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Does SwiftData copy the Core Data store to the app group container automatically?
While reading the developer documentation article Adopting SwiftData for a Core Data App, one particular line piqued my interest. For apps that evolve from a version that doesn’t have any app group container to a version that has one, SwiftData copies the existing store to the app group container. Given how troublesome it has been to migrate the Core Data persistent store to an app group container, I decided to try this out myself. I created an Xcode project using the default Core Data template. I then added a few Item objects with timestamps. There, I had what we would consider a regular Core Data app. I then created a widget extension for this app since this is one of the most common uses for adopting an app group in an Xcode project. After that, I linked the main target with the widget extension using an app group. In the widget extension, I tried to fetch the Item objects. I utilized the SwiftData code in the sample project associated with the article above. struct Provider: TimelineProvider { private let modelContainer: ModelContainer init() { let appGroupContainerID = "group.com.genebogdanovich.CoreDataSwiftDataAppGroup" guard let appGroupContainer = FileManager.default.containerURL(forSecurityApplicationGroupIdentifier: appGroupContainerID) else { fatalError("Shared file container could not be created.") } let url = appGroupContainer.appendingPathComponent("CoreDataSwiftDataAppGroup.sqlite") print("\(url)") do { modelContainer = try ModelContainer(for: Item.self, configurations: ModelConfiguration(url: url)) } catch { fatalError("Failed to create the model container: \(error)") } } } func getTimeline(in context: Context, completion: @escaping (Timeline<Entry>) -> ()) { Task { @MainActor in let fetchDescriptor = FetchDescriptor<Item>() let items: [Item] = try! modelContainer.mainContext.fetch(fetchDescriptor) print(items) let entry = SimpleEntry(date: .now, emoji: "😀", count: items.count) let timeline = Timeline(entries: [entry], policy: .never) completion(timeline) } } The fetch yielded no results. However, as I explored the app group directory in the file system, I found a .sqlite file. That is interesting because SwiftData creates .store files by default. So, I am guessing that SwiftData did copy something. Or the ModelContainer initializer just created another empty SQLite file since the fetch returned zero results. I would highly appreciate someone elaborating on that quote from the documentation.
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Enrollment Issue
It's been more than 4 days since I create my developer's account and payments been successful but I still haven't recieved any instigation on the enrolment completion. How long does it usually take?
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App review rejection due to business model issue
Hi, I have built an app for my company where we are providing users to purchase our food bars via the app and then what they purchase , we will deliver to people in conflict effected or disaster effected areas. The purchase is done via stripe and apple pay. The food bars are made of Spirulina and is full of energy and protein. Currently this is available via our web platform. My app was rejected as my company is not a recognized non profit. I would like to know how I can get my app approved. The only viable option given for me via app review was to take my payment screen to a web platform as donations. However I would like to know if the issue is that the app is making users believe they are donating, by me changing the wordings, images , and structure of the app to ensure users know that they are purchasing the food bars and we are only delivering, will is help is app being approved by app store review.
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CGImageDestinationAddImageFromSource causes issues in iOS 18 / macOS 15
There seems to be an issue in iOS 18 / macOS 15 related to image thumbnail generation and/or HEIC. We are transcoding JPEG images to HEIC when they are loaded into our app (HEIC has a much lower memory footprint when loaded by Core Image, for some reason). We use Image I/O for that: guard let source = CGImageSourceCreateWithURL(inputURL, nil), let destination = CGImageDestinationCreateWithURL(outputURL, UTType.heic.identifier as CFString, 1, nil) else { throw <error> } let primaryImageIndex = CGImageSourceGetPrimaryImageIndex(source) CGImageDestinationAddImageFromSource(destination, source, primaryImageIndex, nil) When we use CGImageDestinationAddImageFromSource, we get the following warnings on the console: createImage:1445: *** ERROR: bad image size (0 x 0) rb: 0 CGImageSourceCreateThumbnailAtIndex:5195: *** ERROR: CGImageSourceCreateThumbnailAtIndex[0] - 'HJPG' - failed to create thumbnail [-67] {alw:-1, abs: 1 tra:-1 max:4620} writeImageAtIndex:1025: ⭕️ ERROR: '<app>' is trying to save an opaque image (4620x3466) with 'AlphaPremulLast'. This would unnecessarily increase the file size and will double (!!!) the required memory when decoding the image --> ignoring alpha. It seems that CGImageDestinationAddImageFromSource is trying to extract/create a thumbnail, which fails somehow. I re-wrote the last part like this: guard let primaryImage = CGImageSourceCreateImageAtIndex(source, primaryImageIndex, nil), let properties = CGImageSourceCopyPropertiesAtIndex(source, primaryImageIndex, nil) else { throw <error> } CGImageDestinationAddImage(destination, primaryImage, properties) This doesn't cause any warnings. An issue that might be related has been reported here. I've also heard from others having issues with CGImageSourceCreateThumbnailAtIndex.
