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Hello. I recently released a new version (2.6) of my CloudKit syncing CoreData based app. The new version uses v18 of my data model. V18 is exactly like v17, except for a new optional string field in one of the entities. I diffed the two model versions to be extra sure. During my test I did not encounter any crash, and I also tested automatic migration, installing 2.55 and building 2.6 on top of it. No troubles. However my crash logger reports a number of crashes among my users. It's not a huge numbers (10 users over about 900 or more) but I am surprised it crashes at all. The crash happens when I call NSPersistentCloudKitContainer.loadPersistentStores, I get this error in the completion block: The model used to open the store is incompatible with the one used to create the store" I always assumed these slight changes (new field added to an existing model) did not require a manual migration. Any suggestions?
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We are trying to add the Smart App Banner to our website to promote the app, but the banner is not shown. When the page loads, there is a flash of an empty Smart App Banner before it is automatically dismissed. If I put use an app ID of other apps the banner appears. I've triple checked that I'm using the correct app ID. So it seems like it is an issue with my app. I can see my app in the App Store, so I know it's available. I've tested on multiple phones. App ID: 413258417 App Url: https://apps.apple.com/us/app/gnc-livewell/id413258417 Below is the tag used to display banner: - When the page loads, there is a flash of an empty Smart App Banner before it is automatically dismissed. When i use other APP id for ex: Reddit - Banner appears
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When it comes to playing mobile games on a Mac, many users may consider using Android Studio. However, due to the limited availability of games compatible with Mac, Android Studio may not be the most optimal choice for Mac users interested in mobile gaming. An alternative solution is MuMuPlayer Pro, which provides a seamless experience for playing mobile games on Mac. In our testing, MuMuPlayer Pro has shown superior performance on Mac devices MuMuPlayer Pro is currently in beta testing. You can enjoy a 30-day membership with MuMuPlayer Pro for only $0.01. Come and download the beta version to start experiencing mobile games on Mac: https://www.mumuplayer.com/mac/search/g/ Review of MuMuPlayer Pro 1、Compatibility MuMuPlayer Pro, designed to support Apple Silicon, enables Mac users to enjoy a wide range of popular Android games and apps, including Roblox, Summoners War, Free Fire: The Chaos, Genshin Impact, facebook, TikTok, etc. The emulator fully supports the majority of mobile games on the market, providing seamless performance without issues such as flashing, dropped frames, or lagging. Moreover, you can just easily access mobile games from Play Store within MuMuPlayer Pro, or drag the apk file to finish self-installation. 2、Graphics Performance MuMuPlayer Pro is built on the Android 12 engine, offering a more space-efficient and faster performance. Its graphics technology is designed to enhance the overall performance of your Mac device, allowing for improved gameplay with higher frame rates. In the Display settings, users can fine-tune parameters such as Display Size, FPS Counter, Auto Window Rotation, and Graphics Enhancement to ensure optimal visual fidelity. Similarly, In the Performance configuration, users can adjust settings to optimize performance for a personalized and immersive gaming experience. 3、Game Operation In addition to the basic functions, such as running multiple instances, MuMuPlayer Pro lets you easily switch between gamepad and keyboard controls and simulate different device environments to enhance your gaming experience. Cloud mapping encourages users to finely adjust controls to suit their preferences. For detailed instructions on how to use MuMuPlayer Pro, please refer to the following guide. How to play mobile games on Mac Step 1: Open the official website: https://www.mumuplayer.com/mac/search/s and download MuMuPlayer Pro. Step 2: After downloading, follow the installation guide to complete the MuMuPlayer Pro installation. Step 3: Launch the emulator and sign in your account. You can choose email or Google account registration. Step 4: Once inside the MuMuPlayer Pro interface, click [Play Store] to search for games. Step 5: Search for the game you want to play, such as "Genshin Impact", you can find the corresponding game, download and install the game with one click. Step 6: Wait for the game installation to finish, go back to the emulator desktop, click the game icon, and you can play the game on your Mac. The above is the complete tutorial for playing mobile games on an Apple Silicon Mac. MuMuPlayer Pro emerges as the top choice for Mac users seeking to play Android games on a larger screen. Here’s the official website: https://www.mumuplayer.com/mac/search/s
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When using the right mouse button to click on a file, there will be an option for a bookmark file. After adding a bookmark, there will be a purple mark, but no method to remove the mark has been found
