xcode6

Strange “Crash” with Font added to Info.plist

你离开我真会死。 提交于 2019-12-05 22:33:45
I've added a custom font TTF file to an app I'm making. I've also added the UIAppFonts key to the plist, as required. Now, when I launch the app, it hits the "app is crashing in AppDelegate" breakpoint we all know so well. I can't figure out a way to inspect the exception, but what's stranger is that if I play it through, the app continues just fine -- even allows me to debug. On top of that, the font in question is actually loaded, so there doesn't seem to be any issue there either. Not sure where to start looking for this one. Pradhyuman Chavda Please remove the white spaces from the font

Google plus sign-in for xcode share extension

让人想犯罪 __ 提交于 2019-12-05 21:46:30
I’m writing an iOS app to share web page links by email, and as part of it I want users to be able to sign in to google plus. I’ve got the containing app working fine using the instructions from here: https://developers.google.com/+/mobile/ios/sign-in and now I’m trying to add a share extension that can also access the user’s google+ profile. I started off by trying to add the sign in button in to the share extension, but I don’t think that’s going to work because after clicking the button you’re taken out of the app to the browser to accept permissions, and then there’s no way to redirect

How to build iOS framework with XCode 6

僤鯓⒐⒋嵵緔 提交于 2019-12-05 21:43:25
I know of familiar tutorials on this, but introduction of framework XCode 6 template has changed the game. I already watched WWDC 2014 video about building modern frameworks but it talks more about building extensions, framework & app all inside single project. It does not specify if the framework I make with it is truly reusable across any project. I am building framework the XCode 6 way (File->New Project->Framework and Library->Cocoa Touch Framework), but when I import it inside my test app project (separate from framework project) - I keep getting various errors. Example: Include of non

How to import Zbar Framework in Swift Project

大城市里の小女人 提交于 2019-12-05 21:43:24
I have a project and currently trying to convert to Swift project but I couldn't figure out how to present a Zbar barcode reader that scans from the camera feed. On my current project I called like this - (IBAction)scanButton:(id)sender { // ADD: present a barcode reader that scans from the camera feed ZBarReaderViewController *reader = [ZBarReaderViewController new]; reader.readerDelegate = self; reader.supportedOrientationsMask = ZBarOrientationMaskAll; ZBarImageScanner *scanner = reader.scanner; // TODO: (optional) additional reader configuration here // EXAMPLE: disable rarely used I2/5 to

Why is app not getting registered for push notifications in iOS 8?

只愿长相守 提交于 2019-12-05 20:59:31
问题 I upgarded my Xcode to Xcode 6.0.1, now remote notification registration is not happening for iOS 8 device. It is working fine for iOS 7 device. I have added the code in app delegate as mentioned below: //-- Set Notification if ([[[UIDevice currentDevice] systemVersion] floatValue] >= 8.0) { UIUserNotificationSettings *settings = [UIUserNotificationSettings settingsForTypes:(UIRemoteNotificationTypeBadge |UIRemoteNotificationTypeSound|UIRemoteNotificationTypeAlert) categories:nil]; [

getting a warning setting up delegate for a custom protocol

本秂侑毒 提交于 2019-12-05 20:54:09
i added a custom protocol to one of my classes and i am getting a compiler warning when i attempt to set the delegate during a prepareForSegue: method. the warning i get is... Sending 'MyCustomViewControllerClass *const __strong' to parameter of incompatible type 'id<NSFileManagerDelegate>' the project builds and runs and everything works fine minus the warning. if i add <NSFileManagerDelegate> to my custom class the warning goes away. am i missing something or is this a bug in Xcode (6 beta)? the code is standard code for setting up a protocol / delegate but i will post it anyways...

Set button type

孤街醉人 提交于 2019-12-05 20:02:31
I am creating a button programatically and I would like to know how to set that button's UIButtonType. This is how I am creating my button: let headerPlusButon:UIButton = UIButton(frame: CGRectMake(5, tableView.frame.width - 30, 20, 20)) headerPlusButon.addTarget(self, action: "paymentAddButtonTapped", forControlEvents:.TouchUpInside) There is no "setButtonTypeFor..." method like how you would change the title's text and obviously this doesn't work: headerPlusButon.buttonType = UIButtonType.ContactAdd override func viewDidLoad() { super.viewDidLoad() let button = UIButton.buttonWithType

Parse/Parse.h file not found after update with Cocoapods

陌路散爱 提交于 2019-12-05 19:56:47
问题 I tried everything I could imagine to fix this issue... Please help! After updating to Xcode 6.4 and Parse SDK 1.7.5 I'm getting build error: "Parse/Parse.h file not found" Here's my Podfile: target 'TV Admin' do pod 'RETableViewManager', '~> 1.6' pod 'SDNetworkActivityIndicator' pod 'Motif' pod 'Parse', '~> 1.7' end All Cocoapods dependencies except Parse are working great. Here's .xcworkspace view: I'm using Cocoapods 0.38.0.beta.2 Thanks. 回答1: I ran into this issue after updating XCode to

Info.plist not in correct format

你说的曾经没有我的故事 提交于 2019-12-05 19:35:19
问题 I was working through my iOS Xcode project just fine, and then all of a sudden when I tried to run it, I started getting the error below: error: couldn't parse contents of '/Users/pavitarsidhu/Desktop/AmigoDash/SidebarDemo/AmigoDash-Info.plist': The data couldn’t be read because it isn’t in the correct format. I'm really confused. I've looked at the past StackOverflow questions and still have not been able to fix this. Is there anyway to just generate a new infoplist? What do you guys think?

iOS 8 Code working on iPhone 5s but not iPhone 5

自闭症网瘾萝莉.ら 提交于 2019-12-05 19:29:38
After testing my spritekit game on the iPhone 5s simulator all the time I finally tried to run it on the iPhone 5 simulator. Unfortunately I get an error as soon as I do the first touch that I don't understand. My touchesBegan function calls my addCoin function (see below) The error is somewhere in this code-block. If I comment out this part of the code everything else works fine: func addCoin() { var coin:SKSpriteNode = SKSpriteNode(texture: coinFrames[0]) coin.size.width = 50 coin.size.height = 50 coin.physicsBody = SKPhysicsBody(circleOfRadius: coin.size.height / 2) coin.physicsBody?