xcode6

iOS Localization/Internationalization of Settings Bungle using Xcode 6 XLIFF export

本秂侑毒 提交于 2019-12-21 19:46:40
问题 Background: Xcode 6 adds a quick export function that creates a single XLIFF file for each language (just select your project from the File navigator. Then choose the menu item Editor → Export For Localization ). Issue: It works really well and in the XML is included everything ... except the Settings Bundle Strings . Does anyone have an experience with this? Edit: After an intense research it looks there is no way to force Xcode (version 6.1) to include the Settings Bundle Strings to the

XCode 6 UICollectionview viewwithtag not working

老子叫甜甜 提交于 2019-12-21 14:59:17
问题 Seems XCode 6 is different in using viewwithtags then XCode 5 was. I am using the following code in XCode 6 with Storyboards. 50 cells are created but the label is not visible.Everything is set correctly like the tag etc. If I use the "old" XCode 5 way to do it with Register cell classed it seems to work for iOS 7 but in iOS 8 the data is not passed to the label until I start to scroll. static NSString * const reuseIdentifier = @"MyCell"; - (void)viewDidLoad { [super viewDidLoad]; // Register

Xcode 6: how to set a custom bundle identifier?

蓝咒 提交于 2019-12-21 14:32:36
问题 In Xcode 6, I need to set a custom bundle identifier for my app store target. I'm trying this: I tap my project in Xcode upper left. I see the project settings center pane, "General" tab, "Identity" section. I see the "Bundle Identifier" field and I click to edit it. The text changes to a mix of black editable text and gray uneditable text. How do I edit the bundle identifier? 回答1: (Found the answer - posting here to help others, and if people have comments) The Xcode default autogenerates

Disable Hardware Keyboard for iOS Simulator using UIAutomation

蓝咒 提交于 2019-12-21 12:59:10
问题 I'm doing some automated tests in the iOS simulator using UIAutomation. In Xcode 6, the iOS simulator's keyboard behavior changed to be similar to a real device, and now there is a menu item to connect/disconnect your Mac's keyboard to the simulator: Hardware > Keyboard > Connect Hardware Keyboard . I don't mind this, but what happens when your Mac's keyboard is connected is that the simulator will no longer show the software keyboard. When you run a test script with UIAutomation, calls like

Screen's real size is bigger than what I see

天大地大妈咪最大 提交于 2019-12-21 12:29:37
问题 I'm learning both Swift & SpriteKit. I created new SpriteKit & Swift game project in Xcode 6 and I edited file GameScene.swift . I didn't touch other files. The problem: When the ball bounces around, It's limited by top and down side but when it goes to left or right side it's not limited and goes out but it seems that the right and left limits are there but they aren't on screen edge because ball comes back after a little while. This is my GameScene.swift : import SpriteKit class GameScene:

Unable to boot device in current state : Creating

拜拜、爱过 提交于 2019-12-21 12:29:00
问题 I'm getting an error while running an application in Xcode 6 for iOS 8 simulator. The error states that 'Unable to boot device in current state: Creating' . I have tried to reset the content of simulator. Also, I have rebooted mac after installing Xcode 6. What might be fix? 回答1: This is mentioned in the Xcode 6.1 Release Notes Simulated devices can get stuck in a “Creating” state in some circumstances. This problem can occur either when creating new devices or when resetting existing devices

Unable to boot device in current state : Creating

僤鯓⒐⒋嵵緔 提交于 2019-12-21 12:26:01
问题 I'm getting an error while running an application in Xcode 6 for iOS 8 simulator. The error states that 'Unable to boot device in current state: Creating' . I have tried to reset the content of simulator. Also, I have rebooted mac after installing Xcode 6. What might be fix? 回答1: This is mentioned in the Xcode 6.1 Release Notes Simulated devices can get stuck in a “Creating” state in some circumstances. This problem can occur either when creating new devices or when resetting existing devices

Searching for files using NSMetadataQuery does simply nothing

↘锁芯ラ 提交于 2019-12-21 12:24:50
问题 I try to use NSMetadataQuery and NSPredicate to search for files. After several hours of trying and searching for solutions (I'm new to swift) I have a small example. It compiles fine but the results are zero. I tried different predicates but at the end metadataQuery.resultCount is always 0. Anyone has an idea whats going wrong? class AppDelegate: NSObject, NSApplicationDelegate { var metadataQuery: NSMetadataQuery! var metadataQueryDidUpdateObserver: AnyObject? var

Any-Any size class ignored for ios7

混江龙づ霸主 提交于 2019-12-21 10:48:38
问题 I'm developing for both iOS7 and 8 iPhone. Since iOS7 doesn't support compact-height size classes, I thought the consensus way to go about this was to use the any-any size class for landscape iPhone layouts, and use portrait compact-width regular-height (cWrH) size class for portrait iPhone layouts. I set a constraint on a view in any-any, then modify a constraint constant in cWrH to be specific to that size class. However, iOS7 device as well as Xcode preview ignores the any-any constraint,

How to migrate from iPhone/iPad storyboards to universal storyboard

一曲冷凌霜 提交于 2019-12-21 09:17:08
问题 I have a project created in Xcode 5. The "Deployment Info" settings says Devices: Universal but has separate iPhone and iPad settings and corresponding iPhone and iPad storyboards. Now I'm developing the same project in Xcode 6 and I want to use one universal storyboard instead of two storyboards. I have only worked on the iPhone storyboard and haven't touched the iPad one. Is it possible to ditch the iPad storyboard and convert the existing iPhone storyboard to be my main universal