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Integrating Sales Software with Website Payment via Apple Pay
Hi. I have reviewed the process of integrating Apple Pay on the web, but I still don’t understand how to implement it. For example: I currently have software A and a payment website that my software provides to restaurants. So, how can I integrate Apple Pay on the restaurants' payment websites? I read that to integrate, we need to register for a Merchant ID with Apple Pay. So, is it the restaurants or the software provider who should register? Each restaurant will have a different website domain -> does that mean when registering the Merchant ID, the website domain is the payment website of each restaurant? When Apple Pay provides the verification file, the sales software (i.e., the payment website) must help the restaurants upload that file to the payment website of each restaurant, right? To verify if it is valid or not depends on Apple Pay, right? If it is valid, the Apple Pay payment button will be displayed, correct?
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ServiceWorkers is not working in iFrame
I have tried to initialize service workers, but they only work in the WebView. When I open an iframe from that WebView, they do not function. Below is my implementation. Is this an issue because iOS does not support service workers in iframes? Please help me answer this. :man-bowing: self.addEventListener('install', event => { // Apply this service worker immediately self.skipWaiting(); }); const putInCache = async (request, response) => { const cache = await caches.open("v1"); await cache.put(request, response); }; const customCache = async ({ request, preloadResponsePromise }) => { }; self.addEventListener("fetch", (event) => { event.respondWith( customCache({ request: event.request, preloadResponsePromise: event.preloadResponse, }), ); });
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Apple developer subscription renewal
Good morning, I'm new to the apple developer program and I'm working with someone I'm not in the same continent with. If I travel for a long time and I have to renew my subscription ($99), will there be a risk that my card for this new residence will not work? If I subscribe with a card from a well-defined region, will I necessarily need a card from this region for renewal? Thanks…
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How to Use System Keychain for Password Storage in an Authorization Plugin with Custom UI?
Hello developers, I'm currently working on an authorization plugin for macOS. I have a custom UI implemented using SFAuthorizationPluginView, which prompts the user to input their password. The plugin is running in non-privileged mode, and I want to store the password securely in the system keychain. However, I came across an article that states the system keychain can only be accessed in privileged mode. At the same time, I read that custom UIs, like mine, cannot be displayed in privileged mode. This presents a dilemma: In non-privileged mode: I can show my custom UI but can't access the system keychain. In privileged mode: I can access the system keychain but can't display my custom UI. Is there any workaround to achieve both? Can I securely store the password in the system keychain while still using my custom UI, or am I missing something here? Any advice or suggestions are highly appreciated! Thanks in advance! 😊
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Lightning headphone adapter modes
I'm developing an app that plays a WAV file through the Lightning headphone adapter. When i connect the adapter, a prompt appears asking whether to select "Headphones" or "Other Device" What does this setting actually do? I've noticed that it affects the maximum amplitude (volume) of the WAV output. Could you explain the precise difference between these two modes?
