What version of Xcode are you running?
Can you run the unit tests if you create a new project and select the Include Tests checkbox?
Does your multi-platform project have one target with multiple destinations or separate targets for iOS and Mac?
If your project has separate targets, which target is your unit test running, the iOS or Mac version?
I was unable to reproduce your issue. I noticed when adding a Unit Test Bundle target to a project with multiple app targets that I had to choose an app target for the unit test bundle. Make sure you have the scheme set to run the app target that matches the target the test bundle is configured to run.
If you recently created your project, you may find it easier to create a new project that includes unit test targets and add whatever code from the first project to the new project.
Post
Replies
Boosts
Views
Activity
The problem with your app not being able to find the audio files most likely has nothing to do with your code.
Are the audio files in the Resources folder in the app bundle? If they are not, your code will not be able to find and load them.
Make sure the audio files are in the app target's Copy Bundle Resources build phase. The files must in this build phase to get copied to the Resources folder in the app bundle when you build the project.
Take the following steps to look at the files in the Copy Bundle Resources build phase.
Open the project editor by selecting the project file from the left side of the project window.
Select the app target from the target list on the left side of the project editor.
Click the Build Phase button at the top of the project editor.
Click the disclosure triangle next to the Copy Bundle Resources build phase.
If your audio files are not in the Copy Bundle Resources build phase, click the Add button below the list of files to open a sheet where you can choose the files to add to the build phase.
Why do you want to use an older version of the macOS SDK?
If you want your app to run on older versions of macOS, you can set the deployment target of the app to a lower version. The deployment target is the earliest version of macOS that can run your app. You can change the deployment target by taking the following steps:
Select your project from the left side of the project window to open the project editor.
Select your app target from the target list on the left side of the project editor.
Click the General button at the top of the project editor.
Use the menu in the Minimum Deployments section to choose the minimum macOS version for the app.
To save images in a rich text document, you need to save the file as an RTFD file. An RTFD file is an RTF file with support for attachments, such as image files.
You set the document type to RTF in the createRTFWithEmbeddedImage function.
[.documentType: NSAttributedString.DocumentType.rtf])
If you change the document type to NSAttributedString.DocumentType.rtfd, the file should save as an RTFD file.
I have not tried saving an attributed string with an image to a file so I can't guarantee there isn't more you have to do to get the image to save. But saving the file as RTFD is a start.
You are doing a lot in the .onChange block. To fix the compiler error, I recommend creating a function to calculate the value of P_Sprint and call the function in the .onChange block. Breaking up the calculations into smaller chunks will also help you fix the compiler error and make the code easier to understand.
If the code was working in Xcode 15.2 and you want to publish your app without making the code changes, then install Xcode 15.2. Build, archive, and submit your project in Xcode 15.2. Apple doesn't require Xcode 15.3 for App Store submissions.
Use the site Xcode Releases to find Apple's download links for all Xcode versions.
https://xcodereleases.com
No one can give you an answer until you show the code that is causing the compiler error.
Use the FileWrapper class to store your document as a package of files and folders that appears as a single file in the Finder. The following article provides an introduction to working with file wrappers in a SwiftUI app:
https://www.swiftdevjournal.com/using-file-wrappers-in-a-swiftui-app/
The following article shows ways to get around your issue.
https://www.swiftdevjournal.com/dealing-with-failed-to-prepare-device-for-development-error-message-in-xcode/
If the workarounds in that article don't work, you will need to find a device running an older version of iOS to run your project on your Mac.
I had a similar issue, which you can see in the following post:
https://developer.apple.com/forums/thread/740539
It turns out I had to add a Mac build to my app in TestFlight and get the build approved for external testing to get the products to fetch properly.
According to the following article:
https://serialcoder.dev/text-tutorials/swiftui/navigation-view-style-in-swiftui/
Use the columns navigation view style to have two panels side by side on iPhones with screens big enough to show two panels.
NavigationView {
…
}
.navigationViewStyle(.columns)
I don't have any simplified approach for you. I can tell you two things.
First, to pass a view model to a SwiftUI view, do the following:
Have the view model conform to ObservableObject.
Add @Published properties in the view model for any properties where you want the view to update when the property's value changes.
Use @StateObject in the view that owns the view model.
Use @ObservedObject in the other views where you want to use the view model.
Second, avoid nesting observable objects. SwiftUI views may not update properly when a property in a nested observable object has its value change. If you are unfamiliar with nested observable objects, read the following article:
https://holyswift.app/how-to-solve-observable-object-problem/
I don't see anything obviously wrong in your code. The only possible problem I see is a coordinate system problem where the values of the touch location may not be what you expect because the view and the scene have different coordinates.
Set a breakpoint at the following line of code:
let node:SKNode = ourScene.atPoint(location)
Check if location is where you expect it to be.
I made a mistake in my answer. The @ObservedObject property wrapper is for SwiftUI views. You can't use it in a view model. The following declaration:
@ObservedObject var dataManager = DataManager()
Should be something like
@Published var dataManager = DataManager()
I am not sure what you are asking in your second response. You described what you are trying to do but didn't ask a question.
Bindings are for SwiftUI views. Using @Binding in a view model isn't going to work. Creating a binding like Binding<Bool> in a view model isn't going to work either.
For passing data from a view model to a SwiftUI view, you are on the right track with the following code in ContentViewModel:
class ContentViewModel: ObservableObject {
@ObservedObject var dataManager = DataManager()
@Published var isOn: Bool = false
}
Have the view model conform to ObservableObject. Use @Published for any properties where you want the view to update when the property's value changes. The view that owns the view model uses the @StateObject property wrapper, like you have in your content view.
@StateObject var viewModel = ContentViewModel()
Use the @ObservedObject property wrapper to pass the view model from the content view to other views.
I am not sure why the content view model needs its own isOn property. Can't it use the data manager's isOn property?
For the Swift Student Challenge, either create an App playground in the Swift Playgrounds app or create a Swift Playgrounds App project in Xcode. That will give you a playground or project that meets the challenge's eligibility requirements.
https://developer.apple.com/swift-student-challenge/eligibility/