I'm completely new to Mac development and Swift language. I'm trying to run the Balloons demo from Swift Blog (Here!) in the Playground but in the line:
let scene = SKScene(fileNamed: "GameScene")
I get the error:
Execution was interrupted, reason: SIGABRT
The console shows this:
2014-08-11 22:23:40.647 Balloons[484:303] +[SKScene nodeWithFileNamed:]: unrecognized selector sent to class 0x103d999d8
Since I'm new to Swift I have absolutely no idea whats going on. I've made no modifications in the original code.
Can anyone show me the light here? Thanks.
Be sure to meet requirements that are in the blog post :
This playground uses new features of SpriteKit and requires the latest beta versions of Xcode 6 and OS X Yosemite.
The Balloons playground will not work on OS X Mavericks, even if you use the latest beta version of Xcode.
Related
I am following the implementation instructions here to add Sign in with Apple to an existing Xamarin iOS mobile application: https://learn.microsoft.com/en-us/xamarin/ios/platform/ios13/sign-in
If I simply add the following line to AppDelegate.FinishedLaunching():
var appleIdProvider = new ASAuthorizationAppleIdProvider();
I receive the following exception: System.Exception: Could not create an native instance of the type 'AuthenticationServices.ASAuthorizationAppleIdProvider': the native class hasn't been loaded. It is possible to ignore this condition by setting ObjCRuntime.Class.ThrowOnInitFailure to false.
I seem to be the only person on the planet that has run into this (and not been able to figure it out themself), as this exact messaging gets zero results on Google. Am I missing a certain reference?
I'm not sure where to even start looking in order to fix this. I downloaded the "official" code sample at https://github.com/xamarin/ios-samples/tree/main/ios13/AddingTheSignInWithAppleFlowToYourApp, and I am unable to find any differences in the project, or in any references.
Thanks in advance!
I figured it out. The simulator I was using was iOS 12.5 - ASAuthorizationAppleIdProvider wasn't introduced until iOS 13.
In Xcode 11 GM Version can't launch Car Play audio application in the simulator.
Simulator stuck on the loading screen, then show "Unable to connect" error. Sometimes shows only black screen or crash on app launch.
While debugging, I see that methods from MPPlayableContentDataSource and MPPlayableContentDelegate won't fire. On Xcode 10 all work fine, so it's looks like some bug in new Xcode 11. Maybe someone knows how to solve this problem?
Thanks indeed.
I submitted a radar (FB7514196) to Apple.
You can see a copy of the radar here: https://openradar.appspot.com/radar?id=4997629368860672
Just installed Xcode 11.3 and I'm still having this problem. Contacted Apple via the Feedback Assistant and the response was:
Please ensure you're providing a prompt response to
MPPlayableContentDelegate and MPPlayableContentDataSource when you app
launches on the car screen. You have a few seconds after launch before
we show this timeout screen.
The first thing I do when starting the app is to set up this delegate and data source, so that's not the issue. Maybe something related to setting up CarPlay changed in the iOS 13 SDK.
Xcode 11 and Xcode 11.1 seem to contain a broken CarPlay implementation. Xcode 11.2 (beta-1) seems to work much better here. That said, the CarPlay simulator is finicky anyways and you should really use a real head unit to test your programs. I have found simply closing and reopening the CarPlay simulator to help with many issues, btw.
Still the same issue here with XCode 11.2.1
Anybody found a solution?
The CarPlay simulator has always been a total disgrace - for years!
I just upgraded one of my macOS app written in Swift 3 to Swift 4, and got the following warnings:
'cacheParamsComptued' is depreacated
'keepCacheWindow' is deprecated
However, even if I tapped on the triangle icon nothing changed in Xcode.
What does this warning mean and how can I fix it?
I encountered this. Simply cleaning the project (Shift-Command-K) and rebuilding (Command-B) made it go away.
I just recently downloaded the latest public release of Xcode (6.3) and I noticed the storyboard for my app is now low res on my Retina MacBook Pro. Images, text and standard UI elements all appear blurry. On the actual device everything looks fine and code still looks sharp its just while working in the Interface Builder.
Has anybody else noticed this and figured out a way to fix it? This is happening to me in both Swift and Objective-C projects including in Apple's sample projects (Master-Detail Application and etc).
I submitted this as a bug report, and Apple responded by saying that it is the desired appearance. They did not give an explanation, that was all they said.
It appears to be related to a bug in the newest iOS SDK, and as a workaround, they've forced Interface Builder to render everything at 1x. Currently, there doesn't seem to be any solution to this annoying problem other than to wait.
Just installed Xcode version 6.3.2 and this issue appears to have been fixed.
Have you tried re-installation of the same version? That helped once.
Alternatively, can upgrade to newer version, too.
I've made a demo video showing how I make Interface Builder in Xcode 4.4 crash:
http://www.youtube.com/watch?v=pRLGOmg9LpQ&feature=youtu.be&hd=1
Currently I'm struggling to continue my work due to this problem.
How can I avoid this crash? Any ideas, work-arounds, manual xib files tweaks, etc?
It's all ok for me following your youtube video, but i'm with 4.2 on Snow Leopard and my resulting object structure is slightly different.
was it ok with 4.2 and start to crash only with 4.4?
Is it still happening, or have you fixed it?
Looking closely at your video, I think the error in the crash log is the same as the crashes I had earlier this week:
Xcode Interface Builder crashes when I edit storyboard
Try switching off auto layout and seeing if it helps.
Once Interface Builder is working reliably, you seem to be able to switch auto layout back on again without re-creating the problem.