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Can I use Apple's sound recognition in my augmented reality app to trigger content ? Or is there another source I can use?
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Seeing the following, whether initializing Maps() in SwiftUI or using Apple's example Overlay Project since updating to Xcode 15.3: Thread Performance Checker: Thread running at User-interactive quality-of-service class waiting on a thread without a QoS class specified (base priority 0). Investigate ways to avoid priority inversions PID: 2148, TID: 42369 Backtrace ================================================================= 3 VectorKit 0x00007ff81658b145 ___ZN3geo9TaskQueue5applyEmNSt3__18functionIFvmEEE_block_invoke + 38 4 libdispatch.dylib 0x00000001036465c2 _dispatch_client_callout2 + 8 5 libdispatch.dylib 0x000000010365d79b _dispatch_apply_invoke3 + 527 6 libdispatch.dylib 0x000000010364658f _dispatch_client_callout + 8 7 libdispatch.dylib 0x0000000103647c6d _dispatch_once_callout + 66 8 libdispatch.dylib 0x000000010365c89b _dispatch_apply_redirect_invoke + 214 9 libdispatch.dylib 0x000000010364658f _dispatch_client_callout + 8 10 libdispatch.dylib 0x000000010365a67f _dispatch_root_queue_drain + 1047 11 libdispatch.dylib 0x000000010365af9d _dispatch_worker_thread2 + 277 12 libsystem_pthread.dylib 0x00000001036e2b43 _pthread_wqthread + 262 13 libsystem_pthread.dylib 0x00000001036e1acf start_wqthread + 15```
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Posting this on behalf of my colleague, who has a project in mind that requires a huge amount of RAM. Is it true that modern Mac Pro's can only have up to 192GB of RAM which is about 8 times less than 5 years old intel based Mac Pros?
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Calling SKAction.follow(..) causes my SKSpriteNode to rotate 90 degrees CW and not stay horizontal as it follows my UIBezierPath? I have this code (within my GameViewController Class) which implements the following of a SKSpriteNode along a UIBezierPath. ===== Please note that a brilliant contributor solved the above challenge by creating a new Class, e.g., class NewClass: NSObject. Nevertheless, I need the solution to appear in an extension of my GameViewController ===== func createTrainPath() { trackRect = CGRect(x: tracksPosX - tracksWidth/2, y: tracksPosY, width: tracksWidth, height: tracksHeight) trainPath = UIBezierPath(ovalIn: trackRect) } // createTrainPath func startFollowTrainPath() { var trainAction = SKAction.follow( trainPath.cgPath, asOffset: false, orientToPath: true, speed: theSpeed) trainAction = SKAction.repeatForever(trainAction) myTrain.run(trainAction, withKey: runTrainKey) } // startFollowTrainPath func stopFollowTrainPath() { guard myTrain == nil else { myTrain.removeAction(forKey: runTrainKey) savedTrainPosition = getPositionFor(myTrain, orPath: trainPath) return } } // stopFollowTrainPath
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Apple Transporter.app report this issue: Asset validation failed (90237) The product archive package's signature is invalid. Ensure that it is signed with your "3rd Party Mac Developer Installer" certificate. In the post "https://developer.apple.com/forums/thread/680438" Quinn “The Eskimo!” reply: For the Mac App Store you need: Apple Development: TTT (or the older Mac Developer: TTT) for day-to-day development 3rd Party Mac Developer Installer: TTT for signing the installer package you submit to App Store Connect 3rd Party Mac Developer Application: TTT for signing the code inside that installer package In https://stackoverflow.com/questions/29039462/which-certificate-should-i-use-to-sign-my-mac-os-x-application" Apple Codesigning Certificate Types Mac App Distribution 3rd Party Mac Developer Application: Team Name Used to sign a Mac app before submitting it to the Mac App Store. Mac Installer Distribution 3rd Party Mac Developer Installer: Team Name Used to sign and submit a Mac Installer Package, containing your signed app, to the Mac App Store. Both Mac App Distribution and Mac App Distribution was added to Keychain Access: Picture 1: Xcode -> Preferences -> Account -> Manage Certificates show that "Mac Installer Distribution" is there: Picture 2: And "Mac Installer Distribution" is also shown in my "Account" -> Certificates, IDs & Profiles -> Certificates in developer.apple.com Picture 3: Is "3rd Party Mac Developer Installer" = "Mac Installer Distribution" missing somewhere ? What can I do to fix "Asset validation failed (90237)" in Apple Transporter.app ?
