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How can I enable HTTP exceptions in Xcode 15?
Before Xcode 15, when I could access the info.plist file, I was able to add exceptions to the App Transport Security Settings so I could connect with my home server, which has no HTTPS, just HTTP. But in Xcode 15 I have no idea, not can I buy a clue with google, on how to do this. Please help! Thanks p.s. I should probably add that one site mentioned going to the Target section of your project allows easy access to info.plist. Yet for some strange reason, there is no item in Targets, which is odd, as I can debug my. project.
1
0
437
Jun ’24
How can I enable HTTP exceptions in Xcode 15?
Before Xcode 15, when I could access the info.plist file, I was able to add exceptions to the App Transport Security Settings so I could connect with my home server, which has no HTTPS, just HTTP. But in Xcode 15 I have no idea, not can I buy a clue with google, on how to do this. Please help! Thanks p.s. I should probably add that one site mentioned going to the Target section of your project allows easy access to info.plist. Yet for some strange reason, there is no item in Targets, which is odd, as I can debug my. project.
0
0
884
Jun ’24
Need help understanding a piece of logic in a piece of code involving ".background"
Am new enough to SwiftUI that I that are still some concepts that confuse me. Case in point: .background The code below is meant to detect when the user drags their finger over different areas, in this case three different size circles placed over each other. The code works, but I get lost trying to figure out how the logic works. .background calls a function that's a view builder, yet doesn't an actual view? Unless Color.clear is the view it's returning? I have more questions, but might as well start with .background since it comes first? I think? Thanks import SwiftUI struct ContentView: View { @State private var dragLocation = CGPoint.zero @State private var dragInfo = " " @State private var secondText = "..." private func dragDetector(for name: String) -> some View { GeometryReader { proxy in let frame = proxy.frame(in: .global) let isDragLocationInsideFrame = frame.contains(dragLocation) let isDragLocationInsideCircle = isDragLocationInsideFrame && Circle().path(in: frame).contains(dragLocation) Color.clear .onChange(of: isDragLocationInsideCircle) { oldVal, newVal in if dragLocation != .zero { dragInfo = "\(newVal ? "entering" : "leaving") \(name)..." } } } } var body: some View { ZStack { Color(white: 0.2) VStack(spacing: 50) { Text(dragInfo) .padding(.top, 60) .foregroundStyle(.white) Text(secondText) .foregroundStyle(.white) Spacer() ZStack { Circle() .fill(.red) .frame(width: 200, height: 200) .background { dragDetector(for: "red") } Circle() .fill(.white) .frame(width: 120, height: 120) .background { dragDetector(for: "white") } Circle() .fill(.blue) .frame(width: 50, height: 50) .background { dragDetector(for: "blue") } } .padding(.bottom, 30) } } .ignoresSafeArea() .gesture( DragGesture(coordinateSpace: .global) .onChanged { val in dragLocation = val.location secondText = "\(Int(dragLocation.x)) ... \(Int(dragLocation.y))" } .onEnded { val in dragLocation = .zero dragInfo = " " } ) } } #Preview { ContentView() }
1
0
592
Aug ’24
Strange error in com.apple.speech.localspeechrecognition that doesn't affect output?
While running Swift's SpeechRecognition capabilities I get the error below. However, the app successfully transcribes the audio file. So am not sure how worried I have to be, as well, would like to know that if when that error occurred, did that mean that the app went to the internet to transcribe that file? Yes, requiresOnDeviceRecognition is set to false. Would like to know what that error meant, and how much I need to worry about it? Received an error while accessing com.apple.speech.localspeechrecognition service: Error Domain=kAFAssistantErrorDomain Code=1101 "(null)"
0
0
840
Oct ’24
Is there anywhere to get precompiled WhisperKit models for Swift?
