xcode arkit

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Create Cocos2d-x project from Mac terminal in Xcode and Eclipse normal run environment configuration

First, create a project that can run both in Xcode and Eclipse:1.Open the Mac terminal, enter the Tools/project-creator in the Cocos2d-x directory, execute the command./create_project.py-project [Project name]-package [package name]-language [using the language CPP or Java, etc.]You can then see the newly generated project in the projects in the Cocos2d-x directory.2. Place the created item in the D:\cocos2d\cocos2d-x-2.1.4\projects directory, if no P

[Go] Edit run Python script in Xcode

http://www.zhihu.com/question/19872198Open Xcode,file->new->projectSelect Other under OS XClick External Build System and next.Build tool to fill in your Python interpreter, such as/usr/bin/pythonAfter the project is created, File->new->file->os x->other->empty->next.Once created, click the menu bar Product->edit Scheme.Change the run->info->executable option to/usr/bin/python.Can directly cmd+shift+g the shortcut key to enter the carriage.The debugge

[C + +] using Xcode to write C + + programs [3] Constants

Use Xcode to write C + + programs [3] ConstantsHere are some of the basic data meanings:75 // int75u // unsigned int75l // long75ul // unsigned long 75lu // unsigned long 3.14159 // 3.141596.02e23 // 6.02 x 10^231.6e-19 // 1.6 x 10^-193.0 // 3.0 3.14159L // long double6.02e23f // float ‘z‘ // 单个字符"How do you do?" // 字符串一些符号的含义:bool类型以及指针booltrue;boolfalse;intnullptr;const变量#include using

[C + +] using Xcode to write C + + programs [1] new C + + Project Engineering

Use Xcode to write C + + programs [1] new C + + Project EngineeringThe first section starts with the new project and compiles C + + source codeNew ProjectSource:////main.cpp//Yehelloworld////Created by Xianmingyou on 15/3/5.//Copyright (c) 2015 xianmingyou. All rights reserved.//#includeusing namespacestd;intMain () {cout"Hello, world!\n."Endl; return 0;}Printing information:--------------------------------------------------Hello, world!.Program ended

Unity3d. Xcode multiple channel version release file merge

The first step:Users/xxx/.jenkins/jobs/projectname/workspace/build/ios_iphoneCopy all the files in this file to the data directory under the generated Xcode projectIf you change a channel as long as the corresponding data directory, Libraries directory and the Channel SDK directory update. The premise is that all interfaces remain consistent/data/raw/preference/gamesettings.xmlUnity3d. Xcode multiple channe

Xcode how to introduce another engineering and related error solution in your own project

complain, because this syco** and text** has not been associated. So how to relate it. Click on Engineering documents in Xcode, targets->build phases->link Binary with libraries Click on the lower left corner +, add libsyco**.a file, so two works can be compiled together. The fifth step: although can compile, but in text** introduce syco** in the header file or error, said is to find the end file, this is because the header file search path witho

Several ways for Xcode to export IPA

1. Mode One 1, compile: Product-> Archive 2, Export: Window-> Organizer (Command + Shift +2)-> Archives->distribute ... Figure: According to need 3 election 1 Two. Mode 2 Into the repository-----Developer-----Xcode------deriverdata--------Own engineering------BUILD------PRODUCTS------This place has the app file you're looking for. , there are various versions of Debug,relase, choose what you need to drag into itunes to generate IPA.

Debugging and development of several Xcode engineering joint-Edit

Here today to tell you about the Xcode engineering debugging method, which is often used in the daily development. For example, you want to give other projects a framework for the library, first you need to be on your own side of the library to develop the function, and the test passed before you can submit to others, but if there is an exception in the middle run process, you have to go through the following steps: Modify the logic--> repackaging-- >

iOS Development-tools: Skillfully use Xcode code blocks to improve coding efficiency-code snippets

keys, such as: You enter @ps, save can be directly entered through the shortcut key to encode, very convenient; The sixth is the effective area of the snippets, You can also make a choice. 6, OK, click on the-done-button to save it, after the save, try the shortcut key to enter it: In this way, you just need to enter your set of shortcuts to enter it, you can quickly generate the code you need, this is for some recurring need to enter the code is not small, such as often need to cre

Xcode GPU Frame Caputre

Today do map function, real machine test, Xcode console output Metal GPU Frame Capture Enabled: You can use the GPU frame Capture Metal API Validation Enabled: APIs can be used Validation What is a GPU Frame capture? This thought is Xcode a bug, the Internet check a bit, think also quite advanced: Friendship Link: http://www.cnblogs.com/TracePlus/p/4093830.html Thank original author to share. Read

