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Export SwiftUI View
I know this is a strange and easy question. but JUST CANT FIND ANY REFERENCE aaaaaaaa I'm using SwiftUI and wants to export to PDF (best I can find Creating PDFs on MacOS without UIKit) export to image export to HTML export to everything possible etc BONUS print the page I can only find UIKit support and they are all outdated. AND IF POSSIBLE how to integrate ShareLink to share these(PDF, Image, HTML, etc) and write them onto disk using NSSavePane? even better how to do this on a of the platforms (I know I'm greedy😂) Thanks for any help🙏
0
0
848
Jun ’22
No idea
I have a structure TodoItem struct TodoItem: Codable, Hashable, Identifiable {     var id: UUID = UUID()     var item: String     var done: Bool = false } And I have an array of them, and I’d like to find out a way to calculate(in a array) how many are done; that is, myArray.count / itemsDone .count is easy, itemsDone can be achieved like this: extension Array where Element == TodoItem {     var itemsDone: Double {         var done: Double = 0         for i in self {             if i.done { done += 1 }         }         return done     } } but it didn’t. struct ContentView: View { @State var todos: [TodoItem] … ProgressView(value: todos.itemsDone / todos.count) // Error My Playground won’t let me copy the error(no idea why) and my family’s iPad is in Chinese so one is Chinese. I’ll try it on Xcode and see if I can find out more. will update with the error. EDiT nor will this work: ProgressView(value: todos.itemsDone, total: todos.count)
5
0
770
Jul ’22
Pass on Binding
I have this: struct TableRow: View { @Binding var data: TodoItem var body: some View { ... } } and this: List {     ForEach(data) { datum in         TableRow(data: ???) // <- what goes here?             .swipeActions {                 Button(role: .destructive) {                     data.delete(datum)                 } label: {                     Label("Delete", systemImage: "trash")                 }           }     } }
1
0
389
Jun ’22
I have a bug in Regex(maybe)
Feedback is filed. Trying to look into the Core.swift. diagnostics: Unsupported: 'Consumer for unconverted(_StringProcessing.DSLTree._AST.Atom(ast:  ---------------------------------------- CrashReportError: Fatal Error in Core.swift UtilityScript crashed due to fatalError in Core.swift at line 77. 'try!' expression unexpectedly raised an error: Unsupported: 'Consumer for unconverted(_StringProcessing.DSLTree._AST.Atom(ast:  ))' Process: UtilityScript[3141] Date/Time: 2022-07-02 03:56:17 +0000 Log File: <none> Application Specific Information:     dyld [         dyld config: DYLD_LIBRARY_PATH=/Users/wangkeshijian/Library/Developer/Xcode/DerivedData/UtilityScript-frovasvohxblobefzbrrwtvqtyuu/Build/Intermediates.noindex/Previews/UtilityScript/Products/Debug DYLD_FRAMEWORK_PATH=/Users/wangkeshijian/Library/Developer/Xcode/DerivedData/UtilityScript-frovasvohxblobefzbrrwtvqtyuu/Build/Intermediates.noindex/Previews/UtilityScript/Products/Debug     ]     libswiftCore.dylib [         _StringProcessing/Core.swift:77: Fatal error: 'try!' expression unexpectedly raised an error: Unsupported: 'Consumer for unconverted(_StringProcessing.DSLTree._AST.Atom(ast:  ))'         /AppleInternal/Library/BuildRoots/0cc5e7ad-e86f-11ec-ac50-3e2aa58faa6a/Library/Caches/com.apple.xbs/Sources/swiftlang_overlay_Platform/swift-experimental-string-processing/Sources/_StringProcessing/ConsumerInterface.swift:200     ]
1
0
865
Jul ’22
Strange cursor
macOS Ventura 13 beta 2 I'm coming over with a really strange issue with my cursor. It'd move toward the right-down by itself one pixel a time: right down right down It really freaked me out *laugh* I'll try attaching a video. FB submitted.
