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If I drag something into my SwiftUI Mac app the .dropDestination gets an array of URLs that I can do with what I want. If I use .fileImporter to get an identical array of URLs I should wrap start/stop securityScopedResource() calls around each URL before I do anything with it. Can anyone explain the logic behind that? Is there some reason I'm not seeing? It is especially annoying in that the requirement for security scoping also doesn't exist if I use an NSOpenPanel instead of .fileImporter.
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Recently (I'm not sure exactly when), the "Sign in to Game Center" banner started appearing at the top of my app when the app sets the GC authentication handler and there is no Game Center player currently signed in on the device: So far so good. But if the banner is tapped, a full "Sign In to Game Center" modal view automatically appears and covers the app without notification: This is not the sign-in view controller that the GC authentication handler normally passes when a player is not signed in, which previously gave my app control over when to present it. My app is unaware that it is covered by this new sign-in screen. Is there any way for my app to know when the user taps the "Sign In" banner and causes this new automatic sign-in screen to appear? I need to pause my game while it is covered up. In general, is there a way for my view controller to be notified when it has been covered by a modal view controller that's outside my app's control?
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I have a RealityKit based app in TestFlight and I see the following crash happening twice. It appears to be coming from the RealityKit framework itself in cv3d::applecv3d::concurrent_sd::SurfaceDetection::PushAndDetect has anyone seen this before and have you discovered what is causing it? Thread 32 Crashed: 0 libsystem_kernel.dylib 0x00000001cfd81fbc __pthread_kill + 8 (:-1) 1 libsystem_pthread.dylib 0x00000001f271f680 pthread_kill + 268 (pthread.c:1681) 2 libsystem_c.dylib 0x000000019069ab90 abort + 180 (abort.c:118) 3 Recon3D 0x0000000211b8cd7c cv3d::acv::surfacedetection::DepthMapPlaneDetector::detect(cv3d::esn::arr::ArrayView<float const, cv3d::esn::dim::DX<2u>, float const*>, cv3d::esn::arr::ArrayView<float const, cv3d::esn::dim::DX<2u... + 6136 (DepthMapPlaneDetector.cpp:346) 4 Recon3D 0x0000000211bb0fe4 cv3d::acv::surfacedetection::SurfaceDetector::detectAndTrack(cv3d::acv::surfacedetection::SurfaceDetector::DetectAndTrackWithDepthParams const&) + 844 (SurfaceDetector.cpp:635) 5 Recon3D 0x000000021142fd24 cv3d::applecv3d::concurrent_sd::SurfaceDetection::PushAndDetect(cv3d::applecv3d::concurrent_sd::InputSemanticsWithDepthBundle const&) + 2672 (SurfaceDetection.cpp:645) 6 Recon3D 0x00000002114678ec cv3d::kit::concurrency::detail::ProcessorInputMessageHandlingStrategy<cv3d::applecv3d::concurrent_sd::InputSemanticsWithDepthBundle, std::experimental::expected<cv3d::applecv3d::concurrent_sd::Surf... + 92 (ProcessorInputMessageHandlingStrategy.h:136) 7 Recon3D 0x00000002114675b4 std::__1::__function::__func<void cv3d::kit::concurrency::detail::Processor<cv3d::applecv3d::concurrent_sd::InputSemanticsWithDepthBundle, std::experimental::expected<cv3d::applecv3d::concurrent_sd... + 184 (function.h:356) 8 Recon3D 0x0000000211794330 void std::__1::__invoke_void_return_wrapper<void, true>::__call<std::__1::future<void> cv3d::esn::thread::IWorkQueue::DispatchAsync<void>(std::__1::function<void ()>&&)::'lambda'()&>(std::__1::futu... + 68 (invoke.h:487) 9 Recon3D 0x0000000212387830 dispatch_async_C_CallBack + 76 (GrandCentralDispatchUtil.cpp:94) 10 libdispatch.dylib 0x00000001905e2300 _dispatch_client_callout + 20 (object.m:561) 11 libdispatch.dylib 0x00000001905e9964 _dispatch_lane_serial_drain + 956 (queue.c:3885) 12 libdispatch.dylib 0x00000001905ea3f8 _dispatch_lane_invoke + 432 (queue.c:3976) 13 libdispatch.dylib 0x00000001905eb6a8 _dispatch_workloop_invoke + 1756 (queue.c:4485) 14 libdispatch.dylib 0x00000001905f5004 _dispatch_root_queue_drain_deferred_wlh + 288 (queue.c:6913) 15 libdispatch.dylib 0x00000001905f4878 _dispatch_workloop_worker_thread + 404 (queue.c:6507) 16 libsystem_pthread.dylib 0x00000001f271b964 _pthread_wqthread + 288 (pthread.c:2629) 17 libsystem_pthread.dylib 0x00000001f271ba04 start_wqthread + 8 (:-1)
