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I'm using the TrailsSampleApp (in the AppIntentsSampleApp project which is provided by Apple. According to the code, if you use the "Get conditions with TrailsSampleApp" and provide a trail that is NOT in the suggested entities, it should pass control to the following TrailEntityQuery extension. /// An EntityStringQuery extends the capability of an EntityQuery by allowing people to search for an entity with a string. extension TrailEntityQuery: EntityStringQuery { /** To see this method, configure the Get Trail Info intent in the Shortcuts app. A list displays the suggested entities. If you search for an entity not in the suggested entities list, the system passes the search string to this method. - Tag: string_query */ func entities(matching string: String) async throws -> [TrailEntity] { Logger.entityQueryLogging.debug("[TrailEntityQuery] String query for term \(string)") return trailManager.trails { trail in trail.name.localizedCaseInsensitiveContains(string) }.map { TrailEntity(trail: $0) } } } It says if you configure the Get Trail Info section in the Shortcuts App, control will be passed to this entities() function. However, it doesn't say how to configure it. Any suggestions or help?
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I have a personal app I use only for myself on my iPhone. I do not distribute this. Its stops working every year when my renewal comes up. Once I renew my subscription I reload the app onto my phone and it works again. Is there a way that I can have it work forever without having to reload it every year? Sometimes I forget to reload after my renewal and it does not work until I do so.
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Hi all, I'm implementing Intune MAM to secure applications on iOS. However, I need my users to be able to save files (e.g. attachments in an email in the Outlook app) to iOS Files. To do so, I'm trying to put Files in exception of my Intune MAM policy and I need to obtain the Files "CFBundleURLSchemes" value from the info.plist file of the Files app. I'm not able to get that information. Are any of you able to get that somehow? Thanks!
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Hi there, I am trying to develop a country guessing game using MapKit and GeoJSON data. I have verified that my data creates the outline of the country properly using other methods, but I run into an error where the map clips and does not show portions of the countries or islands when zooming at certain levels of the map. I receive the warnings in the terminal "Mismatching number of indices, indexCount: 30, triangulatedIndexCount: 27" and "Triangulator failed to fully triangulate polygon: (0.1296, 0.303328), (0.108053, 0.296605), (0.0671644, 0.289883), (0.0586311, 0.281121), (0.0397156, 0.27289), (0.0323911, 0.262393), (0.0610489, 0.260732), (0.102507, 0.284671), (0.140053, 0.292602), (0.133511, 0.291167), (0.137707, 0.293659), (0.138489, 0.29872)" I am not sure what these tuple values are, or how to fix the errors, as I have adjusted my data (removing duplicate coordinates, refreshing the map, etc). How am I able to counteract these warnings, or at least get a sense of what they are asking?
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Simulators will not install. Run destinations all empty. Can't even run on device. XCode 15.4 beta Sonoma 14.4.1 Intel Mac 16" MBP Attached screenshot of error. iOS 17.5 beta 2 (21F5058d) "Not compatible with XCode 15.4 beta" No run destinations appear. Not even 17.4 device that is plugged in. This all worked yesterday after initial XCode upgrade to 15.4 beta. Now all destinations are missing, even though they appear as installed in the 'Platforms' window. (yes I have rebooted and restarted XCode).
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We are getting this error when processing our registration. Payment Services Exception Domain check failed with the following errors. No domains were registered.\nDomain verification failed for pspId=1A014B2EC09DB380EE1D51FE4D116C801F62F29D74F2D93269FE554CA2E34656 domain=patient.moolah.cc url=/.well-known/apple-developer-merchantid-domain-association errorMessage=com.google.gson.stream.MalformedJsonException: Use JsonReader.setLenient(true) to accept malformed JSON at line 1 column 4559 path $", "statusCode": "400"}
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I am getting this error, only in iOS 17 (all version) on old code that had been working since iOS 15. The error occurs whenever the collectionView need to increase it's height beyond its initial height. The collectionView is inside a tableView. All autolayout constraints are set and everything use to work fine in previous version of iOS. *** Assertion failure in -[MYAPP.MYCollectionView _updateLayoutAttributesForExistingVisibleViewsFadingForBoundsChange:], UICollectionView.m:6218
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I'm setting up 'Sign in with Apple ID,' and the signup process is running smoothly. Users are redirected to the Apple login page, where they grant permission to share their email and name, followed by a callback. However, a problem occurs with users who are already registered. Ideally, for these users, the process should simply verify their credentials without asking for additional permissions, since the app is already authorized to access their email and name. But, they are being asked again for these permissions after logging in, suggesting they are creating the account in the app again. How can I indicate in the authorization request that a user has already been authorized so that the permissions screen doesn't reappear? Other providers handle this by adding the parameter 'prompt=none' to the request.