1
0
463
Jul ’22
Preview Crash (Shooed I fille a bug?)
I've just bought a M2 MacBook Pro, and my Timer app is giving me strange crash logs. Here's my code: struct ContentView: View {     @State var process: Any? = nil     @AppStorage("time") var time = 0     @State var timePassed = 0     @State var timer: Timer.TimerPublisher = Timer.publish(every: 1, on: .main, in: .common)     @State var cacheSecondsString: String  = String(UserDefaults.standard.integer(forKey: "time"))     @State var startTheTimer: Bool = false     var body: some View {         ZStack {             TimerView(time: $timePassed, total: $time).padding()             VStack {                 TextField("Time...", text: $cacheSecondsString)                     .font(.system(size: 35, weight: .light, design: .rounded))                     .multilineTextAlignment(.center)                     .onSubmit {                         time = Int(cacheSecondsString) ?? time                         cacheSecondsString = String(time)                     }                     .textFieldStyle(.plain)                     .padding()                     .fixedSize()                 Button {                     withAnimation {                         startTheTimer.toggle()                     }                 } label: {                     Label(startTheTimer ? "Stop" : "Start", systemImage: startTheTimer "stop.fill" : "clock").foregroundColor(.accentColor)                 }.buttonStyle(.plain).padding()             }         }.onChange(of: startTheTimer) { start in             if start {                 process = timer.connect()             } else {                 (process! as! Cancellable).cancel()             }         }     } } struct ContentView_Previews: PreviewProvider {     static var previews: some View {         ContentView()             .previewDevice("iPad Air (5th generation)")     } } When I sort of "run" the preview (pressing on the play.circle button on top of my preview and press the button the second to deactivate my timer, a crash dialog appear, the standard one macOS uses when any process crashed, but the preview didn't crash.
1
0
494
Aug ’22
ML
I've restarted my ColorProposer app and renamed it Chroma and the app suggests a color for a string. My main function is here: import Foundation import NaturalLanguage import CoreML func predict(for string: String) -> SingleColor? {     var model: MLModel     var predictor: NLModel     do {         model = try ChromaClassifier(configuration: .init()).model     } catch {         print("NIL MDL")         return ni     }     do {         predictor = try NLModel(mlModel: model)     } catch {         print("NIL PREDICT")         return nil     }     let colorKeys = predictor.predictedLabelHypotheses(for: string, maximumCount: 1) // set the maximumCount to 1...7     print(colorKeys)     var color: SingleColor = .init(red: 0, green: 0, blue: 0)     for i in colorKeys {         coor.morphing((ColorKeys.init(rawValue: i.key) ?? .white).toColor().percentage(of: i.value))         print(color)     }     return color } extension SingleColor {     mutating func morphing(_ color: SingleColor) {         self.blue += color.blue         self.green += color.green         self.red += color.red     }     func percentage(of percentage: Double) -> SingleColor {         return .init(red: slf.red * percentage, green: self.green * percentage, blue: self.blue * percentage)     } } struct SingleColor: Codable, Hashable, Identifiable {     var id: UUID {         get {             return .init()         }     }     var red: Double     var green: Double     var blue: Double     var color: Color {         get {             return Color(red: red / 255, green: green / 255, blue: blue / 255)         }     } } enum ColorKeys: String, CaseIterable {     case red = "RED"     case orange = "ORG"     case yellow = "YLW"     case green = "GRN"     case mint = "MNT"     case blue = "BLU"     case violet = "VLT"     case white = "WHT" } extension ColorKeys {     func toColor() -> SingleColor {         print(self)         switch self {         case .red:             return .init(red: 255, green: 0, blue: 0)         case .orange:             return .init(red: 255, green: 125, blue: 0)         case .yellow:             return .init(red: 255, green: 255, blue: 0)         case .green:             return .init(red: 0, green: 255, blue: 0)         case .mint:             return .init(red: 0, green: 255, blue: 255)         case .blue:             return .init(red: 0, green: 0, blue: 255)         case .violet:             return .init(red: 255, green: 0, blue: 255)         case .white:             return .init(red: 255, green: 255, blue: 255)         }     } } here's my view, quite simple: import SwiftUI import Combine struct ContentView: View {     @AppStorage("Text") var text: String = ""     let timer = Timer.publish(every: 1, on: .main, in: .common).autoconnect()     @State var color: Color? = .white     var body: some View {       TextField("Text...", text: $text).padding().background(color).onReceive(timer) { _ in             color = predict(for: text)?.color             print(color)         }     } } But the problem of not updating the view still persists. In prints, I discovered a really strange issue: The line of print(colorKeys) is always the same.
