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Reply to Getting the orientation of the camera relative to the user interface
Here is a general approach using Core Motion to determine device orientation and receive notifications for orientation changes: Core Motion Framework: Use the Core Motion framework to access motion data from the device. You can obtain information about the device's attitude, which includes the pitch, roll, and yaw angles. CMMotionManager: Create an instance of CMMotionManager to start receiving motion updates. The deviceMotion property provides access to the CMDeviceMotion object, which contains attitude information. Notification for Orientation Change: To receive notifications when the device orientation changes, you can observe changes in the attitude information, specifically the pitch, roll, and yaw angles. Here's a simplified example in Swift: class OrientationManager { let motionManager = CMMotionManager() init() { if motionManager.isDeviceMotionAvailable { motionManager.deviceMotionUpdateInterval = 0.1 // Set the desired update interval // Start device motion updates motionManager.startDeviceMotionUpdates(to: .main) { [weak self] (motion, error) in guard let motion = motion else { return } // Extract pitch, roll, and yaw angles from motion data let pitch = motion.attitude.pitch let roll = motion.attitude.roll let yaw = motion.attitude.yaw // Handle orientation changes here // You may compare these angles to determine orientation // Example: Detect a change in pitch angle if abs(pitch) > 1.0 { print("Device orientation changed!") } } } } } Remember to stop motion updates when they are no longer needed to conserve battery life: Please check the latest Apple documentation for any updates or changes in the recommended approach, as APIs and best practices can evolve over time. Additionally, consider exploring the Vision framework for computer vision tasks, as it may offer improved support for handling device orientation-related issues in more recent iOS versions.
Jan ’24
Reply to Incorrect results from `isSuperset` when used with specific emoji symbols and prefix.
The behavior you're observing is due to the way Swift handles characters in a string when checking if they are members of a CharacterSet. When you create a CharacterSet using CharacterSet(charactersIn: input), it considers the individual characters in the input string, not the entire string as a single unit. In your example: let input11 = "aπŸ₯€" When you create a CharacterSet from input11, it includes the characters "a" and "πŸ₯€". When you check if this character set is a subset of CharacterSet.letters, it evaluates to true because "a" is indeed a letter. In contrast, when you directly check if CharacterSet.letters is a superset of the character set created from "aπŸ₯€", it correctly evaluates to false because "aπŸ₯€" is not entirely composed of letters. This behavior is consistent with how Swift handles characters and character sets. If you want to check if all characters in a string are letters, you can iterate over the string and check each character individually. For example: let input11 = "aπŸ₯€" let allLetters = input11.allSatisfy { $0.isLetter } print("'\(input11)' contains only letters: \(allLetters)") This will correctly output false for "aπŸ₯€" because it checks each character individually.
Jan ’24
Reply to Transaction id not found in sandbox test?
The error code 4040010 with the message "Transaction id not found" typically indicates that the server is unable to locate or validate the provided transaction ID. Here are some common reasons for encountering this error in the context of in-app purchases and server-side validation: Delayed Processing in Sandbox: Transactions in the sandbox environment may not be immediately available for server-side validation. It's possible that there could be a delay between the client's purchase and the availability of transaction data on the server side. Make sure you allow sufficient time for transactions to be processed and appear in the sandbox environment. Correct Transaction ID: Ensure that you are passing the correct transaction ID to the server for validation. Double-check the transaction ID being sent to the server and make sure it corresponds to the purchase being validated. Receipt Validation: Apple recommends validating in-app purchase receipts on the server to ensure their authenticity. The receipt contains information about the transaction, and you can extract the transaction ID from it. Verify the receipt using Apple's verification server or a third-party library. Example code using Node.js and the request-promise library: const receiptData = '...'; // Provide the receipt data from the client const password = 'your_shared_secret'; // Your shared secret const options = { method: 'POST', uri: 'https://sandbox.itunes.apple.com/verifyReceipt', // Use production URL for the actual app body: { 'receipt-data': receiptData, 'password': password }, json: true }; rp(options) .then(response => { // Handle the response, extract transaction ID, and validate console.log(response); }) .catch(error => { console.error(error); }); Ensure Server Accessibility: Confirm that your server has the necessary connectivity to reach Apple's verification server. Check for any network issues or firewalls that might be preventing communication with Apple's servers. Test with a Real Purchase: Sometimes, issues in the sandbox environment may not accurately reflect the behavior in a real-world scenario. Test your in-app purchase flow with a real purchase in the production environment to see if the issue persists. Check Apple Developer Console: Monitor the Apple Developer Console for any reported issues or error messages related to your in-app purchases. It may provide additional insights into why the transaction ID is not being found. By addressing these points and ensuring that your server-side validation process is correctly implemented, you should be able to troubleshoot and resolve the "Transaction id not found" error.
Jan ’24
Reply to SmartCard logon
It seems like you are encountering an issue with the initial smart card logon after a system reboot on macOS. This behavior might be related to the system's security policies or the order in which authentication mechanisms are initialized during the boot process. Here are a few suggestions to help you debug and potentially resolve the issue: Check System Log for Errors: Review the system logs to see if there are any error messages related to smart card authentication during the initial logon. You can use the Console application or check the logs using the command line: Look for any error messages or warnings that might provide insights into the problem. Smart Card Initialization Timing: Ensure that your smart card initialization process is properly timed during the system boot. There may be dependencies or delays in the initialization of smart card services that are causing the issue. You may need to delay your smart card initialization until after other necessary system services are up and running. Debugging with sc_auth Tool: macOS includes a tool called sc_auth that can be useful for debugging smart card issues. You can use it to trigger smart card authentication manually and observe any error messages. For example: The --debug option will provide more detailed output. You can use this tool to simulate the authentication process and see if it reveals any issues. Consider Credential Caching: macOS might be caching credentials for a certain period after the initial login, which could explain why the smart card works after a password login. Check if there are any caching mechanisms in place and if adjusting their settings helps. Review Security Policies: Ensure that your smart card logon extension adheres to macOS security policies. The security policies might have specific requirements or restrictions that affect the behavior of authentication mechanisms.