Resolve Xcode 6-beta2 Smart Tips Bug_swift

But it didn't feel right when you first started using the Xcode 6 Beta2, before the Xcode can have a better intelligent prompt function, but now incredibly bad, although there are hints, but it is a mess of things, even if only in the current page to write variables or functions also hint not come out! Later had to think that this is a beta version of the bug, want to resign, such as its official version of

Steps to embed the Unity-unity project in the Xcode native project

2016-12-17/unity5.5.0f3/xcode_8.1 (8b62)/macbook/os X 10.11.6Reference Address:https://the-nerd.be/2015/11/13/integrate-unity-5-in-a-native-ios-app-with-xcode-7/Http://www.jianshu.com/p/715adc38e451 recently received a lot of orders are required to embed AR module into the original app, instead of developing new apps, whether it is high-pass Vuforia or the Easyar, to achieve model animation, Either write the rendering yourself with opengles, or use un

[MAC OS] Debug View hierarchy features in Xcode

control, and the level of the current view with a three-dimensional effect. Let's take a look at how to debug the view.Detailed IntroductionFor the sake of simplicity, here I use SB to quickly build a simple UI such as:Note: The Debugviewhierarchy feature is used here because only in the case of the emulatorThen, click the Debugviewhierarchy button in the Debug window,You can see the 3D of the entire interface, such asYou can switch between different 3D angles by dragging the mouse.In the debug

Xcode open Storyboard file error after updating Mac OS

The hands of the base did not endure the update to the Mac Os Yosemite, so the problem came ....Before the good project operation error, the project storyboard file cannot be opened.The error message is as follows:The document "Main.storyboard" could not being opened. The operation couldn ' t be completed. (Com.apple.InterfaceBuilder error-1.)Reason:After this update do not know why,storyboard inside can not refer to the picture below the folder. For example: Assets/xxx.png.Workaround:Temporaril

Code sign Error in MacOS Sierra Xcode 8.3.3-resource Fork, Finder information, or similar detritus not allowed

This is a security policy update brought by iOS, MacOS Sierra, WatchOS 3, and TvOS 10. Code signing no longer allows any file in the application package to have extended properties that contain resource forks or lookup information.You can view those files that cause these problems by following the command line:$ XATTR-LR There are roughly three solutions to this problem:1. Remove all extended attributes from the app's resource fileXATTR-CR 2. Find files with finder information, directed deletels

Xcode and Mac shortcut keys

HelpHere are some useful shortcut keys (Transferred from Http://www.cppblog.com/brucejini/archive/2010/12/24/137367.html)Command + Shift + E: Extended EditorCommand + [: Move code block leftCommand +]: Move code block rightTab: Accept Code hintsESC: Show Code hints menuCtrl +. (period): Loop through code hintsShift + Ctrl +. (period): Reverse looping through code hintsCtrl +/: Move to the next placeholder in the code hintCommand + Ctrl + S: Create snapshotCtrl + F: Move forward cursorCtrl + B:

Xcode learns C + + (third, const)

# define can be used to define constants, which can result in a change to all of them.In fact, it is more recommended to use Const or enum to define constantsThe initial purpose of the const rollout is to replace the precompiled directive, eliminate its drawbacks, and inherit its advantagesConst can save space and avoid unnecessary memory allocations. Example:#define PI1 3.14159//Macro ConstantsConst double PI2 = 3.14159; Pi is not placed in RAM at this timeDouble A = PI2; Allocate memory for P

Summary of issues in OC and C + + mixed compilation under Xcode

Simply say the last time I met a problem in the mixed, it is their own summary, but also hope to help to play home.When OC and C + + are mixed in the project, especially when calling each other in a file of two languages, be sure not to forget to change the compiler's compile Sources as option to objective C + +, because the default selection is According to file type. Otherwise it will error, and the report of the wrong, when the head is big. Summary of issues in OC and C + + mixed compilation

Xcode error: Embedded binary ' s bundle identifier is not prefixed with the parent app ' bundle identifier

This error usually occurs because the bundle identifier is not set correctly. 1. If the project is directly downloaded from the Internet, first check the project targets under the bundle identifier has been set. If the SDK is a demo project, Bundle identifier is usually blank and needs to be filled in manually. Then select the developer account in the signing team below. At the same time, in the targets under the corresponding test project must do the same setting. 2.

Xcode after compiling, view the executable path and sandbox path in the Finder

Screenshot tip: Mac with screenshots shortcut key SHIFT + Command + 3, press this key combination, the picture automatically saved to the desktop. Select the Xcode Preferences menu Select the "Locations" option after opening The Finder after opening Enter the "Deriveddata" directory to find your project, executable file in "build/products" directory, such as my path The sandbox directory of the iphone emulator, you can get the path to the

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