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copyfile causes NSPOSIXErrorDomain 12 "Cannot allocate memory" when copying symbolic link from NTFS partition
I was able to confirm with a customer of mine that calling copyfile with a source file that is a symbolic link on a NTFS partition always causes the error NSPOSIXErrorDomain 12 Cannot allocate memory They use NTFS drivers from Paragon. They tried copying a symbolic link from NTFS to both APFS and NTFS with the same result. Is this an issue with macOS, or with the NTFS driver? Copying regular files on the other hand always works. Copying manually from the Finder also seems to always work, both with regular files and symbolic links, so I'm wondering how the Finder does it. Here is the sample app that they used to reproduce the issue. The first open panel allows to select the source directory and the second one the destination directory. The variable filename holds the name of the symbolic link to be copied from the source to the destination. Apparently it's not possible to select a symbolic link directly in NSOpenPanel, as it always resolves to the linked file. @main class AppDelegate: NSObject, NSApplicationDelegate { func applicationDidFinishLaunching(_ notification: Notification) { let openPanel = NSOpenPanel() openPanel.canChooseDirectories = true openPanel.canChooseFiles = false openPanel.runModal() let filename = "Modules" let source = openPanel.urls[0].appendingPathComponent(filename) openPanel.runModal() let destination = openPanel.urls[0].appendingPathComponent(filename) do { let state = copyfile_state_alloc() defer { copyfile_state_free(state) } var bsize = UInt32(16_777_216) if copyfile_state_set(state, UInt32(COPYFILE_STATE_BSIZE), &bsize) != 0 { throw NSError(domain: NSPOSIXErrorDomain, code: Int(errno)) } if copyfile_state_set(state, UInt32(COPYFILE_STATE_STATUS_CB), unsafeBitCast(copyfileCallback, to: UnsafeRawPointer.self)) != 0 || copyfile_state_set(state, UInt32(COPYFILE_STATE_STATUS_CTX), unsafeBitCast(self, to: UnsafeRawPointer.self)) != 0 || copyfile(source.path, destination.path, state, copyfile_flags_t(COPYFILE_NOFOLLOW)) != 0 { throw NSError(domain: NSPOSIXErrorDomain, code: Int(errno)) } } catch { let error = error as NSError let alert = NSAlert() alert.messageText = "\(error.localizedDescription)\n\(error.domain) \(error.code)" alert.runModal() } } private let copyfileCallback: copyfile_callback_t = { what, stage, state, src, dst, ctx in if what == COPYFILE_COPY_DATA { if stage == COPYFILE_ERR { return COPYFILE_QUIT } var size: off_t = 0 copyfile_state_get(state, UInt32(COPYFILE_STATE_COPIED), &size) } return COPYFILE_CONTINUE } }
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19h
getattrlistbulk lists same files over and over on macOS 15 Sequoia
A customer of mine reported that since updating to macOS 15 they aren't able to use my app anymore, which performs a deep scan of selected folders by recursively calling getattrlistbulk. The problem is that the app apparently keeps scanning forever, with the number of scanned files linearly increasing to infinity. This happens for some folders on a SMB volume. The customer confirmed that they can reproduce the issue with a small sample app that I attach below. At first, I created a sample app that only scans the contents of the selected folder without recursively scanning the subcontents, but the issue didn't happen anymore, so it seems to be related to recursively calling getattrlistbulk. The output of the sample app on the customer's Mac is similar to this: start scan /Volumes/shares/Backup/Documents level 0 fileManagerCount 2847 continue scan /Volumes/shares/Backup/Documents new items 8, sum 8, errno 34 /Volumes/shares/Backup/Documents/A.doc /Volumes/shares/Backup/Documents/B.doc ... continue scan /Volumes/shares/Backup/Documents new items 7, sum 1903, errno 0 /Volumes/shares/Backup/Documents/FKV.pdf /Volumes/shares/Backup/Documents/KFW.doc /Volumes/shares/Backup/Documents/A.doc /Volumes/shares/Backup/Documents/B.doc ... which shows that counting the number of files in the root folder by using try FileManager.default.contentsOfDirectory(atPath: path).count returns 2847, while getattrlistbulk lists about 1903 files and then starts listing the files from the beginning, not even between repeated calls, but within a single call. What could this issue be caused by? (The website won't let me attach .swift files, so I include the source code of the sample app as a text attachment.) ViewController.swift
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344
Oct ’24
How to get GKMatch instance after accepting GKInvite?