3
0
1.3k
Aug ’22
SpriteKit Game
OK I'm trying to make a sprite(model.Emmiter) that shoots balls(EnergyBalls) and the balls wont emit at the touch location: import SpriteKit import GameplayKit class Sprites {     var Emmiter: SKSpriteNode = .init(imageNamed: "Emmiter") } class GameScene: SKScene {     var model: Sprites = .init()     var Emmiter = Sprites().Emmiter     var playableRect: CGRect = .zer     var lastTouch: CGPoint = .zero     override func didMove(to view: SKView) {        Emmiter.position = CGPoint(x: size.width / 2, y: size.width/* view.frame.minY + 100 */)         print(Emmiter.position)         self.addChild(Emmiter)     }               func touchDown(atPoint pos : CGPoint) {         lastTouch = pos         let rotation = -atan2(             lastTouch.x - Emmiter.position.x,             lastTouch.y - Emmiter.position.y         )         Emmiter.run(             .rotate(                 toAngle: rotation,                 duration: 0.25             )         )         fireEnergyBall(atPoint: lastTouch)     }          func touchMoved(toPoint pos : CGPoint) {     }          func touchUp(atPoint pos : CGPoint) {     }          func fireEnergyBall(atPoint location: CGPoint) {         let EnergyBall = SKSpriteNode(imageNamed: "Energy")         EnergyBall.position = Emmiter.position         print(EnergyBall.position)                  let fly: SKAction = .run {             EnergyBall.run(.move(to: location, duration: 1))             DispatchQueue.main.asyncAfter(deadline: .now() + 1) {                     EnergyBall.un(.sequence([.scale(to: 0, duration: 0.125), .removeFromParent()]))                 }         }         EnergyBall.run(fly)         self.addChild(EnergyBall)     }     override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {         let rotation = -atan2(             touches.first!.location(                 in: self             ).x - Emmiter.position.x,             touches.first!.location(                 in: self             ).y - Emmiter.position.y         )         Emmiter.run(             .rotate(                 toAngle: rotation,                 duration: 0.25             )         )         fireEnergyBall(atPoint: touches.first!.location(in: self.view))     }          override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {     }          override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {     }          override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {     }               override func update(_ currentTime: TimeInterval) {              } }
2
0
1k
Aug ’22
Export SwiftUI View
I know this is a strange and easy question. but JUST CANT FIND ANY REFERENCE aaaaaaaa I'm using SwiftUI and wants to export to PDF (best I can find Creating PDFs on MacOS without UIKit) export to image export to HTML export to everything possible etc BONUS print the page I can only find UIKit support and they are all outdated. AND IF POSSIBLE how to integrate ShareLink to share these(PDF, Image, HTML, etc) and write them onto disk using NSSavePane? even better how to do this on a of the platforms (I know I'm greedy😂) Thanks for any help🙏
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0
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0
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848
Activity
Jun ’22
No idea
I have a structure TodoItem struct TodoItem: Codable, Hashable, Identifiable {     var id: UUID = UUID()     var item: String     var done: Bool = false } And I have an array of them, and I’d like to find out a way to calculate(in a array) how many are done; that is, myArray.count / itemsDone .count is easy, itemsDone can be achieved like this: extension Array where Element == TodoItem {     var itemsDone: Double {         var done: Double = 0         for i in self {             if i.done { done += 1 }         }         return done     } } but it didn’t. struct ContentView: View { @State var todos: [TodoItem] … ProgressView(value: todos.itemsDone / todos.count) // Error My Playground won’t let me copy the error(no idea why) and my family’s iPad is in Chinese so one is Chinese. I’ll try it on Xcode and see if I can find out more. will update with the error. EDiT nor will this work: ProgressView(value: todos.itemsDone, total: todos.count)
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5
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0
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770
Activity
Jul ’22
How can i monitor the decrease of an array’s count dynamically in SwiftUI?
