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Many unique app names are taken by apps that are not on the App Store. It would be nice if Apple could provide a convenient way to forward requests to the developers of those apps to remove or rename their app. This could appear in a developer's App Store Connect page as a notification on the unreleased app.
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I'm trying to upload a new app, but the pricing options is not loading.
distribution/pricing
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Every time I try to build my Vision Pro app using Xcode Cloud, I get the error "Command compileSkybox failed with a nonzero exit code". I have even tried to build a completely empty project (settings: "Volume", "Reality Kit" and "Progressive") and I still get the error. When I build the project locally, there are no errors. Does anyone have any idea what the problem is?
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Probably a long shot, but is there any way to use Xcode Cloud if I don't use any of the "big three" Git providers? My source control is Git, but it's provided by a tiny little startup called "Microsoft," (Azure Devops) and there doesn't seem to be any sort of manual config I can set up to give Xcode cloud access to it...
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I'm working on a demonstration iOS project with no code other than the default templates that Xcode provided. I'm using the latest Xcode v15.3. In storyboard I've added 2 views to the default View Controller to which I've added constraints such that by default, the first one takes up the top half of the screen and the second one roughly the remainder (bottom half of the screen). Then I've added additional constraints for a "landscape" view, i.e. using the width=regular, height=compact such that the first view takes up the left half of the screen and the second view roughly the remaining right side. In the property inspector I've toggled the "Installed" checkboxes so that the correct constraints are applied for each size class.
Both portrait and landscape views look correct in the storyboard editor, and Xcode reports no warnings.
But when I run Simulator and rotate left to landscape mode, it's not applying the wR:hC size class, and I get a "wide" format as if I hadn't added any additional constraints at all.
Is there some reason why Simulator isn't applying the correct constraints when the device gets rotated? Is this an Xcode bug or did I do something wrong? I've attached a few screen grabs from storyboard and the simulator. You can see which constraints are which based on the icon color in storyboard's document outline pane.
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I use NEHotspotNetwork.fetchCurrentWithCompletionHandle, but it gives me Nil for both SSID and BSSID
#import "FPPHotspotNetworkInfoProvider.h"
#import <NetworkExtension/NetworkExtension.h>
@implementation FPPHotspotNetworkInfoProvider
- (void)fetchNetworkInfoWithCompletionHandler:
(void (^)(FPPNetworkInfo *network))completionHandler
API_AVAILABLE(ios(14)) {
[NEHotspotNetwork fetchCurrentWithCompletionHandler:^(
NEHotspotNetwork *network) {
dispatch_async(dispatch_get_main_queue(), ^{
if (network) {
completionHandler([[FPPNetworkInfo alloc] initWithSSID:network.SSID
BSSID:network.BSSID]);
return;
}
completionHandler(nil);
});
}];
}
@end
Do I need approval from Apple for this? If so, could you please provide guidance on how to obtain it?
Thank you.
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Hi all,
I am trying to create a widget for my app but I cannot use the Preview feature of Xcode.
Xcode enters a build loop and builds the project over and over. There is no error or message. There is only a loading spinner and lots of build.
It doesn't matter how much time I wait, it never finishes.
I tried to clean the build folder, delete all preview simulators, quit, and reopen the XCode but nothing helped.
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Hello, Awhile ago I'd refactored my code to have @SceneStorage in a ViewModifier and not on a View. In Xcode 15.3, I see a runtime-only warning:
SceneStorage is only for use with SwiftUI App Lifecycle. This will become a fatal error in a future release.
Accessing a SceneStorage value outside of being installed on a View. This will always return the default value.
Creating a Binding to SceneStorage value outside of being installed on a View. This will result in a constant Binding of the default value and will not update.
I'd used a ViewModifier to encapsulate this code. Why is that different than a View?
