Does your osx terminal speak java 7? Start Terminal.app
and try: java -version
:
> java -version
java version "1.7.0_51"
Java(TM) SE Runtime Environment (build 1.7.0_51-b13)
Java HotSpot(TM) 64-Bit Server VM (build 24.51-b03, mixed mode)
# This script is based on Jacob Van Order's answer on apple dev forums https://devforums.apple.com/message/971277 | |
# See also http://spin.atomicobject.com/2011/12/13/building-a-universal-framework-for-ios/ for the start | |
# To get this to work with a Xcode 6 Cocoa Touch Framework, create Framework | |
# Then create a new Aggregate Target. Throw this script into a Build Script Phrase on the Aggregate | |
###################### | |
# Options |
1. Open Terminal | |
2. cd to your Xcode project | |
3. Execute the following when inside your target project: | |
find . -name "*.[hm]" -print0 | xargs -0 wc -l |
#!/bin/sh | |
UNIVERSAL_OUTPUTFOLDER=${BUILD_DIR}/${CONFIGURATION}-universal | |
# make sure the output directory exists | |
mkdir -p "${UNIVERSAL_OUTPUTFOLDER}" | |
# Step 1. Build Device and Simulator versions | |
xcodebuild -target "${PROJECT_NAME}" ONLY_ACTIVE_ARCH=NO -configuration ${CONFIGURATION} -sdk iphoneos BUILD_DIR="${BUILD_DIR}" BUILD_ROOT="${BUILD_ROOT}" clean build | |
xcodebuild -target "${PROJECT_NAME}" -configuration ${CONFIGURATION} -sdk iphonesimulator ONLY_ACTIVE_ARCH=NO BUILD_DIR="${BUILD_DIR}" BUILD_ROOT="${BUILD_ROOT}" clean build |
#!/bin/sh | |
UNIVERSAL_OUTPUTFOLDER=${BUILD_DIR}/${CONFIGURATION}-universal | |
# make sure the output directory exists | |
mkdir -p "${UNIVERSAL_OUTPUTFOLDER}" | |
# Step 1. Build Device and Simulator versions | |
xcodebuild -target "${PROJECT_NAME}" ONLY_ACTIVE_ARCH=NO -configuration ${CONFIGURATION} -sdk iphoneos BUILD_DIR="${BUILD_DIR}" BUILD_ROOT="${BUILD_ROOT}" clean build | |
xcodebuild -target "${PROJECT_NAME}" -configuration ${CONFIGURATION} -sdk iphonesimulator ONLY_ACTIVE_ARCH=NO BUILD_DIR="${BUILD_DIR}" BUILD_ROOT="${BUILD_ROOT}" clean build |
func platform() -> String { | |
var size: UInt = 0 | |
sysctlbyname("hw.machine", nil, &size, nil, 0) | |
var machine = [CChar](count: Int(size), repeatedValue: 0) | |
sysctlbyname("hw.machine", &machine, &size, nil, 0) | |
return String.fromCString(machine)! | |
} | |
func model() -> String { | |
let model = self.platform() |
//To be applied to the anchor point | |
func remapPoint(point: CGPoint) -> CGPoint { | |
let correctedX = point.x + self.size.width * self.anchorPoint.x | |
let correctedY = point.y + self.size.height * self.anchorPoint.y | |
return CGPoint(x: correctedX, y: correctedY) | |
} |
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The following is a possible scheme to use:
1. Open Terminal | |
2. cd to your Xcode project | |
3. Execute the following when inside your target project: | |
find . -name "*.swift" -print0 | xargs -0 wc -l |
/* Clamp Velocity */ | |
// Set the initial parameters | |
let maxVelocity = CGFloat(100) | |
let deltaX = (self.physicsBody?.velocity.dx)! | |
let deltaY = (self.physicsBody?.velocity.dy)! | |
// Get the actual length of the vector with Pythagorean Theorem | |
let deltaZ = sqrt(pow(deltaX, 2) + pow(deltaY, 2)) |