⬆️ (for a bug fix on counting a array’s proportion of models that contains a certain value)
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1
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0
Views
397
Activity
Jun ’22
Pass on Binding
I have this: struct TableRow: View { @Binding var data: TodoItem var body: some View { ... } } and this: List {     ForEach(data) { datum in         TableRow(data: ???) // <- what goes here?             .swipeActions {                 Button(role: .destructive) {                     data.delete(datum)                 } label: {                     Label("Delete", systemImage: "trash")                 }           }     } }
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1
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0
Views
389
Activity
Jun ’22
TextField Source Editor
How can I achieve a source code editor in SwiftUI like Xcode, highlighting all the keywords and things like that. I've tried Regex + AttributedString... To hard... Anyone has any idea?
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0
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0
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327
Activity
Jun ’22
How can i migrate a project from playground to Xcode or Xcode to playground(or, updating it using Xcode/playground)?
⬆️
Replies
1
Boosts
0
Views
837
Activity
Jun ’22
I have a bug in Regex(maybe)
Feedback is filed. Trying to look into the Core.swift. diagnostics: Unsupported: 'Consumer for unconverted(_StringProcessing.DSLTree._AST.Atom(ast:  ---------------------------------------- CrashReportError: Fatal Error in Core.swift UtilityScript crashed due to fatalError in Core.swift at line 77. 'try!' expression unexpectedly raised an error: Unsupported: 'Consumer for unconverted(_StringProcessing.DSLTree._AST.Atom(ast:  ))' Process: UtilityScript[3141] Date/Time: 2022-07-02 03:56:17 +0000 Log File: <none> Application Specific Information:     dyld [         dyld config: DYLD_LIBRARY_PATH=/Users/wangkeshijian/Library/Developer/Xcode/DerivedData/UtilityScript-frovasvohxblobefzbrrwtvqtyuu/Build/Intermediates.noindex/Previews/UtilityScript/Products/Debug DYLD_FRAMEWORK_PATH=/Users/wangkeshijian/Library/Developer/Xcode/DerivedData/UtilityScript-frovasvohxblobefzbrrwtvqtyuu/Build/Intermediates.noindex/Previews/UtilityScript/Products/Debug     ]     libswiftCore.dylib [         _StringProcessing/Core.swift:77: Fatal error: 'try!' expression unexpectedly raised an error: Unsupported: 'Consumer for unconverted(_StringProcessing.DSLTree._AST.Atom(ast:  ))'         /AppleInternal/Library/BuildRoots/0cc5e7ad-e86f-11ec-ac50-3e2aa58faa6a/Library/Caches/com.apple.xbs/Sources/swiftlang_overlay_Platform/swift-experimental-string-processing/Sources/_StringProcessing/ConsumerInterface.swift:200     ]
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1
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0
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865
Activity
Jul ’22
Weather Bug (Should I submit FB?)
???
Replies
2
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0
Views
2.1k
Activity
Jul ’22
Strange cursor
macOS Ventura 13 beta 2 I'm coming over with a really strange issue with my cursor. It'd move toward the right-down by itself one pixel a time: right down right down It really freaked me out *laugh* I'll try attaching a video. FB submitted.