If you are interested you can see an example here: https://github.com/bolsinga/site/blob/ffbedd7fb134675496f529cf62484ceb9b79d360/Sources/Site/Music/UI/ArchiveStorageModifier.swift#L15
Thanks for any tips!
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Hi,
I'm working on a series of scripts and utilities that process logs and generate pre-composed email reports as a consequence, and wanted to use the open "mailto:address?subject=my subject&body=..." to do so from the scripting.
to, cc, bcc, subject, and body are all obvious attributes, but what others are handled?
Emails are typically sent from a joint mail address, not the user's primary (default) mail account (but one that is also locally provisioned in Mail.app). So I'd like to force the from=address attribute as well. And the messages should be text/plain, not multipart, and the charset of us-ascii.
Where can I find the detailed handling on mailto: URL's in MacOS?
RFC-6068 is unfortunately a guideline, and doesn't flesh out many requisites.
Thanks
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Hi There,
In this new version on xCode 15.3 (15E204a) is impossible to find text inside the visual elements such as views or storyboards. Nothing containing spaces.
Does anyone knows something about it? I've googled it a lot and couldn't find anything at all.
Regards,
Pablo
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Hello, I developed a flutter app. But its crashing in review I got. I am attaching the crash report. Can someone help in that. Thanks so much
crashlog-6B4650EA-FAC7-4D88-B3B6-FC8951C5C871.txt
crashlog-D4F6B942-0A15-4613-9E43-E93BD671BA0B.txt
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After updating Xcode to version 15.3, I can't install my app either on simulator or real device on iOS 17.4.
Here is the error message I got when installing (Build succeed):
Please try again later. `Framework is missing its bundle executable. Please check your build settings to make sure that a bundle executable is produced at the path 'MyApp.app/Frameworks/GoogleMobileAds.framework/GoogleMobileAds'`
I don't have any issue when deploying on iOS 17.0.1, 17.2 or 17.3 on both sim and device. Does anyone face the same issue?
Detail of the error:
Impossible d’installer « My App »
Domain: IXUserPresentableErrorDomain
Code: 1
Recovery Suggestion: My App.app/Frameworks/GoogleMobileAds.framework is missing its bundle executable. Please check your build settings to make sure that a bundle executable is produced at the path "My App.app/Frameworks/GoogleMobileAds.framework/GoogleMobileAds".
User Info: {
DVTErrorCreationDateKey = "2024-03-18 20:12:00 +0000";
IDERunOperationFailingWorker = IDEInstallCoreDeviceWorker;
}
--
Impossible d’installer « My App »
Domain: IXUserPresentableErrorDomain
Code: 1
Recovery Suggestion: My App.app/Frameworks/GoogleMobileAds.framework is missing its bundle executable. Please check your build settings to make sure that a bundle executable is produced at the path "My App.app/Frameworks/GoogleMobileAds.framework/GoogleMobileAds".
User Info: {
IDERunOperationFailingWorker = IDEInstallCoreDeviceWorker;
}
--
Failed to install the app on the device.
Domain: com.apple.dt.CoreDeviceError
Code: 3002
User Info: {
NSURL = "file:///Users/clement/Library/Developer/Xcode/DerivedData/MyApp-dwgovybwoaicqghaqtvbngdkplip/Build/Products/Debug-iphoneos/My%20App.app/";
}
--
Impossible d’installer « My App »
Domain: IXUserPresentableErrorDomain
Code: 1
Failure Reason: Réessayez ultérieurement.
Recovery Suggestion: My App.app/Frameworks/GoogleMobileAds.framework is missing its bundle executable. Please check your build settings to make sure that a bundle executable is produced at the path "My App.app/Frameworks/GoogleMobileAds.framework/GoogleMobileAds".
--
My App.app/Frameworks/GoogleMobileAds.framework is missing its bundle executable. Please check your build settings to make sure that a bundle executable is produced at the path "My App.app/Frameworks/GoogleMobileAds.framework/GoogleMobileAds".