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We have a local environment for testing our cloud WebRTC products. The media application runs locally on a MacBook along with a node.js server application. We connect using a web page which establishes connections. Our media application can be configured to use the localhost interface by default but also supports any non-localhost interface. On my MacBook (M1, macOS 14.3.1) I can no longer use the non-localhost interface. Wireshark captures show that STUN messages from the web application fail to get responded to on the non-localhost interface. Others who use a similar setup and the same software versions do not experience this issue. This used to work for me as well. What are my options for debugging this issue? Thanks, Bob
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Hello everyone, I'm currently seeking information on developing a new app for my pet supplies business based in the United Kingdom. Although I already have a website, https://www.petstruehouse.co.uk/, I'm interested in exploring the steps involved in creating an app, including budgeting, choosing the appropriate tech stack, and considering other pertinent factors before embarking on this project.
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Hello dear when i use geolocator after i'll get this error Could not build the precompiled application for the device. Error (Xcode): Undefined symbol: OBJC_CLASS$_LocationServiceStreamHandler Error (Xcode): Undefined symbol: OBJC_CLASS$_PositionStreamHandler Error (Xcode): Linker command failed with exit code 1 (use -v to see invocation) Error launching application on iPhone. and didn't app running so plz guide i'm a too much upset
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would i need to provide 2 sets of screenshot for apple store if my app have iphone and ipad version? My submissions has been rejected for iPad screenshot error. My iPad screen shot is using the same version as iPhone. My app has 2 version, iPhone and iPad
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My company applied for Developer Enrolment (US-based) 4 weeks ago. The last time I did this with an international company enrolment approval took two business days. In those 4 weeks, we were hassled for endless documents and explanations (for a simple incorporated company!). We provided the last document that Apple requested about 8 days ago. They're not even asking for anything anymore. They just keep saying by email that our enrolment is under review. All requests for information, clarity, substance on the delay - completely ignored. Not denied, ignored. Is there anything that can be done about this or someone who can be spoken with? I can't believe Apple treats future developers (and corporate ones at that) so poorly.
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To apply this IpV6 support in the App, you have to implement some code within the App. Although I've done the settings in the share folder.
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I have a smart camera device that can be added as an accessory to a homeKit. I want to implement a subset of functionalities of the smart camera behind a paid subscription or a paywall. Anyone aware if this has been done before? i.e. conditionally exposing services on a Homekit accessory as a paid feature? So far neither have I seen any such examples and also nowhere in the apple docs does it say that you can't. So looking for any information regarding this. The questions are Does apple support paid services in Homekit accessories? If not, does it prevent people from implementing customized solutions?
