Every document you can think of has my name, "Pranam," in it, and I refuse to change my name, nor do I want any alias inserted. Kindly assist me with the right way to solve this issue in a manner that is ethical, inclusive, and legally valid according to government documents.
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What certificate does Xcode cloud use when distribute apps to App Store?
Since cloud managed certs can't be downloaded, how to get its public key for the f..king recordation in China?
What happened?
facing issue to upload on ios TestFlight xcode version 16 macOS 15.0
xcrun bitcode_strip -r platforms/ios/YourApp/Plugins/YourFramework.framework/YourFramework -o platforms/ios/YourApp/Plugins/YourFramework.framework/YourFramework
already tried bitcode_strip command but also that didn't work.
The following issues occurred while distributing your application.
Asset validation failed
Invalid Executable. The executable '***** Syndrome.app/Frameworks/OneSignal.framework/ OneSignal' contains bitcode. (ID: fda6a528-a835-4b16-8252-893d8d16acbd)
Steps to reproduce?
create build , upload it on testflight and you'll get error
OneSignal Cordova SDK version
Release 3.3.1
Which platform(s) are affected?
iOS
i am unable to do cpu core offline using
"sudo cpuctl offline 2"
it is giving error like
cpuctl: processor_exit(2) failed
is there any ways to do cpu offline on Apple Silicon?
I have this error for 5 min :
title: Waiting to reconnect to {Iphone_Name}
content: Previous preparation error: The developer disk image could not be mounted on this device.. Error mounting image: 0xe800010f (kAMDMobileImageMounterPersonalizedBundleMissingVariantError: The bundle image is missing the requested variant for this device.)
after a while :
title: The developer disk image could not be mounted on this device.
content: Error mounting image: 0xe800010f (kAMDMobileImageMounterPersonalizedBundleMissingVariantError: The bundle image is missing the requested variant for this device.)
What has been tryed :
- Xcode : clean
- Xcode : close
- Iphone : unpluged
- Iphone : Remove trusted device
- Iphone : Remove Dev mode
- Iphone : Re-active dev mode (then reboot)
- Iphone : Accepte dev mode
- Iphone : wait 5 min
- Iphone : connect to the macbook pro (M1)
- Iphone : accepte first form
- XCode : start it
- Iphone : accepte second form
- XCode : select my project
THEN BUG SAME PLAIN OLD APPLE BUG (again and again)
(I have try it like 20 times, i'm fed up now)
I have paid for a pro (100euros) account to be able to push to my brand new iphone.
I have tried everything, like :
remove xcode, re-install it. No Update for the iphone.
sudo installer -pkg /Applications/Xcode.app/Contents/Resources/Packages/XcodeSystemResources.pkg -target /
What I can do :
- Buy a subscription to store my iphone on icloud (cause basic option is already full)
- Ask a refound for the iphone (obviously not working) and my apple subscription developers. And fix my old iphone. No point to buy brand new device that is not working.
Also, same error with my brand new ipad pro 16 pouce.
I can't push to the store, cause you ask screen shot. But I can't start the apps, so i can't have screen shot. So i have to change my plans in terms of project.
Please help, before I switch to a full web stack based on rust
I add UDIDs but I don't see it in the list. Trying to add again and get error that this device already added. Also there is no added device in Provision Profile. What can we do with that?
I am developing an app for Vehicle owners with a built-in map navigation feature with voice navigation support. The app works fine without voice navigation but when I use voice navigation it occasionally crashes and it crashes while voice navigation is not in progress.
What makes it impossible to diagnose is that even though it crashed 10 times on the flight, I don't see any crash reports in 'Apple Connect'. I tried running it in a simulator and it didn't crash there! but on a real device, when I drive with the app navigating me I crashes abruptly after a few minutes and it's not while the voice navigation is speaking! I also ran the app without AVFoundation and it did not crash then. So I am 100% sure it is something with this AVFoundation framework.