In my SceneKit game I'm able to connect two players with GKMatchmakerViewController. Now I want to support the scenario where one of them disconnects and wants to reconnect. I tried to do this with this code: nonisolated public func match(_ match: GKMatch, player: GKPlayer, didChange state: GKPlayerConnectionState) { Task { @MainActor in switch state { case .connected: break case .disconnected, .unknown: let matchRequest = GKMatchRequest() matchRequest.recipients = [player] do { try await GKMatchmaker.shared().addPlayers(to: match, matchRequest: matchRequest) } catch { } @unknown default: break } } } nonisolated public func player(_ player: GKPlayer, didAccept invite: GKInvite) { guard let viewController = GKMatchmakerViewController(invite: invite) else { return } viewController.matchmakerDelegate = self present(viewController) } But after presenting the view controller with GKMatchmakerViewController(invite:), nothing else happens. I would expect matchmakerViewController(_:didFind:) to be called, or how would I get an instance of GKMatch? Here is the code I use to reproduce the issue, and below the reproduction steps. Code Run the attached project on an iPad and a Mac simultaneously. On both devices, tap the ship to connect to GameCenter. Create an automatched match by tapping the rightmost icon on both devices. When the two devices are matched, on iPad close the dialog and tap on the ship to disconnect from GameCenter. Wait some time until the Mac detects the disconnect and automatically sends an invitation to join again. When the notification arrives on the iPad, tap it, then tap the ship to connect to GameCenter again. The iPad receives the call player(_:didAccept:), but nothing else, so there’s no way to get a GKMatch instance again.
2
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4d
How can I share a developer-signed app through my website?
In the past, I used to export a developer-signed test version of my macOS app in Xcode, create a zip archive from the Finder, upload it to my website and share the link to the testers. The last time I did this with macOS 14 the tester was still able to download the test app and run it. But it seems that with macOS 15 the trick to open the context menu on the downloaded app and click Open to bypass the macOS warning that the app couldn't be checked when simply double-clicking it, doesn't work anymore. Now I'm always shown an alert that macOS couldn't check the app for malware, and pushes me to move it to the bin. In this StackOverflow topic from 10 years ago they suggested to use ditto and tar to compress and uncompress the app, but neither worked for me. How can I share macOS apps that I signed myself with testers without physically handing them a drive containing the uncompressed app?
3
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211
1w
Creating file bookmarks doesn't work anymore on macOS 15 Sequoia
Before updating to macOS 15 Sequoia, I used to be able to create file bookmarks with this code: let openPanel = NSOpenPanel() openPanel.runModal() let url = openPanel.urls[0] do { let _ = try url.bookmarkData(options: [.withSecurityScope]) } catch { print(error) } Now I get an error Error Domain=NSCocoaErrorDomain Code=256 "Failed to retrieve app-scope key" These are the entitlements: com.apple.security.app-sandbox com.apple.security.files.user-selected.read-write com.apple.security.files.bookmarks.app-scope Strangely, my own apps continued working, after updating to macOS 15 some days ago, until a few moments ago. Then it seems that all of a sudden my existing bookmarks couldn't be resolved anymore, and no new bookmarks could be created. What could be the problem?
16
2
1.3k
Sep ’24
macOS keeps showing "[App] would like to access data from other apps" warning even if accepting it each time
It seems that whenever I scan the contents of ~/Library/Containers with my app, I get the warning [App] would like to access data from other apps, regardless of how often I have already allowed it. When the warning appears, the last scanned file is ~/Library/Containers/com.apple.CloudPhotosConfiguration/Data. My sample code: let openPanel = NSOpenPanel() openPanel.canChooseDirectories = true openPanel.runModal() let url = openPanel.urls[0] let enumerator = FileManager.default.enumerator(at: url, includingPropertiesForKeys: nil) while let url = enumerator?.nextObject() as? URL { print(url.path) } Is it expected that one has to allow this warning every time the app is run?