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Dear all, I have the following code in a view: import SwiftUI struct RosaView: View { @State var rosa: [Rosa] = Rosa.testRosa() @State private var apriNuovoGiocatore = false @State var stagione: String = "2023/2024" var rosaFiltrata: [Rosa] { Rosa.testRosa().filter { $0.stagione == stagione } } @State private var selezioneGiocatore: Rosa.ID? = nil @State private var ordine = [KeyPathComparator(\Rosa.ruoloGiocatore)] var body: some View { VStack(alignment: .leading) { Text("Stagione: \(stagione)") .fontWeight(/*@START_MENU_TOKEN@*/.bold/*@END_MENU_TOKEN@*/) .font(.headline) .foregroundColor(/*@START_MENU_TOKEN@*/.blue/*@END_MENU_TOKEN@*/) .padding() Table(rosaFiltrata, selection: $selezioneGiocatore, sortOrder: $ordine) { TableColumn(Text("Nome").foregroundStyle(.blue), value: \.nomeGiocatore) TableColumn(Text("Cognome").foregroundStyle(.blue), value: \.cognomeGiocatore) TableColumn(Text("Ruolo").foregroundStyle(.blue), value: \.ruoloGiocatore) TableColumn(Text("Data di nascita").foregroundStyle(.blue), value: \.nascitaGiocatore) TableColumn(Text("Età").foregroundStyle(.blue)) { Rosa in Text("\(Rosa.etàGiocatore)") } } } .frame(width: 900, height: 400) .toolbar { Button { apriNuovoGiocatore = true } label: { Image(systemName: "person.badge.plus") .foregroundColor(/*@START_MENU_TOKEN@*/.blue/*@END_MENU_TOKEN@*/) } .sheet(isPresented: $apriNuovoGiocatore, content: { nuovoGiocatore() }) } .navigationTitle("Rosa") } } struct nuovoGiocatore: View { @Environment(\.dismiss) var dismiss @State var nomeNuovoGiocatore: String @State var cognomeNuovoGiocatore: String @State var nascitaNuovoGiocatore: String @State var ruoloNuovoGiocatore: String @State var etàNuovoGiocatore: Int var body: some View { NavigationStack { Form { TextField("Nome:", text: $nomeNuovoGiocatore) TextField("Cognome:", text: $cognomeNuovoGiocatore) } .navigationTitle("Nuovo giocatore") .toolbar { Button("Cancel") { dismiss() } Button("Aggiungi giocatore") { let nuovoGiocatore = Rosa(stagione: "2023/2024", nomeGiocatore: nomeNuovoGiocatore, cognomeGiocatore: cognomeNuovoGiocatore, nascitaGiocatore: nascitaNuovoGiocatore, etàGiocatore: etàNuovoGiocatore, ruoloGiocatore: ruoloNuovoGiocatore) Rosa.testRosa().append(nuovoGiocatore) dismiss() } } } } } #Preview { RosaView() } On this, I'm getting a strange error which is "Failed to produce diagnostic for expression; please submit a bug report (https://swift.org/contributing/#reporting-bugs)" in the "var body: some View" statement of the view "nuovoGiocatore". How can I avoid it? Am I doing something wrong in the coding? Thanks, A.
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Hello guys, I've been dealing with one error in my xcode cloud configuration. I want to auto-deploy the app version to Testflight on something is merged to main branch. Of course if I do at my local environment it works perfect. But when I try to execute it at XCode Cloud I've got this error. I really don't have any idea about how to fix it. Thanks a lot for your time 😊 Invalid Signature. The main app bundle SyncTion at path SyncTion.app has following signing error(s): valid on disk SyncTion.app: does not satisfy its designated Requirement SyncTion.app: explicit requirement satisfied . Refer to the Code Signing and Application Sandboxing Guide at http://developer.apple.com/library/mac/#documentation/Security/Conceptual/CodeSigningGuide/AboutCS/AboutCS.html and Technical Note 2206 at https://developer.apple.com/library/mac/technotes/tn2206/_index.html for more information.
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We are implementing Sign Up with Apple ID and facing the following issue: Email is returned only on the first response. All subsequent responses for this user do not return email. But our system is email-driven. So, if user first signs up on our TST environment then we will not be able to Sign up this user on UAT and Prod without an email in response. Could anyone please advise how to approach this problem.
