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Storyboard target in Beta
I am currently running Xcode Version 14.0 beta (14A5228q) creating a Multiplatform app. I wanted to include a LaunchScreen so added a Launch Screen Storyboard to my project. To the the app to see it I went under Target for my app, General, and under App Icons and Launch Screen I set the Launch Screen File to my storyboard. This works perfectly when I run the app on iOS; however, when I run it on macOS I get an error:Launch Screen.storyboard error build: iOS storyboards do not support target device type "Mac". I see there's no way to differentiate between macOS and iOS with the file and there's only one target. Does anyone know a way to make the storyboard only launch when running the iOS app (and iPadOS) and not be seen when running macOS? Thanks
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1.3k
Jul ’22
MacOS Sidebar is closed on default when app is run
Hi, I'm creating a SwiftUI MacOS app with a NavigationSplitView consisting of a Sidebar and Detail. It works great; however, whenever I ran the app the sidebar is hidden. As a user I can easily click the button or menu option to bring it back BUT it's frustrating to do AND I need to test the app now. Is there a way to have it open by default when running the app or, at least, programmatically so I can set it as a user default? And/Or a way to make it visible when running UITests? Thanks
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871
Jul ’22
Canceling an Edit: When to alert?
During one of the WWDC talks this year I remember hearing that when a user clicks cancel on an edit form you should show an alert warning them about discarding the changes before leaving. YET if there aren't any changes we should just exit when canceled. Looking back at that I wonder how do you know if there are no changes? Right now I load the Core Data Entity fields on my page and set them one by one on save. Is there a better way that would also make it easier to know when to leave and when to warn when canceling? Are there any examples of this? Thanks everyone.
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1.5k
Jun ’22
Issue with "Could not find or use auto-linked library zlib"
I've added a package to my Mutliplatform project (Shout) that is now causing an error. When I attempt to build my program on my MacOS Ventura I get a warning "Could not find or use auto-linked library zlib" and six errors about undefined symbols from the zlib library: _deflate, _deflateEnd, _deflateInit_, _inflate, _inflateEnd, and _inflateInit_ I've added paths to my target's Build Settings under Library Search Paths and it doesn't seem to help. Has any one seen anything like this and can help me build the project? It was working with the previous version of my app on the previous stable version. I am running the beta Ventura with the new Xcode version and started a new app to move my code over in parts.
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726
Jun ’22
Testing CloudKit Apps using the simulator
Hey everyone! I'm starting a new Multiplatform application with Core Data and CloudKit checked off. Before continuing I want to make sure the data is persisting between devices BUT can't figure out how to test that with the simulator. I can run the app on my Mac (under my apple account), can't run it on my phone (didn't download the beta), and when I try to log into the simulator with my Apple ID it gives me a "Verification Failed - An unknown error occurred". How do you test synced data between simulated devices???
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1.2k
Jun ’22