If anyone can help find the problem in my following code it would be really helpful.
import SwiftUI
import AVFoundation
struct DirectionHeaderView: View {
@Environment(\.colorScheme) var bgMode: ColorScheme
var directionSign: String?
var nextStepDistance: String
var instruction: String
@Binding var showDirectionsList: Bool
@Binding var height: CGFloat
@StateObject var locationDataManager: LocationDataManager
@State private var synthesizer = AVSpeechSynthesizer()
@State private var audioSession = AVAudioSession.sharedInstance()
@State private var lastInstruction: String = ""
@State private var utteranceDistance: String = ""
@State private var isStepExited = false
@State private var range = 20.0
var body: some View {
VStack {
HStack {
VStack {
if let directionSign = directionSign {
Image(systemName: directionSign)
}
if !instruction.contains("Re-calculating the route...") {
Text("\(nextStepDistance)")
.onChange(of: nextStepDistance) {
let distance = getDistanceInNumber(distance: nextStepDistance)
if distance <= range && !isStepExited {
startVoiceNavigation(with: instruction)
isStepExited = true
}
}
}
}
Spacer()
Text(instruction)
.onAppear {
isStepExited = false
utteranceDistance = nextStepDistance
range = nextStepRange(distance: utteranceDistance)
startVoiceNavigation(with: "In \(utteranceDistance), \(instruction)")
}
.onChange(of: instruction) {
isStepExited = false
utteranceDistance = nextStepDistance
range = nextStepRange(distance: utteranceDistance)
startVoiceNavigation(with: "In \(utteranceDistance), \(instruction)")
}
.padding(10)
Spacer()
}
}
.padding(.horizontal,10)
.background(bgMode == .dark ? Color.black.gradient : Color.white.gradient)
}
func startVoiceNavigation(with utterance: String) {
if instruction.isEmpty || utterance.isEmpty {
return
}
if instruction.contains("Re-calculating the route...") {
synthesizer.stopSpeaking(at: AVSpeechBoundary.immediate)
return
}
let thisUttarance = AVSpeechUtterance(string: utterance)
lastInstruction = instruction
if audioSession.category == .playback && audioSession.categoryOptions == .mixWithOthers {
DispatchQueue.main.async {
synthesizer.speak(thisUttarance)
}
}
else {
setupAudioSession()
DispatchQueue.main.async {
synthesizer.speak(thisUttarance)
}
}
}
func setupAudioSession() {
do {
try audioSession.setCategory(AVAudioSession.Category.playback, options: AVAudioSession.CategoryOptions.mixWithOthers)
try audioSession.setActive(true)
}
catch {
print("error:\(error.localizedDescription)")
}
}
func nextStepRange(distance: String) -> Double {
var thisStepDistance = getDistanceInNumber(distance: distance)
if thisStepDistance != 0 {
switch thisStepDistance {
case 0...200:
if locationDataManager.speed >= 90 {
return thisStepDistance/1.5
}
else {
return thisStepDistance/2
}
case 201...300:
if locationDataManager.speed >= 90 {
return 120
}
else {
return 100
}
case 301...500:
if locationDataManager.speed >= 90 {
return 150
}
else {
return 125
}
case 501...1000:
if locationDataManager.speed >= 90 {
return 250
}
else {
return 200
}
case 1001...10000:
if locationDataManager.speed >= 90 {
return 250
}
else {
return 200
}
default:
if locationDataManager.speed >= 90 {
return 250
}
else {
return 200
}
}
}
return 200
}
func getDistanceInNumber(distance: String) -> Double {
var thisStepDistance = 0.0
if distance.contains("km") {
let stepDistanceSplits = distance.split(separator: " ")
let stepDistanceText = String(stepDistanceSplits[0])
if let dist = Double(stepDistanceText) {
thisStepDistance = dist * 1000
}
}
else {
var stepDistanceSplits = distance.split(separator: " ")
var stepDistanceText = String(stepDistanceSplits[0])
if let dist = Double(stepDistanceText) {
thisStepDistance = dist
}
}
return thisStepDistance
}
}
#Preview {
DirectionHeaderView(directionSign: "", nextStepDistance: "", instruction: "", showDirectionsList: .constant(false), height: .constant(0), locationDataManager: LocationDataManager())
}
Can someone please tell me if it possible to create and publish an ios app onto the app store from a windows device? If it possible then how do i do it?
