Verified Commit 38062909 authored by asahiocean's avatar asahiocean 🚀
Browse files

2

parent b544f571
......@@ -366,7 +366,7 @@
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
GCC_WARN_UNUSED_FUNCTION = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
IPHONEOS_DEPLOYMENT_TARGET = 14.4;
IPHONEOS_DEPLOYMENT_TARGET = 11.0;
MTL_ENABLE_DEBUG_INFO = INCLUDE_SOURCE;
MTL_FAST_MATH = YES;
ONLY_ACTIVE_ARCH = YES;
......@@ -421,7 +421,7 @@
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
GCC_WARN_UNUSED_FUNCTION = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
IPHONEOS_DEPLOYMENT_TARGET = 14.4;
IPHONEOS_DEPLOYMENT_TARGET = 11.0;
MTL_ENABLE_DEBUG_INFO = NO;
MTL_FAST_MATH = YES;
SDKROOT = iphoneos;
......@@ -439,7 +439,7 @@
CODE_SIGN_STYLE = Automatic;
DEVELOPMENT_TEAM = KXDT64LHVB;
INFOPLIST_FILE = SZRCAI/Info.plist;
IPHONEOS_DEPLOYMENT_TARGET = 14.4;
IPHONEOS_DEPLOYMENT_TARGET = 11.0;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/Frameworks",
......@@ -447,7 +447,7 @@
PRODUCT_BUNDLE_IDENTIFIER = "Sergey-Fedotov.SZRCAI";
PRODUCT_NAME = "$(TARGET_NAME)";
SWIFT_VERSION = 5.0;
TARGETED_DEVICE_FAMILY = "1,2";
TARGETED_DEVICE_FAMILY = 1;
};
name = Debug;
};
......@@ -459,7 +459,7 @@
CODE_SIGN_STYLE = Automatic;
DEVELOPMENT_TEAM = KXDT64LHVB;
INFOPLIST_FILE = SZRCAI/Info.plist;
IPHONEOS_DEPLOYMENT_TARGET = 14.4;
IPHONEOS_DEPLOYMENT_TARGET = 11.0;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/Frameworks",
......@@ -467,7 +467,7 @@
PRODUCT_BUNDLE_IDENTIFIER = "Sergey-Fedotov.SZRCAI";
PRODUCT_NAME = "$(TARGET_NAME)";
SWIFT_VERSION = 5.0;
TARGETED_DEVICE_FAMILY = "1,2";
TARGETED_DEVICE_FAMILY = 1;
};
name = Release;
};
......
//
// AppDelegate.swift
// SZRCAI
//
// Created by Sergey Fedotov on 10.03.2021.
//
import UIKit
@main
@UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
internal var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
window = UIWindow(frame: UIScreen.main.bounds)
return true
}
// MARK: UISceneSession Lifecycle
@available(iOS 13.0, *) // MARK: UISceneSession Lifecycle
func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {
// Called when a new scene session is being created.
// Use this method to select a configuration to create the new scene with.
return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
}
func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) {
// Called when the user discards a scene session.
// If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
// Use this method to release any resources that were specific to the discarded scenes, as they will not return.
}
@available(iOS 13.0, *)
func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) { }
}
......@@ -52,8 +52,6 @@
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
......
//
// SceneDelegate.swift
// SZRCAI
//
// Created by Sergey Fedotov on 10.03.2021.
//
import UIKit
@available(iOS 13.0, *)
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
internal var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
guard let _ = (scene as? UIWindowScene) else { return }
guard let windowScene = (scene as? UIWindowScene) else { fatalError("UIScene nil") }
switch UIApplication.shared.delegate as? AppDelegate {
case nil:
window = UIWindow(windowScene: windowScene)
case let delegate:
delegate?.window?.windowScene = windowScene
self.window = delegate?.window
}
}
func sceneDidDisconnect(_ scene: UIScene) {
// Called as the scene is being released by the system.
// This occurs shortly after the scene enters the background, or when its session is discarded.
// Release any resources associated with this scene that can be re-created the next time the scene connects.
// The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
}
func sceneDidBecomeActive(_ scene: UIScene) {
// Called when the scene has moved from an inactive state to an active state.
// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
}
func sceneWillResignActive(_ scene: UIScene) {
// Called when the scene will move from an active state to an inactive state.
// This may occur due to temporary interruptions (ex. an incoming phone call).
}
func sceneWillEnterForeground(_ scene: UIScene) {
// Called as the scene transitions from the background to the foreground.
// Use this method to undo the changes made on entering the background.
}
func sceneDidEnterBackground(_ scene: UIScene) {
// Called as the scene transitions from the foreground to the background.
// Use this method to save data, release shared resources, and store enough scene-specific state information
// to restore the scene back to its current state.
}
func sceneDidDisconnect(_ scene: UIScene) { }
func sceneDidBecomeActive(_ scene: UIScene) { }
func sceneWillResignActive(_ scene: UIScene) { }
func sceneWillEnterForeground(_ scene: UIScene) { }
func sceneDidEnterBackground(_ scene: UIScene) { }
}
//
// ViewController.swift
// SZRCAI
//
// Created by Sergey Fedotov on 10.03.2021.
//
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
}
//
// SZRCAITests.swift
// SZRCAITests
//
// Created by Sergey Fedotov on 10.03.2021.
//
import XCTest
@testable import SZRCAI
class SZRCAITests: XCTestCase {
override func setUpWithError() throws {
// Put setup code here. This method is called before the invocation of each test method in the class.
}
override func tearDownWithError() throws {
// Put teardown code here. This method is called after the invocation of each test method in the class.
}
func testExample() throws {
// This is an example of a functional test case.
// Use XCTAssert and related functions to verify your tests produce the correct results.
}
func testPerformanceExample() throws {
// This is an example of a performance test case.
self.measure {
// Put the code you want to measure the time of here.
}
}
}
//
// SZRCAIUITests.swift
// SZRCAIUITests
//
// Created by Sergey Fedotov on 10.03.2021.
//
import XCTest
class SZRCAIUITests: XCTestCase {
override func setUpWithError() throws {
// Put setup code here. This method is called before the invocation of each test method in the class.
// In UI tests it is usually best to stop immediately when a failure occurs.
continueAfterFailure = false
// In UI tests it’s important to set the initial state - such as interface orientation - required for your tests before they run. The setUp method is a good place to do this.
}
override func tearDownWithError() throws {
// Put teardown code here. This method is called after the invocation of each test method in the class.
}
func testExample() throws {
// UI tests must launch the application that they test.
let app = XCUIApplication()
app.launch()
// Use recording to get started writing UI tests.
// Use XCTAssert and related functions to verify your tests produce the correct results.
}
func testLaunchPerformance() throws {
if #available(macOS 10.15, iOS 13.0, tvOS 13.0, *) {
// This measures how long it takes to launch your application.
measure(metrics: [XCTApplicationLaunchMetric()]) {
XCUIApplication().launch()
}
......
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