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)") } } }
0
0
132
Jun ’25
Xcode can't find prepareCustomLanguageModel
I have Xcode 16 and am setting everything to a minimum target deployment to 17.5, and am using import Speech Never the less, Xcode doesn't can't find it. At ChatGPT's urging I tried going back to Xcode 15.3, but that won't work with Sequoia Am I misunderstanding something? Here's how I am trying to use it: if templateItems.isEmpty { templateItems = dbControl?.getAllItems(templateName: templateName) ?? [] items = templateItems.compactMap { $0.itemName?.components(separatedBy: " ") }.flatMap { $0 } let phrases = extractContextualWords(from: templateItems) Task { do { // 1. Get your items and extract words templateItems = dbControl?.getAllItems(templateName: templateName) ?? [] let phrases = extractContextualWords(from: templateItems) // 2. Build the custom model and export it let modelURL = try await buildCustomLanguageModel(from: phrases) // 3. Prepare the model (STATIC method) try await SFSpeechRecognizer.prepareCustomLanguageModel(at: modelURL) // ✅ Ready to use in recognition request print("✅ Model prepared at: \(modelURL)") // Save modelURL to use in Step 5 (speech recognition) // e.g., self.savedModelURL = modelURL } catch { print("❌ Error preparing model: \(error)") } } }
1
0
154
Jul ’25
Having strange trouble with touchesMoved, need help.
Am trying to make a game, where I drag gems around. The hierarchy is: GameScene (this is the view controller) gemBase, which holds the gems (light grey) SKSpriteNode gems SKSpriteNode The gems are children of gemBase, which is a child of GameScene. When the gemBase is at 0,0 everything works fine when I drag the gems. They are in the same place I am touching the screen. But I want to offer a left-handed feature, where I offset the gemBase to the rightsize of the screen. All gems automatically move with the base so I don't need to recalculate their positions. But then, when I try to move the gems, they are offset to the right of where I am touching the screen. They are offset by as much as I move the gemBase. Below is my only code where I handle touchesMoved (in GameScene) If you're having problems visualizing what I am describing, the screen shot is at: http: // 98.7.37.117/ss.gif Do I have to convert the touch.location?     override func touchesMoved(_ touches: SetUITouch, with event: UIEvent?){         guard touches.first != nil else { return }         if toggleHigh {highliteGem(theGem: myGems[0], clearAll: true)}         if let touch = touches.first, let node = myGV.currentGem, node.isMoving == true {             let touchLocation = touch.location(in: self)             node.moved    = true             node.position = touchLocation             node.isMoving = true             node.inSlot = false             //addTrailToTwinkle(theNode: node)         }     }
8
0
936
May ’21
How can I access an array in one of my classes?
myGV is a structure where I store a handful of global variables. The following are all sub-classes of SKSpriteNode: I have a class called guessingBar which holds 6 guessSlots. The former class has an array of the guessSlots for me to loop through. I just don't know the syntax of how to access the array. myGV holds multiple variables, so the SKSpriteNode guessBar can be found at: myGV.guessBar I expected to be able to read the array with: myGV.guessBar.guessSlots[x] but as you can see from the debugger screenshot, I cannot. In the screenshot you can see that everything is initialized. Am I missing some silly typo, or is the syntax escaping me? http: //98.7.37.117/s.png
3
0
668
Jun ’21
Is there a way to translate touches to screen coordinates
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)
1
0
851
Jun ’21
How can I return a nil in Swift
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 }
1
0
3.7k
Jun ’21
Will casting "as?" fail if not the correct type?
I know this is a silly question, but I just want to be safe. I have multiple subclasses of SKSpriteNode in my app. In touchesBegan I am looking for a specific type, MyPeg. I just want to make sure that the code below fails if the node is not a MyPeg. I have this fear that if another of my subclasses is the same size, or too similar, or even has the same variables that I might get a positive. override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?){ super.touchesBegan(touches , with:event) guard let touch = touches.first else { return } let location = touch.location(in: self) let touchedNodes = self.nodes(at: location) for theNode in touchedNodes{ if let node = theNode as? MyPeg{
2
0
497
Jul ’21
Can I get an subclass's property from a function call that returns said subclass?
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
1
0
475
Aug ’21
How can I enable HTTP exceptions in Xcode 15?
Before Xcode 15, when I could access the info.plist file, I was able to add exceptions to the App Transport Security Settings so I could connect with my home server, which has no HTTPS, just HTTP. But in Xcode 15 I have no idea, not can I buy a clue with google, on how to do this. Please help! Thanks p.s. I should probably add that one site mentioned going to the Target section of your project allows easy access to info.plist. Yet for some strange reason, there is no item in Targets, which is odd, as I can debug my. project.
