Hi Team,
mac installer is crashing in macos15 after successfully installing. but it is working in below mac os versions.
.app file in successfully code signed and notarized.
crash logs is attahced, please check.
sh-2024-10-17-124323 2 1.ips
below is our entitlement.plist file for reference.
we are clueless what is causing issues in macos 15 as we are unable to luanch it post succesful installation.
please kind take a look into the logs attached and help us resolve the issues.
Thanks,
NareshG
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I need to purchase macbook air for iOS app development only. Below is the specification of mac is it enough or need to go for other specification?
M3 Chip
8 Core GPU
16 GB Unified Memory
256 GB SSD Storage footnote
Any other input will be appreciate.
Thank you.
I work on EdenFS, an open-source Virtual Filesystem that runs on macOS, Linux, and Windows. My team is very interested in using FSKit as the basis for EdenFS on macOS, but have found the documentation to be lacking and contains some mixed messaging on the future of FSKit. Below are a few questions that don’t seem to be fully covered by the current documentation:
Does FSKit support process attribution? Each FUSE request provides a requester Process ID (and other information) through the fuse_in_header structure. Does FSKit pass similar information along for each request?
Does the reclaimItem API function similarly to FUSE’s forget operation? If not, what are the differences? See #1 below for why forget/reclaimItem matters to us.
Is Apple committed to releasing and supporting FSKit? Is there any timeline for release that we can plan around?
Does FSKit have known performance/scalability limitations? We provide alternative methods that clients can use to make bulk requests to EdenFS, but some clients will necessarily be unable to use those and stress the default filesystem APIs. Throughput (on the order of tens of thousands of filesystem requests per minute) and request size are the main concerns, followed closely by directory size restrictions.
Why we’re interested in FSKit
As mentioned above, my team supports EdenFS on 3 platforms. On Linux, we utilize FUSE; on Windows, we utilize ProjectedFS; and on macOS, we’ve utilized a few different solutions in the past. We first utilized the macFUSE kext, which was great while it lasted. Due to (understandable) changes in supporting kernel extensions, we were forced to move to NFS version 3. NFS has been lackluster in comparison (and our initial investigations show that NFS version 4(.2) would be similar). We have had numerous scalability and reliability issues, some listed below:
NFS does not provide a forget API similar to FUSE. EdenFS is forced to remember all file handles that have been loaded because the kernel never informs us when all references to that file handle have been dropped. We can hackily infer that a file handle should never be referenced again in some cases, but a large number of file handles end up being remembered forever. Many of our algorithms scale with the number of file handles that Eden has to consider, and therefore performance issues are inevitable after some time.
NFS does not provide information about clients (requesters). We cannot tell which processes are sending EdenFS requests. This attribution is important due to issue #1. We are forced to work with tool owners to modify their applications to be VFS-friendly. If we can’t track down which tools are behaving poorly, they will continue to load excess file handles and cause performance issues.
NFS “Server connections interrupted:” dialog during heavy load. Under heavy load, either EdenFS or system-wide, our users experience this dialog pop-up and are confused as to how they should respond (Ignore or Disconnect All). They become blocked in their work, and will be further blocked if they click “Disconnect All” as that unmounts their EdenFS mount. This forces them to restart EdenFS or reboot their laptop to remediate the issue.
The above issues make us extremely motivated to use FSKit and partner with Apple to flesh out the final version of the FSKit API. Our use case likely mirrors what other user-space filesystems will be looking for in the FSKit API (albeit at a larger scale than most), and we’re willing to collaborate to work out any issues in the current FSKit offerings.
The macOS build is available in TestFlight. But when I go to App Store Connect to prepare it for submission, I don't see any macOS version in the "Build" section.
I want to be able to write a cross-platform screensaver that works on both Windows and macOS using the Pygame 2D graphics library in Python. On Windows, this is super easy - you just write your program with three possible command line arguments: /p for preview mode, /c for the configuration dialog mode, and /s for the actual full-screen screensaver mode. Then you just use pyinstaller to build an .exe file and rename the extension to .scr, and you're good to go. However, it seems that making a screensaver on macOS is a pretty convoluted process, and there was stuff about specific Objective-C functions that you had to write, and I didn't really understand the documentation. Could you please tell me if there is any way to simply get my Python Pygame program to build as a proper .saver file? Thanks!
