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"Access to list denied" message in the run console
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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1.7k
Jun ’22
Sth about WWDC
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)?
2
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511
Jun ’22
Strange Bug
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>
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1
684
Jun ’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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962
Aug ’22
NSOpenPanel malfunctioning
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?
1
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471
May ’22
ToolBar
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")                 }             }         }
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657
May ’22
Problem
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)                 }             }         }     } }
1
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355
May ’22