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Hi there, I just tried searching the App Store on Macbook Pro (M2 Pro, macOS Sonoma) and was surprised to see that iOS apps are favoured in the App Store search. We have both iOS and macOS apps. And we are disqualified because the App Store search shows iOS apps by default. Because we have a macOS version of the app, our iOS app does not show up. As you can see in the video, the "second class" apps are displayed there - because the "first class" app developers in this example took the extra step of developing a native MacOS version. Video that shows the problem: https://www.youtube.com/watch?v=Clne5RKHJU0 Are you experiencing a similar problem, is there a reason for this? Jindrich
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Hi, we prepared Mac Catalyst version for our iOS app. We used same bundle id, so that according to documentation, all in app purchases and subscriptions should work. It works when we testing it agains testing in app subscription server. However, when we sent app to review, we got feedback, that inapp subscriptions doesn't work and from the screenshots from reviewer it looks like they are not available at all (the app even didn't show prices for inapp purchases). Is there anything I have to do to have existing subscriptions available for Mac Catalyst app? I didn't see any settings, so I thought it will work automatically, but it doesn't. Thanks,
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Hi, I want to set minimum macOS version higher to avoid those messages, because I need video access for my app. However, I cannot see minimum target settings in General tab for Mac - there is only setting for iOS. I tried to set minimum Mac version to latest one in Build phases settings, but this doesn't help. In older versions of Xcode, there was dropdown for both iOS and Mac, but I cannot see it in latest Xcode 14.2. Any idea, how to set it?
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Hi,we got rejection regarding ipv6 issues, so that we started to testing IPv6 stuff. My ISP didn't support IPv6 yet, but I was able to configure my router and use tunnelbroker.net for IPv6 stuff. Now we have IPv6 working in the office, cool. I went through tutorial in "Supporting IPv6 DNS64/NAT64 Networks" and created shared IPv6 network from Mac.However, I am frozen in the last point - I am trying to connect to that new IPv6 only network, but without success. The WiFi "connecting" spinner is spinning forever on both OS X and iOS. Did I miss something?Using newest iOS 9.3 and OS X 10.11.Thanks,Mildi
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Hi,we have app in store, that is frequenty updated and currently up to date - build with latest xCode againts latest SDK. However, there started to appear strange bug just after iOS 13.2. This bug never happens on older iOS.We are using pretty standard function to initialize persistent storage: let storeDescription = NSPersistentStoreDescription() storeDescription.url = databaseDirectory.appendingPathComponent("\(modelName).sqlite") let container = NSPersistentContainer(name: modelName) container.persistentStoreDescriptions = [storeDescription] container.loadPersistentStores(completionHandler: { (storeDescription, error) in if let error = error as NSError? { Check the error message to determine what the actual problem was. */ fatalError("Core Data initialization error \(error), \(error.userInfo)") } }) return containerThis code, that worked fine now fails to about 10% of customers - with:crash_info_entry_0 Fatal error: Core Data initialization error: Error Domain=NSCocoaErrorDomain Code=256 "The file “GeotagPhotosProv4.sqlite” couldn’t be opened." UserInfo={NSFilePath=/var/mobile/Containers/Data/Application/644E2CAF-C5A9-4717-A9F3-080571F1FC00/Library/GeotagPhotosProv4.sqlite, NSSQLiteErrorDomain=23}The strange is, that we were not able to reproduce this bug, it never happens to us on any of our devices. We tried clean install, start app from Apple Watch and all possible weird things, but no success.Any idea, what could cause this? We are initializing persistent storage from application:didFinishLaunchingWithOptions: and it is called in the main thread.Thanks,Jindrich
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Hi, now when Russia is removed from SWIFT interbanking system, do we as developers get revenue from Russia market? We are still see sales from Russian market from yesterday, so that it looks that App Store is still available. We would prefer to stop offering our apps in Russian App Store for now, but it looks like it has consequences like refund of subscriptions or so. Thanks, Jindrich
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Hi, I'm getting this strange crash with no indication of where it's going. I am not able to reproduce this on my devices. Any idea what could be wrong and where to look for the problem? It looks it happens in autorelease pool cleaning in main loop, however I am not affecting it in my app - I am using ARC. Thanks, Jindrich
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Hi,I have pretty complex project with multiple submodules, provided as development Cocoapods. When I change something in that related submodule, xCode correctly recompile changed code. However, when I run the code in simulator, the changes are not there. I have to do Product -> Clean to see the changes.When I switch to the "Legacy" build system, everything works perfectly. Anybody with similar problems? Any idea, where could be the problem?Thanks,Jindrich
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Hi, we are using Audio Graph in our app. When compiled in iOS 14 and run in iOS simulator, the app always crashed when trying to start Audio Graph. I have those lines in logs: [augraph] 2885: DoMakeDisconnection failed with error -10860 [aurioc] 323: Unable to join I/O thread to workgroup ((null)): 2 HALB_IOBufferManager_Client::GetIOBuffer: the stream index is out of range HALB_IOBufferManager_Client::GetIOBuffer: the stream index is out of range [aqme] 255: AQDefaultDevice (1): output stream 0: null buffer [aqme] 1778: EXCEPTION thrown (-50): error != 0 Start: Mach message timeout. Apparently deadlocked. Aborting now.
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Hi, I am testing our app, that is processing audio using low level Core Audio functions (Audio Unit - RemoteIO and Audio Graph). When observing audio route changes, I realised, that when AirPods are connected, the audioSession.sampleRate is 16000 only. When normal wired pods are connected or when buildin speaker is used, the standard 48000 is used. The quality of sounds seems to be too low - it is really so low sample rate, when AirPods are used in playAndRecord?
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Hi, I just upgraded to xCode 13 beta 3. Now when building for simulator, I got error: error: could not find module 'CocoaLumberjack' for target 'arm64-apple-ios-simulator'; found: x86_64-apple-ios-simulator, x86_64 I am using Cocoa Pods for depencencies, but looking into project definition for CocoaLumberjack module there is nothing strange in in architectures field - same {$ARCHS_STANDARD} as in main project. Any idea how to fix this? I am using Intel mac, so that it don't have much sense to build for arm64-apple-ios-simulator at all... Jindrich
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Hi,we are using C based Audio Graph API in our app, graph consists of MultiChannelMixer and RemoteIO audio unit, where we are using both input and output. We have also enabled background audio mode (using UIBackgroundModes in plist).Now when we start that audio graph, everythings works fine. However, when we stopped that graph, the Microphone indicator appear for second or so, even when I am in foreground (on "square" phones - like iPhone 8 it appears for fraction of second, so that it is even more weird). See attached video, when I tap on camera button, it just calls AUGraphStop on running graph.When I remove audio from UIBackgroundModes, the problem disappear.Link to video, that shows the problem: https://youtu.be/1xNUX9zizIoAny idea, what can cause this?Thanks,Jindrich
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