Hi Team,
The Messages app is not working in the latest macOS Sequoia 15.0.1. We are unable to send messages or sync them when the VPN/TransparentAppProxy is connected.
It was working fine in macOS 15.0 and earlier.
A few users have reported the issue here: https://discussions.apple.com/thread/255802764?sortBy=rank
Hi all:
I am experimenting with Finder extensions. I’d like to be able to add a context menu to all folder locations. I believe the code below should work, but it doesn’t. If I hard code a path, it does work. Any tips on what I am missing?
Thanks!
// Doesn’t work
FIFinderSyncController.default().directoryURLs = nil
// Works for user folder
var myFolderURL = URL(fileURLWithPath: "/users/exampleuser")
FIFinderSyncController.default().directoryURLs = [self.myFolderURL]
In genealogy software, I have an NSView that displays a family tree where each person is in a subview. Before Sequoia, the subviews would draw in the order I add them to the parent NSView. For some reason, Sequoia calls drawRect in reverse order.
For example, a tree with cells for son, father, and mother used to be drawn in that order, but Sequoia draws them as mother, father, and son.
For static cell placement it would not matter, but these trees dynamically adjust as users change data or expand and contract branches from the tree. Drawing them in the wrong order messes up all the logic and many trees are corrupted.
Has the new drawing order been implemented for some reason and can it be changed? Is it documented?
It appears that starting with macOS Sequoia, Quick Look Preview extension no longer loads MapKit maps correctly anymore. Map tiles do not appear, leaving users with a beige background.
Users report that polylines do render correctly, but annotations appears black.
This was previously working fine in prior macOS versions including Sonoma.
STEPS TO REPRODUCE
Create a macOS app project, with an associated document.
Ensure project has a Quick Look preview extension, with necessary basic setups.
Ensure that the extension mentioned in (2) must have a MKMapView. Any other cosmetic changes, etc, does not need to be implemented to observe the base issue. Do note that it has been reported that in addition to the map tiles not loading, annotations don't render correctly as well.
I have a website that uses tables for listing our certifications. A customer is complaining that on their browser, the contents of the tables are being viewed upside down. They should be showing vertically. This is not happening on any other browser that I have tested. Has anyone had this issue and what did you do to fix it. https://www.mccampbell.com/statement.php
Thank you for your help. Much appreciated.
Lynda
I have an iOS/iPadOS app. When I run the app on Mac as a Designed for iPad app, Save button on the Share Sheet crashes the app.
I want to share a view with ImageRenderer, but here's an even easier example where I am trying to share an SF Symbol as an image.
ShareLink(item: Image(systemName: "swift"), preview: SharePreview(Text("PNG"), image: Image(systemName: "swift")))
Share button works. It opens Share Sheet. "Add to Photos" works. "Copy" works. I can paste the image file in Finder after I press "Copy". But when I press the "Save" button, my app crashes with the error:
Thread 1: "-[NSItemProvider pathExtension]: unrecognized selector sent to instance 0x600001c1e290"
How to fix this error? How to make saving the image work? Maybe I need additional permissions in plist? I already have "Privacy - Photo Library Additions Usage Description" and everything on iOS and iPadOS works without a problem.
Hi,
I have an app available on both iOS and macOS platforms, and we would like to remove the macOS version from sale while keeping the iOS version active. I looked into App Store Connect for an option to remove just one platform, but it doesn't seem to be available. The "Pricing and Availability" section also applies universally to all platforms, not platform-specific.
What would be the best approach to achieve this? I would appreciate any suggestions.
Best regards,
Apparao Mulpuri
Hi,
I have a mac os app that I am developing. It is backed by a SwiftData database. I'm trying to set up cloudkit so that the app's data can be shared across the user's devices. However, I'm finding that every tutorial i find online makes it sound super easy, but only discusses it from the perspective of ios.
The instructions typically say:
Add the iCloud capability.
Select CloudKit from its options.
Press + to add a new CloudKit container, or select one of your existing ones.
Add the Background Modes capability.
Check the box "Remote Notifications" checkbox from its options.
I'm having issue with the following:
I don't see background modes showing up or remote notifications checkbox since i'm making a mac os app.
If i do the first 3 steps only, when i launch my app i get an app crash while trying to load the persistent store. Here is the exact error message:
Add the iCloud capability.
Select CloudKit from its options.
Press + to add a new CloudKit container, or select one of your existing ones.
