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New versions of AppKit/Mac Catalyst apps that use Google's Sign In framework are being rejected by App Store Review for the past two weeks. Reason shared was: The user is taken to the default web browser to sign in or register for an account, which provides a poor user experience. And also citing: Data Collection & Storage guidelines -> https://developer.apple.com/app-store/review/guidelines/#data-collection-and-storage Opening macOS' default web browser has been a native behavior of Mac apps when using SFSafariViewController with ASWebAuthenticationSession, which is required, since iOS 13, for securely/privately logging in users. As far as I could investigate, there hasn't been any updates to the guidelines that would indicate any required changes to developers in regards to how login works for macOS apps. Are there any steps developers need to take to get updates approved while still providing users with Google's Sign in? As reference, there is an on-going discussion on GoogleSignIn repo about this issue affecting multiple developers and apps: https://github.com/google/GoogleSignIn-iOS/issues/388
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Howdy, I have a nasty feeling that the answer to my question is "Y'all cain't do that!", but I figure I'll ask, anyway. THE SAD STORY (GET YOUR HANKY): We have an app that implements Sign [up|in] with Apple. It does it pretty well, with no password visible to the user, and a pretty smooth UX. The issue is what happens when users bork their install. We don't think it will happen often, but want to be able to give the user the best way out, if possible. With the regular (non-SiiA) method, they bonk on a "Forgot Password" button, and the app sends them a new password. We can't do that, with SiiA. The password is stored in the app (in the keychain, so it's very persistent, and shared across devices), and it would a Very Bad Security Hole, to allow users to simply send a new password to the server (the other method generates a rando in the server), which is what would happen, with our method of handling the password. It would also be equally bad, if the server could simply send a new password to the user, directly to their device (the other method sends an email, based on the sign-in information on the server). So the user needs to delete their keychain data completely, which we can easily do, but that does not deal with their SiiA stuff, stored on Apple's server. This is what Apple tells us to do, to delete that. WHICH BEGS THE QUESTION: My question is: Is there a URL scheme that I can use to directly open that panel? If so, it would allow us to create a screen that helps the user to do all the deletions (on the device, our server, and the Apple server).
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Many of Apple's tutorials on SwiftData are written alongside SwiftUI, including the sample code. Would it be a bad idea to use SwiftData separately? If I don't use SwiftUI, would it be wiser to choose a different database instead?
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Hi all, I got this error from test flight /System/Library/Frameworks/_PassKit_SwiftUI.framework/_PassKit_SwiftUI _$s16_PassKit_SwiftUI03AddA14ToWalletButtonVAA0cD09EmptyViewVRszrlE6actionACyAFGyyc_tcfC _$s16_PassKit_SwiftUI03AddA14ToWalletButtonVMn _$s16_PassKit_SwiftUI03AddA14ToWalletButtonVyxG0cD04ViewAAMc _$s16_PassKit_SwiftUI03AddA19ToWalletButtonStyleV5blackACvgZ _$s16_PassKit_SwiftUI03AddA19ToWalletButtonStyleVMa _$s7SwiftUI4ViewP09_PassKit_aB0E03addD19ToWalletButtonStyleyQrAD03AdddghiJ0VF _$s7SwiftUI4ViewP09_PassKit_aB0E03addD19ToWalletButtonStyleyQrAD03AdddghiJ0VFQOMQ I removed support for MacOS and Vision Pro I tried to add Passkit and SwiftUI . framework But I got other error when I try to upload to test flight Xcode 15.3 Do you have some suggestion? thanks
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Hello, I would like to change the aspect (scale, texture, color) of a 3D element (Model Entity) when I hovered it with my eyes. What should I do If I want to create a request for this feature? And how would I know if it will ever be considered or when it will appear?