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Hello, everyone, I have a problem I'm stuck with and have been trying to solve without success for the past 2 weeks. I am developing a SwiftUI application for Apple Watch which for now I am only running on the simulator. This application has to play sounds but unfortunately so far without success for Apple Watch simulator. When I tap the button on the application running on the Series 9 (45mm) simulator with watchOS 10.2. I cannot hear any sounds on my MacBook Pro. This happens for all Apple Watch simulators I have in my MacBook. The same exact code works on the iPhone 15 simulator with iOS 17.2 and I hear the file 1.mp3 from MacBook Pro speakers and also from bluetooth hearphones, if I connect them. The code is this import SwiftUI import AVFoundation struct ContentView: View { @State var audioPlayer:AVPlayer? @State var isPlaying : Bool = false var body: some View { VStack { Image(systemName: "globe") .imageScale(.large) .foregroundStyle(.tint) Text("Hello, world!") Button("Play"){ if let path = Bundle.main.path(forResource: "1", ofType: "mp3") { let fileUrl = URL(fileURLWithPath: path) do{ try AVAudioSession.sharedInstance().setCategory(AVAudioSession.Category.playback) try AVAudioSession.sharedInstance().setActive(true) audioPlayer = AVPlayer(url: fileUrl) guard let audioPlayer = audioPlayer else { return } audioPlayer.play() } catch { } } } } .padding() } } Thanks for your support!
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My app offers a premium subscription, and all works well locally when I test with a Sandbox tester account. However, in app review, the reviewers are not able to access premium - Apple does not open the subcription/payments modal when the reviewers click the "Get Premium" button. I'm wondering if it's because I haven't "attached" my subscription to my review as described in https://developer.apple.com/help/app-store-connect/manage-submissions-to-app-review/submit-for-review/? The instructions says: "On the right, scroll down to the In-App Purchases and Subscriptions section, then click Select in-app purchases and subscriptions. When submitting a subscription for the first time, it must be submitted with a new app version." But I don't see any "In-App Purchases and Subscriptions" section on this page. Am I missing something or are the docs outdated?
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When I run the following code, the Matchmaker view is populated with me (local player) and my opponent (correct picture and friendly name). however, the "Send Game" button is disabled. I assume that recipients is set correctly. There are errors from loadPlayersForIdentifiers . GKMatchRequest *request = [[GKMatchRequest alloc] init]; request.minPlayers = 2; request.maxPlayers = 2; request.defaultNumberOfPlayers = 2; request.inviteMessage = @"Testing"; [GKPlayer loadPlayersForIdentifiers:@[ playerID ] withCompletionHandler:^(NSArray<GKPlayer *> *_Nullable players, NSError *_Nullable error) { if (error) { NSLog(@"Error loading player: %@", error); } else if (players.count > 0) { request.recipients = players; GKTurnBasedMatchmakerViewController *mmvc = [[GKTurnBasedMatchmakerViewController alloc] initWithMatchRequest:request]; mmvc.turnBasedMatchmakerDelegate = self; mmvc.showExistingMatches = NO; [self presentViewController:mmvc animated:YES completion:nil]; } }]; If I remove the opponent, and then re-add them manually, the "Send Game" button is enabled.