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Good day folks, We have a workflow setup where a new Sign in with Apple user registers (first SIWA login where user can pick name and show/hide email), and the server-side code obtains a refresh token from SIWA REST API. That refresh token is stored internally against the user's profile in the DB for future use. Whenever user account is deleted from server-side, we use that refresh token to revoke Sign in with Apple (so that the user would need to go through registration flow rather than sign in- where they have an option to specify name and show/hide email). That has been working beautifully until we have added an AppClip to the app. The code which obtains the refresh token "respects" the correct bundle ID for the main app / app clip, and everything seems to work. Both of Apple's APIs return OK codes. In fact, we even get the email from Apple when token is revoked which reads "APP_NAME has revoked your Sign in with Apple account. Next time you use Sign in with Apple to sign in to your onUgo Access account, you will have to share your name and email again". Problem is- it doesn't. SIWA still offers to "sign in" as if account is still linked, and the app still shows up as "App using Sign in with Apple" in iPhone settings. What's even more mysterious is that you can't delete/revoke/"Stop using Apple ID" on that SIWA link with the app from iPhone settings too! It seems to work, but the app never goes away from the list, as if it fails silently. Could anyone please help shed some light on this?
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I was trying to update my workflow but Xcode shows me this: However when I push up to my testFlight branch it goes through and does everything as it's supposed to. I even got an email saying that everything was successful. If I try to go through the process of setting up XCode Cloud it will just have the spinning indicator forever and I have to force quit Xcode. Any suggestions on how to fix this? I am running Xcode 15.2
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I created a PWA that requires access to users' geolocation to perform a certain action in the system. The correct operation would be the user opens the application, and then the operating system prompts them to allow sharing their exact location with the PWA. However, this is not happening with a few users who have iPhone 11 or XR. I tested it on iPhones 14, 13, 11 Pro, and even iPhone 6, and it works as expected. I directly spoke with a user who was experiencing the problem and conducted some tests. I checked if location access was allowed in the settings. I verified if Safari was accepting with the option to always ask selected. In the settings of my system's website, I checked if location access was allowed with the option to always ask chosen. We changed all prompting options to allow. We opened the following site https://whatpwacando.today/ and found that geolocation was also not possible. Everything indicates that the issue lies with these users' phones; however, other geolocation methods work fine, as other geolocation apps function properly. This leads me to think that it might be a problem with Safari not working properly with the HTML Geolocation API. I'm not sure if there are any more advanced settings that could help or if anyone else has encountered this issue.
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I have a macOS app (AppKit-based, not Mac Catalyst) and an iOS app serving a very similar purpose and user group. Both are currently using non-consumable IAPs to unlock functionalities. I‘m considering a subscription model and wonder if both apps could share the same IAP products. I‘m well aware that both apps need to use the same Bundle ID / App Store Connect entry, so I‘m willing to discontinue the existing Bundle IDs (while keeping the apps installable for existing customers), but Apple‘s info about „Universal Purchase“ is only mentioning Mac Catalyst apps for macOS: Mac Catalyst. With Xcode 11.4 or later, Mac apps built with Mac Catalyst can share a bundle ID with the iOS version of the app, so universal purchase is supported. Can an AppKit-based macOS app and an iOS app share the save Bundle ID and offer a Universal Purchase?