Domain: MIInstallerErrorDomain
Code: 71
User Info: {
FunctionName = "-[MIExecutableBundle executableExistsWithError:]";
SourceFileLine = 1580;
}
--
lstat of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.cYcAbK/extracted/My App.app/Frameworks/GoogleMobileAds.framework/GoogleMobileAds failed: No such file or directory
Domain: NSPOSIXErrorDomain
Code: 2
Failure Reason: No such file or directory
User Info: {
FunctionName = "-[MIFileManager itemExistsAtURL:error:]";
SourceFileLine = 1340;
}
--
Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : {
"device_isCoreDevice" = 1;
"device_isWireless" = 1;
"device_model" = "iPhone12,3";
"device_osBuild" = "17.4 (21E219)";
"device_platform" = "com.apple.platform.iphoneos";
"dvt_coredevice_version" = "355.24";
"dvt_mobiledevice_version" = "1643.100.58";
"launchSession_schemeCommand" = Run;
"launchSession_state" = 1;
"launchSession_targetArch" = arm64;
"operation_duration_ms" = 10200;
"operation_errorCode" = 1;
"operation_errorDomain" = IXUserPresentableErrorDomain;
"operation_errorWorker" = IDEInstallCoreDeviceWorker;
"operation_name" = IDERunOperationWorkerGroup;
"param_debugger_attachToExtensions" = 0;
"param_debugger_attachToXPC" = 1;
"param_debugger_type" = 3;
"param_destination_isProxy" = 0;
"param_destination_platform" = "com.apple.platform.iphoneos";
"param_diag_MainThreadChecker_stopOnIssue" = 0;
"param_diag_MallocStackLogging_enableDuringAttach" = 0;
"param_diag_MallocStackLogging_enableForXPC" = 1;
"param_diag_allowLocationSimulation" = 1;
"param_diag_checker_tpc_enable" = 1;
"param_diag_gpu_frameCapture_enable" = 0;
"param_diag_gpu_shaderValidation_enable" = 0;
"param_diag_gpu_validation_enable" = 0;
"param_diag_memoryGraphOnResourceException" = 0;
"param_diag_queueDebugging_enable" = 1;
"param_diag_runtimeProfile_generate" = 0;
"param_diag_sanitizer_asan_enable" = 0;
"param_diag_sanitizer_tsan_enable" = 0;
"param_diag_sanitizer_tsan_stopOnIssue" = 0;
"param_diag_sanitizer_ubsan_stopOnIssue" = 0;
"param_diag_showNonLocalizedStrings" = 0;
"param_diag_viewDebugging_enabled" = 1;
"param_diag_viewDebugging_insertDylibOnLaunch" = 1;
"param_install_style" = 0;
"param_launcher_UID" = 2;
"param_launcher_allowDeviceSensorReplayData" = 0;
"param_launcher_kind" = 0;
"param_launcher_style" = 99;
"param_launcher_substyle" = 8192;
"param_runnable_appExtensionHostRunMode" = 0;
"param_runnable_productType" = "com.apple.product-type.application";
"param_structuredConsoleMode" = 1;
"param_testing_launchedForTesting" = 0;
"param_testing_suppressSimulatorApp" = 0;
"param_testing_usingCLI" = 0;
"sdk_canonicalName" = "iphoneos17.4";
"sdk_osVersion" = "17.4";
"sdk_variant" = iphoneos;
}
--
System Information
macOS Version 14.0 (Build 23A344)
Xcode 15.3 (22618) (Build 15E204a)
Timestamp: 2024-03-18T21:12:00+01:00
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Hello, Can you please tell me why I can’t accept the developer agreement?I have a valid application, but I can’t publish a new application, it says that there is a new agreement and needs to be updated, but when I log in, it says that I’m sorry, you can’t register at the moment, your account is already linked.
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I have a general question that confusing me.
