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@ccabanero
ccabanero / Count lines of code in Xcode project
Created August 9, 2014 12:14
Count lines of code in Xcode project
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
@cromandini
cromandini / universal-framework.sh
Last active February 12, 2024 12:13 — forked from cconway25/gist:7ff167c6f98da33c5352
This run script will build the iphoneos and iphonesimulator schemes and then combine them into a single framework using the lipo tool (including all the Swift module architectures).
#!/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
@johan
johan / index.md
Last active September 26, 2023 16:35
osx + java 7 = painfully easy

Step 1

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)
@jhermann
jhermann / git-commit-emojis.md
Last active September 23, 2023 07:09
Useful emoji for git commit messages

Useful emoji for git commit messages

If you add emoji to your commit messages for a GitHub repo, they become less boring, and you can convey the kind of change you're adding. See the full set of GitHub supported emoji here (also useful for easy copy&paste via a simple click).

Example commit message

The following is a possible scheme to use:

@Tokuriku
Tokuriku / iOS Hardware Scanner
Last active July 27, 2023 09:39
Basic code to get the Hardware Model of an iOS device in Swift
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()
@Tokuriku
Tokuriku / Count lines of code in Xcode project
Last active March 9, 2023 23:16 — forked from ccabanero/Count lines of code in Xcode project
Count lines of code in SWIFT Xcode project
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
@Tokuriku
Tokuriku / universal-framework.sh
Last active September 2, 2020 10:59 — forked from cromandini/universal-framework.sh
Script to put in an Aggregate Target of a Framework in Xcode 6 to create a Universal Framework
#!/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
@alexandreraulin
alexandreraulin / gist:f4b1504aec9d25f5af08
Last active June 20, 2019 09:03
Script for iOS Universal Framework compilation with Xcode 6
# 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
@Tokuriku
Tokuriku / Clamp Velocity of an SKNode's PhysicsBody
Last active August 29, 2015 14:24
Clamp Velocity of an SKNode's PhysicsBody
/* 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))
@Tokuriku
Tokuriku / Remap Point
Last active August 29, 2015 14:13
Remapping a CGPoint for use with SKPhysicsJoints in a non CGPointZero anchorPoint Scene
//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)
}