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I have a iPad mini4 with iPadOS 15.8.2. I try to Install iPadOS 17.5 beta 4. But I can't succeed in installing the program. I read the documents related to iPadOS 17.5 beta 4 in Apple Developer Program. According to the instructions, I repeated to install the profile to my mini4 by various ways, but in vain. I made inquiries to Apple Care and Apple Developer Support, but they said they gave me some advices that they could have in their resources. They told me my operations seemed to be correct in order to install the profile related to iPadOS 17.5 beta 4 for the machines with iPadOS 16.3 and earlier. They also basically told me they didn't know why and how on a beta program and to go to Developer Forums and post my problem in Developer Forum. I have also have M2Macbook Pro, iPad9, SE3. "Beta Updates"s appear in Three System Settings but only "Automatic Updates" appears in mini4. It is sure to enter a Developer Mode on my Apple ID. How should I do in order to install the profile for iPadOS 17.5 beta 4 ? Please tell me how.
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Hello everyone, I'm just getting started with Swift and I'm in a bit of a knot here. Code below: `if codeSent { TextField("6 Digit Code", text: $code) Divider() Button("Verify") { print("verify...") if code.count == 6 { cloud(fun: "customSmsAuth", cloudData: [ "code": code, "phoneNumber": phoneNumber ], completion: { resData in let res = resData["res"] as? Int if res == 1 { let customToken = resData["customToken"] Auth.auth().signIn(withCustomToken: customToken) { user, error in } } else { print("An error occured...") } }) } else { print("invalid code...") } }.padding() }` `else { HStack { Button("+26") { print("phone code...") } TextField("Phone Number", text: $phoneNumber) } Divider() Button("Send Code") { print("send code...") if phoneNumber.count == 10 { cloud(fun: "sendSms", cloudData: ["phoneNumber" : "+26"+phoneNumber], completion: { resData in let res = resData["res"] as? Int if res == 1 { codeSent = true } else { print("An error occured...") } }) } else { print("Invalid phone number...") } print(phoneNumber) }.padding() }` I'm trying to setup a simple phone based authentication with firebase. Any pointer where I'm going wrong will be appreciated. Thanks.
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I added Privacy manifest for my app and submit it to review and apple reject my app with what comment ITMS-91054: Invalid API category declaration - The PrivacyInfo.xcprivacy for the “Frameworks/SmartlookAnalytics.framework/SmartlookAnalytics” file contains “Disk Space” as the value for a NSPrivacyAccessedAPIType key, which is invalid. Values for NSPrivacyAccessedAPIType keys in any privacy manifest must be valid API categories. For more details about this policy, including a list of required reason APIs and approved reasons for usage, visit: https://developer.apple.com/documentation/bundleresources/privacy_manifest_files/describing_use_of_required_reason_api. i look at the package manifest and all looks fine (attached image). Maybe somebody saw that issue - and may tell me how can i fix it.
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I need to draw an outline of an Emoji glyph bounding box that is drawn in CGContext (macOS 14.4.1). I use NSLayoutManager - (void)drawGlyphsForGlyphRange:(NSRange)glyphsToShow atPoint:(NSPoint)origin; and I can get an emoji glyph bounding box using CoreText CGRect CTFontGetBoundingRectsForGlyphs(CTFontRef font, CTFontOrientation orientation, const CGGlyph *glyphs, CGRect *boundingRects, CFIndex count);. The bounding box is correct until the CGContext to which I draw the string with Emoji is not scaled or rotated. In such a case, an Emoji drawn in context is "sometimes" scaled, so its bounding box is not equal to the bounding box obtained from CoreText. Unfortunately, I can't figure out what the dependencies between glyph size, CGContext rotation, and scale are. I couldn't find any linearity between these variables. For example, an Emoji is drawn correctly at scale 6, rotation 0, when CGContext is rotated by 1 degree, Emoji is downsized by 1 pixel, then back in nominal size when rotation is between 2 and 4 degrees, then downsized for 5 degrees, nominal at 6, etc. Has anyone solved this?