Sometimes, I receive old location data from the location manager.
i got mine yesterday it is so good but i waited almost 2 weeks
i am unable to deploy the iOS app with automation using below command:
ios-deploy --bundle /Users/XXXX/Library/Developer/Xcode/DerivedData/iOSClient2-XXXXXXX/Build/Products/Debug-iphoneos/iOSClient2.app/ --id 00008020-XXXXXXXXX --justlaunch --verbose
with the error:
------ Debug phase ------
Starting debug of 00008120-000C713236E0A01E (D38AP, D38AP, uknownos, unkarch, 18.1, 22B83) a.k.a. 'Svt’s iPhone' connected through USB...
Device Class: iPhone
build: 22B83
version: 18.1
Found Xcode developer dir /Applications/Xcode.app/Contents/Developer
version: 18.0
version: 18
2024-11-08 15:26:09.531 ios-deploy[33496:644410] [ !! ] Unable to locate DeviceSupport directory with suffix 'DeveloperDiskImage.dmg'. This probably means you don't have Xcode installed, you will need to launch the app manually and logging output will not be shown!
Observation:
Xcode 16 missing the DeviceSupport for iOS17 and above.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/....
Xcode: Version 16.1 (16B40
iOS: iOS17 and above
In Xcode 16, even if Objective-C is selected, the Navigator in the documentation viewer displays Swift information.
I don't know when this bug was introduced, but it's there in the last Xcode 16 betas at least.
I hope as many developers as possible submit this bug to Apple to get their attention.
P.S. Yes, I know there's Dash. For many years, Dash was a much better option than Xcode's built-in viewer. However, in version 5, the Dash developer introduced some unfortunate UI changes that made Xcode a better option to view the documentation in certain cases. Unfortunately, the Dash developer doesn't seem to be interested in user feedback anymore. He's been ignoring suggestions and user requests for years by now.
Bonjour, a chaque installation de swift playgrounds sur ipad, icloud empeche la sauvegarde et empeche donc d’ouvrir les app.
sur icloud drive les fichiers sont present mais a zero ko.
par contre les fichiers playgroundsbook fonctionnent.
la premiere solution que j’ai ***** etait de desactivé la sauvegarde icloud et ca a fonctionné en local.
mais comme je veux mes fichiers sur le icloud drive j’ai tenté une autre approche.
j’ai tenté de copié mes fichiers en local sur icloud drive ca ne fonctionne pas.
puis j’ai juste fait un drag/drop de fichier app vers le playgrounds.
l’app s’ouvre mais n’est pas sauvegardé dans icloud drive.
par contre les modifs sont bien enregistrées.
enfin j’ai refait la meme approche, une fois l’app ouverte dans playgrounds je l’ai partagé puis enregistré dans icloud.
cette fois ci le fichier est pris en compte et fonctionne.
In several places on https://developer.apple.com/documentation/xcode/configuring-your-app-icon I read:
"In the Project navigator, select an asset catalog."
But my Project Navigator does NOT contain any "asset catalog". So it's impossible to follow the instructions of the documentation, and thus specify a new app icon (set).
I can add that I use Xcode 16.1 on MacOS 15.0.1 Sequoia.
I have added a screen shot to document what I am saying.
I have also reported this error in https://feedbackassistant.apple.com/feedback/15738182
Hi Guys,
i have problem I cannot op a p12 file on my Mac. When I try to open the file it closes immediality like something is blocking it. I am now on Mac OS 15.1
It's for a certificate that I have to install.
Hi,
First post and I am a total newbie when it comes to Ipads & Macs... And also this forum, so sorry if I post in wrong section.
My son use Ipad at school and they use Swift Playground there.
To be able to do some programming at home, I have set up Vmware with Sequoia 15.1.
I installed the app Swift Playground and try to run the playground Get Started with Code and some other education playgrounds.
If I understand correctly, it should be some landscape and a figure on the canvas... For me it is only a blue area.
I installed XCode, but could not figure out how to run the learning examples there. Tips? Is it possible to run the education playgrounds there?
I removed Swift Playgrounds and installed it again, same issue.
I also installed IOS 18.1 (?) but I am not sure it is needed.