Add the Background Modes capability.
Check the box "Remote Notifications" checkbox from its options.
Any help would be greatly appreciated.
var sharedModelContainer: ModelContainer = {
let schema = Schema([One.self, Two.self])
let modelConfiguration = ModelConfiguration(schema: schema, isStoredInMemoryOnly: false)
do {
return try ModelContainer(for: schema, configurations: [modelConfiguration])
} catch {
fatalError("Could not create ModelContainer: \(error)")
}
}()
The fatal error in the catch block happens when i run the app.
Hey everyone,
I've been updating my code to take advantage of the new Vision API for text recognition in macOS 15. I'm noticing some very odd behavior though, it seems like in general the new Vision API consistently produces worse results than the old API. For reference here is how I'm setting up my request.
var request = RecognizeTextRequest()
request.recognitionLevel = getOCRMode() // generally accurate
request.usesLanguageCorrection = !disableLanguageCorrection // generally true
request.recognitionLanguages = language.split(separator: ",").map { Locale.Language(identifier: String($0)) } // generally 'en'
let observations = try? await request.perform(on: image) as [RecognizedTextObservation]
Then I will process the results and just get the top candidate, which as mentioned above, typically is of worse quality then the same request formed with the old API.
Am I doing something wrong here?
Context/Project Idea:
I'm currently developing a project that consists of a macOS application using Swift and a local Python backend that executes specific tasks such as processing data. The Python backend is the core of this project, while the Swift application is a mere interface to interact with it.
These two project parts should be decoupled so the user can theoretically run their own backend and connect the Swift application to it. Likewise, the user should be able to connect to the shipped backend using, e.g. curl.
Current plan:
My main idea is to use launchctl to launch a launchd agent which runs the Python backend. The script launching the backend will generate an API key stored in a keychain access group. The Swift application can then get that key and access the backend. The user can always get that API key from the keychain if they want to connect to it programmatically.
Here are the main questions I have currently:
Python Interpreter Consistency: I'm exploring options such as cx_Freeze or PyInstaller to create a standalone Python executable for better system stability. Does anyone have experience with these tools in a macOS environment, or are there other reliable alternatives worth considering?
Adding a Launchd Agent to Xcode: How can I add a launchd agent to my Xcode project to manage a Python executable built with cx_Freeze or PyInstaller? What steps should I follow to ensure it functions properly?
Keychain Access for Launchd Agent: Is it feasible for a launchd agent to access a Keychain access group? What configurations or permissions are necessary to implement this?
Thanks in advance!
Après installation de l'application "Local" on me demande de mettre à jour mon Mac à la version 12.0. et c'est là le problème car je ne sais pas comment. Merci
I got a second-hand have MacBook Pro and sometimes when I run apps the Mac will start popping every 10-30 minutes. I'm not sure if this is something that happens normally because this is an intel MacBook. If someone knows the answer to my question then please respond
Thanks!
I'm working on an enterprise product that's mainly a daemon (with Endpoint Security) without any GUI component. I'm looking into the update process for daemons/agents that was introduced with Ventura (Link), but I have to say that the entire process is just deeply unfun. Really can't stress this enough how unfun.
Anyway...
The product bundle now contains a dedicated Swift executable that calls SMAppService.register for both the daemon and agent.
It registers the app in the system preferences login items menu, but I also get an error.
Error registering daemon: Error Domain=SMAppServiceErrorDomain Code=1 "Operation not permitted" UserInfo={NSLocalizedFailureReason=Operation not permitted}
What could be the reason?
I wouldn't need to activate the items, I just need them to be added to the list, so that I can control them via launchctl.
Which leads me to my next question, how can I control bundled daemons/agents via launchctl? I tried to use launchctl enable and bootstrap, just like I do with daemons under /Library/LaunchDaemons, but all I get is
sudo launchctl enable system/com.identifier.daemon
sudo launchctl bootstrap /Path/to/daemon/launchdplist/inside/bundle/Library/LaunchDaemons/com.blub.plist
Bootstrap failed: 5: Input/output error (not super helpful error message)
I'm really frustrated by the complexity of this process and all of its pitfalls.
Since I haven't heard so much as a peep from Apple on this, I thought I'd take a poll here on how long I could expect an easily reproducible (albeit possibly obscure) kernel panic to be fixed.