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We are developing an cross platform Enterprise grade application in MAUI. Net for our Organization and while displaying alerts using UIAlertController, alerts are displayed along with App Icon with not available symbol on top of it in MacOS. We are generating the iPadOS apps and generating M1 Mac packages using productbuild command and deploying them to mac books. Under Show Package content I can see the app file is having this image and by default it showing this icon. Is there any possibility to generate packages without this icon? In UIAlertController is there any possibility to hide the app icon as it coming by default without mentioning to display the icon I am looking for removing the not available symbol on top of our logo or is there any possibility to hide the app icon from UIAlertcontroller as I m not seeing any options to remove this. Thanks Ranga
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Hello! I am developing an app that leverages Apple's 2D pose estimation model and I would love to speak with someone about if my mobile app should leverage Apple's 3D pose estimation model. Also, I would love to know if Apple considers adding more points on the body as this would be incredibly helpful. Or if it is possible for me to train the model to add more body points. Thanks so much and please let me know if anyone is available to discuss.
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Hello everyone, So I will start off by saying I am a very amateur developer with some experience in C++ mostly. Over the summer I want to build an app similar to a board game and launch it on the App Store for me and my friends to play when we don't have the game's physical board. Basically, there would be one person who hosts a "game" while everyone else joins through a code or something like that (maybe there's an easier way if you know everyone would be playing in person with each other). Once a game begins I want cards to show up on peoples's screens and that's it, no fancy graphics or anything like that. So, to the root of my issue. I am brand new to Swift and Xcode. I began googling and tinkering with it and made a little app where a user can add names and then pick letters from the names to display (very very basic stuff). I also figured out how to import and manipulate images a little bit. My question is about the process of making a game, connecting it to GameKit/Game Center, and then how to actually launch it on the App Store so my friends can also download it. If anyone has any resources they particularly found useful when starting out using Swift, please let me know. I really really don't like reading straight from the documentation (although who does honestly). Anything helps!! Thank you!
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Here is the view in which it works struct MileageHistoryView: View { let vehicle: Vehicle init(for vehicle: Vehicle) { self.vehicle = vehicle } @Environment(\.modelContext) private var context @Environment(\.editMode) private var editMode var sorted: [Mileage] { guard let history = vehicle.mileageHistory else { return [] } return history.sorted(by: { $0.timestamp > $1.timestamp }) } var body: some View { List { ForEach(sorted) { mileage in MileageListItem(mileage, editing: Binding(get: {editMode?.wrappedValue.isEditing ?? false}, set: {_ in })) } .onDelete(perform: deleteMileage) .deleteDisabled(editMode?.wrappedValue.isEditing ?? false ? false : true) } .id(editMode?.wrappedValue.isEditing) .navigationTitle("Mileage History") .scrollContentBackground(.hidden) .toolbar { ToolbarItem(placement: .topBarTrailing, content: { EditButton() }) } } } Here is the other view where it doesn't work. In this view, it seems like when the EditButton is pressed, no change is happening with the editMode so deleteDisabled() is always set to true. struct VehiclesView: View { @Environment(\.modelContext) private var context @Environment(\.editMode) private var editMode // Local @Query private var vehicles: [Vehicle] @State private var addVehicle = false @AppStorage("vehicle-edit-alert") private var showEditAlert = true @State private var editAlert = false @State private var editShown = false var body: some View { NavigationStack { List { ForEach(vehicles) { vehicle in NavigationLink(destination: VehicleView(vehicle), label: { VehicleListItem(vehicle) }) } .onDelete(perform: deleteVehicle) .deleteDisabled(self.editMode?.wrappedValue.isEditing ?? false ? false : true) } .id(self.editMode?.wrappedValue.isEditing) .scrollContentBackground(.hidden) .navigationTitle("Vehicles") .toolbar { ToolbarItem(placement: .topBarLeading, content: { if showEditAlert && !editShown { Button("Edit") { editAlert = true } } else { EditButton() } }) ToolbarItem(placement: .topBarTrailing, content: { Button(action: { addVehicle.toggle() }, label: { Image(systemName: "plus") }) .accessibilityHint("Opens the view to add a Vehicle") }) } .fullScreenCover(isPresented: $addVehicle, content: { VehicleEditor() }) } .scrollIndicators(.hidden) } } When EditButton() is used in the second view the list item is grayed out, but the buttons to delete aren't there. Does anybody know why this is happening?
