在本文中,您将会了解到关于iOSScrollView的使用教程的新资讯,同时我们还将为您解释scrollintoviewios的相关在本文中,我们将带你探索iOSScrollView的使用教程的奥秘,
在本文中,您将会了解到关于iOS ScrollView的使用教程的新资讯,同时我们还将为您解释scrollintoview ios的相关在本文中,我们将带你探索iOS ScrollView的使用教程的奥秘,分析scrollintoview ios的特点,并给出一些关于Adding Open Source 3D Physics to Your iOS Applications (3)Using Bullet in Your iOS Application、Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1、C++ write and read file via fstream in ios::out,ios::in,ios::app mode、iOS 11.0-iOS 14.3越狱后可以解除吗?如何解除iOS 11.0-iOS 14.3越狱的实用技巧。
本文目录一览:- iOS ScrollView的使用教程(scrollintoview ios)
- Adding Open Source 3D Physics to Your iOS Applications (3)Using Bullet in Your iOS Application
- Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1
- C++ write and read file via fstream in ios::out,ios::in,ios::app mode
- iOS 11.0-iOS 14.3越狱后可以解除吗?如何解除iOS 11.0-iOS 14.3越狱
iOS ScrollView的使用教程(scrollintoview ios)
前言
-
自动布局: 任何一个控件,都可以参照另外一个控件定义出准确的位置
为了让程序员能够将注意力集中在程序上,而不用在代码中过多的使用frame。
-
storyBoard快速布局方法:使用option键,进行拖拽实现控件的copy
I 什么是UIScrollView?
是一个能滚动的视图控件,可以用来展示大量的内容,且通过滚动可以查看所有内容
解决UIScrollView 无法滚动的方法
检查是否设置contentSize 属性 检查scrollEnabled 属性值是否=NO 检查userInteractionEnabled 是否为NO
II UIScrollView的常见属性
@property(nonatomic) CGPoint contentOffset; //这个属性用来表示UIScrollView滚动的位置
@property(nonatomic) CGSize contentSize; //这个属性用来表示UIScrollView内容的尺寸,滚动范围(能滚多远)
@property(nonatomic) UIEdgeInsets contentInset; //这个属性能够在UIScrollView的4周增加额外的滚动区域
在使用contentSize、contentInset、contentOffset的setter方法的时候,要注意先后顺序;
想要准确的调整offset的话,可以先设置inset->size;或者是:size->offset
-
contentSize 会根据ContentInset调整offset--除了赋值,还实现了其他动作
-
contentInset不会根据contentSize调整offset--单纯给属性赋值
setter方法的实现差别(可采用设置断点进行查看)

#import "ViewController.h"
@interface ViewController ()
@property (weak, nonatomic) IBOutlet UIScrollView *scrollView;
@property (weak, nonatomic) IBOutlet UIButton *lastButton;
@end
@implementation ViewController
/**
1.--setter方法的实现差别
contentSize 会根据ContentInset调整offset--除了赋值,还实现了其他动作
contentInset不会根据contentSize调整offset--单纯给属性赋值
*/
- (void)viewDidLoad {
[super viewDidLoad];
//1.设置间距:只是指定内容外侧的边距,并不会根据contentSize自动调整contentOffset
[self.scrollView setContentInset:UIEdgeInsetsMake(64, 0, 0, 0)];
//2. 设置滚动视图内容大小
//1> 若有间距contentInset,根据间距自动调整contentOffset
//2> 若无contentInset,contentOffset是(0,0)
[self.scrollView setContentSize:CGSizeMake(0, CGRectGetMaxY(self.lastButton.frame)+10)];//CGRectGetMaxY(self.lastButton.frame)+10) 是为了能更清楚的显示最后一个按钮
//3.设置偏移位置
[self.scrollView setContentOffset:CGPointMake(0, -64)];
}
@end
-
UI Scrollview 的缩放
在simulator上面操作缩放:按住option键即可
III 代理实现的步骤
3.1 代理的作用是什么?