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We have been using a Supervision Identity successfully over the last few years to allow us to Xcode debug on managed devices. Something has changed in the last few months which we are finding it hard to find a consistent solution to. We can't determine whether it's Xcode 15/iOS version related. Behaviour we see documented below All Macs with the Supervision Identity installed can open the device in Apple Configurator without need for trust acknowledge on the device. Configurator can open and stream the device console. All problematic devices are also registered as a development device with Apple. We have hit and miss connectivity in Finder, On failure it indicates that the trust prompt on the device needs to be accepted. No trust prompt is displayed Developer Mode on the device can't be enabled until we attempt to connect to Xcode Devices that pair successfully in Xcode do so almost immediately. If a device pairs in Xcode it is also visible in the native macOS Console application If a device fails to pair in Xcode we get a spinner and the message "Xcode has already started pairing with 'iPhone-X'. Select Trust on iPhone-X to complete pairing". The macOS console app reports "The user has not responded to the pairing request on 'iPhone-X' In neither case is a trust prompt displayed on a device. We are not able to Xcode pair any managed device running iOS 17.x. This includes devices that were successfully paired on iOS16.x then upgraded iOS16.x devices that pair with one Mac successfully will not pair with another Mac with the same Supervision Identity installed. The same behaviour is seen on Ventura and Sonoma Macs Clearing Trusted Computers in IOS Developer Mode has no effect None supervised iOS devices pair successfully on iOS 16 and 17 Has anyone else witnessed similar issues and found a work around ?
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I have a macOS application with a minimum version of macOS 12.0. I need to be able to get the current keyboard region designator. Example: The user selects a input source of English Canadian. What I want as a result of this fact is en-CA locale identifier. I get the current keyboard language with the following code func keyboardLanguage() -> String?{ let keyboard = TISCopyCurrentKeyboardInputSource().takeRetainedValue() let languagesPtr = TISGetInputSourceProperty(keyboard, kTISPropertyInputSourceLanguages)! let languages = Unmanaged<AnyObject>.fromOpaque(languagesPtr).takeUnretainedValue() as? [String] return languages?.first } This returns the language as en, but I don't see how I can get the region from Text Input Sources. I can get the input source id let keyboard = TISCopyCurrentKeyboardInputSource().takeRetainedValue() let idPtr = TISGetInputSourceProperty(keyboard, kTISPropertyInputSourceID)! let id = Unmanaged<AnyObject>.fromOpaque(idPtr).takeUnretainedValue() as? String print(String(describing: id)) This prints com.apple.keylayout.Canadian which points to the Canadian region but is not a region designator. I can possible parse this id and map it to a region designator but first I'm not sure if I will capture all of the regions and secondly what happens if the format of the id changes? If someone can point to the correct API to use it will be much appreciated.
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Hello, I apologize for my poor English. Due to the discontinuation of the altool command line tool for notarizing client applications on Mac, we are transitioning from the altool command line to the notarytool command line. However, when attempting to add a profile to Keychain, the following command returns an error if the userID or password is incorrect: xcrun notarytool store-credentials "AC_PASSWORD" --apple-id "mailadress" --team-id "TEAMID" --password xxxx-xxxx-xxxx-xxxx Although the password and other credentials have been entered correctly multiple times, it is possible that a step is being missed. The current process is as follows: Belonging to the Apple Developer Program of the client. Generating an app-specific password from the apple ID account page with TEAMID. Adding a profile to Keychain with the above information using the notarytool command line, where the error occurs. If anyone has experience using the notarytool or has notarized Mac applications using an alternative method, any advice on the steps would be greatly appreciated. Thank you in advance.
