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Not sure when this started to happen, but I can't run/debug my app from Xcode using the latest beta of Big Sur. I'm trying to deploy to the iOS 14 GM on my iPad using Xcode 12.2 (12.0 also doesn't work) from Big Sur beta 7 and it shows up as a blank screen and then eventually crashes, without an error in Xcode. Anyone else experience these kinds of issues or might have an idea of what's going on? Here's the crash report from the console though: CrashReporter Key:	 810e5f7e3b9c5c05f37139678fb17d5c6262be0d Hardware Model:			iPad8,7 Process:						 RocketTest [1120] Path:								/private/var/containers/Bundle/Application/CEA74FA4-9710-4070-B0F9-826A7C00FA14/RocketTest.app/RocketTest Identifier:					com.igottabelieve.RocketTest Version:						 1 (1.0) Code Type:					 ARM-64 (Native) Role:								Foreground Parent Process:			Exited process [1117] Coalition:					 com.igottabelieve.RocketTest [422] Date/Time:					 2020-09-19 21:14:22.2745 -0500 Launch Time:				 2020-09-19 21:13:59.4436 -0500 OS Version:					iPhone OS 14.0 (18A373) Release Type:				User Baseband Version:		3.00.01 Report Version:			104 Exception Type:	EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000001, 0x00000001012d08b8 Termination Signal: Trace/BPT trap: 5 Termination Reason: Namespace SIGNAL, Code 0x5 Terminating Process: exc handler [1120] Triggered by Thread:	0 Thread 0 Crashed: 0	 dyld													 0x00000001012d08b8 0x1012c0000 + 67768 1	 dyld													 0x00000001012cfd6c 0x1012c0000 + 64876 2	 dyld													 0x00000001012cfa10 0x1012c0000 + 64016 3	 dyld													 0x00000001012c59c0 0x1012c0000 + 22976 4	 dyld													 0x00000001012d1e60 0x1012c0000 + 73312 5	 dyld													 0x00000001012c5f8c 0x1012c0000 + 24460 6	 dyld													 0x00000001012c7afc 0x1012c0000 + 31484 7	 dyld													 0x00000001012c1258 0x1012c0000 + 4696 8	 dyld													 0x00000001012c1038 0x1012c0000 + 4152 Thread 0 crashed with ARM Thread State (64-bit): 		x0: 0x0000000000000000	 x1: 0x00000000000001be	 x2: 0x000000016eef25c0	 x3: 0x0000000000000000 		x4: 0x0000000000000000	 x5: 0x0000000000000000	 x6: 0x0000000000000000	 x7: 0x0000000000000000 		x8: 0x0000000000000000	 x9: 0x000000016eef33b0	x10: 0x00000001a65fd000	x11: 0x0000000101354970 	 x12: 0x0000000101339360	x13: 0x00000001ef739b5a	x14: 0x000000000000000d	x15: 0x000000008000001f 	 x16: 0x00000001012cb914	x17: 0x0000000000000010	x18: 0x0000000000000000	x19: 0x0000000000000000 	 x20: 0x000000016eef6c80	x21: 0x00000000000001be	x22: 0x0000000101338000	x23: 0x00000000000001be 	 x24: 0x0000000101338620	x25: 0x000000016eef26a0	x26: 0x0000000000000014	x27: 0x000000001f070018 	 x28: 0x000000016eef18b0	 fp: 0x000000016eef3450	 lr: 0x00000001012cfd6c 		sp: 0x000000016eef25c0	 pc: 0x00000001012d08b8 cpsr: 0x80000000 	 esr: 0xf2000000	Address size fault
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Is anyone else having issues where Swift Playgrounds won’t save any changes to files in iOS 13.1 (or 13.1.1 for that matter)? I keep getting an error saying “File could not be saved.” I’m wondering if this is a result of being on the beta of iOS 13 and having my iCloud files in a weird state.
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Is sequential animation possible in SwiftUI? As in do animation 1, when finished do animation 2, etc.I understand that SwiftUI is basically UI based off state, so if I could just get a notification when my an animation ends or if be able to tack on a closure to an animation to be called when an animation ends, I feel like I could set up my sequential animation. I'm not seeing any way to do either of these things though, anyone have any luck in this area?
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I'm trying to test out using combine with the UIScreen notifications, but the way I'm using .assign doesn't seem to working.First, I defined a variable that stores whether a secondary display is available or not. I also added a debug print using didSet so I could check to see if the value was being changed.class SceneDelegate: UIResponder, UIWindowSceneDelegate { var secondaryDisplayAvailable = false { didSet { print("◆◆◆ secondaryDisplayAvailable did change to: \(secondaryDisplayAvailable)") } }The following code compiles, but the value in secondaryDisplayAvailable does not get updated.let _ = NotificationCenter.default.publisher(for: UIScreen.didConnectNotification) .map( {_ in return true} ) .assign(to: \SceneDelegate.secondaryDisplayAvailable, on: self)Assuming that my keypath is correct, when an additional screen is connected the value in secondaryDisplayAvailable should be updated.If I change the code to update the variable using a keypath in .sink the value will get updated.let _ = NotificationCenter.default.publisher(for: UIScreen.didConnectNotification) .map( {_ in return true} ) .sink { (available) in self[keyPath: \.secondaryDisplayAvailable] = available }Am I missing something about .assign or is this a bug?
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