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searchable issue on iOS 18
Starting with iOS 18, the behavior of searchable and searchSuggestions differs from previous versions. In iOS 17.5, searchSuggestions remained visible even after selecting an item and navigating away. However, in iOS 18, searchSuggestions are dismissed after navigation. Is there a way to keep searchSuggestions visible after navigation, as in iOS 17.5? struct ContentView: View { @State private var query = "" var body: some View { NavigationStack { Color.red .searchable(text: $query) .searchSuggestions { NavigationLink("Element") { Color.blue } } } } } iOS 18.1 iOS 17.5
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Crash occurs in both @MainActor classes and functions on iOS 14
Crash occurs in @MainActor class or function in iOS 14 Apps built and distributed targeting Xcode 16 version swift6 crash on iOS 14 devices. We create a static library and put it in our app's library. Crash occurs in all classes or functions of the static library (@MainActor in front). It does not occur from iOS / iPadOS 15. If you change the minimum supported version of the static library to iOS 11, a crash occurs, and if you change it to iOS 14, a crash does not occur. Is there a way to keep the minimum version of the static library at iOS 11 and prevent crashes?
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Seeking Assistance: 500 UNEXPECTED_ERROR Encountered
Issue faced on : 25 november 9:23AM when trying to reply to customer-reviews through this endpoint : https://api.appstoreconnect.apple.com/v1/customerReviewResponses getting error as 500 Unexpected -error . API Response : { "status": "500", "code": "UNEXPECTED_ERROR", "title": "An unexpected error occurred.", "detail": "An unexpected error occurred on the server side. If this issue continues, contact us at https://developer.apple.com/contact/." } API Requestbody : { "data": { "type": "customerReviewResponses", "attributes": { "responseBody": "Hi, thank you so much for your kind words and for sharing your positive experience! We're thrilled that you love the redeem points and their instant use. Keep exploring Tata Neu! _Meghal" }, "relationships": { "review": { "data": { "type": "customerReviews", "id":"here is id of comment" } } } } } API Headers : Authorization: Bearer {Token} Content-Type: application/json API URL : https://api.appstoreconnect.apple.com/v1/customerReviewResponses
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I have a question regarding particle emitters on realityKit
I am currently developing a game that runs on VisionOS using RealityKit and Swift. I have a question regarding particle emitters. It seems that there is a sorting order (render queue) between particle emitters themselves, but there doesn’t appear to be a render queue between particle emitters and regular model entities. If such a feature exists, could you please provide a simple example? Thank you!
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calling SCNetworkReachabilityGetFlags in iOS16 does not return the correct flags as expected
Hi I just encountered an reachability detection problem by calling SCNetworkReachabilityGetFlags function in iOS 16. what did I do: on device iPhone 12, iOS 16.1.1, turn on Airplane Mode, call SCNetworkReachabilityGetFlags, got flags = kSCNetworkReachabilityFlagsTransientConnection | kSCNetworkReachabilityFlagsReachable on device iPhone 7, iOS 14.5.1, turn on Airplane Mode, call SCNetworkReachabilityGetFlags, got flags = 0 what I expect: I'm expecting SCNetworkReachabilityGetFlags on my iOS 16.1 device behave same as my iOS 14.5 device, returning flags = 0. It's inappropriate returning kSCNetworkReachabilityFlagsReachable in this case. Thank you!
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Dismissing a Window that contains MTKView no longer updates
I'm writing a swift app that uses metal to render textures to the main view. I currently use a NSViewRepresentable to place a MTKView into the window and a MTKViewDelegate to perform the metal operations. It's running well and I see my metal view being updated. However, when I close the window (either through the user clicking the close button or by programatically using the appropriate @Environment(\.dismissWindow) private var dismissWindow) and then reopen the window, I no longer receive calls to MTKViewDelegate draw(in mtkView: MTView). If I manually call the MTKView::draw() function my view updates it's content as expected, so it seems to be still be correctly setup / alive. As best as I can tell the CVDisplayLink created by MTKView is no longer active (or at least that's my understanding of how the MTKView::draw() function is called). I've setup the MTKView like this let mtkView = MTKView() mtkView.delegate = context.coordinator // My custom delegate mtkView.device = context.coordinator.device // The default metal device mtkView.preferredFramesPerSecond = 60 mtkView.enableSetNeedsDisplay = false mtkView.isPaused = false which I was hoping would call the draw function at 60fps while the view is visible. I've also verified the values don't change while running. Does anyone have any ideas on how I could restart the CVDisplayLink or anyother methods to avoid this problem?? Cheers Jack
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