-
代理设计模式,在oc中使用最为广泛的一种设计模式;
主要用来负责在两个对象之间,发生某些事件时,来传递消息或者数据
-
监听哪些“不能通过addTarget方式监听“的事件
3.2 背景
-
目标:想再UIScrollView的正在滚动状态、滚动到某位置、停止滚动状态时做一些特定的动作
-
前提:监听UIScrollView 的滚动过程(事件)
-
实现方法:通过给UIScrollView 设置delegate对象,当UIScrollView发生一系列滚动的时候,会自动通知(发生特定消息亦即方法调用)它的代理对象
-
成为delegate 对象的条件:遵守UIScrollViewDelegate的协议,并实现对应方法 --通常将UIScrollView 所在的ViewController设置为它的delegate对象

3.3 设置UIScrollView 的delegate属性的两种方法:
-
通过代码实现:
使用修改scrollView对象的属性方式添加delegate
self.scrollView.delegate = self;
-
通过storyBoard的拖线
3.4 delegate 的例子:控制器希望知道用户输入的每一个字符

3.5 代理实现的步骤小结
-
成为(子)控件的代理;--父亲(视图控制器)成为儿子(textField)的代理
-
遵守协议-->目的是利用Xcode的智能提示功能,快速编写代码--这个步骤可选
-
实现协议方法
协议是由控件定义的,因为只有控件自己本身最了解自己内部发生的事件。
IV UIScrollView 的缩放原理
-
当用户在UIScrollView身上使用捏合手势时,UIScrollView会给delegate对象发送一条消息,询问delegate究竟要缩放自己内部的哪个子控件(那一块内容)
- (void) scrollViewWillBeginZooming:(UIScrollView *)scrollView withView:(UIView *)view;//准备开始缩放的时候调用
- (void)scrollViewDidZoom:(UIScrollView *)scrollView;//正在缩放的时候调用
当用户使用捏合手势的时候,UIScrollView 会调用delegate对象的viewForZoomingInScrollView:方法,这个方法返回的控件就是需要进行缩放的控件。
4.1 缩放实现步骤
-
设置UIScrollView的id delegate对象 -
设置minimumZoomScale、MaximumZoomScale 缩小、放大的最大比例 -
delegate对象实现viewForZoomingInScrollView:方法,返回需要缩放的视图控件
V 分页
只要将UIScrollView 的属性PageEnabled设为YES,UIScrollView会被分割成多个独立的页面,里面的内容就能进行分页展示 通常配合UIPageControl使用,来增强分页效果
5.1UIPageControl 的常见属性
//一共有多少页
@property(nonatomic) NSInteger numberOfPages;
//当前显示的页码
@property(nonatomic) NSInteger currentPage;
//只有一页时,是否需要隐藏页码指示器
@property(nonatomic) BOOL hidesForSinglePage;
//其他页码指示器的颜色
@property(nonatomic,retain) UIColor *pageIndicatorTintColor;
//当前页码指示器的颜色
@property(nonatomic,retain) UIColor *currentPageIndicatorTintColor;
VI 基础知识
6.1 getter/setter的重写细节
getter、setter的重写细节
/**
图像的setter方法;setter方法,除了赋值,还执行了contentSize的设置动作
*/
- (void)setImage:(UIImage *)image{
//setter方法的第一个步骤:给属性进行赋值
_image = image;
//设置图像视图的内容
[self.imageView setImage:_image];
//让图像视图,根据图像大小,自动调整自己的视图大小
[self.imageView sizeToFit];//Resizes and moves the receiver view so it just encloses its subviews.
//告诉图像视图,内部内容实际的大小
[self.scrollView setContentSize:_image.size];
}
/**
0.getter 方法的重写
* 使用自身对象的时候,使用_属性名称进行获取
*使用其他成员属性的时候,使用self.gtter 方法,这样可以及时的实例化对用的成员属性
1.懒加载imageView属性,重写getter方法--使用对象dot属性名称的时候,会调用getter方法,_属性名称不会调用getter方法
*/
- (UIImageView *)imageView{
if (nil == _imageView) {
//创建imageView
UIImageView *tmpImageView = [[UIImageView alloc]init];
_imageView=tmpImageView;
[self.scrollView addSubview:_imageView];
}
return _imageView;
}
6.2 NSTimer 定时器
https://kunnan.blog.csdn.net/article/details/119905079
6.3 图片轮播器
开发步骤:
-
scrollView getter方法懒加载 只指定了大小,添加到视图 -
viewDidLoad中添加图像,并且计算位置 -
运行观察效果,修改scrollView的属性....... -
实例化UIPageControl -
因为分页控件和滚动视图是分离的,因此监听滚动停止代理方法,修改分页控件的页数 -
将UIPageControl定义成属性,并且添加监听方法 -
实现监听方法,页数变化后,修改scrollView的位置 -
添加时钟,调用分页控件的监听方法,实现图片自动轮播
完整源码请看原文:https://kunnan.blog.csdn.net/article/details/73773861
see also
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Adding Open Source 3D Physics to Your iOS Applications (3)Using Bullet in Your iOS Application
Using Bullet in Your iOS Application
All that remains is to build an application that actually uses Bullet and displays 3D objects. Apple's GLKit framework makes it relatively easy.