Replies
1
Boosts
0
Views
463
Activity
Jul ’22
Preview Crash (Shooed I fille a bug?)
I've just bought a M2 MacBook Pro, and my Timer app is giving me strange crash logs. Here's my code: struct ContentView: View {     @State var process: Any? = nil     @AppStorage("time") var time = 0     @State var timePassed = 0     @State var timer: Timer.TimerPublisher = Timer.publish(every: 1, on: .main, in: .common)     @State var cacheSecondsString: String  = String(UserDefaults.standard.integer(forKey: "time"))     @State var startTheTimer: Bool = false     var body: some View {         ZStack {             TimerView(time: $timePassed, total: $time).padding()             VStack {                 TextField("Time...", text: $cacheSecondsString)                     .font(.system(size: 35, weight: .light, design: .rounded))                     .multilineTextAlignment(.center)                     .onSubmit {                         time = Int(cacheSecondsString) ?? time                         cacheSecondsString = String(time)                     }                     .textFieldStyle(.plain)                     .padding()                     .fixedSize()                 Button {                     withAnimation {                         startTheTimer.toggle()                     }                 } label: {                     Label(startTheTimer ? "Stop" : "Start", systemImage: startTheTimer "stop.fill" : "clock").foregroundColor(.accentColor)                 }.buttonStyle(.plain).padding()             }         }.onChange(of: startTheTimer) { start in             if start {                 process = timer.connect()             } else {                 (process! as! Cancellable).cancel()             }         }     } } struct ContentView_Previews: PreviewProvider {     static var previews: some View {         ContentView()             .previewDevice("iPad Air (5th generation)")     } } When I sort of "run" the preview (pressing on the play.circle button on top of my preview and press the button the second to deactivate my timer, a crash dialog appear, the standard one macOS uses when any process crashed, but the preview didn't crash.
Replies
1
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0
Views
494
Activity
Aug ’22
Archive a iOS App
Because of some problems I turn again to Monterey in this thread, @ekimo says that to use ad hoc you need to archive a iOS App however: what did I did wrong?
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0
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0
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296
Activity
Aug ’22
Cancel app accelerator
I had registered a seat in the online Shanghai App Accelerator lecture about Swift Charts, tomorrow in the morning I just found out that I had a class at the same time... Can I cancel my registration?
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0
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0
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391
Activity
Aug ’22
ML
I've restarted my ColorProposer app and renamed it Chroma and the app suggests a color for a string. My main function is here: import Foundation import NaturalLanguage import CoreML func predict(for string: String) -> SingleColor? {     var model: MLModel     var predictor: NLModel     do {         model = try ChromaClassifier(configuration: .init()).model     } catch {         print("NIL MDL")         return ni     }     do {         predictor = try NLModel(mlModel: model)     } catch {         print("NIL PREDICT")         return nil     }     let colorKeys = predictor.predictedLabelHypotheses(for: string, maximumCount: 1) // set the maximumCount to 1...7     print(colorKeys)     var color: SingleColor = .init(red: 0, green: 0, blue: 0)     for i in colorKeys {         coor.morphing((ColorKeys.init(rawValue: i.key) ?? .white).toColor().percentage(of: i.value))         print(color)     }     return color } extension SingleColor {     mutating func morphing(_ color: SingleColor) {         self.blue += color.blue         self.green += color.green         self.red += color.red     }     func percentage(of percentage: Double) -> SingleColor {         return .init(red: slf.red * percentage, green: self.green * percentage, blue: self.blue * percentage)     } } struct SingleColor: Codable, Hashable, Identifiable {     var id: UUID {         get {             return .init()         }     }     var red: Double     var green: Double     var blue: Double     var color: Color {         get {             return Color(red: red / 255, green: green / 255, blue: blue / 255)         }     } } enum