Jan ’24
Reply to MDLAsset Export to USDC
Your code seems mostly correct for creating a simple MDLMesh with a material and exporting it to USDZ. However, there's a small issue in your code: the MDLScatteringFunction should be set on the material's property scatteringFunction rather than creating an MDLPhysicallyPlausibleScatteringFunction directly. Here's the corrected part of your code: MDLScatteringFunction *scatteringFunction = [MDLScatteringFunction new]; // Set the scattering function on the material MDLMaterial *material = [[MDLMaterial alloc] initWithName:@"matTest"]; material.scatteringFunction = scatteringFunction; Additionally, make sure that you have set up the Metal Kit renderer properly if you are intending to visualize this MDLMesh with a material in your app. Here's a snippet that demonstrates how to set up the renderer and display the mesh: MTKView *metalView = // Get your MTKView instance // Create a MetalKit renderer MDLMeshBufferAllocator *bufferAllocator = [[MTKMeshBufferAllocator alloc] initWithDevice:metalView.device]; MTKMesh *metalKitMesh = [[MTKMesh alloc] initWithMesh:mdlMesh device:metalView.device error:nil]; // Set the mesh on the MTKView's renderer metalView.delegate = [[MyMTKViewDelegate alloc] initWithMesh:metalKitMesh]; Your code seems mostly correct for creating a simple MDLMesh with a material and exporting it to USDZ. However, there's a small issue in your code: the MDLScatteringFunction should be set on the material's property scatteringFunction rather than creating an MDLPhysicallyPlausibleScatteringFunction directly. Here's the corrected part of your code: objective Copy code // Create a scattering function MDLScatteringFunction *scatteringFunction = [MDLScatteringFunction new]; // Set the scattering function on the material MDLMaterial *material = [[MDLMaterial alloc] initWithName:@"matTest"]; material.scatteringFunction = scatteringFunction; Additionally, make sure that you have set up the Metal Kit renderer properly if you are intending to visualize this MDLMesh with a material in your app. Here's a snippet that demonstrates how to set up the renderer and display the mesh: objective Copy code // Assuming you have a MTKView named 'metalView' in your storyboard or created programmatically MTKView *metalView = // Get your MTKView instance // Create a MetalKit renderer MDLMeshBufferAllocator *bufferAllocator = [[MTKMeshBufferAllocator alloc] initWithDevice:metalView.device]; MTKMesh *metalKitMesh = [[MTKMesh alloc] initWithMesh:mdlMesh device:metalView.device error:nil]; // Set the mesh on the MTKView's renderer metalView.delegate = [[MyMTKViewDelegate alloc] initWithMesh:metalKitMesh]; In this snippet, MyMTKViewDelegate should be a class that conforms to the MTKViewDelegate protocol, and you implement the drawInMTKView: method to render the mesh using Metal. Remember to include the necessary MetalKit and Model I/O frameworks in your project and link against them. If you're still facing issues with material visibility after these changes, you might want to check the Metal and Model I/O documentation for any additional requirements or best practices.
Jan ’24
Reply to For goodness sake, why does Xcode keep doing this?
I can offer some suggestions that might help in resolving or mitigating the issue: Clean Derived Data: Try cleaning the derived data for your project. In Xcode, go to File > Workspace Settings, and then click on the arrow next to the Derived Data path to open it in Finder. Delete the contents of the folder. Restart Devices: Restart your Mac, iPhone, and Xcode. Sometimes, issues can be resolved by restarting all the relevant devices. Check Console Logs: Open the Console application on your Mac (/Applications/Utilities/Console.app) and check for any error messages related to Xcode or your app during the installation process. Check Provisioning Profiles: Ensure that your provisioning profiles are up to date and properly configured. You can refresh them in Xcode under Preferences > Accounts > Apple IDs > View Details. Check App Signing: Verify that your app is signed correctly. Check the signing settings in your Xcode project and make sure the signing identity and provisioning profile are valid. Update Xcode: Ensure you are using the latest stable version of Xcode. If you're not already on Xcode 15.2, consider updating to see if the issue persists. Diagnostic Reports: If the issue persists, you might find more detailed information in the macOS Diagnostic Reports. You can find them by going to Console.app > Reports > User Diagnostic Reports. Look for crash reports related to Xcode.
Jan ’24
Reply to help me, error during division please help me
It seems like the issue might be related to how the result is displayed after the division operation. If you want to display decimal places for the result, you can use the String(format:) method to format the result with a specific number of decimal places. Here's how you can modify the division part of your code to ensure it displays the result with the correct decimal places: // Calcola la divisione let components = displayText.components(separatedBy: "/") if components.count == 2, let numerator = Double(components[0]), let denominator = Double(components[1]), denominator != 0 { let result = numerator / denominator displayText = String(format: "%.1f", result) // Use "%.1f" for one decimal place let fullOperation = "\(numerator) / \(denominator) = \(result)" addToHistory(fullOperation) } else { // Gestisci la divisione per zero o formato non valido displayText = "Errore" addToHistory("Errore: Divisione non valida") } } //fine divisione In the modified code, String(format: "%.1f", result) is used to format the result with one decimal place. Adjust the format string ("%.1f") according to the number of decimal places you want to display.
Jan ’24