Same here!
I can update existing packages, but cannot add new ones.
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In case anybody is interested, having the extra in-app purchases did cause a problem during the release. I had to delete them.
I am having the same problem. Looks like I'm completely hosed, since I updated my Mac to Sonoma, I can't run Xcode 14 to fix the problem!
Claude,
Here's the code from my appDelegate.
import UIKit
var gScreenSize = CGRect()
var gScreenHeight: CGFloat = 0.0
var gScreenWidth: CGFloat = 0.0
var gOrientation: String = ""
@main
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
NotificationCenter.default.addObserver(self, selector: #selector(AppDelegate.rotated), name: UIDevice.orientationDidChangeNotification, object: nil)
return true
}
@objc func rotated()
{
let theCurrentDevice = UIDevice.current
if theCurrentDevice.orientation.isValidInterfaceOrientation
{
let deviceOrientationRaw = theCurrentDevice.orientation.rawValue
switch deviceOrientationRaw
{
case 1: // Home Button at the Bottom
gScreenSize = UIScreen.main.fixedCoordinateSpace.bounds
let firstScene = window?.windowScene
if let w = firstScene
{
// gScreenSize = w.screen.bounds
print("portrait bottom", w.screen.bounds)
}
print("Portrait AppDelegate height", gScreenSize.height)
print("Portrait AppDelegate width", gScreenSize.width)
gOrientation = "Portrait" // K.Oreientation.portrait
gScreenHeight = gScreenSize.height
gScreenWidth = gScreenSize.width
case 2: // Home Button at the Top
gScreenSize = UIScreen.main.fixedCoordinateSpace.bounds
let firstScene = window?.windowScene
if let w = firstScene
{
// gScreenSize = w.screen.bounds
print("portrait top", w.screen.bounds)
}
print("Portrait AppDelegate height", gScreenSize.height)
print("Portrait AppDelegate width", gScreenSize.width)
gOrientation = "Portrait" // K.Oreientation.portrait
gScreenHeight = gScreenSize.height
gScreenWidth = gScreenSize.width
case 3: // Home Button on the Right
gScreenSize = UIScreen.main.fixedCoordinateSpace.bounds
let firstScene = window?.windowScene
if let w = firstScene
{
// gScreenSize = w.screen.bounds
print("Landscape right", w.screen.bounds)
}
print("Landscape Home Right AppDelegate height", gScreenSize.width)
print("Landscape Home Right AppDelegate width", gScreenSize.height)
gOrientation = "Landscape" // K.Oreientation.landscape
gScreenHeight = gScreenSize.width
gScreenWidth = gScreenSize.height
case 4: // Home Button on the Left
gScreenSize = UIScreen.main.fixedCoordinateSpace.bounds
let firstScene = window?.windowScene
if let w = firstScene
{
// gScreenSize = w.screen.bounds
print("Landscape left", w.screen.bounds)
}
print("Landscape Home Left AppDelegate height", gScreenSize.width)
print("Landscape Home Left AppDelegate width", gScreenSize.height)
gOrientation = "Landscape" // K.Oreientation.landscape
gScreenHeight = gScreenSize.width
gScreenWidth = gScreenSize.height
case 5:
//deviceOrreientation = "Face Up"
break
case 6:
//deviceOrreientation = "Face Down"
break
default:
// gOrientation_2 = K.Oreientation.unknown
break
}
}
}
// MARK: UISceneSession Lifecycle
func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {
// Called when a new scene session is being created.
// Use this method to select a configuration to create the new scene with.
return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
}
func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) {
// Called when the user discards a scene session.
// If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
// Use this method to release any resources that were specific to the discarded scenes, as they will not return.
}
}
OOOps! I misspoke again.
I use the same line of code in appDelegate. However, obviously, there's no scene in appDelegate.
How can I handle this?
Thanks a lot for the help.
Thanks a lot, Claude.
Just what I needed.
I apologize for misspeaking. I don't get a true warning. When I type .main the auto select box shows the "alert". I am also running Xcode 14.2. I'm just trying to be proactive and fix this before it gets broken in the future and I'm currently updating this app. Typing view.window.windowScene.screen in the sceneDelegate shows a warning though.
I really appreciate your willingness to help with my dilemma. I'v been beating on this for more than a weeks time.
I couldn't get the code snippets you shared to work properly.
What would really help is if you can find the time to put together a demo app using IB that works and then share that code. I realize that's a lot to ask but it would probably help a ton of there developers too.
Objectives:
Use IB for the Layout.
Use keyboardLayoutGuide.followsUndockedKeyboard.
Allow for floating keyboard on iPad.
Move the textView up to clear the keyboard when it's tapped.
Move the textView to home position when the keyboard is hidden or when the textView is not firstResponder (When the textField is tapped).
Hide the keyboard when the view is tapped.
If textview is first responder when the keyboard is changed to floating, move the textView to nome position.
On iPad, when the device is rotated and the textView is firstResponder, have the keyboard hug the top of the textview.
Following more testing it seems the firing order is changing with each iOS release.
Can somebody please verify this?
iOS 15.5
keyboardWillShow
textViewDidBeginEditing
iOS 15.6.1
textViewDidBeginEditing
keyboardWillShow
iOS 15.7
keyboardWillShow
textViewDidBeginEditing
iOS 16 - in the sim because I'm reluctant to update to 16 on my devices.
textViewDidBeginEditing
keyboardWillShow
I filed a report on this on 9/14/22. Haven't heard anything since. Does anybody know what the normal response time is?
I'm still trying to get help with this. I need to complete the rev I started which caused the problem in the first place. Is there any way to get someone at Apple with App Store system level authority to help?
I apologize. The title of my question should be:
Forward compatibility problem with buttons when updating app to Xcode 13
Thanks.
I did tried AnyView but the secondary extension was what was needed.
OK, thank you. I apreacite the information.
Hi OOPer,This is very close. However, there are 2 things I'd would like to address.As it is the code allows to enter a string of zeros. 00000000000Also, it does not allow for the user to delete all of the characters and leave he filed empty.I added a clear button while editing but won't the user expect to be able to delete all the characters?Thnaks,Tom