLocation){
print (myPeg.index)
}
Is it possible to write it in one line? Something like this?
print ("\(getTargetSlot(node: node, location touchLocation).index")
Because if there is a way, I cannot figure out the syntax.
Thanks
I am using debug labels so I know when I get any touchesBegan, touchesMoving, touchesEnded, and touchesCanceled.
I get everything I expect, touchesBegan, touchesMoved, and touchesEnded. However, it would appear that if I barely, just barely move an SKSPriteNode, I get a touchesCanceled instead of touchesEnded. Even thought the call right before is touchesMoved.
Is this as intended? Is there some threshold you have to reach to get an ended instead of a canceled? And if so, can I see and change it?
Thanks
More than glad to put my code, tho not sure how that would change anything.
I know it's uncool to ask vague questions here, but what do they call it when you create a world and follow it with a camera in Swift? Like an RPG? Like Doom?
I want to try and learn that now. And more importantly can it be done without using the Xcode scene builder? Can it be done all via code?
Thanks, as always. Without the forum I would never have gotten much farther than "Hello World!"
I have an SkSpriteNode (ball) in a box. Gravity is set to false, otherwise it has an SkPhysicsBody to bounce off of walls.
Is there a method to give the ”ball” an initial push in a specified direction and velocity/strength wise?
While I do need to get another HD, I currently have
34.85 GB (12.61 GB purgeable) available.
Yet for some reason when I try to run update on Xcode, it says I don't have enough HD space. That's three times the final size of the new Xcode.
Is there some way around this?
So sorry if I should't be asking this here, but am trying to find a current-ish tutorial on how to make an app that converts speech to text in real time.
Transcribing from text to speech as you're speaking.
I've found a few one's on YouTube, but they are quite old, or just transcribing from a recorded file, etc. etc.
If anyone is aware of a good tutorial, paid or not, I would so appreciate any link.
Thank you