Any suggestion of how I can get contents to show on the canvas? Except of bying an Ipad. ;)
My Genmoji is not opening . Every time I open it it just closes right away.
require File.join(File.dirname(node --print "require.resolve('expo/package.json')"), "scripts/autolinking")
require File.join(File.dirname(node -e "console.log(require.resolve('react-native/package.json'))"), "scripts/react_native_pods")
require 'json'
podfile_properties = JSON.parse(File.read(File.join(dir, 'Podfile.properties.json'))) rescue {}
ENV['RCT_NEW_ARCH_ENABLED'] = podfile_properties['newArchEnabled'] == 'true' ? '1' : '0'
ENV['EX_DEV_CLIENT_NETWORK_INSPECTOR'] = podfile_properties['EX_DEV_CLIENT_NETWORK_INSPECTOR']
use_modular_headers! # Enable modular headers globally
use_autolinking_method_symbol = ('use' + '_native' + '_modules!').to_sym
origin_autolinking_method = self.method(use_autolinking_method_symbol)
self.define_singleton_method(use_autolinking_method_symbol) do |*args|
if ENV['EXPO_UNSTABLE_CORE_AUTOLINKING'] == '1'
Pod::UI.puts('Using expo-modules-autolinking as core autolinking source'.green)
config_command = [
'node',
'--no-warnings',
'--eval',
'require(require.resolve('expo-modules-autolinking', { paths: [require.resolve('expo/package.json')] }))(process.argv.slice(1))',
'react-native-config',
'--json',
'--platform',
'ios'
]
origin_autolinking_method.call(config_command)
else
origin_autolinking_method.call()
end
end
platform :ios, podfile_properties['ios.deploymentTarget'] || '13.4'
install! 'cocoapods',
:deterministic_uuids => false
prepare_react_native_project!
target 'StayRealtor' do
use_expo_modules!
config = use_native_modules!
use_frameworks! :linkage => :dynamic # Enable dynamic frameworks globally
use_react_native!(
:path => config[:reactNativePath],
:hermes_enabled => podfile_properties['expo.jsEngine'] == nil || podfile_properties['expo.jsEngine'] == 'hermes',
:app_path => "#{Pod::Config.instance.installation_root}/..",
:privacy_file_aggregation_enabled => podfile_properties['apple.privacyManifestAggregationEnabled'] != 'false',
)
Adding Firebase dependencies with modular headers
pod 'Firebase', :modular_headers => true
pod 'FirebaseCoreInternal', :modular_headers => true
pod 'FirebaseCore', :modular_headers => true
pod 'Firebase/Auth', :modular_headers => true
pod 'Firebase/Firestore', :modular_headers => true
pod 'Firebase/InAppMessaging', :modular_headers => true
pod 'Firebase/RemoteConfig', :modular_headers => true
pod 'Firebase/Storage', :modular_headers => true
pod 'FirebaseAuthInterop', :modular_headers => true
pod 'FirebaseAppCheckInterop', :modular_headers => true
pod 'FirebaseCoreExtension', :modular_headers => true
pod 'RecaptchaInterop', :modular_headers => true
pod 'FirebaseFirestoreInternal', :modular_headers => true
pod 'FirebaseInstallations', :modular_headers => true
pod 'FirebaseABTesting', :modular_headers => true
pod 'nanopb', :modular_headers => true
pod 'GoogleDataTransport', :modular_headers => true
pod 'GoogleUtilities', :modular_headers => true;
post_install do |installer|
react_native_post_install(
installer,
config[:reactNativePath],
:mac_catalyst_enabled => false,
:ccache_enabled => podfile_properties['apple.ccacheEnabled'] == 'true',
)
# Fix for Xcode 14 signing resource bundles
installer.target_installation_results.pod_target_installation_results
.each do |pod_name, target_installation_result|
target_installation_result.resource_bundle_targets.each do |resource_bundle_target|
resource_bundle_target.build_configurations.each do |config|
config.build_settings['CODE_SIGNING_ALLOWED'] = 'NO'
end
end
end
end
post_integrate do |installer|
begin
expo_patch_react_imports!(installer)
rescue => e
Pod::UI.warn e
end
end
end error:[!] The following Swift pods cannot yet be integrated as static libraries:
The Swift pod FirebaseAuth depends upon FirebaseAuthInterop, FirebaseAppCheckInterop, FirebaseCoreExtension, and RecaptchaInterop, which do not define modules. To opt into those targets generating module maps (which is necessary to import them from Swift when building as static libraries), you may set use_modular_headers! globally in your Podfile, or specify :modular_headers => true for particular dependencies.