Make the view controller class generated by Xcode's Single View Application template into a subclass of GLKViewController instead of UIViewCintroller. The PViewController.h file in the tutorial sample code contains the following lines:
#import <GLKit/GLKit.h> PViewController : @interfaceGLKViewController
Next,edit the MainStoryboard.storyboard file generated by Xcode's Single View Application template. Set the class of the generated view to GLKView using Xcode's Identity inspector,shown in figure 12.
Figure 12 Setting the view's class to GLKView
Add the GLKit and OpenGLES frameworks to the project. The easiest way is to edit the project's Build Phases,as shown in figure 13. Press the + button in the Link Binary with Libraries section to add frameworks.
Figure 13 GLKit and OpenGLES frameworks added to the project
If you build and run the tutorial project Now,you should see a black screen. The next step is to create a physics simulation and draw something more interesting.
The tutorial source code includes a file named PAppDelegate.mm. The .mm extension tells Xcode to compile the file as Objective-C++ code intermixing C++ and Objective-C. The following code declares instance variables to store Bullet physics objects:
#import "PAppDelegate.h" #include "btBulletDynamicsCommon.h" #include <map> < *,*> GModelShapeMap; () { *collisionConfiguration; *dispatcher; *overlappingPairCache; *solver; *dynamicsWorld; *> collisionShapes; modelShapeMap; } @endtypedefstd::mapPPhysicsObjectbtCollisionObject@interfacePAppDelegatebtDefaultCollisionConfigurationbtCollisiondispatcherbtbroadphaseInterfacebtSequentialImpulseConstraintSolverbtdiscreteDynamicsWorldbtAlignedobjectArray<btCollisionShapeGModelShapeMap
The GModelShapeMap modelShapeMap variable is used to store the relationships between Objective-C objects representing Boxes and spheres and the corresponding shapes simulated by Bullet. A C++ map is a standard class similar in function to Cocoa Touch'sNSDictionary class.
The physics simulation is initialized in PAppDelegate's -application:didFinishLaunchingWithOptions: method that's part of the Cocoa Touch standard application delegate protocol. The simulation is configured to use Earth's gravitational acceleration of -9.81 meters per second2. Comments explain the steps needed to initialize Bullet. Don't worry if it doesn't make much sense to you. It's boilerplate code.
///////////////////////////////////////////////////////////////// // Creates needed physics simulation objects and configures // properties such as the acceleration of gravity that seldom // if ever change while the application executes. - ()application:( *)application didFinishLaunchingWithOptions:( *)launchOptions { ///collision configuration contains default setup for memory,// collision setup. Advanced users can create their own // configuration. = (); ///use the default collision dispatcher. For parallel // processing you can use a diffent dispatcher // (see Extras/BulletMultiThreaded) = (); ///btDbvtbroadphase is a good general purpose broadphase. You // can also try out btAxis3Sweep. = (); ///the default constraint solver. For parallel processing you // can use a different solver (see Extras/BulletMultiThreaded) = ; = (,); ->setGravity(()); return YES; }BOOLUIApplicationNSDictionarycollisionConfigurationnewbtDefaultCollisionConfigurationdispatchernewbtCollisiondispatchercollisionConfigurationoverlappingPairCachenewbtDbvtbroadphasesolvernewbtSequentialImpulseConstraintSolverdynamicsWorldnewbtdiscreteDynamicsWorlddispatcheroverlappingPairCachesolvercollisionConfigurationdynamicsWorldbtVector30,-9.81,0
PAppDelegate's -applicationWillTerminate: method tears down the simulation built in -application:didFinishLaunchingWithOptions:. It's not necessary to implement -applicationWillTerminate: in the tutorial sample code because when the application terminates,iOS will automatically reclaim the memory and other resources consumed by the physics engine. The code is provided in PAppDelegate.mm as example to follow if you ever need to clean up the physics engine while the application continues to execute.
PAppDelegate provides the following -physicsUpdateWithelapsedtime: method. Call the method periodically to give the physics engine opportunities to recalculate object positions and orientations.