Replies
1
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0
Views
437
Activity
Jun ’24
How can I enable HTTP exceptions in Xcode 15?
Before Xcode 15, when I could access the info.plist file, I was able to add exceptions to the App Transport Security Settings so I could connect with my home server, which has no HTTPS, just HTTP. But in Xcode 15 I have no idea, not can I buy a clue with google, on how to do this. Please help! Thanks p.s. I should probably add that one site mentioned going to the Target section of your project allows easy access to info.plist. Yet for some strange reason, there is no item in Targets, which is odd, as I can debug my. project.
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0
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0
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884
Activity
Jun ’24
Is there a Finder type app that will read through my iPhone files?
Is there a Finder type app that will read through my iPhone files? I’m working on a app that records audio files to my iPhone, and it would be much easier if I could find an app where I could scroll through the files on my iPhone from my desktop as opposed to doingit on the iPhone itself.
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2
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0
Views
713
Activity
Aug ’24
Need help understanding a piece of logic in a piece of code involving ".background"
Am new enough to SwiftUI that I that are still some concepts that confuse me. Case in point: .background The code below is meant to detect when the user drags their finger over different areas, in this case three different size circles placed over each other. The code works, but I get lost trying to figure out how the logic works. .background calls a function that's a view builder, yet doesn't an actual view? Unless Color.clear is the view it's returning? I have more questions, but might as well start with .background since it comes first? I think? Thanks import SwiftUI struct ContentView: View { @State private var dragLocation = CGPoint.zero @State private var dragInfo = " " @State private var secondText = "..." private func dragDetector(for name: String) -> some View { GeometryReader { proxy in let frame = proxy.frame(in: .global) let isDragLocationInsideFrame = frame.contains(dragLocation) let isDragLocationInsideCircle = isDragLocationInsideFrame && Circle().path(in: frame).contains(dragLocation) Color.clear .onChange(of: isDragLocationInsideCircle) { oldVal, newVal in if dragLocation != .zero { dragInfo = "\(newVal ? "entering" : "leaving") \(name)..." } } } } var body: some View { ZStack { Color(white: 0.2) VStack(spacing: 50) { Text(dragInfo) .padding(.top, 60) .foregroundStyle(.white) Text(secondText) .foregroundStyle(.white) Spacer() ZStack { Circle() .fill(.red) .frame(width: 200, height: 200) .background { dragDetector(for: "red") } Circle() .fill(.white) .frame(width: 120, height: 120) .background { dragDetector(for: "white") } Circle() .fill(.blue) .frame(width: 50, height: 50) .background { dragDetector(for: "blue") } } .padding(.bottom, 30) } } .ignoresSafeArea() .gesture( DragGesture(coordinateSpace: .global) .onChanged { val in dragLocation = val.location secondText = "\(Int(dragLocation.x)) ... \(Int(dragLocation.y))" } .onEnded { val in dragLocation = .zero dragInfo = " " } ) } } #Preview { ContentView() }
Replies
1
Boosts
0
Views
592
Activity
Aug ’24
Strange error in com.apple.speech.localspeechrecognition that doesn't affect output?
While running Swift's SpeechRecognition capabilities I get the error below. However, the app successfully transcribes the audio file. So am not sure how worried I have to be, as well, would like to know that if when that error occurred, did that mean that the app went to the internet to transcribe that file? Yes, requiresOnDeviceRecognition is set to false. Would like to know what that error meant, and how much I need to worry about it? Received an error while accessing com.apple.speech.localspeechrecognition service: Error Domain=kAFAssistantErrorDomain Code=1101 "(null)"
Replies
0
Boosts
0
Views
840
Activity
Oct ’24
Can Xcode's Debugging Variable View be modified?
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.
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0
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0
Views
227
Activity
Jan ’25
Is there anywhere to get precompiled WhisperKit models for Swift?
