I was following this tutorial
http://blog.lukasjoswiak.com/gameplaykit-for-beginners-part-1/
and when I got to the end, I wanted to try to make the towers not completely impassable, but just have a higher cost.
so, I subclassed GKGridGraphNode and added a cost variable, overrode the costToNode function and tried to insert my cost variable into the equation.
I cannot seem to get it to work. The documentation on this is really doesn't explain having node cost beyond mentioning it in the subclassing notes. I was wondering if anyone has managed to do this?
I am probably going about it wrong, but even reading the Swift headers doesn't really give me any clues.
Thanks for the help
Update: Closed as duplicate
I had a similar question, and I used one of my Apple developer support tickets to try to get an answer.
Apple responded and told me it was a known issue, and that there was a potential fix in the iOS SDK 9.2 beta 2, released November 3, 2015. I verified that the tests in my test project pass in 9.2b2, and so I expect that version to resolve this issue.
Related
Anyone please let me know what is this all about? I am stuck since a week on this and no help from searching. I posted my query to the developer of Alamofire but still no response. Please help! I am totally confused what is wrong in the integration of Alamofire. I have followed every step and this issue is coming with XCode 6.3 as before it was running properly.
When I am adding the Framework under "Copy Frameworks", it is adding the Framework twice showing different paths but when I am Going to there location, it is taking me to the same location. Here is the screen shot.
I have also created the video for that issue. May be that can help in a better way. Please see HERE
Moreover, latest SDK contains framework for MAC OS as well but I didn't add that. I hope all the above information will help you in helping me. Thanks!
This is going to be incredibly difficult to debug without a sample project that is set up in the same manner as your actual one. If you had imported Alamofire project into your project, you wouldn't see two versions of Alamofire appear when you add it to the Copy Frameworks build phase. If you truly want to resolve this quickly, you have two options.
Option 1
Push up a sample project to Github and link it here. We can then take a look at the project and pretty quickly access what the issue is. The main reason it's so difficult here is that there are roughly 10 different things that could be the cause of the issue. Therefore, it's much faster for you to create a sample project than for us to go round-and-round (which we've already started with #Masterfego).
Option 2
Take the leap and try out CocoaPods. It is a fantastic dependency management system that will forever alleviate these annoying types of project management issues. CocoaPods itself has fantastic documentation. Also, the Alamofire README breaks down in detail how to add Alamofire to your project using CocoaPods.
Recommendation
I would highly encourage you to choose Option 2. That is definitely the fastest way forward and you won't regret moving to a more robust dependency management system. It makes managing library updates and new installations extremely simple.
If you do end up going with Option 1, then I'll take a look at your sample project and revise my answer.
While doing some analysis on the usage details for the SquishIt framework, I came across a link as mentioned below:
https://danielsaidi.wordpress.com/tag/squishit/
which describes that SquishIt is having some problems with getting to work with JavaScript closures.
I am currently using the latest version :0.9.3.0 of SquishIt.Mvc. Can anyone help me to know whether this version has still the issues while working with JavaScript closures.
I am not aware of any issues at this time (was not aware of any in 2010 either however). It seems like any issues with closures are probably really issues with the minification library used, or files incorrectly terminated. At some point in the last couple years I think we did start adding semicolons between concatenated files if not present to deal with the latter. If you do find any I would love to hear about them.
This question is specifically about MooseX::Traits. The method apply_traits has been deprecated and it gives a warning message as follows:
apply_traits is deprecated due to being fundamentally broken.
disable this warning with "no warnings 'MooseX::Traits'"
Can anyone explain why it is 'fundamentally broken'?
It passes its own tests on that method, and it works for what I'm trying to do. Is it because it uses Moose::Meta::Role::apply()?
I cannot tell you what you want to know, but I would advise you to find another way of doing
what you want to do, just to save you a lot of work further down the road.
I attempted to use it in production, and it kept causing problems with other parts of Moose until I ripped it out again. I have forgotten specifics, but ended up talking to one of the main guys behind Moose at that time, and he was unable to help.
Apparently, the situation has not improved. I would heed the warning.
Just a bit of advice, sorry I could not answer your question.
After migrating from XCODE 4 to 4.2 i have quite a few problems with my applications, many of them due to my own bad code quality.
As an example i had for some reason done two calculations looking like:
xx = xx++
...which worked in XCODE 4 but not in 4.2 where the compiler jumped over and did not either process or warned about it. This took me a week to find&fix even if i tried to read-up on the differences between 4 and 4.2.
Changed it to:
xx++
..so it works now :-)
However, i still have problems so i wonder if someone could point me to where i can read about these type of "smaller but important" differences, which hopefully can help me track the other issues down.
Cheers
Welcome to the wonderful world of undefined behaviour. These sorts of changes are not often documented, because they only occur when you break your contract with the compiler.
See this question (it is related to C++, but there are a lot of common undefined behaviours between C++ and Objective-C) for some more examples.
How exactly filling bugs for the iPhone SDK with Apple works?
I've always seen people mentioning we should fill bugs and duplicates is their way of measuring priority, but it's not clear to me:
How to actually fill the bug;
How to flag someone else's bug as a duplicate, and;
What do I need to tell people I've filled that bug and they should help me get it fixed by posting duplicates, if they're interested.
I couldn't find this process detailed anywhere - just snippets of information, so I figure you guys could help me (and all other developers fresh in Cocoa / Cocoa-touch development) by detailing it here.
Thanks!
File bugs at http://bugreport.apple.com/. After you have filed a bug at bugreporter, it helps to post it to http://openradar.me/ (not operated by Apple). It's also very useful to search against for duplicates to file against bugreporter. Not everyone uses openradar so it's not comprehensive.
The only thing in your control is actually #1, that is you can file bugs. You can do this through http://developer.apple.com/bugreporter/ for all of Apple's products including the SDK IIRC.
Your other two points are not so easy since you can only see your bugs. You will just have to trust that when Apple runs them through triage that thy properly flag duplicates. Some people do include the Radar url for their bug when positing n to the mailing lists and the like. That URL only works for Apple employees, but the hope is that if you make it easy to find your bug it might get fixed sooner.