9
0
3.8k
Nov ’23
SceneKit app randomly crashes with EXC_BAD_ACCESS in jet_context::set_fragment_texture
Every now and then my SceneKit game app crashes and I have no idea why. The SCNView has a overlaySKScene, so it might also be SpriteKit's fault. The stack trace is #0 0x0000000241c1470c in jet_context::set_fragment_texture(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char>> const&, jet_texture*) () #27 0x000000010572fd40 in _pthread_wqthread () Does anyone have an idea where I could start debugging this, without being able to consistently reproduce it?
11
0
599
Sep ’24
SKAction.removeFromParent() causes crash when run in SCNView.overlaySKScene on iOS
Even when the action is run on the main thread, the following code causes a crash on iOS, but not on macOS. The game launches with a simple yellow rectangle, and when it finishes fading out and should be removed from the overlay scene, the app crashes. The code can be pasted into the file GameController.swift of Xcode's default project for Multiplatform macOS and iOS game. import SceneKit import SpriteKit @MainActor class GameController: NSObject { let scene: SCNScene let sceneRenderer: SCNSceneRenderer init(sceneRenderer renderer: SCNSceneRenderer) { sceneRenderer = renderer scene = SCNScene(named: "Art.scnassets/ship.scn")! super.init() sceneRenderer.scene = scene renderer.overlaySKScene = SKScene(size: CGSize(width: 500, height: 500)) DispatchQueue.main.async { let node = SKShapeNode(rect: CGRect(x: 100, y: 100, width: 100, height: 100)) node.fillColor = .yellow node.run(.sequence([ .fadeOut(withDuration: 1), .removeFromParent() ])) renderer.overlaySKScene!.addChild(node) } } } The Xcode console shows this stacktrace: *** Assertion failure in -[UIApplication _performAfterCATransactionCommitsWithLegacyRunloopObserverBasedTiming:block:], UIApplication.m:3246 *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Call must be made on main thread' *** First throw call stack: ( 0 CoreFoundation 0x00000001804ae0f8 __exceptionPreprocess + 172 1 libobjc.A.dylib 0x0000000180087db4 objc_exception_throw + 56 2 Foundation 0x0000000180d17058 _userInfoForFileAndLine + 0 3 UIKitCore 0x00000001853cf678 -[UIApplication _performAfterCATransactionCommitsWithLegacyRunloopObserverBasedTiming:block:] + 376 4 UIKitCore 0x000000018553f7a0 -[_UIFocusUpdateThrottle scheduleProgrammaticFocusUpdate] + 300 5 UIKitCore 0x0000000184e2e22c -[UIFocusSystem _requestFocusUpdate:] + 548 6 UIKitCore 0x0000000184e2dfa4 -[UIFocusSystem requestFocusUpdateToEnvironment:] + 76 7 UIKitCore 0x0000000184e2e864 -[UIFocusSystem _focusEnvironmentWillDisappear:] + 408 8 SpriteKit 0x00000001a3d472f4 _ZL12_removeChildP6SKNodeS0_P7SKScene + 240 9 SpriteKit 0x00000001a3d473b0 -[SKNode removeChild:] + 80 10 SpriteKit 0x00000001a3d466b8 -[SKNode removeFromParent] + 128 11 SpriteKit 0x00000001a3d1678c -[SKRemove updateWithTarget:forTime:] + 64 12 SpriteKit 0x00000001a3d1b740 _ZN11SKCSequence27cpp_updateWithTargetForTimeEP7SKCNoded + 84 13 SpriteKit 0x00000001a3d20e3c _ZN7SKCNode6updateEdf + 156 14 SpriteKit 0x00000001a3d20f20 _ZN7SKCNode6updateEdf + 384 15 SpriteKit 0x00000001a3d26fb8 -[SKScene _update:] + 464 16 SpriteKit 0x00000001a3cf3168 -[SKSCNRenderer _update:] + 80 17 SceneKit 0x000000019c932bf0 -[SCNMTLRenderContext renderSKSceneWithRenderer:overlay:atTime:] + 60 18 SceneKit 0x000000019c9ebd98 -[SCNRenderer _drawOverlaySceneAtTime:] + 204 19 SceneKit 0x000000019cb1a1c0 _ZN3C3D11OverlayPass7executeERKNS_10RenderArgsE + 60 20 SceneKit 0x000000019c8e05ec _ZN3C3D13__renderSliceEPNS_11RenderGraphEPNS_10RenderPassERtRKNS0_9GraphNodeERPNS0_5StageENS_10RenderArgsEbRPU27objcproto16MTLCommandBuffer11objc_object + 2660 21 SceneKit 0x000000019c8e18ac _ZN3C3D11RenderGraph7executeEv + 3808 22 SceneKit 0x000000019c9ed26c -[SCNRenderer _renderSceneWithEngineContext:sceneTime:] + 756 23 SceneKit 0x000000019c9ed544 -[SCNRenderer _drawSceneWithNewRenderer:] + 208 24 SceneKit 0x000000019c9ed9fc -[SCNRenderer _drawScene:] + 40 25 SceneKit 0x000000019c9edce4 -[SCNRenderer _drawAtTime:] + 500 26 SceneKit 0x000000019ca87950 -[SCNView _drawAtTime:] + 368 27 SceneKit 0x000000019c943b74 __83-[NSObject(SCN_DisplayLinkExtensions) SCN_setupDisplayLinkWithQueue:screen:policy:]_block_invoke + 44 28 SceneKit 0x000000019ca50600 -[SCNDisplayLink _displayLinkCallbackReturningImmediately] + 132 29 libdispatch.dylib 0x000000010239173c _dispatch_client_callout + 16 30 libdispatch.dylib 0x0000000102394c14 _dispatch_continuation_pop + 756 31 libdispatch.dylib 0x00000001023aa4e0 _dispatch_source_invoke + 1736 32 libdispatch.dylib 0x00000001023997f0 _dispatch_lane_serial_drain + 340 33 libdispatch.dylib 0x000000010239a774 _dispatch_lane_invoke + 420 34 libdispatch.dylib 0x00000001023a71a8 _dispatch_root_queue_drain_deferred_wlh + 324 35 libdispatch.dylib 0x00000001023a6604 _dispatch_workloop_worker_thread + 488 36 libsystem_pthread.dylib 0x000000010242bb74 _pthread_wqthread + 284 37 libsystem_pthread.dylib 0x000000010242a934 start_wqthread + 8 ) libc++abi: terminating due to uncaught exception of type NSException Am I doing something wrong?
6
0
280
Oct ’24
SceneKit app seriously hangs when run in fullscreen
I've been running my SceneKit game for many weeks in Xcode without performance issues. The game itself is finished, so I thought I could go on with publishing it on the App Store, but when archiving it in Xcode and running the archived app, I noticed that it seriously hangs. The hangs only seem to happen when I run the game in fullscreen mode. I tried disabling game mode, but the hangs still happen. Only when I run in windowed mode the game runs smoothly. Instruments confirms that there are many serious hangs, but it also reports that CPU usage is quite low during those hangs, on average about 15%. From what I know, hangs happen when the main thread is busy, but how can that be when CPU usage is so low, and why does it only happen in fullscreen mode for release builds?
2
0
266
4w
SKTexture used for SceneKit object is rendered too bright
I would like to preload and use some images for both SpriteKit and SceneKit models (my game uses SceneKit with a SpriteKit overlay), and as far as I can see the only efficient way would be to create and preload SKTexture objects which can be supplied to SKSpriteNode(texture:) and SCNMaterial.diffuse.contents. The problem is that SKTexture are rendered too bright in SceneKit, for some unknown reason. Here a comparison between rendering an image (from URL) and a SKTexture: And the code that produces it: let url = Bundle.main.url(forResource: "art.scnassets/texture.png", withExtension: nil)! let plane1 = SCNPlane(width: 10, height: 10) plane1.firstMaterial!.diffuse.contents = url.path let node1 = SCNNode(geometry: plane1) node1.position.x = -5 scene.rootNode.addChildNode(node1) let plane2 = SCNPlane(width: 10, height: 10) plane2.firstMaterial!.diffuse.contents = SKTexture(image: NSImage(byReferencing: url)) let node2 = SCNNode(geometry: plane2) node2.position.x = 5 scene.rootNode.addChildNode(node2) This issue was already mentioned in this other post, but since I wasn't notified of the reply from Quinn asking about the feedback number I created at the time, it didn't make any progress.
