So I've found out from other posts that Xcode 13.4.1 won't debug apps on iPhones with iOS 15.6.
The solution everyone that everyone seems to agree on is to go back to Xcode 13.3.1.
While I am downloading the xip file for that version, I want to check first on how to install the older version? I don't need to mess things up any worse than they are now.
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Within my code to fetch data from CoreData I have the following line:
let itemNoSort = NSSortDescriptor(key:"itemNo", ascending: false)
What I am not sure of however is that the above is the same as saying descending: true
Can't seem to find it in the documentation.
I would like to open an audio file on my iOS device and remove long silences. I already have the code for calculating volumes so am not pasting that here.
What I am unsure of "how to do" is: While I believe that I have the proper code to read the file below, I am unsure as to how to read it in proper pieces to I can later get the volume of each piece.
I realize that this might be a situation of calculating the size of frames and whatnot. But I am totally green when it comes to audio.
I would seriously appreciate any guidance.
guard let input = try? AVAudioFile(forReading: url) else {
return nil
}
guard let buffer = AVAudioPCMBuffer(pcmFormat: input.processingFormat, frameCapacity: AVAudioFrameCount(input.length)) else {
return nil
}
do {
try input.read(into: buffer)
} catch {
return nil
}
Using Xcode 15.0.1
The playground, for the code below, has been in "Launching ok" for over two minutes. Anything that I should look into? A little mind boggling actually.
import UIKit
var msg = "Hello World"
print ("\(msg)")
So like the title says, when I start up Xcode the preview won;t work till I run a debug session using the simulator.
Sometimes the debug session is unable to start the simulator, which I can start manually then run a debug session.
Once all the above is done, preview works.
Any idea what is causing this behavior?
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.
I am writing a SwiftUI based app, and errors can occur anywhere. I've got a function that logs the error.
But it would be nice to be able to call an Alert Msg, no matter where I am, then gracefully exits the app.
Sure I can right the alert into every view, but that seems ridiculously unnecessary.
Am I missing something?
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.