I was under the impression that kernel panics were a big deal but it's been almost 2 months since I updated from macOS 14 to macOS 15.0 dev beta 7 / public beta 5 when I originally came across and reported a panic triggered while playing StarCraft II.
I've been able to consistently trigger panics playing certain (maybe all) Co-op maps in SC2 and since my first report Aug 22, I've filed 8 additional bug reports, each automatically generated after hitting yet another panic. (I'm not sure exactly who is able to view these but for what it's worth, these are the reports I've filed so far: FB14886510, FB14905773, FB14960435, FB15304609, FB15391195, FB15467943, FB15468127, FB15491485, FB15491684.)
A few other people have reported the issue to SC2's developer, Blizzard, and apparently Blizzard has acknowledged they're aware of the problem so it's safe to rule out the possibility of a hardware defect or other issue specific only to my computer.
The logs point the blame at the AppleDCP driver, although I suppose the problem could technically be in the DCP firmware instead. Regardless, Apple's code is clearly at fault here.
I'll admit the importance of a video game isn't exactly like keeping the power on at a hospital but I don't know why it would be deemed particularly unimportant either.
At 53 days in, am I wrong to expect this to have been fixed by now or is Apple really being that slow?
I want to simulate the pressing of Fn (Globe) + Control + arrow keys combo, but I’m encountering an issue where the Fn modifier seems to be ignored, and the system behaves as if only Control + arrow keys are pressed.
In macOS, the combination of Fn + Right Arrow (key code 124) is treated as End (key code 119), and even that didn’t have expected behavior. Instead of moving the window to the right edge of the screen on Sequoia, it switches to the next space, which is the default behavior for Control + Right Arrow.
Demo:
(I included Fn + Control + C to show that centering the window works for example.)
import SwiftUI
@main
struct LittleKeypressDemo: App {
var body: some Scene {
Window("Keypress Demo", id: "keypress-demo") {
ContentView()
}
.windowStyle(.hiddenTitleBar)
.windowResizability(.contentSize)
.windowBackgroundDragBehavior(.enabled)
}
}
struct ContentView: View {
var body: some View {
VStack(spacing: 20) {
KeyPressButton(icon: "arrowtriangle.right.fill", keyCode: 124)
KeyPressButton(icon: "arrow.down.to.line", keyCode: 119)
KeyPressButton(label: "C", keyCode: 8)
}
.padding()
}
}
struct KeyPressButton: View {
let icon: String?
let label: String?
let keyCode: CGKeyCode
init(icon: String? = nil, label: String? = nil, keyCode: CGKeyCode) {
self.icon = icon
self.label = label
self.keyCode = keyCode
}
var body: some View {
Button(action: { simulateKeyPress(keyCode) }) {
HStack {
Image(systemName: "globe")
Image(systemName: "control")
if let icon = icon {
Image(systemName: icon)
} else if let label = label {
Text(label)
}
}
}
.buttonStyle(.bordered)
.controlSize(.large)
}
}
func simulateKeyPress(_ keyCode: CGKeyCode) {
let fnKey = VirtualKey(keyCode: 63, flags: .maskSecondaryFn)
let controlKey = VirtualKey(keyCode: 59, flags: [.maskControl, .maskSecondaryFn])
let targetKey = VirtualKey(keyCode: keyCode, flags: [.maskControl, .maskSecondaryFn])
[fnKey, controlKey, targetKey].forEach { $0.pressAndRelease() }
}
struct VirtualKey {
let keyCode: CGKeyCode
let flags: CGEventFlags
func pressAndRelease() {
postKeyEvent(keyDown: true)
postKeyEvent(keyDown: false)
}
private func postKeyEvent(keyDown: Bool) {
guard let event = CGEvent(keyboardEventSource: nil, virtualKey: keyCode, keyDown: keyDown) else { return }
event.flags = flags
event.post(tap: .cghidEventTap)
}
}
Expected behavior:
Simulating the key combo Fn + Control + Right Arrow on macOS Sequoia should move the current window to the right half of the screen, instead of switching to the next desktop space.
Questions:
Is CGEventFlags.maskSecondaryFn enough to simulate the Fn key in combination with Control and the arrow keys? Are there alternative approaches or workarounds to correctly simulate this behavior? What’s the obvious thing I missing?
(Btw., window management is completely irrelevant here. I’m specifically asking about simulating these key presses.)
Any insights or suggestions would be greatly appreciated.
Thank you.