Trying to follow this video as to how to make the ponydebugger work with my xcode project
http://cocoaheads.tv/ponydebugger-by-jay-thrash/
I'm stuck at 10:00 when he tries to drag the code snippet from the library. When I go to mine and go to Users, nothing shows up. I'm not sure if I messed up my installation.
He created those code snippets manually in Xcode so he doesn't have to type during the demo. This isn't something that gets installed by PonyDebugger. To follow the demo, you can simply type what he drags in.
For more information on Xcode Snippets (which are awesome), see this article: http://nshipster.com/xcode-snippets/
Hope that helps!
Related
If followed these instructions: https://learn.microsoft.com/en-us/xamarin/ios/app-fundamentals/images-icons/launch-screens?tabs=macos
The LaunchScreen never shows up. I am using VS2019 for Mac current build. Followed all instructions to the letter.
Update:
github sample project as requested.
https://github.com/tpitman/Xamarin-Forms-SplashScreenTest
I created a new cross platform forms solution. I downloaded an image of the Xamarin logo. The project already has a LaunchScreen.storyboard. It also already had an image view object, but I deleted that and added a new one because the steps on that link above said to add one. I also added the label just like those instructions say.
You will notice when you run it that the label shows up, but the image does not. That is the problem. In my app I don't have or need a label. I just have an image I want to show.
Update 2:
I deleted the above repo. Created a new project including Android this time (not sure that matters, but it represents my real situation).
I also changed the image I used from the stock one to my own in case that matters.
I then built it and it does NOT work as the original one didn't. Hopefully it won't work for you as well.
I also created a video of it not working. Here is the link to that video:
https://drive.google.com/file/d/1Uy0KfDq0_5IfrqDDaMVDNeGylibzUH5m/view?usp=sharing
Update 3:
In the end I am not sure what fix it. I removed and reimported the images. I have 3 projects and 2 of them work fine now using the Assets.xcasset method and the other one I couldn't get to work that way, but works with the images being in the Resources folder.
I think one thing that I did that seemed to make a difference was I did a clean and then build and that seemed to fix it.
I have checked the shared github sample project, it works in my local site. Both in VS for Mac (8.8.4) and VS for PC(16.8.3).
==================================Update================================
There is a workaround to solve that, you could add Image to Resouces directly.
Then use it in LaunchScreen.Storyboard, then it will show:
In the past I've got previous versions of the playgrounds to work. However I can't get the new 2 day old version (4.5.0) from GitHub to work.
I downloaded the zip file from https://audiokit.io/downloads/ page.
I expanded the zip.
I launched Xcode by clicking on the AudioKitPlaygrounds.xcodeproj file.
I go to the Hello World tutorial.
I click on run button and it builds successful.
No errors, nothing in console, no yellow or red build or runtime errors - but no sound. Also no sound in the handful of other playgrounds I spot tested.
I search on the internet - and found an answer saying to add this setting, but it had no effect.
AKSettings.playbackWhileMuted = true
The volume is definitely on. I have got the ROMPlayer working as a separate project using cocoa pods. But not the playgrounds. Any help much appreciated. Thanks Domc
I've resolved partly the issue - although not clear to me why this works - answer posted in case it's helpful for others.
Having tried downloading various versions, none of which worked, I tried to build many times. I noticed it seemed to be getting stuck on "Running ...." with spinning dial at top.
Researching this led me to a post re another playground with similar problem that said to untick and tick the links to the frameworks on the individual frameworks pages which I did.
A few minutes later I tried running again and I got sound! However if I select the table of contents the whole program crashes x-code and on reload you have to 'reconnect' the frameworks by ticking and unticking. [Probably this shouldn't be happening]
I'm working in Xcode 9 on a Swift project, and I'm in table flipping mode with this.
Here's my end goal: put my tests next to my logic in a playground so that as I write the logic, I can see the tests pass in close to real time.
I will also accept how to put my tests in a playground by themselves, I just don't want to be running tests on a simulator for every little thing.