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I'm working to make my iOS app available via Catalyst, and I'm adding a leading-edge sidebar via UISplitViewController and putting a toggle button in the window toolbar to control it. I'd like that sidebar toggle button to go on the leading side of the toolbar, before the window title. In the Adding a Toolbar Catalyst tutorial, there are screenshots of this behavior: But when I download the finished project and run it on my machine (macOS 14.4), the toolbar buttons are clustered on the trailing edge: How do I achieve the behavior shown in the tutorial's screenshot, where the toggle sidebar button (or, ideally any custom toolbar item I choose) shows up on the leading edge? Even more ideally, is there a way I can make the sidebar toggle button show up in the header section for the sidebar, like it does in Xcode - right next to the stoplight buttons?
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Hi, everyone. I decided to publish my very first application to the AppStore. As you know, I created an Apple Developer account, and purchased it. I came across a message saying "To continue your enrollment, complete your purchase now. I didn't understand why I got such a message. I'm also asking for those in the know, is this a problem or does it go through such a standard procedure every time a purchase is made? I'm waiting for your answers, thank you. Your purchase may take up to 48 hours to process."
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I had tried to enroll 7 years ago with an account that has been deleted meanwhile. I used my id and and went through all the procedures. The fact that after 1 week of trying to pay for the program didn't go through I just deleted the account. Now I really need to have a developer account associated with my company. What can I do to get make it? Shouldn't deleting my account result also in deleting my information about the government issued id?
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I noticied that my workout session is sometimes being killed by apple when the app is in the background and it seems that the func workoutSession(_ workoutSession: HKWorkoutSession, didChangeTo toState: HKWorkoutSessionState, from fromState: HKWorkoutSessionState, date: Date) { is only being called when the app comes back into the foreground. I wonder if there is a way for us to get notified when the workout is about to die or has already been killed. Thanks
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Hello together, i want to us some classes to manage informations, which get fetched from a firestore database. My idea was, that I will have different classes for the different state of informations. The information which will be common for the different states should have the same properties. Therefore it made sense for me to have a super class which stores the main informations and derive a subclass with extra properties to store the more informations. My question is, how to define the initializer method properly, so that I can store these data informations fetched from firestore at once without any loss. Superclass (I reduced it to a minimum, just to show my principal problem): class GameInfo: Codable, Identifiable { @DocumentID var id: String? // -> UUID of firestore document var league: String var homeTeam: String var guestTeam: String enum CodingKeys: String, CodingKey { case league case homeTeam case guestTeam } init(league: String, homeTeam: String, guestTeam: String) { self.league = league self.homeTeam = homeTeam self.guestTeam = guestTeam } } the subclass should contain the GameInfo Properties and some others ... class Game: GameInfo { var startTime: Date? enum CodingKeys: String, CodingKey { case startTime } init(league: String, homeTeam: String, guestTeam: String, startTime: Date) { self.startTime = startTime super.init(league: league, homeTeam: homeTeam, guestTeam: guestTeam) } required init(from decoder: any Decoder) throws { let values = try decoder.container(keyedBy: CodingKeys.self) self.startTime = try values.decodeIfPresent(Date.self, forKey: .startTime) super.init(league: "", homeTeam: "",, guestTeam: "") } With the required init-method, informations get decoded and stored. (the data from firestore contain the league, homeTeam, guestTeam and startTime informations). The super.init() method as defined results in empty strings. But what I want is, that the league, homeTeam and guestTeam values will also be decoded from the firestore informations. But I don't know how. If I use the code super.init(league: league, homeTeam: homeTeam, guestTeam: guestTeam) within the required init() than I get the compiler error message 'self' used in property access 'league' before 'super.init' call What is wrong in my thinking ? Any help appreciated. Thanks and best regards Peter
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How to change Bundle ID in "Certificates, Identifiers & Profiles" (Edit your App ID Configuration) ? Which certificate is needed for a free Mac application (.app) ? The application need only save\restore disk data (no extension, no wifi, no In-App Purchase, etc). A very simple basic 3 windows application (type math Calculator). Do I need set some "Capabilities" (App Services) ?
