Expanding a speech to text demo, and while it works, I am still trying to learn Swift. Is .installTap the Swift version of a C callback function?
From what I interpret here, every time the buffer becomes full, the code in between the last { } runs, as well, the code below it is also run.
It almost feels like a callback combined with a GOTO line from basic.
yes, it works, but I'd like to understand that I am getting the flow of the code correctly.
func startSpeechRecognition (){
let node = audioEngine.inputNode
let recordingFormat = node.outputFormat(forBus: 0)
node.installTap(onBus: 0, bufferSize: 1024, format: recordingFormat) { (buffer, _) in self.request.append(buffer) }
audioEngine.prepare()
do {
try audioEngine.start()
} catch let error {
...
}
guard let myRecognition = SFSpeechRecognizer() else {
...
return
}
if !myRecognition.isAvailable {
...
}
task = speechRecognizer?.recognitionTask(with: request, resultHandler: { (response, error) in guard let response = response else {
if error != nil {
print ("\(String(describing: error.debugDescription))")
} else {
print ("problem in repsonse")
}
return
}
let message = response.bestTranscription.formattedString
print ("\(message)")
})
}
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Hello, Just starting to learn Xcode and I can test the first chapter's app on my iPhone if it's conncted via USB-C. The book walks me through the part where I can allow Xcode to connect to the iPhone via WiFi, just checking "Connect via Network."Yet Xcode cannot find my phone unless it's connected via USB. When I go to Devices that checkbox stays checked, unless I unplug the phone it which case that box doesn't even appear.And yes, they are both on the same WiFi, it's the only one I have and it's up and running.Any thoughs?
In my app I create mutiple SKSpriteNodes, gems. Code snippet 1
When I loop through nodes from the main scene in a tap gesture, Code snippet 2, the gems register in a perfect square shape even though they are not. I have highlighted all areas that the orange gem registers in a tap as white. Here is the screen shot http://98.7.37.117/gem.png
Since the gem is itself not a square, I'd like to know if there is a way refine its shape so it would only show up in the list of nodes in UITapGestureRecognizer if the orange part is tapped. I have even tried by assigning it a physicsBody. But that made no difference.
Code Snippet 1
class MyGem : SKSpriteNode{
init(iColor : Gems) {
fileName = "\(iColor)_gem"
let skTexture = SKTexture(imageNamed: fileName)
super.init(texture: skTexture, color: .clear, size: .zero)
self.isHidden = true
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.size = CGSize(width: myGV.gemSize.width, height: myGV.gemSize.height)
self.zPosition = theZ.gem
self.position = CGPoint(x: 0, y: 0 )
self.isUserInteractionEnabled = false
self.name = "gem"
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Code Snippet 2
@objc func tappedView(_ sender:UITapGestureRecognizer) {
if sender.state == .ended{
var post = sender.location(in: sender.view)
post = self.convertPoint(fromView: post)
for node in self.nodes(at: post){
if let touchNode = node as? MyGem
print("touched gem")
highliteGem(theGem: touchNode, clearAll: false)
return
}
Been using Xcode's Download Container for a short time, and at first there were no issues.
But lately, it doesn't always download all the files from my iPhone to the Mac. Sometimes cleaning the build folder works, other times not.
As well, the same happens whether I am connected to my iPhone via cable, or wifi.
Has anyone else had this issue?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I've created a ball, and boxed my game scene.
The balls physics settings are:
self.physicsBody!.affectedByGravity = true
self.physicsBody!.restitution = 1.0
self.physicsBody!.linearDamping = 0
self.physicsBody!.friction = 0.3
self.physicsBody!.isDynamic = true
self.physicsBody!.mass = 0.5
self.physicsBody?.contactTestBitMask = bodyMasks.blankMask.rawValue
self.physicsBody?.collisionBitMask = bodyMasks.edgeMask.rawValue
self.physicsBody?.categoryBitMask = bodyMasks.ballMask.rawValue
When I box the game scene with:
self.physicsBody = SKPhysicsBody(edgeLoopFrom: self.frame)
the ball bounces back up as intended.
However, if I replace edgeLoopFrom with my own custom borders:
yourLine.lineWidth = 5
yourLine.path = pathToDraw
yourLine.isUserInteractionEnabled = false
yourLine.strokeColor = .clear
yourLine.isHidden = false
yourLine.zPosition = 10
yourLine.physicsBody = SKPhysicsBody(edgeLoopFrom: pathToDraw)
yourLine.physicsBody?.affectedByGravity = false
yourLine.physicsBody?.pinned = true
yourLine.physicsBody?.categoryBitMask = bodyMasks.edgeMask.rawValue
yourLine.physicsBody?.collisionBitMask = bodyMasks.ballMask.rawValue
yourLine.physicsBody?.contactTestBitMask = bodyMasks.blankMask.rawValue
the ball just comes down with a thud, stops, and doesn't bounce.,
So am trying to figure out what physics settings I have to give to my custom made edges so that the ball bounces?
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)
}
}