My problems in trying to get this to work are many. First and foremost, I can't find a way to add a playground directly to my project/workspace. When I right click on a group in the project navigator and select 'New file...' I get this:
As you can see, no option for playground. Filtering also returns no results. If I press the plus button at the bottom of the project navigator, the same dialog (with no playground option) pops up.
I thought it's in another menu so I went to the File menu, and in "New >" I find an option for creating a playground. I select a blank playground from the chooser, choose where to save it (strange that it wanted to save it under 'Unsaved Xcode Documents') and a basic playground comes up in a new tab. Odd thing I notice, though, is that there's no longer a play button or scheme/simulator selector at the top on this tab.
It now doesn't recognize ANY modules other than Apple provided ones! And sure enough, creating the playground didn't actually add it to my workspace. I guess I have to manually add it to my project. Upon doing so, it will recognize my pods but none of my project files! Any class I try to use gives me an Unrecognized identifier. Trying to import my project doesn't work either, it just gives me a No module.
I tried clearing DerivedData, I tried cleaning, I tried restarting Xcode, I even made sure I had an iPad Pro in the list of simulators (since that seems to matter for some people).
In frustration, I deleted the playground, and resolved just to deal with running my tests constantly. But now, my project has persistent errors! Despite moving the playground to the trash, Swift continues to error saying 'Unresolved identifier' for that playground!
As the excellent Brandon Williams says in his talk at FrenchKit, a playground "does not get access to anything in the application target." Which is ridiculous, but hey, what are you gonna do. So the answer is: there is currently no way to do this the way I asked.
It IS possible, however, to achieve this functionality if your logic is in its own framework/cocoapod. That is, move the logic you want to test out of your app target and into an outside library that your app, subsequently, imports. This will allow your playground to import it as well, and you can test to your heart's content.
Despite the title, I fully expect this to be a user error.
I've done mostly native Android development, and now I'm trying to get an HTML5/Phonegap application going on iOS. I'm following the extended "getting started" tutorial Here. I get the application up and running on a physical test device, but my phonegap functionality is non-responsive, so something is amiss.
Take a look at the following screenshots from the tutorial, we'll call this step 3:
The screenshot above is what my project looks like at this point. I see the PhoneGap.framework in there, so I'm feeling optimistic. Step 4 says, drag your "WWW" folder into your project, which I did (assuming the red box indicates the landing zone), and I was prompted with the screenshot presented in the tutorial, I selected the same options..
Step 5 shows the screenshot above. Notice the differences:
PhoneGap.framework isn't there anymore
There is another project in the workspace called PhoneGapLib.xcodeproj
There was only one simple step in between, yet the project looks very different. It seems to me, that more things happened than just dragging the www folder?? I know thousands of people are using PhoneGap with iOS, so I'm hoping one of you can shine a light on what went wrong here.
Ok, looks like this was indeed a user error. When you create the PhoneGap project, you're supposed to run a build before you do anything. This generates the www folder, but doesn't actually add it to your project. You have to go to the folder location where your app resides, and drag the created www folder into the project.
I was dragging my own www folder that already had my code that works in Android. Not sure why this didn't work.
In my defense, even now that it's working, my project doesn't look like the screenshot above with the additional phonegap project. Either way - I hope this saves someone some time...
so I followed the tutorial at
http://icodeblog.com/2008/08/08/iphone-programming-tutorial-populating-uitableview-with-an-nsarray/
It compiles and run successfully but it only shows Fruits at the top and no items.
Same thing happened when I followed another tutorial. Does anyone know how to fix this or what the problem is?
brute force:
run the code in the debugger with breakpoints on the entry and exit of every function learn what it's doing and see where it's failing. (At least on all the functions that display data or build data to be displayed)
optionally (since the code you linked to is 2 years (and 2 OS versions) old):
pick the sample code from apple that does the same thing (sorry, I don't know which one off the top of my head)
Did you perhaps miss some code in the applicationDidFinishLaunching block in the example at the link provided?
Or perhaps didn't link the FruitViewController to the view?
So I dont think it has to do with the guide. It has to do with some settings maybe? Somehow the xcode is not connecting to the iPhone simulator?