5
0
245
2w
Xcode fails to compile visionOS app that has a Front layer in AppIcon asset
I'm trying to create the app icon for my visionOS app. The Assets catalog already contains AppIcon for iOS and I've added another AppIcon for visionOS. If I only add the Back layer of the visionOS icon, compiling succeeds despite there being an error The visionOS App Icon "AppIcon" must have at least 2 layers with applicable content. Although it has 3 layers, only 1 has applicable content. As soon as I add one of the other two layers, say the Front layer, compiling fails, but this time Xcode only shows a generic compiler error Command CompileAssetCatalogVariant emitted errors but did not return a nonzero exit code to indicate failure If I click that message, a long build log opens containing among other things: 2024-10-31 11:28:15.258 AssetCatalogSimulatorAgent[66919:1456355] -[TDTextureRawRenditionSpec _createImageRefWithURL:andDocument:format:] Texture image asset file:///~/Documents/apps/myApp/xcode/iOS/Assets.xcassets/AppIcon.solidimagestack/Back.solidimagestacklayer/Content.imageset/icon_layer3.heic not in one of supported formats ... libc++abi: terminating due to uncaught exception of type NSException Command CompileAssetCatalogVariant failed with a nonzero exit code What is the problem? I filed FB15642844.
0
0
117
3w
How to correctly resolve URL bookmarks for use in Simulator UI tests?
To make UI testing easier and faster, I usually create URL bookmarks during normal app usage in the Simulator so that they can be instantly resolved on app launch during UI tests. For example, one of my apps allows browsing selected folders and stores bookmarks so they can be quickly opened again on following app launches, and instead of selecting the test folder each time at the beginning of the UI test, I select it once during normal app usage so that it's available immediately during the UI test. This usually works fine, but every now and then the UI tests fail because the tested app isn't able to resolve the stored bookmark. I don't know why this happens, but usually opening and closing the app again in the Simulator and re-running the UI tests solves the issue. The problem now is that I've just tried to setup some new UI tests for Apple Vision Pro Simulator and I'm never able to resolve bookmarks. So I created a sample project that reproduces the issue, and curiously enough the bookmarks don't even resolve when using an iPad Simulator (which usually works fine with my regular UI tests). What am I doing wrong? This can be reproduced with a default iOS project, embedding the default storyboard view controller in a navigation view controller, and this code: import UIKit class ViewController: UIViewController, UIDocumentPickerDelegate { override func viewDidLoad() { navigationItem.rightBarButtonItem = UIBarButtonItem(systemItem: .add, primaryAction: UIAction(handler: { _ in let picker = UIDocumentPickerViewController(forOpeningContentTypes: [.folder]) picker.delegate = self self.present(picker, animated: true) })) if let bookmark = UserDefaults.standard.data(forKey: "bookmark") { readBookmark(bookmark) } } func readBookmark(_ bookmark: Data) { do { let label = UILabel(frame: CGRect(x: 100, y: 100, width: 600, height: 100)) label.numberOfLines = 0 var stale = false let url = try URL(resolvingBookmarkData: bookmark, bookmarkDataIsStale: &stale) if !url.startAccessingSecurityScopedResource() { fatalError() } label.text = url.path view.addSubview(label) } catch { fatalError(error.localizedDescription) } } func documentPicker(_ controller: UIDocumentPickerViewController, didPickDocumentsAt urls: [URL]) { do { let url = urls[0] if !url.startAccessingSecurityScopedResource() { fatalError() } let bookmark = try url.bookmarkData() UserDefaults.standard.set(bookmark, forKey: "bookmark") readBookmark(bookmark) } catch { fatalError(error.localizedDescription) } } } And a default UI test, which always crashes because of the fatalError() in the catch clause of readBookmark(_:): final class problemUITests: XCTestCase { @MainActor func testExample() throws { let app = XCUIApplication() app.launch() } }
