Post

Replies

Boosts

Views

Activity

Reply to Standalone OS-X App
You can create and distribute Mac apps without using the Mac App Store. Start by archiving the project by choosing Product > Archive. You can find the archive in the Organizer window by choosing Window > Organizer. Click the Distribute App button in the Organizer to distribute the app. For internal use choose Development as the distribution method. You could also choose Copy App as the distribution method and manually send the app to your group.
Topic: App & System Services SubTopic: Core OS Tags:
Mar ’22
Reply to Xcode problems
You have a compiler error. No one can tell you how to correct the error until you show the compiler errors. Press Cmd-5 to show the issue navigator, which will show you the errors. Please post the errors as text instead of screenshots. Text is easier to read on these forums than text in screenshots. Judging by the questions you are asking here, you are new to iOS development with SwiftUI. Instead of asking questions on these forums every time you get a compiler error, you would get better results by taking Hacking with Swift's free 100 Days of SwiftUI course. https://www.hackingwithswift.com/100/swiftui The Hacking with Swift course is geared towards people new to iOS development. Plus the site has a forum dedicated to the course where you can ask questions if you run into problems with the projects in the course. They also have a forum for SwiftUI questions. The Hacking with Swift forums are focused on new developers more than these forums, which are meant for specific issues developers are having with Apple's frameworks and tools.
Mar ’22
Reply to Adding Source Control to an existing Xcode project
Back up your project before doing anything else so you have a copy to go back to in case things go wrong. In the Finder press Cmd-Shift-Period. Doing this will show hidden files and folders in the Finder. Pressing Cmd-Shift-Period a second time will hide the hidden files. Go inside your project folder. There should be a hidden folder with the name .git. That folder contains the git repository. The files and folders in your project must be in the same folder where the .git folder resides, the project folder, for git to track the files. DO NOT put your project files inside the .git folder. The left side of the project window has a list of the project's files. Do any of the files have a question mark next to them? If they do, select the file, right-click, and choose Source Control > Add Filename from the contextual menu to add the file to the repository. If the file has an A next to it in the project window, you will have to commit the file to finish adding the file to the repository. If none of the files have a question mark next to them, you're going to have to show the contents and structure of your project folder for anyone to solve the problem. Somehow the contents of your project are not inside the project folder. As a test I created an Xcode project without a git repository and added a git repository through Xcode's Source Control menu. The project file had a question mark next to it, and I added the file from the contextual menu.
Mar ’22
Reply to Xcode unable to prepare iPhone for development
suddenly unable to connect Did the iPhone suddenly become unable to connect when you updated to iOS 15.3? Xcode does not work well with devices running a newer version of iOS than the SDK that comes with Xcode. Xcode 13.1 has the iOS 15.1 SDK. You are going to run into problems with iOS versions newer than iOS 15.1. Updating to the latest version of Xcode should enable you to run and debug your project on the iOS 15.3 device.
Mar ’22
Reply to how to have 2 functions with one button
You need a Boolean variable that tells you whether or not to run the first function. var shouldRunFirstFunction = true When the button is pressed, check the value of the Boolean variable. If it's true, run the first function. If it's false, run the second function. if buttonPressed { if shouldRunFirstFunction { firstFunction() shouldRunFirstFunction = false } else { secondFunction() shouldRunFirstFunction = true } } In a real app you should also change the button text after clicking the button to indicate you're doing something different each time you click the button. Otherwise people will be confused if clicking a button does one thing the first time and something else the second time.
Topic: UI Frameworks SubTopic: UIKit Tags:
Feb ’22
Reply to How to add GameController support into macOS app
According to the WWDC 2021 session on game controllers, adding the Game Controller capability adds an entry to Info.plist with the GCSupportsControllerUserInteraction key and the value True. You can manually add that entry to the Mac app target's Info.plist file by selecting the Mac app target from the project editor and clicking the Info button at the top of the project editor.
Topic: Graphics & Games SubTopic: GameKit Tags:
Feb ’22
Reply to Project cannot be opened because it is in a future Xcode project file format
Are you sure the project format is still Xcode 3.2 after working on the project in Xcode 13? Xcode 13 changed the project file format. Working on your project in Xcode 13 may have changed the project format to Xcode 13 so it won't open in Xcode 10. Other people ran into a similar issue, and the fix was to open the project in Xcode 13 and set the project format to an earlier Xcode version.