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I'm having issues with a Lazyvgrid displaying images after the screen orientation changes ( either from horizontal to portrait, or the reverse ) What happens is the images are not sized correctly. If 2 column , I see 1/3 of column 1 and the image in column 2 takes 2/3 of the screen width. Similar issues with 3 or 6 column layout. The Lazyvgrid is inside a ScrollView and thats inside a Tabview. I'v tried to trick an update by changing the column layout, the content mode (fit/fill) of the images, etc. but so far nothing has worked. Any suggestions ?, anyway to invalidate a lazyvgrid and have swiftui rebuild it ? Thanks.
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I just purchased a new M3 chip MacBook Air a little after it came out. I was able to create and deploy an iOS application. However, now that I am trying to create a new project Xcode throws an error upon launch. Steps to recreate the error (if possible) Open Xcode Select create new app An error is where the preview should be. At this point I have added no code. It is all boiler plate from Apple.
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添加以提供审核时报错,但并没有告诉我需要提供哪些信息?(发布上一个版本的时候没有这个问题)
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I am wanting to create a 3D video game in Xcode for macOS, iOS, iPadOS, tvOS, and visionOS. I have heard that there are a few different ways to go about this such as MetalKit or SceneKit. These libraries seem to have little examples and documentation so I am wondering: Are they still be developed/supported? Which platform should I make a game in? Where are some resources to learn how to use these platforms? Are there other better platforms that I am just not aware of? Thanks!
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Hello. I've been looking all over this forum and stack and done some internet searches but unfortunately have found nothing to assist in fixing an error I'm receiving on my project in Xcode. Every view shows an error identical to the one shown above, only with that specific file name displayed instead. When I go to fix the error, this is the error detail displayed: == PREVIEW UPDATE ERROR: LinkDylibError: Failed to build TabBar.swift Linking failed: linker command failed with exit code 1 (use -v to see invocation) ld: warning: search path '/Applications/Xcode.app/Contents/SharedFrameworks-iphonesimulator' not found ld: unsupported mach-o filetype (only MH_OBJECT and MH_DYLIB can be linked) in '/Users/brycemchose/Library/Developer/Xcode/DerivedData/Service_Square_App-dnblqgabcrxprhaizjtkcvouyzln/Build/Intermediates.noindex/Previews/iphonesimulator/Service Square App/Products/Debug-iphonesimulator/Service Square.app/Service Square' clang: error: linker command failed with exit code 1 (use -v to see invocation) Note that I can run the app successfully to a simulator or to my iPhone, but cannot see the preview within the Xcode canvas. I've been blindly developing the last two app updates, pushing the changes to the simulator and then tweaking the code based on the simulated version. I can keep doing this for a little while but it is significantly slower and more difficult, especially to fix small bugs and make tiny changes, so I'd really like to see if anyone has an idea for how I can get the preview back to being properly displayed. I'm brand new to this whole thing and have no idea how to fix this issue, so I'd be really grateful if someone with more experience could offer some suggestions! Thanks in advance! :)
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Hi everyone I'm new to swiftui and I'm trying to understand the reason that allows swiftui to call a VStack or any other container view without parentheses as in: struct ContentView: View { var body: some View { VStack { Text("sth"); } } } After looking into the swift docs, it was clear as in any other programming language that instantiating a class/structure is made by calling the entity with its parentheses, an even passing some parameters if possible. Isn't should be the case for placing view components in the body computer property? So far my mind keeps telling me that the syntax should follow this convention struct ContentView: View { var body: some View { VStack() { Text("sth"); } } } At which concept should I look into for further clarifications All the best.
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Privacy and Security Settings on Apple Watch requires a screen time passcode, but when I enter the correct passcode, it says its wrong. I need to get into these settings to access developer mode on my watch. If you know how to fix this, please help.
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