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Running my app in iOS 17 has a weird bug. I can draw as usual on my canvas, but only when I open the color picker from the toolPicker a bunch of weird errors and warnings are posted to the console (I am assuming they are related to it.) Closing the color picker and leaving the screen would normally dismiss the toolbar, but now it stays forever and on every screen. Interestingly the canvas, the tool picker and the viewController are all getting deinitialized, which means there is a second/new toolPicker on screen and I have no reference to it. Here are the mentioned warnings and errors: Error acquiring assertion: <Error Domain=RBSServiceErrorDomain Code=1 "(originator doesn't have entitlement com.apple.runningboard.primitiveattribute AND originator doesn't have entitlement com.apple.runningboard.assertions.frontboard AND target is not running or doesn't have entitlement com.apple.runningboard.trustedtarget AND Target not hosted by originator)" UserInfo={NSLocalizedFailureReason=(originator doesn't have entitlement com.apple.runningboard.primitiveattribute AND originator doesn't have entitlement com.apple.runningboard.assertions.frontboard AND target is not running or doesn't have entitlement com.apple.runningboard.trustedtarget AND Target not hosted by originator)}> Received port for identifier response: <> with error:Error Domain=RBSServiceErrorDomain Code=1 "Client not entitled" UserInfo={RBSEntitlement=com.apple.runningboard.process-state, NSLocalizedFailureReason=Client not entitled, RBSPermanent=false} elapsedCPUTimeForFrontBoard couldn't generate a task port Received port for identifier response: <> with error:Error Domain=RBSServiceErrorDomain Code=1 "Client not entitled" UserInfo={RBSEntitlement=com.apple.runningboard.process-state, NSLocalizedFailureReason=Client not entitled, RBSPermanent=false} elapsedCPUTimeForFrontBoard couldn't generate a task port Received port for identifier response: <> with error:Error Domain=RBSServiceErrorDomain Code=1 "Client not entitled" UserInfo={RBSEntitlement=com.apple.runningboard.process-state, NSLocalizedFailureReason=Client not entitled, RBSPermanent=false} elapsedCPUTimeForFrontBoard couldn't generate a task port No setting found for property named "_UISceneHostingClientSettingsExtension" No setting found for property named "_UISceneHostingClientSettingsExtension" No setting found for property named "_UISceneHostingClientSettingsExtension" A code snippet, but nothing fancy: private var imageCanvasView = ImageCanvasView() private var toolPicker = ToolPicker() override func viewDidLoad() { super.viewDidLoad() self.toolPicker.setVisible(true, forFirstResponder: self.imageCanvasView) self.toolPicker.addObserver(self.imageCanvasView) self.imageCanvasView.becomeFirstResponder() } Any ideas on how to prevent that or at least access/hide the permanent tool picker?
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by Skyn3t.
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Just a quick tip from what I discovered in the build times of our app in Xcode Cloud. Beware of selecting another simulator device instead of one of the recommended iPhones. Prepare Simulator Custom device: ~3m Recommended device: ~3s I assume Xcode Cloud comes preconfigured with the recommended iPhone. Any other device will take ~3m to setup in the testing step. (At least this is my assumption, please correct me if you have different findings.) You don't have to use all recommended iPhone. It will work if you just select one of them.
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by Skyn3t.
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Xcode Cloud Builds seem flaky to me. Sometimes the test step fails (not necessarily the tests itself, but the step as a whole). Xcode Cloud seems to re-attempt this step. In my most extreme example, took 3 attempts to run them. For a build which usually takes 22m, it took 1h9m, but billed just 29m. Does anyone else experience this? PR-builds with a duration of >1h are not really acceptable. Here is the protocol. Testing usually takes <3 minutes.
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I wrote a small playground to play around with noise generation. It is attached below.When I undestand the system correctly, GKNoise contains a 3D environment based on the chosen GKNoiseSource.Therefore GKNoise contains transforming functions to move, rotate and scale the environment.But no matter what I insert in .scale(by:) or .rotate(by:), the output doesn't change. .move(by:) works though.I tried with different NoiseSources, but the result is the same.Is this a bug or am I doing something wrong?import PlaygroundSupport import SpriteKit import GameplayKit let billow = GKBillowNoiseSource() billow.frequency = 4.0 billow.octaveCount = 15 billow.persistence = 0.5 billow.lacunarity = 2.0 let cylinder = GKCylindersNoiseSource() cylinder.frequency = 2 let perlin = GKPerlinNoiseSource() perlin.frequency = 4.0 perlin.octaveCount = 15 perlin.persistence = 0.5 perlin.lacunarity = 2.0 let checkerboard = GKCheckerboardNoiseSource(squareSize: 0.1) let noise = GKNoise(checkerboard) noise.rotate(by: vector_double3(0, .pi/3, .pi/3)) noise.move(by: vector_double3(0,0.5,0)) noise.scale(by: vector_double3(0.5,0.5,0.5)) let sampleCount = vector_int2(200, 200) let noiseMap = GKNoiseMap(noise, size: vector_double2(1, 1), origin: .zero, sampleCount: sampleCount, seamless: true) let spriteNode = SKSpriteNode(texture: SKTexture(noiseMap: noiseMap), color: .white, size: CGSize(width: 500, height: 500))
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by Skyn3t.
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