Feb ’22
Reply to Why I am not success to pass data from one view to another view for many data in SwiftUI?
The reason the image detail view always shows davis is because your image details view always uses the davis image model. struct ImageDetailsView: View {      var body: some View {          ImageDetails(data:  ImageModel(name: "davis"))   } } You need to add a property to the image details view that stores the image model to display. @Binding var imageModel: ImageModel Pass the property to ImageDetails. ImageDetails(data: $imageModel) I don't see any list code, but you have to create a @State property in the view that has the list to store the selected list item. @State private var selectedImage: ImageModel? = nil Your list code should contain a navigation link to the details view. NavigationLink(destination: ImageDetailsView(imageModel: $selectedImage)) Now the details view would show the selected image. But your code has a problem. In both ImageRowView and ImageDetails, you have the following property: var data: ImageModel SwiftUI views do not live long. When a change occurs to a view, SwiftUI creates a brand new view. When SwiftUI creates a new view, you will lose the contents of the data variable. In ImageRowView, you should declare a @State property like the selectedImage property I declared earlier. When you use @State, SwiftUI will keep the property when it creates a new view. In ImageDetails you should declare a @Binding property, like the imageModel binding I declared earlier, so it will show the selected image model. I can't guarantee that everything will work now, but it should get you towards a solution. If you need a working example, the GitHub project at the following URL provides an example of handling list selection and working with @State and @Binding: https://github.com/SwiftDevJournal/WikiDemo
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Feb ’22
Reply to SceneKit in Swift Playgrounds
Use a SceneView to display a SceneKit scene in a Swift Playgrounds app. Working with SceneKit in the iPad Swift Playgrounds app is going to be tough. You must build your scene in code because Swift Playgrounds currently does not have a scene editor and provides no way to add a new SceneKit scene to the playground. The following Reddit thread may help: reddit.com/r/swift/comments/snodad/using_scenekit_on_ipad/
Feb ’22
Reply to Older macs on BigSur won't be able to develop iOS 15.4+ apps anymore?
You can make apps that will run on iOS 15.4+ on Big Sur. An app you make with Xcode 13.2 will run on iOS 15.4. What you won't be able to do is use anything Apple adds in the iOS 15.4 and future SDKs. Another future problem you will have is that around April 2023 Apple will require (most likely) App Store submissions to be built with Xcode 14, which won't run on macOS 11.
Feb ’22
Reply to Can i use spritekit without xcode ?
You need Xcode to create and build the SpriteKit project, but you can use Visual Studio Code to write the code. Select a Swift (or Objective-C if you're using that) file in the Finder, Get Info on the file, and tell the Finder to use Visual Studio Code as the default editor for Swift files. Double-clicking the Swift file in the Finder will open the file in Visual Studio Code. You can also select a Swift file in Xcode, right-click, and choose Open with External Editor. If you have an iPad that can run iOS 15, another alternative is to use Swift Playgrounds 4 and create a SpriteKit app in that. Create a SpriteView to show a SpriteKit scene in a SwiftUI app, which is what Swift Playgrounds lets you create.
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Jan ’22
Reply to Can Xcode run apps on iOS 12.5.5?
To get your app to run on iOS 12, you have to manually change the deployment target, the earliest version of iOS the app can run on, to iOS 12. When you create a new iOS app Xcode project, the deployment target for the app is the version of the iOS SDK that ships with Xcode. Xcode 13.2 ships with the iOS 15.2 SDK so new projects have the deployment target set to iOS 15.2. A new project won't run on earlier iOS versions until you change the deployment target. Use Xcode's project editor to change the deployment target. If you need detailed instructions on how to change the deployment target, read the article at the following URL: swiftdevjournal.com/supporting-older-versions-of-ios-and-macos/ Also make sure you choose Storyboard from the Interface menu when creating the project. New Xcode projects default to using SwiftUI for the user interface. Apple added SwiftUI in iOS 13 so SwiftUI apps won't run on iOS 12, no matter what you set the deployment target to.
Jan ’22
Reply to xcode doesn't work
If you want someone to help you, you need to provide more detailed information about the problem. there is no window after running Is there no Xcode welcome window when you launch Xcode? Does no window open when you run your Xcode project? Or is there another problem? What are you expecting to see and what are you actually seeing? there is no prompt or interface What prompt? What interface? What are you expecting to see and what are you actually seeing? Until you provide detailed answers to these questions, no one can help you. The people on this forum can't see your screen. All they can see is what you write. And you haven't written much.
Jan ’22