Swift Playground

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Learn and explore coding in Swift through interactive learning experiences on the Swift Playground app for iPadOS and macOS.

Swift Playground Documentation

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Seriously? I can't deploy my demo to iPad cus swift 6?
Okay everyone who click into or just pass by this post ,to cut a farrrirly long story short ,here is the thing... I was devloping my app in the playground on my Mac , which was building for the iPad, In the early time of real machine commissioning(through the Xcode ),everything is okay everything is okay.. "well,mabe it's time to deploy my app to the playground in ipad"! Then,to top it all off🤣,then playground tell me (In case that you can't understand chinese and creat ambiguity ) emm that's too tight...,so I can only got back to the Xcode changing my language version to swift 5 then..... Noting change .... and I think err.. in order to properly deploy app to iPad ,I had to rework my code with swift 5! So, I almost fell on my knees ,can somebody who in charge of the playground ,can somebody who in charge of the playground ,just ,just! shove swift 6 in the playground (as long as it make my code run anyway), otherwise there's no way to debug it! please please plase!
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824
Oct ’24
Swift Student Challenge requires Swift Playground (.swiftpm), minimum OS setting not available.
When making a new Swift Playground via Xcode > New > Project > iOS > App Playground, as a .swiftpm package, the settings are very limited, including setting the minimum OS version. This is incredibly irritating because I can't keep make @available blocks because that would double the size of my code, and I can't use SwiftData (for example) because my app needs to also support iOS 16. Is there a way to set the minimum OS or some other upload type accepted for Apple so that I can change this simple setting? Thank you
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826
Oct ’24
ios app products are only permitted in swift playground packages error
Hello all! I am currently facing an issue where I am receiving an "ios app products are only permitted in swift playground packages" error when trying to build the app. I forked a branch from the git repo that my friend made not too long ago, yet I still can't figure out what the issue was. I can provide the repo if needed.
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695
Oct ’24
LLDB RPC Server Crash Playground File XCode 16.0
When running the code below in a playground file, it crashes with an LLDB RPC Server crash. The crash log is attached. If I put the code into a project, it runs fine. lldb-rpc-server-2024-10-04-110747.txt import Foundation @objc protocol Speaker { func speak() @objc optional func tellJoke() } class Deb: Speaker { func speak() { print("Hello, I'm Deb!") } func tellJoke() { print("What did Sushi A say to Sushi B?") } } class Bryan: Speaker { func speak() { print("Yo, I'm Bryan!") } func tellJoke() { print("What is the object oriented way to become wealthy?") } func writeTutorial() { print("I'm on it!") } } class Animal {} class Dog: Animal, Speaker { func speak() { print("Woof!") } } var speaker: Speaker = Bryan() if speaker is Bryan { print("Hi, I'm a Bryan") } speaker.speak() //speaker.writeTutorial() //won't compile (speaker as! Bryan).writeTutorial() speaker = Deb() speaker.speak() speaker.tellJoke?() speaker = Dog() speaker.tellJoke?() //return nil protocol MtgSimulatorDelegate { func mtgSimulatorDidStart(sim: MtgSimulator, a: Speaker, b: Speaker) func mtgSimulatorDidEnd(sim: MtgSimulator, a: Speaker, b: Speaker) } class LoggingMtgSimulator: MtgSimulatorDelegate { func mtgSimulatorDidStart(sim: MtgSimulator, a: any Speaker, b: any Speaker) { print("Meeting started") } func mtgSimulatorDidEnd(sim: MtgSimulator, a: any Speaker, b: any Speaker) { print("Meeting ended") } } class MtgSimulator: MtgSimulatorDelegate { func mtgSimulatorDidStart(sim: MtgSimulator, a: any Speaker, b: any Speaker) { print("the meeting started") } func mtgSimulatorDidEnd(sim: MtgSimulator, a: any Speaker, b: any Speaker) { print("the meeting ended") } let a: Speaker let b: Speaker var delegate1: MtgSimulatorDelegate? var delegate2: MtgSimulatorDelegate? init(a: Speaker, b: Speaker) { self.a = a self.b = b delegate1 = self } func simulate() { print("Off to meeting....") delegate1?.mtgSimulatorDidStart(sim: self, a: a, b: b) delegate2?.mtgSimulatorDidStart(sim: self, a: a, b: b) a.speak() b.speak() print("Leaving meeting...") delegate1?.mtgSimulatorDidEnd(sim: self, a: a, b: b) delegate2?.mtgSimulatorDidEnd(sim: self, a: a, b: b) a.tellJoke?() b.tellJoke?() } }//MtgSimulator let sim = MtgSimulator(a: Deb(), b: Bryan()) sim.delegate2 = LoggingMtgSimulator() sim.simulate()
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1.7k
Oct ’24
"public headers ("include") directory path for 'Guide' is invalid or not contained in the target" error
Hi, I have a problem with making a swift playgrounds app walkthrough. I followed the steps exactly and modified my Package.swift a bit (in the targets section): .executableTarget(name: "App", dependencies: ["Guide"], path: "App"),         .target(             name: "Guide",             path: "Guide",             resources: [             .process("Guide.tutorial"),             ]) Now when I open the project in Playgrounds I get this error: public headers ("include") directory path for 'Guide' is invalid or not contained in the target Any help would be appreciated. Thanks
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3.3k
Oct ’24
Playgrounds issue: Has to reload the puzzle every time we test code
Hi! I have a remote student who's learning to code in Swift using Playgrounds - Learn to Code 2. It's frustrating to try to test his code when we think he as part of a solution to a puzzle because he can't run his code twice in the same puzzle without resetting the puzzle - when he tries, the page gives an error, and he has to reload the whole puzzle, which erases his code. As a workaround, he's been copying his code and reloading the puzzle whenever he wants to test out a partial solution. Is there an easier way to do this?
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477
Sep ’24