ColorKeys: String, CaseIterable {     case red = "RED"     case orange = "ORG"     case yellow = "YLW"     case green = "GRN"     case mint = "MNT"     case blue = "BLU"     case violet = "VLT"     case white = "WHT" } extension ColorKeys {     func toColor() -> SingleColor {         print(self)         switch self {         case .red:             return .init(red: 255, green: 0, blue: 0)         case .orange:             return .init(red: 255, green: 125, blue: 0)         case .yellow:             return .init(red: 255, green: 255, blue: 0)         case .green:             return .init(red: 0, green: 255, blue: 0)         case .mint:             return .init(red: 0, green: 255, blue: 255)         case .blue:             return .init(red: 0, green: 0, blue: 255)         case .violet:             return .init(red: 255, green: 0, blue: 255)         case .white:             return .init(red: 255, green: 255, blue: 255)         }     } } here's my view, quite simple: import SwiftUI import Combine struct ContentView: View {     @AppStorage("Text") var text: String = ""     let timer = Timer.publish(every: 1, on: .main, in: .common).autoconnect()     @State var color: Color? = .white     var body: some View {       TextField("Text...", text: $text).padding().background(color).onReceive(timer) { _ in             color = predict(for: text)?.color             print(color)         }     } } But the problem of not updating the view still persists. In prints, I discovered a really strange issue: The line of print(colorKeys) is always the same.
Replies
3
Boosts
0
Views
1.3k
Activity
Aug ’22
SpriteKit Game
OK I'm trying to make a sprite(model.Emmiter) that shoots balls(EnergyBalls) and the balls wont emit at the touch location: import SpriteKit import GameplayKit class Sprites {     var Emmiter: SKSpriteNode = .init(imageNamed: "Emmiter") } class GameScene: SKScene {     var model: Sprites = .init()     var Emmiter = Sprites().Emmiter     var playableRect: CGRect = .zer     var lastTouch: CGPoint = .zero     override func didMove(to view: SKView) {        Emmiter.position = CGPoint(x: size.width / 2, y: size.width/* view.frame.minY + 100 */)         print(Emmiter.position)         self.addChild(Emmiter)     }               func touchDown(atPoint pos : CGPoint) {         lastTouch = pos         let rotation = -atan2(             lastTouch.x - Emmiter.position.x,             lastTouch.y - Emmiter.position.y         )         Emmiter.run(             .rotate(                 toAngle: rotation,                 duration: 0.25             )         )         fireEnergyBall(atPoint: lastTouch)     }          func touchMoved(toPoint pos : CGPoint) {     }          func touchUp(atPoint pos : CGPoint) {     }          func fireEnergyBall(atPoint location: CGPoint) {         let EnergyBall = SKSpriteNode(imageNamed: "Energy")         EnergyBall.position = Emmiter.position         print(EnergyBall.position)                  let fly: SKAction = .run {             EnergyBall.run(.move(to: location, duration: 1))             DispatchQueue.main.asyncAfter(deadline: .now() + 1) {                     EnergyBall.un(.sequence([.scale(to: 0, duration: 0.125), .removeFromParent()]))                 }         }         EnergyBall.run(fly)         self.addChild(EnergyBall)     }     override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {         let rotation = -atan2(             touches.first!.location(                 in: self             ).x - Emmiter.position.x,             touches.first!.location(                 in: self             ).y - Emmiter.position.y         )         Emmiter.run(             .rotate(                 toAngle: rotation,                 duration: 0.25             )         )         fireEnergyBall(atPoint: touches.first!.location(in: self.view))     }          override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {     }          override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {     }          override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {     }               override func update(_ currentTime: TimeInterval) {              } }
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Aug ’22
Do not let the phone return to the Home Screen for a duration of time
I'm trying to make an app that will let the user put their phone down for a moment. How can I keep the phone locked in the same interface for a certain amount of time, no matter what method the user uses? I've seen lots of apps doing that. (I'm using SwiftUI) PS Sorry can't think of an appropriate tag
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Aug ’22