Here's what I'm doing:
1) In my framework CMakeLists.txt file, I have the following:
IF (APPLE)
SET_TARGET_PROPERTIES( MyFramework PROPERTIES FRAMEWORK true)
SET_TARGET_PROPERTIES( MyFramework PROPERTIES
XCODE_ATTRIBUTE_INSTALL_PATH @executable_path/../Frameworks/ )
ENDIF (APPLE)
The second "set_target_properties" line configures the framework to
always be looked for in the application bundle in the Frameworks
sub-folder.
2) In my top-level CMakeLists.txt file, I add setup a unified binary
output directory:
SET (CMAKE_LIBRARY_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/Bin)
SET (CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/Bin )
SET (CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/Bin )
3) Then, in my applications' CMakeLists.txt file, I have the following:
IF (APPLE)
ADD_CUSTOM_COMMAND(
TARGET MyApp
POST_BUILD
COMMAND ${PYTHON_EXECUTABLE}
ARGS ${CMAKE_HOME_DIRECTORY}/CopyFramework.py
--binary ${PROJECT_BINARY_DIR}/Bin
--framework MyFramework.framework
--app MyApp.app
)
ENDIF (APPLE)
This calls out to my python script, which does the work of assembling
the src and dest paths, and actually copying the Framework.
The final trick is that since this is a Mac only thing, I can rely on
an Xcode environment variable within the Python script:
config= os.environ["CONFIGURATION"]
This allows me to assemble the complete path to the actual binary
locations of the framework and the app.
The one thing I wish was that there was a CMake variable that would
expand to the current Config within the context of the
ADD_CUSTOM_COMMAND... It'd be nice to not have to resort to using the
Xcode environment variable.
Swift 4+
extension UICollectionView {
func scrollToLast() {
guard numberOfSections > 0 else {
return
}
let lastSection = numberOfSections - 1
guard numberOfItems(inSection: lastSection) > 0 else {
return
}
let lastItemIndexPath = IndexPath(item: numberOfItems(inSection: lastSection) - 1,
section: lastSection)
scrollToItem(at: lastItemIndexPath, at: .bottom, animated: true)
}
}
Best Answer
Looks like you are trying to access an element in an array that does not exist. You are trying the get the 0th element (the first) but the array has a size of 0 (it's empty).
Start by checking in your code for where you are using arrays and the objectAtIndex: method and then sanity check the array sizes while debugging.