I am on M1 and I can build my app on Xcode (or create an archive) for device. Looking in to derived data I can see Debug-iphones (and simulators) folders, I can get the .app and drag/drop it to the simulator. When trying to run the app the app will crash with error:
EXEC 14 Binary with wrong platform
I understand that it wasn't build for simulators but rather it was build for devices and there fore the crash, but when thinking about it I dont understand why? (at least theoretically it shouldn't crash as it was build for arm64 ). Inspected the binary with lipo it was build for arm64. Comparing the binaries for simulator and device (with otool) I dont see a lot of difference except the rpath.
So how does IOS knows it was build for device and not simulator (wrong platform)?
is there a way to add some sort of relaxation (in the end both binaries were build for arm64).
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Our app needs the location of the current user. I was able to grant access and the authorization status is 4 (= when in use). Despite of that, retrieving the location fails at almost all times. It returns the error:
The operation couldn’t be completed. (kCLErrorDomain error 1.)
It happens in both the simulator and on the real device. On the simulator, I can sometimes trick the location to be detected by forcing a debug location in Xcode. But this does not work on the real device.
What might be the root cause of this behavior?
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We've been getting missing API declaration errors when submitting our app to App Store Connect for review. As SDK providers, while we have attempted our best effort to declare which APIs are being called in our Privacy Manifests, it's difficult to determine what we are missing especially with multiple libraries.
Only the app container is raised as the offending target, so how do we determine which dependency or even which API call is causing App Store Connect to flag errors, so we can properly declare usage in our Privacy Manifests?
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I have several apps that contain extensions. For example an App Clip, Widget, Background Assets extension, etc.
In Xcode Organizer Version 15.3 (15E204a), attempting to view crash data for these apps results in a failure. I have explicitly seen this error print out the app clip extension bundle identifier, as well as the background assets extension bundle identifier. It says the following error:
An error occurred preventing Xcode from downloading crashes list. "" failed with error: Access Restricted with bundle id: com.example.app-name.extension-name
Is anyone else experiencing this?
I created a feedback a few weeks ago, it seemed to coincide with the release of Xcode 15.3 and or the new App Store Connect metrics APIs. App IDs and bundle identifiers detailed in the feedback if anyone at Apple wants the info.
FB13677615 - Xcode: Cannot download crashes for apps that containg extensions --> "Access Restricted with bundle id:
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Context
So basically I've trained my model for object detection with +4k images. Under preview I'm able to check the prediction for Image "A" which detects two labels with 100% and its Bounding Boxes look accurate.
The problem itself
However, inside the Swift Playground, when I try to perform object detection using the same model and same Image I don't get same results.
What I expected
Is that after performing the request and processing the array of VNRecognizedObjectObservation would show the very same results that appear in CreateML Preview.
Notes:
So the way I'm importing the model into playground is just by drag and drop.
I've trained the images using JPEG format.
The test Image is rotated so that it looks vertical using MacOS Finder rotation tool.
I've tried, while creating VNImageRequestHandlerto pass a different orientation, with the same result.
Swift Playground code
This is the code I'm using.
import UIKit
import Vision
do{
let model = try MYMODEL_FROMCREATEML(configuration: MLModelConfiguration())
let mlModel = model.model
let coreMLModel = try VNCoreMLModel(for: mlModel)
let request = VNCoreMLRequest(model: coreMLModel) { request, error in
guard let results = request.results as? [VNRecognizedObjectObservation] else {
return
}
results.forEach { result in
print(result.labels)
print(result.boundingBox)
}
}
let image = UIImage(named: "TEST_IMAGE.HEIC")!
let requestHandler = VNImageRequestHandler(cgImage: image.cgImage!)
try requestHandler.perform([request])
} catch {
print(error)
}
Additional Notes & Uncertainties
Not sure if this is relevant, but just in case: I've trained the model using pictures I took from my iPhone using 48MP HEIC format. All photos were on vertical position. With a python script I overwrote the EXIF orientation to 1 (Normal). This was in order to be able to annotate the images using the CVAT tool and then convert to CreateML annotation format.