0
0
122
3w
Xcode UI test always fails to tap close button in font picker navigation bar
I'm trying to close the UIFontPickerViewController in a UI test by tapping the close button in the navigation bar. In a default iOS app, I embed the default storyboard view controller in a navigation view controller, then in code I open the font picker like this: class ViewController: UIViewController, UIFontPickerViewControllerDelegate { override func viewDidAppear(_ animated: Bool) { let picker = UIFontPickerViewController(configuration: .init()) picker.delegate = self self.present(picker, animated: true) } func fontPickerViewControllerDidPickFont(_ viewController: UIFontPickerViewController) { } } And the UI test looks like this: final class problemUITests: XCTestCase { @MainActor func testExample() throws { let app = XCUIApplication() app.launch() sleep(2) let button = app.navigationBars.element(boundBy: 1).buttons.element(boundBy: 0) print(button.debugDescription) XCTAssert(button.waitForExistence(timeout: 2)) button.tap() } } When running the UI test, the XCTAssert always fails and the button.tap() also fails with an error message Failed to tap "chiudi" Button: No matches found for Element at index 1 from input {( NavigationBar )} "chiudi" means "close" in Italian, my macOS system language. It sounds to me like I correctly get the close button, but the messages Xcode prints make no sense to me. It's particularly confusing given that the output of the print statement shows that the button is there, but somehow fails to be tapped: Attributes: Button, 0x104f44660, {{701.0, 320.0}, {43.0, 44.0}}, label: 'chiudi' Element subtree: →Button, 0x104f44660, {{701.0, 320.0}, {43.0, 44.0}}, label: 'chiudi' Image, 0x104f44780, {{709.0, 327.5}, {30.0, 30.0}}, identifier: 'UICloseButtonBackground' Path to element: →Application, 0x104f35940, pid: 29803, label: 'problem' ↳Window (Main), 0x104f376a0, {{0.0, 0.0}, {1032.0, 1376.0}} ↳Other, 0x104f42e10, {{0.0, 0.0}, {1032.0, 1376.0}} ↳Other, 0x104f43100, {{0.0, 0.0}, {1032.0, 1376.0}} ↳Other, 0x104f43220, {{0.0, 0.0}, {1032.0, 1376.0}} ↳Other, 0x104f43340, {{0.0, 0.0}, {1032.0, 1376.0}} ↳Other, 0x104f43460, {{0.0, 0.0}, {1032.0, 1376.0}} ↳Other, 0x104f43580, {{0.0, 0.0}, {1032.0, 1376.0}} ↳Other, 0x104f436a0, {{0.0, 0.0}, {1032.0, 1376.0}} ↳Other, 0x104f437c0, {{0.0, 0.0}, {1032.0, 1376.0}} ↳Other, 0x104f438e0, {{0.0, 0.0}, {1032.0, 1376.0}} ↳Other, 0x104f43a00, {{0.0, 0.0}, {1032.0, 1376.0}} ↳Other, 0x104f43b20, {{0.0, 0.0}, {1032.0, 1376.0}} ↳Other, 0x104f43c40, {{276.0, 314.0}, {480.0, 748.0}} ↳Other, 0x104f43e80, {{276.0, 314.0}, {480.0, 748.0}} ↳Other, 0x104f43fa0, {{276.0, 314.0}, {480.0, 748.0}} ↳Other, 0x104f440c0, {{276.0, 314.0}, {480.0, 748.0}} ↳Other, 0x104f441e0, {{276.0, 314.0}, {480.0, 748.0}} ↳Other, 0x104f44300, {{276.0, 314.0}, {480.0, 748.0}} ↳NavigationBar, 0x104f44420, {{276.0, 314.0}, {480.0, 108.0}}, identifier: 'Scegli font' ↳Button, 0x104f44660, {{701.0, 320.0}, {43.0, 44.0}}, label: 'chiudi' Query chain: →Find: Target Application 'org.desairem.problem' Output: { Application, 0x104f781b0, pid: 29803, label: 'problem' } ↪︎Find: Descendants matching type NavigationBar Output: { NavigationBar, 0x10607c0d0, {{0.0, 24.0}, {1032.0, 50.0}}, identifier: 'UIFontPickerView' NavigationBar, 0x10607dab0, {{276.0, 314.0}, {480.0, 108.0}}, identifier: 'Scegli font' } ↪︎Find: Element at index 1 Output: { NavigationBar, 0x1064693a0, {{276.0, 314.0}, {480.0, 108.0}}, identifier: 'Scegli font' } ↪︎Find: Descendants matching type Button Output: { Button, 0x104f714a0, {{701.0, 320.0}, {43.0, 44.0}}, label: 'chiudi' Button, 0x104f71800, {{711.0, 378.0}, {17.0, 22.0}}, identifier: 'Dictate', label: 'Avvia dettatura' } ↪︎Find: Element at index 0 Output: { Button, 0x104f5d5e0, {{701.0, 320.0}, {43.0, 44.0}}, label: 'chiudi' }
