I am relatively new to Xcode.
Wondering how two files, with identical code can yield two very different build results. The first is downloaded from Apple's "Creating Face Based AR Experiences" sample code and the second is an implementation for my project. I've tried everything I can think of; rebuilding, cleaning, reinstalling, rebooting.... Even copied the exact code over from Apple's sample (as shown) and still fails. Seems to be an error that is keeping SCNReferenceNode from working properly in my project (to the right). Both files were working perfectly earlier. I have tried replacing code with SCNReferenceNode(url: ) combined with Bundle.main.url(forResource: withExtension: ) and displays the same error. It could be related; when loading project there seemed to be some missing documents (highlighted in red in Xcode) although they are in the physical files themselves. I have included a screenshot of the side by side comparison; as you can see, identical yet still an error. Any ideas on what could be causing this?
Screenshot:
If you take a look in the Utilites.swift file Apple have added an extension to SCNReferenceNode that adds a convenience init function.
extension SCNReferenceNode {
convenience init(named resourceName: String, loadImmediately: Bool = true) {
let url = Bundle.main.url(forResource: resourceName, withExtension: "scn", subdirectory: "Models.scnassets")!
self.init(url: url)!
if loadImmediately {
self.load()
}
}
}
Related
I need a picture to appeare in a framework. The only way i found needed that i know the name of the app it is in. Is there another way to get assets into your framework?
(For getting this posted:
my background search didnt help)
Almost 5 years ago I posted this answer. It contains two pieces of code to pull out an asset from a Framework's bundle. The key piece of code is this:
public func returnFile(_ resource:String, _ fileName:String, _ fileType:String) -> String {
let identifier = "com.companyname.appname" // replace with framework bundle identifier
let fileBundle = Bundle.init(identifier: identifier)
let filePath = (fileBundle?.path(forResource: resource, ofType: "bundle"))! + "/" + fileName + "." + fileType
do {
return try String(contentsOfFile: filePath)
}
catch let error as NSError {
return error.description
}
So what if your framework, which needs to know two things (app bundle and light/dark mode) tweaked this code? Move identifier out to be accessible to the app and not local to this function. Then create either a new variable (I think this is the best way) or a new function to work with the correct set of assets based on light or dark mode.
Now your apps can import your framework, and set things up in it's consumers appropriately. (I haven't tried this, but in theory I think it should work.)
In my application I allow the user to drag and drop items from Finder (or any other source of a file based URL) into my application. What I want to do is to add a mechanism that will allow me to test this in the Xcode UI testing.
I can see how to use XCUIElement.press(forDuration:thenDragTo:) to test the drag and drop of a source and destination within the application, but I have been unable to find a way to test when the source of the drag is outside of the application.
In a somewhat related test, I test the copy and paste portion of the application by setting the string I want to paste into NSPasteboard.general, then using XCUIElement.typeKey("v", modifierFlags: .command) to paste it into the desired element. That is a little less than ideal as it depends on Command-v actually being implemented as the paste command, but that is unlikely to change so it is acceptable for my needs. (In fact I've written an XCUIElement.paste(_ s: String) extension that makes it easy for me to add this in a test.)
I believe that drag and drop is also using an NSPasteboard for its communications, so with a little investigation into the underlying mechanism, I should be able to set my object into the correct pasteboard just like I do for the cut and paste. I'm reasonably certain I can figure that part out. But I haven't figured out how to perform the actual drop.
My goal would be to create an XCUIElement.drop(_ url) that would setup the proper "public.file-url" object into the correct pasteboard, and then simulate/perform the drop into the element.
Any ideas?
I should note that I have already tried the following two items:
First, I did use the Xcode record feature to attempt to record the drag and drop operation and see what events it would give me. Unfortunately, it records absolutely nothing.
Second, I do have a menu based alternative where the user selects a file via the file selector. So if I could simulate the file selection, that would be a suitable testing alternative for my purposes. Unfortunately, I didn't make any progress along that path either. When I used Xcode to record the events, it recorded the menu selection, nothing that was actually done in the dialog.
Based on your comments I would recommend you to read this article documentation piece
https://developer.apple.com/documentation/xctest/xcuiapplication
Notice the init(bundleIdentifier: String) and init(url: URL) methods. These allow you to interact with apps apart from the target application.
Then you can use XCUIElement.press(forDuration:thenDragTo:)
import XCTest
import XCTApps
import ScreenObject
let notes = XCTApps.notes.app
let photos = XCTApps.photos.app
class Tests: XCTestCase {
func testDragAndDrop() {
photos.launch()
notes.launch()
photos.images.lastMatch.press(forDuration: 1, thenDragTo: notes.textViews["Note Body Text View"])
}
}
P.S. In this example I use XCTApps because I don't want to remember or google bundle identifiers :D
https://github.com/rzakhar/XCTApps
Ok, so I haven't yet figured out the answer to my question (how to test a drag and drop), but I have come up with an acceptable workaround for my test.
Specifically, as I thought more about the pasteboard I realized that if I'm allowing the user to drag and drop a file into my application, then I should also be allowing them to cut and paste a file into the application.
