What I want: I'm learning developing by building a document-based todos app and just want my code to run.
What I get:
My app went stuck every time I open a document
So I create a new project and moved all of my code there
Nothing changes
I think that's because I added Touch Bar support so I clear Touch Bar code off
Still nothing changes, but in the LLDB console there's a message:
2022-06-06 09:17:14.098990+0800 Todos[5747:307926] [default] Failed to get state for list identifier com.apple.LSSharedFileList.ApplicationRecentDocuments Error: Error Domain=NSPOSIXErrorDomain Code=1 "Operation not permitted" (Access to list denied) UserInfo={NSDebugDescription=Access to list denied}
And I think there's sth to do with App Sandbox, and I added some File Access configuration.
Nothing changes
Then I realized I forgot to add a development team in the new project
Nothing
ALSO1:
when I changed the Signing Certificate to Development
The message in the LLDB console disappeared.
I couldn't find any reference on it.
ANY HELP IS GREATLY APPRECIATED!!!!!!
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The requested version of macOS is not available. Please check if your Mac is compatible with this software.
I remembered there's a message that says that you cannot modify this video or whatever at the end of every session. So, if I trim the video and send it to my friend, is it allowed?
Bonus: where can I find the background music for every daily debrief video (if I can)?
It says there's an error uploading the image so I can't get a image up here in a moment
EDIT AFTER RESTARTING SAFARI:
Oh no still won't work
I have a swiftUI app
after I decided to add a document type
After I opened the infos tab I clicked on "documents" and Xcode crashed. I've filed a bug (FB10465644).
Any way so I added the imported & exported document and now its won't work.
I ran the executive in my app and it gave me this:
.....frovasvohxblobefzbrrwtvqtyuu/Build/Intermediates.noindex/Previews/UtilityScript/Products/Debug/UtilityScript.app/Contents/MacOS/UtilityScript ; exit;
SwiftUI/AppWindowsController.swift:1103: Fatal error
[1] 30982 illegal hardware instruction
Saving session...completed.
[Process completed]
in Xcode:
SwiftUI/AppWindowsController.swift:1103: Fatal error
2022-06-26 13:26:19.042228+0800 UtilityScript[31108:471855] SwiftUI/AppWindowsController.swift:1103: Fatal error
(lldb)
HELP I'VE NEVER THIS BEFORE I JUST WANT TO KNOW IF It"S MY BUG OR SWIFTUI'S
AND I JUST WANT MY APP DONE🫠
info.plist:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>BuildMachineOSBuild</key>
<string>22A5286j</string>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDocumentTypes</key>
<array>
<dict/>
</array>
<key>CFBundleExecutable</key>
<string>UtilityScript</string>
<key>CFBundleIdentifier</key>
<string>-----</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>UtilityScript</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSupportedPlatforms</key>
<array>
<string>MacOSX</string>
</array>
<key>CFBundleVersion</key>
<string>1</string>
<key>DTCompiler</key>
<string>com.apple.compilers.llvm.clang.1_0</string>
<key>DTPlatformBuild</key>
<string>14A5228q</string>
<key>DTPlatformName</key>
<string>macosx</string>
<key>DTPlatformVersion</key>
<string>13.0</string>
<key>DTSDKBuild</key>
<string>22A5266o</string>
<key>DTSDKName</key>
<string>macosx13.0</string>
<key>DTXcode</key>
<string>1400</string>
<key>DTXcodeBuild</key>
<string>14A5228q</string>
<key>LSMinimumSystemVersion</key>
<string>13.0</string>
<key>NSHumanReadableCopyright</key>
<string>-----</string>
<key>UTExportedTypeDeclarations</key>
<array>
<dict>
<key>UTTypeConformsTo</key>
<array>
<string>public.plain-text</string>
</array>
<key>UTTypeIcons</key>
<dict/>
<key>UTTypeIdentifier</key>
<string>-----</string>
<key>UTTypeTagSpecification</key>
<dict>
<key>public.filename-extension</key>
<array>
<string>.utlscript</string>
</array>
</dict>
</dict>
</array>
<key>UTImportedTypeDeclarations</key>
<array>
<dict>
<key>UTTypeConformsTo</key>
<array>
<string>public.plain-text</string>
</array>
<key>UTTypeIcons</key>
<dict>
<key>UTTypeIconText</key>
<string>utilityscript</string>
</dict>
<key>UTTypeIdentifier</key>
<string>-----</string>
<key>UTTypeTagSpecification</key>
<dict>
<key>public.filename-extension</key>
<array>
<string>.utlscript</string>
</array>
</dict>
</dict>
</array>
</dict>
</plist>
just curious about it
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) {
}
}
For SwiftUI/UIKit
Without dependencies on other third-party frameworks
Just a function that receives a string, outputs a string and throws
Hi! I'm new to Apple developing. Could anyone please tell me how to configure a quick look for my document? Also, how to print my document? Thanks🙏
I have a app that needs to have a "choose file" function and I used a button hooked up to a function using NSOpenPanel to do that. But after I tried to add a drag&drop action, it wont work anymore. I revert all my files to the version when the NSOpenPanel work, but it's still the same. I also tried to restart my computer, all the same. Here's my function:
private func selectFile() {
let openPanel = NSOpenPanel()
openPanel.canChooseDirectories = false
openPanel.allowsMultipleSelection = false
openPanel.begin { response in
if response == .OK {
self.url = openPanel.url
}
}
}
should I file a bug? should I reinstall xcode?
I'm doing a app that needs a toolbar but it wont come out:
ContentView()
.toolbar {
ToolbarItem {
Button {
data.data.append(TodoItem())
} label: {
Image(systemName: "plus")
}
}
}
I'm trying to follow the Date Planner tutorial and the symbol picker went really weird.
I changed sth, and the whole app stoped working
I changed it back, it still wont work.
SymbolPicker code:
struct PickerView: View {
@State var item: TodoItem
@State private var showingPopover: Bool = false
var columns = Array(repeating: GridItem(.flexible()), count: 6)
var body: some View {
LazyVGrid(columns: columns){
ForEach(SymbolOptions.symbolNames, id: \.self){ symbol in
Button {
item.symbol = symbol
} label: {
Image(systemName: symbol).foregroundColor(item.color)
}
}
}
}
}