The Swift pod FirebaseFirestore depends upon FirebaseCoreExtension and FirebaseFirestoreInternal, which do not define modules. To opt into those targets generating module maps (which is necessary to import them from Swift when building as static libraries), you may set use_modular_headers! globally in your Podfile, or specify :modular_headers => true for particular dependencies.
The Swift pod FirebaseInAppMessaging depends upon FirebaseInstallations, FirebaseABTesting, and nanopb, which do not define modules. To opt into those targets generating module maps (which is necessary to import them from Swift when building as static libraries), you may set use_modular_headers! globally in your Podfile, or specify :modular_headers => true for particular dependencies.
The Swift pod FirebaseRemoteConfig depends upon FirebaseABTesting and FirebaseInstallations, which do not define modules. To opt into those targets generating module maps (which is necessary to import them from Swift when building as static libraries), you may set use_modular_headers! globally in your Podfile, or specify :modular_headers => true for particular dependencies.
The Swift pod FirebaseSessions depends upon FirebaseCoreExtension, FirebaseInstallations, GoogleDataTransport, and nanopb, which do not define modules. To opt into those targets generating module maps (which is necessary to import them from Swift when building as static libraries), you may set use_modular_headers! globally in your Podfile, or specify :modular_headers => true for particular dependencies.
The Swift pod FirebaseStorage depends upon FirebaseAppCheckInterop, FirebaseAuthInterop, and FirebaseCoreExtension, which do not define modules. To opt into those targets generating module maps (which is necessary to import them from Swift when building as static libraries), you may set use_modular_headers! globally in your Podfile, or specify :modular_headers => true for particular dependencies.
Hello,
I’m working with the RoomPlan API to capture and export 3D room models in an iOS app. My goal is to implement the RoomCaptureSessionDelegate protocol to handle the end of a room capture session. However, I’m encountering a cautionary warning in Xcode:
Warning: "captureSession(:didEndWith:error:) nearly matches defaulted requirement captureSession(:didEndWith:error:) of protocol RoomCaptureSessionDelegate."
I’ve verified that my delegate method signature matches the protocol, but the warning persists. I suspect this might be due to minor discrepancies in the parameter types or naming conventions required by the protocol.
Below is my full RoomScanner.swift file:
import RoomPlan
import SwiftUI
import UIKit
func exportModelToFiles() {
let exportURL = FileManager.default.temporaryDirectory.appendingPathComponent("RoomModel.usdz")
let documentPicker = UIDocumentPickerViewController(forExporting: [exportURL])
documentPicker.modalPresentationStyle = .formSheet
if let windowScene = UIApplication.shared.connectedScenes.first as? UIWindowScene,
let rootViewController = windowScene.windows.first?.rootViewController {
rootViewController.present(documentPicker, animated: true, completion: nil)
}
}
class RoomScanner: ObservableObject {
var roomCaptureSession: RoomCaptureSession?
private let sessionConfig = RoomCaptureSession.Configuration()
private var capturedRoom: CapturedRoom?
func startSession() {
roomCaptureSession = RoomCaptureSession()
roomCaptureSession?.delegate = self
roomCaptureSession?.run(configuration: sessionConfig)
}
func stopSession() {
roomCaptureSession?.stop()
guard let room = capturedRoom else {
print("No room data available for export.")
return
}
let exportURL = FileManager.default.temporaryDirectory.appendingPathComponent("RoomModel.usdz")
do {
try room.export(to: exportURL)
print("3D floor plan exported to \(exportURL)")
} catch {
print("Error exporting room model: \(error)")
}
}
}
// MARK: - RoomCaptureSessionDelegate
extension RoomScanner: RoomCaptureSessionDelegate {
func captureSession(_ session: RoomCaptureSession, didUpdate room: CapturedRoom) {
// Handle real-time updates if necessary
}
func captureSession(_ session: RoomCaptureSession, didEndWith capturedRoom: CapturedRoom, error: Error?) {
if let error = error {
print("Capture session ended with error: \(error.localizedDescription)")
} else {
self.capturedRoom = capturedRoom
}
}
}
The simulator will not work. No matter How much I restart, when I open my app, it tells me either Build succeeded but I see a loading bar or a loading automatic phone simulator but it never shows up like the line would. keep going in a loop, for example this is what it looks like,