Once I had that realization, then it was a reasonably simple process to test the necessary feature of my application by pasting a URL instead of dragging and dropping the URL. This has the added advantage that I can add the necessary test file to my testing package, keeping everything nicely self contained.
To this end I've added the following function to my XCUIElement extension:
extension XCUIElement {
func paste(url: URL) {
precondition(url.isFileURL, "This must be a file URL to match the pasteboard type.")
let pasteboard = NSPasteboard.general
pasteboard.clearContents()
pasteboard.setString(url.absoluteString, forType: .fileURL)
click()
typeKey("v", modifierFlags: .command)
}
}
Then in my test code I add the following to trigger the event:
let mainWindow = app.windows[/*...my main window name goes here...*/]
let testBundle = Bundle(for: type(of: self))
let fileURL = testBundle.url(forResource: "Resources/simple", withExtension: "json")
mainWindow.paste(url: fileURL!)
Granted, this doesn't actually test the drag and drop, but it does test the same portion of my code, since in my AppDelegate I have my onPaste action method calling the same underlying method as my performDrop method.
I will wait a couple of days to see if anyone comes up with an answer to the actual question (since I would still find that useful), but if no one does, I'll accept my own answer.
I have an app which is inconsistently returning 'nil' when using FileHandle to open a file for Read. I'm on OSX (10.13.4), XCode 9.4, Swift 4.1
This OSX app uses the NSOpenPanel() to get a list of files selected by the user. My 'model' class code opens these files to build a collection of data structures The code which does this starts out like this and successfully gets a FileHandle EVERY TIME for any file and is able to read data from the file.
private func getFITHeader(filename: String) {
let file: FileHandle? = FileHandle(forReadingAtPath: filename)
if file == nil {
print("FITFile >>> File open failed for file \(filename)")
}
else {
var databuffer: Data
databuffer = (file?.readData(ofLength: 80))!
:
:
}
The files also contain a block of binary data which I process in another part of the app. While I develop the code for this I'm temporarily hard coding one of the same filenames as works above for test purposes. BUT this code (below) ALWAYS throws an exception 'Thread 1: Fatal error: Unexpectedly found nil while unwrapping an Optional value' when it gets to fileHandle?.seek() - for some reason the attempt to create a FileHandle is always returning 'nil' despite the code being functionally identical to tha above.
#IBAction func btnProcFile(_ sender: Any) {
var data: Data
let filename = "/Users/johncneal/Dropbox/JN Astronomy/Astronomy/Spectroscopy/RSpec_Analyses/Gamma_Cas/20161203/Gamma Cas_065.fit"
let fileHandle: FileHandle? = FileHandle(forReadingAtPath: filename)
fileHandle?.seek(toFileOffset: 2880) //skip past the headers
let dataLenToRead = 1391 * 1039 * 2
data = (fileHandle?.readData(ofLength: dataLenToRead))!
:
:
}
The code in the second function works fine in a Playground (not attaching too much meaning to that) and, wierdly, has also worked when temporarily added to a different project. Probably also worth mentioning the length of the file path doesn't seem to matter - it behaves the same on short paths.
So the question is - why is this behaviour of FileHandle reliably inconsistent?
print()'ing the filenames presented to FileHandle() showed they were identical in each case (see below). So I'm stumped and frustrated by this - any perspectives or workarounds would be appreciated.
/Users/johncneal/Dropbox/JN Astronomy/Astronomy/Spectroscopy/RSpec_Analyses/Gamma_Cas/20161203/Gamma Cas_065.fit
/Users/johncneal/Dropbox/JN Astronomy/Astronomy/Spectroscopy/RSpec_Analyses/Gamma_Cas/20161203/Gamma Cas_065.fit
Found the answer - Sandboxing !!
Darren - coincidentally I did look at the URL based route and discovering it 'throws' put some proper error reporting in the catches. Low and behold they reported I didn't have permissions on the file (which initially surprised me since I'm obviously admin on my Mac's and all the files ar local and under my username.
I bit more research turned up. this article - https://forums.developer.apple.com/thread/96062 which quickly revealed its a sandboxing problem :-) Looks like recent versions of XCode have it turned on in 'Entitlements'. The post also points out that the NSOpenPanel FileOpen dialog returns 'Security scoped urls'. At first I thought this explained why the code in the first function worked but I'm not totally convinced because I was only feeding the url.path property to FileHandle.
However, turning off Sandbox in Entitlements makes everything work just fine. Yes, I know thats not the right thing to do longer term (or if I want this to go to the App Store) so I'll be checking out the right way to do this. At least I can get on now - thanks for the input.
The FileHandle initializers are not well named.
You should use FileHandle(forReadingFrom:URL) instead of FileHandle(forReadingAtPath:String). The former is newer API that throws an error instead of returning nil. You can use the thrown error to see why it is failing, and your variables are guaranteed to be non-nil.
