Hello, I need some help. 2 days ago, When I clicked to the submit button, i got this error.
Unable to Submit for Review
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I can't update my app. Also my agreements are active.
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Hello, I am building game with SpriteKit. 2 or 3 days ago my code worked perfectly then some project files paths changed in my computer. So now my code is running on preview but it's not running on simulator. I got error message like this Thread 1: signal SIGABRT
2022-04-17 23:48:25.927505+0300 MultiplayerGame[58416:1308997] fopen failed for data file: errno = 2 (No such file or directory)
2022-04-17 23:48:25.927569+0300 MultiplayerGame[58416:1308997] Errors found! Invalidating cache...
2022-04-17 23:48:26.015933+0300 MultiplayerGame[58416:1309280] Execution of the command buffer was aborted due to an error during execution. The operation couldn’t be completed. (MTLCommandBufferErrorDomain error 9.)
2022-04-17 23:48:26.016392+0300 MultiplayerGame[58416:1309280] Execution of the command buffer was aborted due to an error during execution. The operation couldn’t be completed. (MTLCommandBufferErrorDomain error 9.)
XPC_ERROR_CONNECTION_INTERRUPTED
dyld4 config: DYLD_ROOT_PATH=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot DYLD_LIBRARY_PATH=/Users/mkg/Library/Developer/Xcode/DerivedData/MultiplayerGame-ghupaqvlksldiogzatxbetsvshfx/Build/Products/Debug-iphonesimulator:/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libBacktraceRecording.dylib:/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libMainThreadChecker.dylib:/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libMTLCapture.dylib:/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/Developer/Library/PrivateFrameworks/DTDDISupport.framework/libViewDebuggerSupport.dylib DYLD_FRAMEWORK_PATH=/Users/mkg/Library/Developer/Xcode/DerivedData/MultiplayerGame-ghupaqvlksldiogzatxbetsvshfx/Build/Products/Debug-iphonesimulator:/Users/mkg/Library/Developer/Xcode/DerivedData/MultiplayerGame-ghupaqvlksldiogzatxbetsvshfx/Build/Products/Debug-iphonesimulator/PackageFrameworks
CoreSimulator 802.6 - Device: iPhone 12 Pro Max (50569CD6-26AA-45EF-BE07-3B5F9702915E) - Runtime: iOS 15.4 (19E240) - DeviceType: iPhone 12 Pro Max
(lldb)
I am a new uikit developer. I have a problem on my app. App has 2 different parts. Rectangle view and button. Rectangle view can drag with pan touch gesture. Button can change own image with tap gestures. When user taps the button, it changes own image. But when I tap the button, rectangle view moves to the at the beginning position.(view did load position).
I checked logs and I see viewDidLayout methods calling when I tap the button. How can I handle this problem, is there anyone help me ? Thanks a lot.
import UIKit
final class SampleViewController: UIViewController {
private var isTapped: Bool = false
let button: UIButton = {
let button = UIButton()
let image = UIImageView(image: UIImage(systemName: "play"))
button.translatesAutoresizingMaskIntoConstraints = false
button.backgroundColor = .yellow
return button
}()
let littleView: UIView = {
let view = UIView()
view.translatesAutoresizingMaskIntoConstraints = false
view.layer.borderColor = UIColor.red.cgColor
view.layer.borderWidth = 4
view.isUserInteractionEnabled = true
view.backgroundColor = .red
return view
}()
override func viewDidLoad() {
super.viewDidLoad()
self.view.addSubview(button)
self.view.addSubview(littleView)
littleView.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(handlePan(_:))))
button.addTarget(self, action: #selector(buttonTapped), for: .touchUpInside)
NSLayoutConstraint.activate([
button.bottomAnchor.constraint(equalTo: self.view.safeAreaLayoutGuide.bottomAnchor),
button.centerXAnchor.constraint(equalTo: self.view.centerXAnchor),
littleView.heightAnchor.constraint(equalTo: self.view.heightAnchor, multiplier: 1/5),
littleView.widthAnchor.constraint(equalTo: self.view.heightAnchor, multiplier: 1/3),
])
}
override func viewDidLayoutSubviews() {
littleView.frame = CGRect(x: 0, y: 0, width: littleView.frame.width, height: littleView.frame.height)
}
override func viewWillLayoutSubviews() {
littleView.frame = CGRect(x: 0, y: 0, width: littleView.frame.width, height: littleView.frame.height)
}
@objc private func buttonTapped() {
button.setImage(UIImage(systemName: isTapped ? "play.slash" : "play"), for: .normal)
self.view.layoutIfNeeded()
isTapped.toggle()
print("Button tapped")
}
@objc private func handlePan(_ gesture: UIPanGestureRecognizer) {
guard let viewToMove = gesture.view else { return }
if gesture.state == .began || gesture.state == .changed {
let translation = gesture.translation(in: view)
let newX = max(0, min(view.frame.width - viewToMove.frame.width, viewToMove.frame.origin.x + translation.x))
let newY = max(0, min((view.frame.height - viewToMove.frame.height), viewToMove.frame.origin.y + translation.y))
viewToMove.frame.origin = CGPoint(x: newX, y: newY)
gesture.setTranslation(CGPoint.zero, in: view)
}
}
}
Github link