Cannot load underlying module for XCTest after add language - swift

My app work well, in the last days I update a language and everything it's ok, today i put the 3th with the same process and my app give me this error "Cannot load underlying module for XCTest" I have just try a lot of solutions but without win...

This is a shot in the dark, as it's not entirely clear what the question here is. If I'm understanding right, though, you added another localization (the 3rd language supported by your app), and this now led to you seeing the Cannot load underlying module for XCTest error. If that's the case, I'd check that your new localization file is set to the right target: it should be set to the main target, not your testing target.
This question and it's answers also seem relevant here, if it's not your localization file it sounds like a file has the wrong target membership.

Related

building android source for pixel 6

I'm trying to build grapheneos for pixel 6 with custom bootanimation.
I created the bootanimation.zip file according to instructions but can't figure out the location to put it in. Since the usual location, system/media/bootanimation.zip is giving me an Error:
offending entries: system/media/bootanimation.zip
besides this, the build also fails.
Can anyone help me to understand what I am doing wrong ?
Error message
If it is still relevant, I may have an answer for you.
There's a mechanism that prevents you from doing something to the system partition from the product makefile in some cases.
The solution to your specific situation might be different, and there are also suggested solutions in the link below.
If you have something that is a part of the system partition, and is not a product specific thing, you can also add it to:
build/make/target/product/generic_system.mk
instead of the product specific makefile
Here is a link explaining this mechanism

HoloLens 2 Research Mode with Unreal - How?

I'm new here, so feel free to give tips where needed. I am running into trouble using the Unreal engine combined with the HoloLens 2.
I would like to access the special black/white cameras of the HoloLens, for tracking purposes. These are normally not accessible. However, they can be activated by using the “perceptionSensorsExperimental” capability. This should be possible, since it also works with Unity: https://github.com/doughtmw/HoloLensForCV-Unity
I have tried to add the capability in the Unreal Project Settings: Config\HoloLens\HoloLensEngine.ini” -> “+RescapCapabilityList=perceptionSensorsExperimental”. The project still builds as expected, but I noticed that it doesn’t matter what I add here. Even something random like “+abcd=efgh” doesn’t break the build.
However, if I add “+CapabilityList=perceptionSensorsExperimental”, I get “Packaging (HoloLens): ERROR: The 'Name' attribute is invalid - The value 'perceptionSensorsExperimental' is invalid according to its datatype 'http://schemas.microsoft.com/appx/manifest/types:ST_Capability_Foundation' - The Enumeration constraint failed.”. I conclude: 1.) I’m making the changes in the right file. 2.) The right scheme needs to be configured in order for “+RescapCapabilityList=perceptionSensorsExperimental” to work as expected.
My question is how do I add the right schema to my Unreal project? (like in the Unity example referenced above, which uses “http://schemas.microsoft.com/appx/manifest/foundation/windows10/restrictedcapabilities”), I cannot find any example and I cannot find any proper place to put it. Not in the settings, not in the xml/ini files. Clearly, I am missing something.
Any thoughts are much appreciated!
Updated. We released HoloLens-ResearchMode-Unreal plugin

Import third party C library into swift causes error "Include of non-modular header inside framework module"

This question is a continuation of a previous one I'm currently migrating this (https://github.com/emilwojtaszek/leveldb-swift) library from swift 2 to swift 3/4. Here is the link to my fork https://github.com/lu4/leveldb-swift/tree/MigrationFromSwift2ToSwift3 (please note that the target branch is MigrationFromSwift2ToSwift3)
I was able to resolve (with many thanks to #Ruslan Serebriakov) all of the issues with initial code base and check that the code is running.
However after trying to update LevelDB C code to latest master I got new type of error which I don't understand how to resolve:
Include of non-modular header inside framework module 'LevelDB.c': '/Path/to/Project/leveldb-swift-migration/vendor/leveldb/include/leveldb/export.h'
I've did some research on the internet but the issues described there seem non-related with one I've stumbled on. Here is an image of the issue
Any help is appreciated, thank you in advance!
I'm never 100% certain with mixed language frameworks. But an error like this happens in Swift projects when:
since you cannot use a Bridging Header in frameworks,
you #import a C header in the Foo-Framework.h to expose it so the Swift code, and
the header is not itself marked "Public" to the target.
"Non-modular" seems to indicate "not part of the published module interface". At least with Swift--C mixes, you can only combine both through making the C headers public; no way to import private header files there, which is weird.
Give it a shot: Since you are obviously importing the file in non-Swift code, try to locate the export.h header file in your Xcode project, open the File inspector (⌘⌥1), and ensure public visibility in the framework target:
This issue is because the SDK u are importing is not modular or u can say modulemap file is missing. So make sure modulemap file should be available inside the framework folder. Also make sure that all public headers are listed explicitly in the modulemap. This issue will be resolve 100% if module map file will be include in the third party framework.

2 Simple questions related to xCode and Swift for someone new to Coding

Being new to coding I have a few newbie questions I'm hoping someone could confirm for me.
in xCode is the Playground just for testing code. Whatever I decide to actually be used needs to be copied to somewhere else to actually use it?
ViewController.swift - How do I decide what should go here or when to make a new "file"?
Yes, playgrounds are for playing with code and experimenting and getting immediate feedback without the usual build and run cycle. However, coding in them is slightly different to normal app programming. One thing you'll notice is that everything is top down, so you have to declare something above where it is used first, which you don't have to do in normal swift apps.
What you should put in ViewController.swift... such a broad question. You might be better off reading an iOS programming beginners book or guide, than asking that here. You should become familiar with MVC for what you put in a view controller. Potentially, you could put everything in ViewController.swift if you desired - but it wouldn't be very nice to work with. The only thing I would put in ViewController.swift, is the code for the ViewController class. I'd create a new file per class I create, new file for a protocol (most of the time), new file for defining constants usually. It's up to you, but at least a new file per class.

make the language of my IPHONE app change from the app settings without changing the language of the device

I want to make the language changeable from the application settings. For that I made a settings.bundle and i forced the langauge using this code How to force NSLocalizedString to use a specific language , I also put the UIApplicationExitsOnSuspend to YES to make my app reload every time it goes to the background.
It partially worked for me but I have 2 problems :
- The splash screen (which is localized) is not changing with this method.
- I must enter/goBack twice to make the language change effective on the application Views an this only on the OS 4 and higher.
Has anyone a solution for that?
You need to create you own translation framework for that ! Sorry !
Unfortunately there's no built-in way. What would be probably easiest would be integrate service like GetLocalization.com, so that your app would download language file via API (then it's easy to add new languages and translations even app is already released). Then what you need is just simple loader that loads that language file to memory and function that replaces the original string with translated one in run-time. You can calculate hash for original string so it's fast to search them, good algorithm for this is Peter Weinberger's hashPJW.
The trick to use specific language by selecting it from the app is to force the NSLocalizedString to use specific bundle depending on the selected language ,
here is the post i have written for this http://learning-ios.blogspot.com/2011/04/advance-localization-in-ios-apps.html
and here is the code of one sample app https://github.com/object2dot0/Advance-Localization-in-ios-apps