For example:
#IBAction func btnProcFile(_ sender: Any) {
do {
let fileUrl = URL(fileURLWithPath:"/Users/johncneal/Dropbox/JN Astronomy/Astronomy/Spectroscopy/RSpec_Analyses/Gamma_Cas/20161203/Gamma Cas_065.fit")
let fileHandle = try FileHandle(forReadingFrom: fileUrl)
fileHandle.seek(toFileOffset: 2880) //skip past the headers
let dataLenToRead = 1391 * 1039 * 2
let data: Data = fileHandle.readData(ofLength: dataLenToRead)
// etc...
} catch let error as NSError {
print("FITFile >>> File open failed: \(error)")
NSApp.presentError(error)
}
}
Is there a way to pool/cache SKReferenceNodes in SpriteKit using Swift?
I am creating a game using xCodes visual level editor. I am creating different .sks files with the visual level editor that I am than calling in code when I need to. I am calling them in code because I am using them to create random levels or obstacles so I don't need all of them added to the scene at once.
At the moment I am doing it like this
I create a convince init method for SKReferenceNodes to init them with URLs. I am doing this because there is some sort of bug calling SKReferenceNodes by file name directly (https://forums.developer.apple.com/thread/44090).
Using such an extension makes makes the code a bit cleaner.
extension SKReferenceNode {
convenience init(roomName: String) {
let path: String
if let validPath = NSBundle.mainBundle().pathForResource(roomName, ofType: "sks") {
path = validPath
} else {
path = NSBundle.mainBundle().pathForResource("RoomTemplate", ofType: "sks")! // use empty roomTemplate as backup so force unwrap
}
self.init(URL: NSURL(fileURLWithPath: path))
}
}
and than in my scenes I can create them and add them like so (about every 10 seconds)
let room = SKReferenceNode(roomName: "Room1") // will cause lag without GCD
room.position = ...
addChild(room)
This works ok but I am getting some lag/stutter when creating these. So I am using GCD to reduce this to basically no stutter. It works well but I am wondering if I can preload all .sks files first.
I tried using arrays to do this but I am getting crashes and it just doesn't seem to work (I also get a message already adding node that has a parent).
I was trying to preload them like so at app launch
let allRooms = [SKReferenceNode]()
for i in 0...3 {
let room = SKReferenceNode(roomName: "Room\(i)")
allRooms.append(room)
}
and than use the array when I need too. This doesn't work however and I am getting a crash when trying to use code like this
let room = allRooms[0]
room.position =
addChild(room) // causes error/crash -> node already has parent
Has anyone done something similar? Is there another way I can pool/cache those reference nodes?. Am i missing something here?
Speaking about the SKReferenceNode preload, I think the policy to be followed is to load your object, find what kind they are and use the official preloading methods available in Sprite-Kit:
SKTextureAtlas.preloadTextureAtlases(_:withCompletionHandler:)
SKTexture.preloadTextures(_:withCompletionHandler:)
To avoid this kind of error you should create separate instances of the nodes.
Try to doing this:
let room = allRooms[0]
room.position = ...
room.removeFromParent()
addChild(room)
I just figured it out, I was just being an idiot.
Using arrays like I wanted to is fine, the problem I had which caused the crash was the following.
When the game scene first loads I am adding 3 rooms but when testing with the arrays I kept adding the same room
let room = allRooms[0]
instead of using a randomiser.
This obviously meant I was adding the same instance multiple times, hence the crash.
With a randomiser, that doesn't repeat the same room, this does not happen.
Furthermore I make sure to remove the room from the scene when I no longer need it. I have a node in the rooms (roomRemover) which fires a method to remove/create a new room once it comes into contact with the player.
This would be the code in DidBeginContact.
guard let roomToRemove = secondBody?.node.parent?.parent?.parent?.parent else { return }
// secondBody is the roomRemover node which is a child of the SKReferenceNode.
// If I want to remove the whole SKReferenceNode I need to add .parent 4 times.
// Not exactly sure why 4 times but it works
for room in allRooms {
if room == roomToRemove {
room.removeFromParent()
}
}
loadRandomRoom()
Hope this helps someone trying to do the same.
I have this code in a new playground
import Foundation
let blogsURL: NSURL = NSURL(fileURLWithPath: "/Users/Francis/Documents/Xcode_projects/KM registratie/blogs.json")
let data = NSData(contentsOfURL: blogsURL)
On the second line the playground tells me that it (correctly) initialised the URL referring to file:///Users/Francis/Documents/Xcode_projects/KM%20registratie/blogs.json
and on the third line the playground tells me that data is nil
I already googled around but no question seems to be the exact same problem. I found this "NSData contentsOfURL constructor returns nil", but neither restarting Xcode nor restarting my entire computer fixes the problem.
playgrounds are sandboxed and it seems that there isn't an easy way to reach outside their "box". XML parsing in swift the title of this question is a bit misleading, the answer on it does answer this question
It's answered here:
XML parsing in swift
The problem is that your URL isn't pointing where you think it is. You're trying to open a URL in a subdirectory in your sandbox, and it doesn't exist.
You'll need to open the package contents of your playground (right click on the playground and select "Show Package Contents", add a folder called "Resources", and copy your file directly there.
Then you can get the file from the main bundle:
let url: NSURL! = NSBundle.mainBundle().URLForResource("blogs", withExtension: "json")