Post

Replies

Boosts

Views

Activity

Reply to NavigationSplitView doing weird things
Let me know about posting the project, but I think I've narrowed it down to the specific snippet that causes the problem. If, let's say I add an item to items and want it to show up in the view, I can just do: filteredItems = items ...and everything works great. But part of the functionality is that the field for entering a new item title to create it searches existing items and shows only matches, and I've simplified that search down to: var tempItems = items if newText == "" { // NSLog("No filtertext. Items: \(items.count)") } else { tempItems = tempItems.filter { $0.title.lowercased().contains(newText.lowercased()) } } filteredItems = tempItems ...and if that runs and reduces the size of the list, it's fine. But if it runs again and the size increases again, then everything goes crazy. So imagine you have three items, The King, The Queen, and The Jack. If you search on "the", it doesn't reduce the list at all, so if you were to either add a new item just called "the", it'd be fine, and it would also be fine if you deleted that filter. However, if you typed the letter "i", the list would be reduced to "The King", and if you deleted that "i" filter, the full list would return, but the returned items would be non-responsive. Heeeelllllp?
4w
Reply to Unfinished transactions not being emitted on start of app
For what it's worth, I just added the code from the top of this thread into my new App in the Xcode 15 beta and it works great. I'm using the new SwiftUI hooks for subscriptions in StoreKit 2, and in a bunch of cases, it wasn't reliably finishing transactions. So I added the above code as a function invoked using the .onAppear modifier for the main view, and I literally only had to change one thing: Instead of "task = ...", I set it to "let t = ...", as it complained that "task" is a reserved word or some such. So, thanks for the snippet! Good luck!!
Aug ’23
Reply to Xcode 15 Beta 6 cannot submit to TestFlight: Invalid Toolchain
Same same. Asset validation failed Invalid Toolchain. Your app was built with an unsupported SDK or version of Xcode. If you plan to submit this build to the App Store, make sure you are using the versions listed in https://help.apple.com/xcode/mac/current/#/devf16aefe3b or later. (ID: f1d9fd43-99d8-4d4b-84ca-201f84e125f9) My app in process that I'm testing through TestFlight with a bunch of folks broke with the new iOS beta. Re-building with the new Xcode fixed it on my phone, but I can't submit for my other testers to be able to get it.
Aug ’23
Reply to Xcode cannot download and install symbols for watchOS 8.3(19S55)
OK, I think I found an annoying solution. Turn off your network on your computer. I figured it might be something to do with my network security, so I checked my Eero settings and there was an available update. So I ran it, and as soon as the network connection went down, I could build and run on my phone without it complaining about the problem. The network came back up, and I can still build. So there you go.
Feb ’22
Reply to How to resolve the "this application is not recognized by Game Center" error
Ho-ly heck. I can only imagine that the folks at Apple rebooted something or shook something loose, because I've been doing the add-a-leaderboard and add-an-achievement thing repeatedly for days, and this time, after they decided that my case was a "code level inquiry", it suddenly started working. I've literally done this every day for the past week. But now it works, so I'm happy. So the short answer to the question is: Follow the steps they recommend. Beyond the steps they recommend, add a leaderboard and an achievement. If that doesn't work, open a developer support ticket. Once they reject the ticket, try adding another leaderboard or an achievement. ??? Profit! Anyway, I'm happy it works. Thanks for checking in and following up on this post!
Jan ’22
Reply to How to resolve the "this application is not recognized by Game Center" error
Quick update for the folks following this issue: Apple support asked me for more details yesterday, and I provided those details last night. This morning, I got a notification that it's been escalated to a senior advisor on the developer support team. I let them know that, based on the up-votes and comments this has gotten, a resolution would make a lot of people happy. Of course, they can't promise an exact time frame, but I have to say, I'm impressed so far with their engagement. I'm feeling hopeful! Finally, whatever useful information I get from my case, I'll post here ASAP so you can benefit from it, too!`
Jan ’22
Reply to How to resolve the "this application is not recognized by Game Center" error
I hope it's clear in the question, but I've looked at a number of other similar questions in the forums, and while some respondents indicate that adding a leader board or an achievement or both fix the problem, that hasn't seemed to be the case for me. I'm happy to try anything else... Like is there a GameCenter equivalent of the old App Store sandbox that I'm supposed to test against? I thought the sandbox went away a few years ago, but I'm grasping at straws here.
Jan ’22
Reply to Xcode beach-balling regularly, don't know what to do.
OK, so I removed two Apple Arcade games, the older non-pro Pixelmator, Discord, and Signal. And now Xcode isn't beach-balling anymore. I *think* I had Signal in place already when Xcode was working before. Discord, now that I think about it, is almost certainly a more recent addition. I totally doubt that Pixelmator is an issue--and I'm almost certain it was already in place--but I did buy Pixelmator Pro, so I don't really need Pixelmator anymore. I didn't delete Pix'Pro, and everything's fine. So I'm thinking about trying to re-add them one at a time to see if Xcode breaks again, but the good news is that after a bunch of random thrashing, something seems to have worked.
Jan ’21