Assumption #1
Since I've read that Object Detection in Create ML is based on YOLOv3 architecture which inside the first layer resizes the image dimension, meaning that I don't have to worry about using very large images to train my model. Is this correct?
Assumption #2
Also makes me asume that the same thing happens when I try to make a prediction?
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I cannot find the bug ... but run this code (python) on torch device mps0 is slow
quicker and cpu0 or cpu1 ... but where is the bug? or run it on neural engine with cpu1?
you need a setup like this:
#!/bin/bash
export HOMEBREW_BREW_GIT_REMOTE="https://github.com/Homebrew/brew" # put your Git mirror of Homebrew/brew here
export HOMEBREW_CORE_GIT_REMOTE="https://github.com/Homebrew/homebrew-core" # put your Git mirror of Homebrew/homebrew-core here
/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install.sh)"
eval "$(/opt/homebrew/bin/brew shellenv)"
brew update --force --quiet
chmod -R go-w "$(brew --prefix)/share/zsh"
export OPENBLAS=$(/opt/homebrew/bin/brew --prefix openblas)
export CFLAGS="-falign-functions=8 ${CFLAGS}"
brew install wget
brew install unzip
conda init --all
conda create -n torch-gpu python=3.10
conda activate torch-gpu
conda install pytorch==1.8.0 torchvision==0.9.0 torchaudio==0.8.0 -c pytorch
conda install -c conda-forge jupyter jupyterlab
python3 -m pip install --upgrade pip
python3 -m pip install insightface==0.2.1 onnx imageio scikit-learn scikit-image moviepy
python3 -m pip install googledrivedownloader
python3 -m pip install imageio==2.4.1
python3 -m pip install Cython
python3 -m pip install --no-use-pep517 numpy
python3 -m pip install torch
python3 -m pip install image
python3 -m pip install timm
python3 -m pip install PlL
python3 -m pip install h5py
for i in `seq 1 6`; do
python3 test.py
done
conda deactivate
exit 0
test.py:
import torch
import math
# this ensures that the current MacOS version is at least 12.3+
print(torch.backends.mps.is_available())
# this ensures that the current current PyTorch installation was built with MPS activated.
print(torch.backends.mps.is_built())
dtype = torch.float
device = torch.device("cpu",0)
#device = torch.device("cpu",1)
#device = torch.device("mps",0)
# Create random input and output data
x = torch.linspace(-math.pi, math.pi, 2000, device=device, dtype=dtype)
y = torch.sin(x)
# Randomly initialize weights
a = torch.randn((), device=device, dtype=dtype)
b = torch.randn((), device=device, dtype=dtype)
c = torch.randn((), device=device, dtype=dtype)
d = torch.randn((), device=device, dtype=dtype)
learning_rate = 1e-6
for t in range(2000):
# Forward pass: compute predicted y
y_pred = a + b * x + c * x ** 2 + d * x ** 3
# Compute and print loss
loss = (y_pred - y).pow(2).sum().item()
if t % 100 == 99:
print(t, loss)
# Backprop to compute gradients of a, b, c, d with respect to loss
grad_y_pred = 2.0 * (y_pred - y)
grad_a = grad_y_pred.sum()
grad_b = (grad_y_pred * x).sum()
grad_c = (grad_y_pred * x ** 2).sum()
grad_d = (grad_y_pred * x ** 3).sum()
# Update weights using gradient descent
a -= learning_rate * grad_a
b -= learning_rate * grad_b
c -= learning_rate * grad_c
d -= learning_rate * grad_d
print(f'Result: y = {a.item()} + {b.item()} x + {c.item()} x^2 + {d.item()} x^3')
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I've seen that the ImageTrackingProvider allows to set the tracked images in init. But how can I add images afterwards? We have an application that loads the images dynamically at runtime.