xcode6

SpriteKit Particle Emitter Not Appearing in Xcode Editor

跟風遠走 提交于 2019-12-07 06:18:20
问题 I'm having a constant issue of particle effects not appearing in the editor. Everything works fine when I first create them, but after some time they stop appearing. I just see the black background, but the particles aren't there. The only way I'm able to deal with this problem is to delete the node and create a new particle node with the same attributes, which is time consuming and annoying. And then, after a while, the same thing happens to the new particle nodes. Anyone else experience

Programmatically changing View Controllers without Navigation Controller Swift

♀尐吖头ヾ 提交于 2019-12-07 06:03:08
问题 I want to switch to a new view controller when I press a button without using a navigation controller and I can't seem to be able to do this. I have looked everywhere for an answer but everything that I have found is either in objective-c, using a navigation controller, or not working at all. func gunsoutButtonPressed(sender:UIButton!) { print("yay\t") //let encounterVC:AnyObject! = self.storyboard?.instantiateViewControllerWithIdentifier("ecounterViewController") //self.showViewController

Accessing global const CGFloat defined in an Objective-c .m file from Swift

倾然丶 夕夏残阳落幕 提交于 2019-12-07 02:51:50
问题 I have defined some constants in my .m files that I need to access form my swift code. They are defined: const CGFloat testValue = 40.0; and in my other objective-c .m files I can access them by using extern : extern const CGFloat testValue Is there an equivalent way of making these constants accessible from the .swift files? 回答1: Add the extern to your bridging header and Swift should be able to access it. This simple test worked for me: ObjCTest.m #import <Foundation/Foundation.h> const

Xcode 6 UIVisualEffectView in Storyboard

北慕城南 提交于 2019-12-07 00:33:22
问题 I am looking around the Object Library in Xcode 6 for UIVisualEffectView to add a blur in Storyboard. I know how to do this programmatically, but I can't find a way to do this in the Storyboard. Is this unavailable in the current beta, or is there a way to do this that is not so straightforward? 回答1: iOS 8.0 Gold Master UPDATE As of the iOS 8.0 Gold Master, Xcode now has a UIVisualEffectView available in the Objects Library. To add a UIVisualEffectView to your Storyboard, just drag it from

CUICatalog: Can't find rendition for name: someimage@2x~ipad.png scale factor: 2 device idiom: 1 device subtype: 568

萝らか妹 提交于 2019-12-07 00:03:57
问题 I created app that perfectly worked on xcode 5. But when i run it on xcode 6 with iphone 6 simulator, it's giving me an error: CUICatalog: Can't find rendition for name: someImage@2x~ipad.png scale factor: 2 device idiom: 1 device subtype: 568 回答1: I know this probably isn't the answer you want, but I had the exact same problem, and simply renaming the image fixed the problem. In other words, I copied the original file that wouldn't load to another file in the same directory, with a different

dyld: Library not loaded: @rpath/libswiftCore.dylib. Issue persist

☆樱花仙子☆ 提交于 2019-12-06 23:32:11
问题 I know that this question have been answered several times, but I have not been able to find a proper solution to this error when I am coding a Swift application for IOS 8.1: dyld: Library not loaded: @rpath/libswiftCore.dylib Referenced from: /private/var/mobile/Containers/Bundle/Application/LONGSERIALNUMBER/AppName.app/AppName Reason: no suitable image found. Did find: /private/var/mobile/Containers/Bundle/Application/LONGSERIALNUMBER/AppName.app/Frameworks/libswiftCore.dylib: mmap() error

Error ITMS-90362 — Share Extension Xcode ios

▼魔方 西西 提交于 2019-12-06 23:29:11
问题 I am trying to build an share extension, But during upload i got this error Error ITMS -90362"Invalid info.plist value. The Value for the key 'NSExtensionActivationRule' in bundle myapp.app/Plugins/myapp.appex is invalid 回答1: You are getting two messages I can see the problem for the second one. The Bundle Version needs to match in both targets. You have Bundle Version set to 0.0.6 in the main target and it's set to 1 in the Extension target. Change that to 0.0.6. "Build Version String, short

Minimum iOS Deployment Target for Xcode 6

北城余情 提交于 2019-12-06 23:26:24
问题 Wikipedia said that the minimum iOS Deployment Target for Xcode 6's was iOS 7. I just checked, with XCode 6 GM listed on the page now, the minimum iOS Deployment Target has been changed to iOS 5.1.1. I do need to support iOS 6.0, and would like to confirm this with official Xcode document. I searched and could not find this particular information. Can someone share the link to an official document that mentions this? Thanks. 回答1: Xcode 6 supports a deployment target back to 4.3. Of course It

spritekit didBeginContact three object not worked

空扰寡人 提交于 2019-12-06 21:50:45
I am tring to [didBeginContact] by three nodes. I wrote under code. But not work correctly. when white rectangle fole without hitting black or white rectangle, println("black"), and println("blue") work... whien white rectangle hit black rectangle, println("blue") work... import SpriteKit class GameScene: SKScene, SKPhysicsContactDelegate { let blackCategory: UInt32 = 0x1 << 0 let whiteCategory: UInt32 = 0x1 << 1 let blueCategory: UInt32 = 0x1 << 2 override func didMoveToView(view: SKView) { self.physicsWorld.contactDelegate = self self.size = view.bounds.size self.physicsBody = SKPhysicsBody

Alamofire framework not found

[亡魂溺海] 提交于 2019-12-06 20:57:52
问题 I am trying to install alamofire into my project so I can upload images to my server, however I cannot seem to find the alamofire.framework file. I have downloaded the git twice, done the installation instructions on https://github.com/Alamofire/Alamofire but when it comes to step 6 , how and where do I get the alamofire.framework file? I am new to this, so sorry if it is a stupid question. 回答1: You have to open yourprojectname.xcworkspace You might get this error if you are opening your