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Today our members randomly experiencing an issue with paid memberships on 2 of our apps. Some paying members experienced unexpected switch back to free accounts (no longer receiving premium benefits) This has happened with out any changes or updates being made to our app code or within app connect. Furthermore, we're seeing two additional problems: Premium Membership Prices Not Loading: The price information on the premium membership page is stuck on "loading" and isn't displaying correctly. Existing Paid Members Missing Benefits: Even though their subscriptions appear active on the Apple platform, existing premium members are no longer receiving their premium benefits. Since we haven't made any changes on our end, we suspect this might be related to a recent modification on the Apple backend. Has anybody else experienced something similar? Thank you
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We have a use case where we want to have two different builds of our app in TestFlight: one for the test environment and another for production. Each build has a different .env file associated with it, containing different values based on the environment. The test build will only be used by internal testers, whereas the production build will be used by both internal and external testers. I know there was a way years ago to append a suffix to the build number, something like 0.18.1-test, so we could specify which build specifically uses the test environment variables. However, when I try to submit a build to TestFlight with any alpha characters in the build number, App Store Connect rejects it with the error message: '0.18.1-test' is not a valid value for the attribute 'cfBundleShortVersionString'. Are there any current best practices or official guidelines from Apple on handling a scenario like this? What's the recommended approach for differentiating between test and production builds in TestFlight? Our first solution was to place all our test builds in VS App Center and production builds in TestFlight. However, Microsoft recently announced that VS App Center is being retired next year and recommends using TestFlight instead for iOS builds. So, we're looking for a solution that will work with TestFlight going forward.
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After 5 days my individual developer account is still pending. I understand there could be delays if I'm outside of the country, but I'm not. I've sent emails and have received no response - there doesn't appear to be a number I could call. The only thing that wasn't delayed, was Apple taking the $99 immediately from my account.
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Here is a post to gather findings in case anyone found out what this new API does. Apple did not include any comments or documentation and due to the generic naming we don't know what this API might does. https://developer.apple.com/documentation/deviceactivity/deviceactivityauthorization?changes=latest_major
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Hi there, I'm reaching out to inquire about compatibility restrictions regarding the 8BitDo Ultimate 2.4G Wireless Controller on macOS systems, particularly its functionality with third-party applications such as Construct 3, a browser-based game development software. As an indie game developer, I recently acquired the 8BitDo Ultimate controller for its touted compatibility and functionality. While I've primarily used it in Bluetooth mode on my Mac without encountering any significant issues, I've stumbled upon a peculiar problem when using the controller while developing projects in Construct 3, specifically within the preview mode of the game engine. In attempting to test my projects using Construct 3's preview feature, the controller fails to detect any of my inputs. This is particularly confounding as the controller operates flawlessly when I export a proper macOS build of the game from the engine and play it externally. To further investigate, I experimented with Nintendo Switch Joy-Cons, which surprisingly worked seamlessly without encountering any issues during testing within Construct 3's preview mode. Upon reaching out to both Construct 3 and 8BitDo customer support, I was informed that the compatibility restriction with third-party controllers on macOS is due to limitations imposed by Apple, which are beyond their control. Consequently, I sought assistance from Apple Developer Program Support, who directed me to contact the Code-level Technical Support team or inquire on the developer forum. The lack of compatibility with crucial development tools like Construct 3 significantly hampers my workflow as an indie developer, and I'm eager to find a resolution to this issue. Thank you for your time, and I'm hopeful that someone within the community might be able to provide guidance on this matter.
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I am having a bundled application(.app file) and I am wanting to run this application via ssh session which does not have GUI access. Launching this application in a desktop GUI session, runs the application perfectly. However, on running it on the same machine via ssh session produces an error. Note: My application does not bring up any GUI window(it' just produces some logs on the terminal), so running it in a non-GUI environment should have worked. I get the below error when trying to launch the unix exe in the .app bundle( ./Myapp.app/Contents/MacOS/Myapp ) on the terminal. I have observed that applicationDidFinishLaunching(_:) gets called and then the below error occurs. +[NSXPCSharedListener endpointForReply:withListenerName:replyErrorCode:]: an error occurred while attempting to obtain endpoint for listener 'ClientCallsAuxiliary': Connection interrupted I tried running other bundled applications via ssh, but all seems to produce the same error. Can someone confirm Is running bundled application in a non GUI session not allowed by Apple. If its allowed, how can I solve this? Even running the .app file using the open command fails to launch the application, although it produces a different error which is consistent across different applications.
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We are using apple's verifyReceipt API. (https://buy.itunes.apple.com/verifyReceipt) In one receipt, it returns a status of 21005. This probrem is occured by not all receipt but one receipt. The documentation describes it as "The receipt server was temporarily unable to provide the receipt. Try again.". (https://developer.apple.com/documentation/appstorereceipts/status) However, after more than a month, the API still returns the same status for this receipt. Does anyone know the cause of this?
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