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If I make it as close to c-style as possible. I can convert the code as the followings: for var i: CGFloat = start; i <= stop; i += step { //c-style for statement has been removed in swift3 x1 = self.x.scale(i) + x.axis.inset path.move(to: CGPoint(x: x1, y: y1)) path.addLine(to: CGPoint(x: x1, y: y2)) } -> in Swift5.5 as of Oct 23, 2021. for i in sequence(first:start, next:{ (($0-step)<=stop) ? $0+step:nil }) { x1 = self.x.scale(i) + x.axis.inset path.move(to: CGPoint(x: x1, y: y1)) path.addLine(to: CGPoint(x: x1, y: y2)) } I hope this helps.
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Today, I've seen this. the answer is nope. It won't stop the test flight. no worries.
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Hey, I'm a game developer (engineer, artist both) who can answer this properly. But what matters is that I have little time to do this. sorry for this. I think the WWDC video has almost all we need to understand GCD only when we're fully versed in using GCD. Fortunately due to the heavy workload of game development over many years and thanks to God Jesus and His Father, I grabbed fully what is all about GCD and how to use Dispatch framework effectively. Without further ado, right into the key answer: The target queue is mainly used for reducing 'context switches and resource contention'. It is a great thing for GCD! Without it, thread will explode by overwhelming dispatch queues you may be going to create the complex problem in the game. That's all. It is not that difficult to understand. However, to use it properly, you should understand all of GCD, Dispatch framework. For example, My game is currently using 31 dispatch queues with the help of target queues. You can also avoid context switches and resource contention without using those 'target queues' if you use semaphore as well. But dispatch queue is better in efficiency, even if it would be more finicky to use. 'Artificial Intelligence' plus 'tons of animations' employed in the game is the source of this complexity. I hope this may help. My site is 'SungW.net' which I can NOT update properly due to lack of time. However, if you have more questions, you may contact me through this.
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Thanks for the reply. You saved my effort a lot!However, your answer gave me another question as the followings:From the descriptionhttps://developer.apple.com/documentation/spritekit/sknode/1483078-isequalhas"true if the node is a descendant of the parent node; otherwise false."It seems that it also care about the parent node.But you said it the function only cares about the content.Then does the description itself has the its own flaw? If so, please bug report to Apple.Unless I do the experimental coding, it would be difficult to know what's going on, because Apple's description give rise to confusion.Thanks in advance.
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I had a similar situation before that I think I can understand your situation.Yes I also agree with others that ClamXAV is a free software and regit to eliminating all issues.And my experience says that beta-macOS has been known to be not compatible with any commercial anti-virus available:they all are in eagerness state: more aggresive than ClamXAV.And I don't think it would be beneficial to have such any anti-virus software on macOS which can be a moot point to others.However, as an experienced user and game software engineer using macOS for more than 9 years, I can say this with assurance.And from the beginning macOS had a sorts of anti-virus software in its core.I used to more care about ad-ware, not viruses.
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Great tip!This helped a lot!@drakecaiman Have you checked if the bug of Xcode were fixed or not?Thanks!