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How are you supposed to test Mac apps that support Mac OS earlier than 12?
Our QA team is trying to test our application on all platforms we support, but Apple has inexplicably blocked installation of TestFlight on OS 11. Does anyone know the rationale behind this, or how we're supposed to distribute test builds in an orderly manner now? Having to make ad-hoc builds piecemeal and E-mail them around with duplicated instructions is not exactly professional. Thanks for any insight!
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692
Jan ’22
Have you had a spurious build appear in App Store Connect / Testflight?
I had just uploaded a new build of my app and it had been processed. I went to submit it for beta testing, when I noticed another build with the next build number "processing." But I never submitted any such build. I went back to my project and double-checked the version number. It was what I expected it to be: one lower than this mysterious build that suddenly appeared. App Store Connect now shows that this mystery build is ready to be submitted. I'm the only developer on this app. Has anyone seen this before? Thanks!
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681
Dec ’21
Xcode just added a bogus import statement to a source file by itself. WTH?
After a minor source-code change, my project wouldn't build anymore; Xcode raised dozens of errors complaining about a missing module and loads of other issues. Lately Xcode (13.1) has been spewing spurious errors on a regular basis, highlighting allegedly erroneous source lines with repeated instances of the same complaint... but declaring 'build succeeded" in the status bar at the top of the screen and running the app successfully. This is happening on two systems, one Intel and the other Apple Silicon. I've not found any explanation. Cleaning and deleting DerivedData don't fix it. So I've learned to ignore these "errors." But this time the build really was failing, so I looked at the first error. Xcode had inserted a line (into a years-old file) that attempted to import a nonexistent module. The name ("SwiftProtobufTests") appears in the package-definition file of a subproject (which builds Google protocol-buffer support in Swift). But it's not referred to or used anywhere, and I certainly didn't change anything in this source file related to it. Has anybody else had this happen? Xcode seems to have suffered from major regressions lately; it's barely stable enough to use right now. There are other insidious signs of internal problems. For example, when Xcode offers to "fix" an erroneous line (whether the error is real or not), it often inserts the fix into the wrong place in the text, garbling it and causing syntax errors. It also inserts missing cases in switch statements (after the "must be exhaustive" error) at the wrong level in the hierarchy, also causing an error. Again, this is happening on two systems, one a brand-new M1 Pro that was set up from scratch.
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804
Dec ’21
UIButton's setImage(_:for:) breaks "highlighted adjusts image"
My app has a lot of buttons that indicate their "on" state with a special image, assigned in Interface Builder to the Selected state. There's a different image assigned to the Default state, for "off." I found that when the user tapped a button that was "on," iOS insisted on redrawing it with the Default image. It turns out that Interface Builder misrepresents button states as exclusive: default highlighted selected disabled Wrong. For example, a button can be selected AND highlighted. That was the problem in my case, which you can solve programmatically by doing a union of states like this: thirdsButton.setImage(UIImage(named: "frame_guide_3x3"), for: UIControl.State.selected.union(.highlighted)) That actually does work... but it breaks "highlighted adjusts image," where iOS will dim the button slightly on contact. Now the user doesn't get any feedback upon pressing the button. Known defect?
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753
Nov ’21
How do you ensure one of your app's hotkeys isn't reserved?
I was just stymied by a bug report of a hotkey not working in my app that I couldn't reproduce. It turned out that Mission Control hijacks Ctrl-arrow hotkeys, but I have all that turned off on my system. How do you check a hotkey you're planning to use in your app against ones in use by the OS? A Web search on this issue turns up plenty of questions but no answers that I've seen. Another annoyance is that the menu bar showed that the hotkey was going to work.
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635
Mar ’21
For Catalyst, how do we conditionally link with a Mac OS framework?
I wrote an iOS app that I've been able to run under Catalyst. It uses Bluetooth to communicate with devices (although this doesn't work in the Catalyst version for some reason; not what I'm asking about). On the Mac, I want to use serial communications through a USB-to-serial interface. I have a framework for Mac OS that does this. How would I link this framework into the Mac build created by Catalyst, but omit it from the iOS build? Thanks for any insight.
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501
Aug ’20
How do you tell Xcode where each version of a framework is, for each target platform?
I have three builds of the same framework: one for iOS, one for the simulator, and one for Mac OS. I do not have the framework source. I can't find where you specify the path to the correct version of a framework for each target platform. How do you provide the linker with the path to the correct version of a framework for each target platform (iOS, simulator, and now Mac)? I can't make separate projects, because to build an iOS app for Mac using Catalyst, you have to enable the iPad as a target at the same time as the Mac. I thought Xcode's General page for the target, under "Frameworks, Libraries, and Embedded Content" looked promising. Next to each entry in the frameworks list, there's a drop-down that lets you specify platforms. But it won't let you add two frameworks with the same name. So I gave the Mac version a different name... but Xcode complains that it can't find it. But right-clicking on it in the frameworks list and saying "Reveal in Finder" goes right to it. 😡
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2.2k
Jul ’20
UISegmentedControl is currently unusable?
Our application has a "dark" palette, with mostly black or charcoal backgrounds. This is creating a major problem in Apple controls that ignore (or don't even offer) control over text and background color.One good example is the segmented control. I just read through a tutorial on theming and the Appearance facility, but this does not appear to provide sufficient control to overcome the problems with UISegmentedControl. I'm mystified by the universally illegible appearance of this thing. What do we do here?I can't use the mode override because we don't want to require iOS 13, but that doesn't even appear to be the problem in this case.https://i.imgur.com/9dQpTdl.pngThanks for any insight.
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595
Mar ’20
Has anyone gotten "behaviors" to work?
After repeatedly wasting time waiting for my app to launch, only to find that the build failed... I set a preference in the Behaviors panel to "navigate to first new issue" on failures. This does nothing. I've also tried "navigate to current log," which also does nothing.Also: These preferences appear to be missing the most useful option: Navigate to first error (not warning) in current log. If a build fails, I want to see what the errors are, right away, 100% of the time.Anyone have a workaround or other solution here?Thanks!
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621
Jan ’20