///////////////////////////////////////////////////////////////// // Turn the crank on the physics simulation to calculate // positions and orientations of collision shapes if // necessary. The simulation performs up to 32 interpolation // steps depending on the amount of elapsed time,and each step // represents 1/120 seconds of elapsed time. - ()physicsUpdateWithelapsedtime:()seconds; { dynamicsWorld->stepSimulation(seconds,/); }voidNSTimeInterval321120.0f
That's all it takes to start using Bullet physics for iOS. The simulation doesn't produce any interesting results unless some objects are added and set in motion to collide with each other. It's time to create,register,and draw physics objects.
GLKit provides most of the features needed. The tutorial project includes files named sphere.h and cube.h containing data declarations for 3D shapes. The data consists of vertex positions and "normal" vectors. Each shape is drawn as a list of connected triangles. The normal vectors provide information used to calculate how much simulated light reflects from each triangle.
The PViewController class implements all of the drawing for the tutorial. The drawing code is suboptimal to keep the code simple,and it turns out not to matter at run time. Profiling the tutorial code reveals that less than 20% of the application's execution time is spent drawing. Even if the drawing code is removed entirely,the application only runs 20% faster.
PViewController declares the following properties. The baseEffect property stores an instance of GLKit's GLKBaseEffect class. Modern GPUs are programmable allowing almost unlimited flexibility when rendering 3D graphics. The programs running on the GPU are sometimes called effects. GLKBaseEffect encapsulates the GPU programs needed by simple applications so that you don't need to dive into GPU programming when getting started.
@interface () @property (strong,nonatomic,readwrite) *baseEffect; @property (strong,readwrite) *BoxPhysicsObjects; @property (strong,readwrite) *spherePhysicsObjects; @property (strong,readwrite) *immovableBoxPhysicsObjects; @endPViewControllerGLKBaseEffectNSMutableArrayNSMutableArrayNSMutableArray
Other than baseEffect,the other properties all store arrays of Objective-C objects representing spheres and Boxes in the simulation. Bullet only recalculates positions for physics objects that have mass. Objects created with zero mass are therefore immovable within the simulation. They don't become displaced when other objects collide or fall in response to gravity. The immovableBoxPhysicsObjects property stores an array of zero mass Boxes used to form a floor. Without a few immovable objects in the simulation,all of the other objects would quickly fall out of view as the result of simulated gravity.
Two GLKViewController methods provide the key to drawing with GLKit: -update and -glkView:drawInRect:. The –update method is called periodically in sync with the iOS device display refresh rate. The display always refreshes 60 times per second,butGLKViewController's default behavior is to call –update at 30Hz. In other words, –update is called once for every two display refreshes. GLKViewController can be configured to call –update at other rates,but 30 times per second works well for simulations. Right after calling –update, GLKViewController tells the view it controls to display,and the view calls back to GLKViewController's -glkView:drawInRect:. Therefore,you implement simulation update in –update and implement custom 3D drawing code in -glkView:drawInRect:.
///////////////////////////////////////////////////////////////// // This method is called automatically at the update rate of the // receiver (default 30 Hz). This method is implemented to // update the physics simulation and remove any simulated objects // that have fallen out of view. - ()update { *appDelegate = [[] ]; [appDelegate : .]; // Remove objects that have fallen out of view from the // physics simulation [ ]; }voidPAppDelegateUIApplication sharedApplicationdelegatephysicsUpdateWithelapsedtimeselftimeSinceLastUpdateselfremoveOutOfViewObjects
The following drawing code sets baseEffect properties to match the orientation of the iOS device,specifies perspective,positions a light,and prepares for drawing 3D objects. Theaspect ratio is the ratio of a view's width to its height. The aspect ratio may change when an iOS device is rotated from portrait orientation to landscape and back. Perspectivedefines how much of the 3D scene is visible at once and how objects in the distance appear smaller than objects up close.
In the real world,we only see objects that reflect light into our eyes. We perceive the shape of objects because different amounts of light reflect for different parts of the objects. Setting the baseEffect's light position controls how OpenGL calculates the amount of simulated light reflected off each part of a virtual 3D object. Calling [self.baseEffect preparetoDraw] tells the base effect to prepare a suitable GPU program for execution.