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When you run the following SwiftUI code, images unrelated to animation will flicker. import SwiftUI struct TestAnimationView: View { @State private var effectFlg = false private let imageName = "image1" @State var rotationDegrees = 0.0 var body: some View { VStack() { Text("Rectangle") Rectangle() .foregroundColor(.blue) .frame(width: 100, height: 100) .padding(.bottom, 30) Text("PNG Image") if let _imageName = Bundle.main.path(forResource: imageName, ofType: "png") { Image(uiImage: UIImage(contentsOfFile: _imageName)!) .resizable() .frame(width: 100, height: 100) .padding(.bottom, 30) } Text("PNG Image") if let _imageName = Bundle.main.path(forResource: imageName, ofType: "png") { Image(uiImage: UIImage(contentsOfFile: _imageName)!) .resizable() .frame(width: 100, height: 100) // .scaleEffect(self.effectFlg ? 1 : 0.8) .rotationEffect(.degrees(self.rotationDegrees)) } Spacer() Button("Start Animation") { withAnimation(.default.repeatForever().speed(0.5)) { if self.effectFlg { rotationDegrees = 0.0 } else { rotationDegrees = 360.0 } self.effectFlg.toggle() } } } } }
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My Xcode version is 14.3(14E222b), MacOS is 13.6.4 with M1 Pro chip, according to Xcode support page, the Xcode supports iOS simulator from 13.7 to 16.4. However, there's no avaliable iOS version below iOS 16.4 can be selected, even it was installed. The command line tolls is Xcode14.1, I've also tried to change to 14.3 and 15.2, but didn't work.
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extension UIView { func takeSnapshot(rect : CGRect? = CGRect.zero) -> UIImage? { let renderer = UIGraphicsImageRenderer(size: frame.size) var image = renderer.image { _ in drawHierarchy(in: bounds, afterScreenUpdates: true) } if let imageRect = rect, imageRect != CGRect.zero { let screenshotFrame = CGRect(x: imageRect.origin.x * UIScreen.main.scale, y: imageRect.origin.y * UIScreen.main.scale, width: imageRect.size.width * UIScreen.main.scale, height: imageRect.size.height * UIScreen.main.scale) let imageRef = image.cgImage!.cropping(to: screenshotFrame) image = UIImage.init(cgImage: imageRef!, scale: image.scale, orientation: image.imageOrientation) } UIGraphicsEndImageContext() return image } } which was working fine until I updated to macOS 14.4.1 from 14.2.1 and to Xcode 15.3 from 15.0. issue From my Mac Catalyst app, if I try to take screenshot of imageView, the screenshot is brighter. If I try this method it seems working: func takeSnapshotWithoutScale() -> UIImage? { UIGraphicsBeginImageContextWithOptions(self.frame.size, false, 0) if let currentContext = UIGraphicsGetCurrentContext() { self.layer.render(in: currentContext) } let newImage = UIGraphicsGetImageFromCurrentImageContext() UIGraphicsEndImageContext() return newImage }
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Hello We received frequent crashes for the webkit on 17.4.1. We checked the code as well nothing got changed from our side. I tried to reproduce it but unable to do so. Can anybody advice on this. Below is the stack trace for same Please help to check. Thanks in advance
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I'm trying to build a feature which allows: Peripheral send some info (up to 512 bytes) to central Central connects to all nearby peripheral, and display the connected peripherals as a list When user tap on any of the peripheral from the list, central send back some info back. In order to achieve this, I need to make sure to connect to the discovered peripherals before sending over the data because the data i want to send through BLE is larger than advertisementData MTU while peripheral starts broadcasting. However, I also saw some discussion suggesting that I should stop scanning first before establish connection. I wonder if you have any recommendation for my scenario. (Let's assume BLE is the ONLY approach I can go with for transferring data because I want to do this cross Android and iOS offline) Should I maintain 2 peripheral arrays to tracked the discovered and connected peripherals? Am I supposed to connect to the peripheral while scanning? If not, any recommendations? Thank you!
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For some time now XCode Cloud build keep failing with: The step invocation hit a user timeout. The xcodebuild archive invocation timed out. No activity has been detected on stdout, stderr or the result bundle in 30 minutes. This happens specifically on Asset catalogs processing. In my case the app has like 8K images, with most of them tagged via Apple's ODR system so only the assets user needs are loaded, but the associated build step still takes a lot of time, usually 90+ minutes. It was fine before the timeout got implemented. Is there any whay to raise the timeout for a specific project? As it stands now the XCode Cloud is useless for this project as it can't do what it was intended for.