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)") } } }
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0
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0
Views
132
Activity
Jun ’25
Xcode can't find prepareCustomLanguageModel
I have Xcode 16 and am setting everything to a minimum target deployment to 17.5, and am using import Speech Never the less, Xcode doesn't can't find it. At ChatGPT's urging I tried going back to Xcode 15.3, but that won't work with Sequoia Am I misunderstanding something? Here's how I am trying to use it: if templateItems.isEmpty { templateItems = dbControl?.getAllItems(templateName: templateName) ?? [] items = templateItems.compactMap { $0.itemName?.components(separatedBy: " ") }.flatMap { $0 } let phrases = extractContextualWords(from: templateItems) Task { do { // 1. Get your items and extract words templateItems = dbControl?.getAllItems(templateName: templateName) ?? [] let phrases = extractContextualWords(from: templateItems) // 2. Build the custom model and export it let modelURL = try await buildCustomLanguageModel(from: phrases) // 3. Prepare the model (STATIC method) try await SFSpeechRecognizer.prepareCustomLanguageModel(at: modelURL) // ✅ Ready to use in recognition request print("✅ Model prepared at: \(modelURL)") // Save modelURL to use in Step 5 (speech recognition) // e.g., self.savedModelURL = modelURL } catch { print("❌ Error preparing model: \(error)") } } }
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1
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154
Activity
Jul ’25
Having strange trouble with touchesMoved, need help.
Am trying to make a game, where I drag gems around. The hierarchy is: GameScene (this is the view controller) gemBase, which holds the gems (light grey) SKSpriteNode gems SKSpriteNode The gems are children of gemBase, which is a child of GameScene. When the gemBase is at 0,0 everything works fine when I drag the gems. They are in the same place I am touching the screen. But I want to offer a left-handed feature, where I offset the gemBase to the rightsize of the screen. All gems automatically move with the base so I don't need to recalculate their positions. But then, when I try to move the gems, they are offset to the right of where I am touching the screen. They are offset by as much as I move the gemBase. Below is my only code where I handle touchesMoved (in GameScene) If you're having problems visualizing what I am describing, the screen shot is at: http: // 98.7.37.117/ss.gif Do I have to convert the touch.location?     override func touchesMoved(_ touches: SetUITouch, with event: UIEvent?){         guard touches.first != nil else { return }         if toggleHigh {highliteGem(theGem: myGems[0], clearAll: true)}         if let touch = touches.first, let node = myGV.currentGem, node.isMoving == true {             let touchLocation = touch.location(in: self)             node.moved    = true             node.position = touchLocation             node.isMoving = true             node.inSlot = false             //addTrailToTwinkle(theNode: node)         }     }
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8
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936
Activity
May ’21
Does SKLabelNode have a method to "automatically" adjust font size?
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?
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1
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0
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766
Activity
May ’21
How can I access an array in one of my classes?
myGV is a structure where I store a handful of global variables. The following are all sub-classes of SKSpriteNode: I have a class called guessingBar which holds 6 guessSlots. The former class has an array of the guessSlots for me to loop through. I just don't know the syntax of how to access the array. myGV holds multiple variables, so the SKSpriteNode guessBar can be found at: myGV.guessBar I expected to be able to read the array with: myGV.guessBar.guessSlots[x] but as you can see from the debugger screenshot, I cannot. In the screenshot you can see that everything is initialized. Am I missing some silly typo, or is the syntax escaping me? http: //98.7.37.117/s.png
Replies
3
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0
Views
668
Activity
Jun ’21
Is there a way to translate touches to screen coordinates
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)
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1
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0
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851
Activity
Jun ’21
How can I return a nil in Swift
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 }
Replies
1
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0
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3.7k
Activity
Jun ’21
Will casting "as?" fail if not the correct type?
I know this is a silly question, but I just want to be safe. I have multiple subclasses of SKSpriteNode in my app. In touchesBegan I am looking for a specific type, MyPeg. I just want to make sure that the code below fails if the node is not a MyPeg. I have this fear that if another of my subclasses is the same size, or too similar, or even has the same variables that I might get a positive. override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?){ super.touchesBegan(touches , with:event) guard let touch = touches.first else { return } let location = touch.location(in: self) let touchedNodes = self.nodes(at: location) for theNode in touchedNodes{ if let node = theNode as? MyPeg{
Replies
2
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0
Views
497
Activity
Jul ’21
Can I get an subclass's property from a function call that returns said subclass?
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
Replies
1
Boosts
0
Views
475
Activity
Aug ’21