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I have a new app that needs to be submitted for review this week. When I tried to submit it, I was told I could not do so because "Under the Digital Services Act, you must provide and verify information regarding your account". I am working on behalf of a large corporate customer. They are telling me that they cannot do anything without consulting their legal team, which is going to take time. In the meantime, they asked me if I could omit the European region from the app's distribution list. I tried this, but it did not work. I manage about 20 apps for different customers and I have never seen this requirement appear on any other account. Is it new? Does it only apply to certain kinds of accounts, or to new apps, or new accounts publishing their first app? If this is a European Union requirement, why is it needed if I don't distribute to EU countries? Thanks, Frank
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In my iOS app, I'm planning to use CryptoKit to decrypt a data file downloaded remotely from my backend servers. I'm only using standard cryptography provided by iOS itself (Swift CryptoKit framework). According to App Store Connect documentation: "You're required to provide documentation if your app contains any of the following: Encryption algorithms that are proprietary or not accepted as standard by international standard bodies (IEEE, IETF, ITU, etc.) Standard encryption algorithms instead of, or in addition to, using or accessing the encryption within Apple's operating system" I assume that since I am only using cryptography provided by the underlying OS itself, I can safely set ITSAppUsesNonExemptEncryption to NO. Can someone provide me with some guidance or opinion? Thank you!
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I work for a company that provides services implementing, maintaining, and publishing systems for municipalities. We have now developed an app for a municipality, but when trying to publish it, Apple is rejecting it, stating that we cannot publish on behalf of another company. On the first submission, they rejected it with: Guideline 4.1 - Design - Copycats The app or its metadata appears to contain potentially misleading content. Specifically, the app includes content that resembles Sistema da Prefeitura without the necessary authorization. Next Steps Please demonstrate your relationship with any third-party brand owners represented in the app. We obtained a digitally signed document from the municipality stating that we are responsible for their systems, authorizing everything, etc... We made a new submission for review. However, it was now rejected with: Guideline 5.1.1 - Legal - Privacy - Data Collection and Storage The app must be published under a seller and company name that is associated with the organization or company providing the services. In this case, the app must be published under a seller name and company name that reflects the MUNICÍPIO DE *** name. The guideline 5.1.1(ix) requirements give users confidence that apps operating in highly regulated fields or that require sensitive user information are qualified to provide these services and will responsibly manage their data. Next Steps To resolve this issue, it would be appropriate to take the following steps: The app must be published under a seller name and company name that reflects the MUNICÍPIO DE *** name. If you have developed this app on behalf of a client, you may resubmit the app through their account, if they have one. You may also request an update to the company name on your account by having the Account Holder edit the account information. Please note that you cannot resolve this issue with documentation showing permission to publish this app on behalf of the content owner or institution. In other words, they are now rejecting it in contradiction to what they previously requested. The municipality does not have a developer account with Apple. There is no way for them to publish this. Has anyone been through this? Any idea what we can do? Thank you in advance.
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I have an app where fans can subscribe to multiple content creators and this is implemented using a sub group for each creator. I want to add a new "all access" subscription that gets them access to everything. We are treating this as an upgrade from the individual sub. Is there a way to cancel (or swap) the individual sub when they subscribe to the bundled sub? I know within a sub group it is possible to go between sub levels, but not sure about across sub groups.
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