0
0
115
3w
SKLabelNode keeps jumping back and forth when displaying different numbers with equal number of digits
I'm trying to display a right-aligned timecode in my game. I had expected that digits would all have the same width, but this doesn't seem to be the case in SpriteKit, even though it seems to be the case in AppKit. In SpriteKit, with the default font there is a noticeable difference in width between the digit 1 and the rest (1 is thinner), so whenever displaying a number with the least significant digit 1 all preceding digits shift slightly to the right. This happens even when setting a NSAttributedString with a font that has a fixedAdvance attribute. class GameScene: SKScene { override func didMove(to view: SKView) { let label = SKLabelNode(text: "") view.scene!.addChild(label) // label.horizontalAlignmentMode = .left label.horizontalAlignmentMode = .right var i = 11 Timer.scheduledTimer(withTimeInterval: 0.5, repeats: true) { _ in label.text = "\(i)" // let font = NSFont(descriptor: NSFontDescriptor(fontAttributes: [.name: "HelveticaNeue-UltraLight", .fixedAdvance: 20]), size: 30)! // let paragraphStyle = NSMutableParagraphStyle() // paragraphStyle.alignment = .right // label.attributedText = NSAttributedString(string: "\(i)", attributes: [.font: font, .foregroundColor: SKColor.labelColor, .paragraphStyle: paragraphStyle]) i += 5 } } } With AppKit, when using SpriteKit's default font HelveticaNeue-UltraLight, this issue doesn't exist, regardless whether I set the fixedAdvance font attribute. class ViewController: NSViewController { override func viewDidLoad() { super.viewDidLoad() let font = NSFont(descriptor: NSFontDescriptor(fontAttributes: [.name: "HelveticaNeue-UltraLight"]), size: 30)! // let font = NSFont(descriptor: NSFontDescriptor(fontAttributes: [.name: "HelveticaNeue-Light", .fixedAdvance: 20]), size: 30)! let paragraphStyle = NSMutableParagraphStyle() paragraphStyle.alignment = .right let textField = NSTextField(labelWithString: "") textField.font = font textField.alignment = .right // textField.alignment = .left textField.frame = CGRect(x: 100, y: 100, width: 100, height: 100) view.addSubview(textField) var i = 11 Timer.scheduledTimer(withTimeInterval: 0.5, repeats: true) { _ in textField.stringValue = "\(i)" // textField.attributedStringValue = NSAttributedString(string: "\(i)", attributes: [.font: font, .paragraphStyle: paragraphStyle]) i += 5 } } } Is there a solution to this problem? I filed FB15553700.
0
0
152
Oct ’24
Modal UINavigationController shown programmatically has no navigation buttons
When I create a modal segue to a navigation controller in a storyboard, the navigation bar buttons appear correctly. But when trying to recreate this programmatically, no buttons appear: import UIKit class ViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let button = UIButton(type: .infoLight, primaryAction: UIAction(handler: { _ in self.present(UINavigationController(rootViewController: ModalViewController()), animated: true) })) button.frame.origin = CGPoint(x: 100, y: 100) view.addSubview(button) } } class ModalViewController: UIViewController { override func loadView() { let button = UIBarButtonItem(title: "button") button.primaryAction = UIAction(handler: { action in }) button.style = .done navigationItem.title = "title" navigationItem.rightBarButtonItem = button view = UITableView() } } What am I doing wrong?
2
0
182
Oct ’24