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Xcode Version 15.0.1 (15A507) Crash log Hardware Model: iPhone14,7 Code Type: ARM-64 (Native) Role: Foreground Parent Process: launchd [1] OS Version: iPhone OS 16.6 (20G75) Release Type: User Baseband Version: 1.80.02 Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Triggered by Thread: 26 Application Specific Information: abort() called Last Exception Backtrace: 0 CoreFoundation 0x1b3c54cb4 __exceptionPreprocess + 164 1 libobjc.A.dylib 0x1accf03d0 objc_exception_throw + 60 2 Foundation 0x1adf6950c -[NSData(NSData) _base64EncodingAsString:withOptions:] + 1072 3 Foundation 0x1ae2cf8bc Data.base64EncodedString(options:) + 640 ... 6 libdispatch.dylib 0x1bb11a320 _dispatch_call_block_and_release + 32 7 libdispatch.dylib 0x1bb11beac _dispatch_client_callout + 20 8 libdispatch.dylib 0x1bb11ef8c _dispatch_queue_override_invoke + 788 9 libdispatch.dylib 0x1bb12d944 _dispatch_root_queue_drain + 396 10 libdispatch.dylib 0x1bb12e158 _dispatch_worker_thread2 + 164 11 libsystem_pthread.dylib 0x213a85da0 _pthread_wqthread + 228 Thread 26 name: Dispatch queue: com.apple.root.default-qos Thread 26 Crashed: 0 libsystem_kernel.dylib 0x1f2c11578 __pthread_kill + 8 1 libsystem_pthread.dylib 0x213a8c118 pthread_kill + 268 2 libsystem_c.dylib 0x1bb17c178 abort + 180 3 libc++abi.dylib 0x2139cabf8 abort_message + 132 4 libc++abi.dylib 0x2139ba444 demangling_terminate_handler() + 348 5 libobjc.A.dylib 0x1accf5ea4 _objc_terminate() + 144 6 libc++abi.dylib 0x2139c9fbc std::__terminate(void (*)()) + 16 7 libc++abi.dylib 0x2139c9f60 std::terminate() + 56 8 libdispatch.dylib 0x1bb11bec0 _dispatch_client_callout + 40 9 libdispatch.dylib 0x1bb11ef8c _dispatch_queue_override_invoke + 788 10 libdispatch.dylib 0x1bb12d944 _dispatch_root_queue_drain + 396 11 libdispatch.dylib 0x1bb12e158 _dispatch_worker_thread2 + 164 12 libsystem_pthread.dylib 0x213a85da0 _pthread_wqthread + 228 13 libsystem_pthread.dylib 0x213a85b7c start_wqthread + 8 12 libsystem_pthread.dylib 0x213a85b7c start_wqthread + 8 My code private func encodeStringTo64(fromString: String) -> String? { let plainData = fromString.data(using: .utf8) return plainData?.base64EncodedString(options: []) } Call foundation method extension Data { ... /// Returns a Base-64 encoded string. /// /// - parameter options: The options to use for the encoding. Default value is `[]`. /// - returns: The Base-64 encoded string. @inlinable public func base64EncodedString(options: Data.Base64EncodingOptions = []) -> String } Description This foundation method don't have throws, but it throw an exception. It will cause a crash.
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I have an app that uses Swift 4.2. I am going to update the Swift Compiler Language to Swift 5. But I have some confusion after my test. I was able to run async/await code when using Xcode 15 with the version set to Swift 4.2, and it was okay. But async/await code was developed in Swift5.5. Why it is okay? Is it related to the Xocde Swift version? And if I use Swift Compiler version 4.2 to run async/await code,what problems might there be ?
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[UE] Assertion failed: Binding.index < ML_MaxTextures [File:./Runtime/Apple/MetalRHI/Private/MetalPipeline.cpp] [Line: 563] Metal texture index exceeded! How can I solve it?
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