///////////////////////////////////////////////////////////////// // GLKView delegate method: Called by the view controller's view // whenever Cocoa Touch asks the view controller's view to // draw itself. (In this case,render into a frame buffer that // shares memory with a Core Animation Layer) - ()glkView:( *)view drawInRect:()rect { // Calculate the aspect ratio for the scene and setup a // perspective projection aspectRatio = ()view. / ()view.; // Set the projection to match the aspect ratio .. = ( (),// Standard field of view aspectRatio,// Don't make near plane too close ); // Far arbitrarily far enough to contain scene // Configure a light ... = (,);// Directional light [. ]; // Clear Frame Buffer (erase prevIoUs drawing) (|); [ ]; [ ]; }voidGLKViewCGRectconstGLfloatGLfloatdrawableWidthGLfloatdrawableHeightselfbaseEffecttransform.projectionMatrixGLKMatrix4MakePerspectiveGLKMathdegreesToradians35.0f0.2f200.0fselfbaseEffectlight0positionGLKVector4Make0.6f1.0f0.4f0.0fselfbaseEffectpreparetoDrawglClearGL_COLOR_BUFFER_BITGL_DEPTH_BUFFER_BITselfdrawPhysicssphereObjectsselfdrawPhysicsBoxObjects
OpenGL ES is a technology for controlling GPUs. Parts of OpenGL ES execute on the GPU itself,and other parts execute on the cpu. Programs call a library of C functions provided by OpenGL to tell OpenGL what to do. The glClear() function,called in the tutorial's -glkView:drawInRect:, erases prevIoUs drawing and discards prevIoUsly calculated information about which 3D objects are in front of others.
PViewController's –drawPhysicssphereObjects and –drawPhysicsBoxObjects methods draw spheres and Boxes with positions and orientations calculated by the physics engine. Without going into a lot of detail,each of the methods calls OpenGL ES functions to specify where to find vertex data defining triangles. Then the triangles are drawn by calling code similar to the following:
// Draw triangles using the first three vertices in the // currently bound vertex buffer (,// Start with first vertex in currently bound buffer sphereNumVerts);glDrawArraysGL_TRIANGLES0
OpenGL ES can only draw points,lines segments,and triangles. Complex shapes are composed of many triangles. The shapes in this tutorial are defined in sphere.h and cube.h. The shapes were initially drawn in a free open source 3D modeling application called Blender. Modeling is the term used by artists who create 3D shapes. The created models are exported from Blender in .obj file format and then converted into C header files suitable for direct use with OpenGL. Conversion is performed by an open source Perl language script.
It takes a little more work to setup GLKit. PViewController's -viewDidLoad method shows representative boilerplate code. This article glosses over methods like PViewController's –addRandomPhysicsObject. The code for adding physics objects is straightforward and particular to this tutorial. You'll most likely add different objects with different logic in your physics simulation projects.
Conclusion
The simulation provides remarkably complex and varied interaction between objects. The downloadable code is available in two variants. The Physics zip file (3dphyslibios_physics.zip) contains a Physics folder with an Xcode project. If you have built the Bullet demo applications for Mac OS X,you can copy the Physics folder into your bullet-2.80-rev2531 folder,double-click the Physics.xcodeproj file and press Run. A separate larger PhysicsPlusBullet zip file (3dphyslibios_physicsplusbullet.zip) contains the tutorial example and the needed Bullet source code combined. As always with open source,it's better to get the source code directly from the maintainers instead of grabbing a snapshot preserved in a tutorial's .zip file. Nevertheless,if you're impatient,the PhysicsPlusBullet zip file will get you up and running quickly.
This article provided a whirlwind tour of two large and powerful frameworks,Bullet and GLKit. It's not difficult to combine the two technologies in iOS applications. Like many open source libraries,Bullet is relatively easy to compile for iOS in spite of quirks related to the tools and coding style used by the library's authors. GLKit enables development of interesting and visually complex 3D applications with very little code. The tutorial implements all of its drawing in about 200 lines of code including comments and blank lines.
If you are interested in a more thorough introduction to 3D graphics concepts and GLKit,my new book, Learning OpenGL ES for iOS: A Hands-on Guide to Modern 3D Graphics Programming,is complete and available Now as a Rough Cut electronic edition. Look for the title at your favorite bookstore in the fall. Free sample codefrom the book is available.
Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1
继 ios 16.1.2 于 11 月 30 日发布后,apple 现已停止签署 ios 16.1 和 ios 16.1.1。
Apple 不再签署 iOS 16.1 和 iOS 16.1.1
iOS 16.1于 10 月发布,具有多项新功能和增强功能,例如 iCloud 共享照片库、适用于 iPhone 用户的 Fitness+、Live Activities 等。在11月份发布的iOS 16.1.1修复了缺陷并改进了安全性。
然后,在 11 月 30 日,Apple 发布了 iOS 16.1.2,以增强 iPhone 14 的崩溃检测功能,并提高无线运营商的兼容性。这是目前正式提供给用户的最新iOS版本。
与此同时,苹果即将在未来几天向公众发布iOS 16.2 。该更新将添加新的 Freeform 应用程序、对 Home 应用程序的改进、面向 iPhone 14 Pro 用户的新的永远在线选项、Apple Music Sing 等。
经常有越狱的iPhone和iPad用户恢复到旧版本的iOS。目前还没有任何迹象显示正在开发适用于 iOS 16 的越狱工具。将 Apple 设备恢复到以前版本的 iOS 有时也会对升级到最新版本的 iOS 后遇到重大错误的用户有所帮助。
从 iOS 16 降级到 iOS 15
即使您无法轻松恢复到iOS 16.1版本,仍有可能将您的设备降级至iOS 15版本以上。Apple正在为使用iOS 15.7.1的用户提供安全更新,导致此情况发生。如果想将 iPhone 或 iPad 降级,就必须使用 Mac 或 PC。
这不是苹果第一次提供让用户继续使用旧版 iOS 的选项。去年,一旦 iOS 15 可用, 用户可以选择在 iOS 14 上停留更长时间 ,而苹果仍在为其发布安全更新。然而, 该公司在几个月后取消了这个选项。
目前尚不清楚 iOS 15.7.1 作为 iOS 16 的替代选项将保留多长时间。
以上就是Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1的详细内容,更多请关注php中文网其它相关文章!
C++ write and read file via fstream in ios::out,ios::in,ios::app mode
#include <iostream> #include <uuid/uuid.h> #include <ostream> #include <istream> #include <fstream> #include <iostream> using namespace std; void retrieveUuid(char *uuidValue); void writeFile2(); void readFile3(); int main() { writeFile2(); readFile3(); return 0; } void readFile3() { fstream wFile; wFile.open("log3.txt",ios::app|ios::in|ios::out); if(!wFile.is_open()) { cout<<"Create or open log3.txt Failed!"<<endl; } string uuidValue; int num=0; while(getline(wFile,uuidValue)) { cout<<"Id="<<++num<<",value="<<uuidValue<<endl; } wFile.close(); printf("Finished!\n"); } void writeFile2() { fstream wFile; wFile.open("log3.txt",ios::app|ios::out|ios::in); if(!wFile.is_open()) { cout<<"Create or open log3.txt Failed!"<<endl; } char *uuidValue=(char*)malloc(40); for(int i=0;i<10000;i++) { retrieveUuid(uuidValue); wFile<<uuidValue<<endl; } free(uuidValue); wFile.close(); } void retrieveUuid(char *uuidValue) { uuid_t newUUID; uuid_generate(newUUID); uuid_unparse(newUUID,uuidValue); }
Complile and run
g++ -g -std=c++2a h2.cpp -o h2 -luuid
Run the ./h2 command
./h2
iOS 11.0-iOS 14.3越狱后可以解除吗?如何解除iOS 11.0-iOS 14.3越狱
就目前来说,iOS 11.0-iOS 14.3越狱还不是很稳定,会出现白苹果,卡顿,程序崩溃等各种现象,大家可以等待稳定版本出来之后再进行越狱,那已经进行越狱的用户如何取消现有的越狱呢?以下是解除iOS 11.0-iOS 14.3越狱方法教程。
1.打开设备桌面,进入unc0ver,点击左上角设置,把下图中Restore RootFS选项开关打开;
2.回到桌面,再次打开unc0ver,如下图,点击Restore RootFS按钮执行操作;
3.运行到如下图时,选择“ok";
4.等待运行完毕,即可解除越狱。
关于iOS ScrollView的使用教程和scrollintoview ios的问题我们已经讲解完毕,感谢您的阅读,如果还想了解更多关于Adding Open Source 3D Physics to Your iOS Applications (3)Using Bullet in Your iOS Application、Apple 不再在 iOS 16.2 发布之前签署 iOS 16.1 和 iOS 16.1.1、C++ write and read file via fstream in ios::out,ios::in,ios::app mode、iOS 11.0-iOS 14.3越狱后可以解除吗?如何解除iOS 11.0-iOS 14.3越狱等相关内容,可以在本站寻找。
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