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Hello Everyone, This is regarding recent upgrade issue on my iPhone. I am still struggling to get access to my iCloud storage data for iMessages, Notes with password, Health related stats, etc. I would like to explain chronology of the entire event. There was a recent IOS 17.4.1 update came on April 07th, 2024. I clicked on the update but nothing happened then suddenly my phone passcode wasn’t working. I restarted my phone then the phone was not even accepting my face id. I went to the Apple store. Apple support team have requested me to reset (erase entire data) iPhone which I had already done on next day. I had no others options actually. My phone passcode was not working in reality due to iso update because I haven’t changed my passcode since more than a year. It is also not due to iPhone screen issue which apple team was saying to me initially. Unfortunately, my Apple ID credentials wasn’t working after phone reset so I had to put my Apple ID on recovery mode which took almost 15days to recover even though process is automated as per apple support team which they can’t reduce it. I understand that they are doing for privacy reason but who wants such privacy when even owner can’t access his own account for 15days. I offered them to verify my personal details such as email ID, phone number, passport number and any other details which they can use to expedite the process but they didn’t help on this. At end of the recovery (after 15days), they used same details i.e. my email ID and SMS on my registered number to verify. I don’t understand their logic but if they can take 2-3 business working days for same process then it makes sense to wait rather than 15days. After I regained access to my apple id, I have restored everything using my iCloud storage. I observed that few applications such as contacts, WhatsApp, etc. are restored properly but some of the applications such as iMessage, Notes (specifically locked notes), health data were not restored. iMessage are not synchronizing with iCloud storage when I tried to do it manually too in setting >> apple id>> iCloud >> show all >> messages in iCloud >> sync now. Nothing happens after clicking on it. Locked notes are still showing an error message “Can’t view Note. ‘This note can’t be viewed because encryption key wasn’t found in iCloud keychain. Resetting your end-to-end encrypted data can cause this’”. I have never used custom password to lock note instead I was using Face ID earlier to lock or unlock some of notes. All these things are happening because it is asking for old iPhone passcode to connect with iCloud storage while resetting my iPhone. I am trying to enter all the previous passcodes. a. When I entered correct passcode, then there is no error but still applications are not synchronizing with iCloud storage. b. When I enter incorrect passcodes (multiple passcodes but one at a time) then it gives an error “Verification failed”. It means it is detecting correct passcode as per above point. There is some issue with passcode synchronization with iCloud storage. I have opened a case with apple support team but meanwhile If any one of you had faced similar problem, then kindly suggest ways to me so I will regain access to some important personal information which are present in my iCloud storage. I would like to inform everyone that don’t rely completely on single brand or product. Take multiple backups may be on personal laptops, SSDs, etc. I learnt a lesson that even apple products, software & services are not reliable so think before buying costly products just for sake of brand name.
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Hello, We recently encountered an issue with our app's submission to the App Store regarding missing permissions. Specifically, our app requires access to two categories called: NSPrivacyAccessedAPICategoryFileTimestamp and NSPrivacyAccessedAPICategoryUserDefaults for proper functionality. Although we've managed to resolve the immediate concern, it's important that we address this as soon as possible (to avoid any further complications with future app submissions). As I'm not entirely familiar with app development/coding, I'm reaching out to seek help with this. We also want to know if the issue we're experiencing is related to using pre-release software or our code? Any insights or help with this would be greatly appreciated. Thanks!
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Hey all, I have a very simple view that offsets some view based on the value of a binding. To calculate that offset, I also need to have the previous value of the binding. To have that, am using withAnimation(). I am also using a custom animation. To keep things simple, my custom animation right now is just a linear progression. I added some code to keep track of the number of times animate<>(:::) gets called. Turns out, when I add .background(Color.green) to my Text(), the number of calls gets increased by 60 (per second of animation). If .background(Color.green) gets added last (more precisely, after .offset(x: newOffset)), the background is not animated and the extra calls do not happen. After reading the documentation and watching 'Demystifying SwiftUI', 'Demystifying SwiftUI performance' and various general SwiftUI and SwiftUI animation related WWDC sessions I am still feeling like I miss some basic understanding of SwiftUI animations. Who can explain to me what is happening here and why? Or is the fact that animate<>(:::) gets called a number of times that is increasing linearly with the number of modifiers and number of subviews OK, and I should not be worried at all? Relevant code below: View: struct TestView: View { @Binding var offset: Double @State private var previousOffset: Double = 0 @State private var isAnimatingToNewOffset = false private let valuesInView = 20 var body: some View { GeometryReader { geometry in let headingHeight: CGFloat = 80 let newOffset = isAnimatingToNewOffset ? -(offset - previousOffset) / CGFloat(valuesInView) * geometry.size.width : 0 Text("Some text") .frame(width: geometry.size.width) .frame(height: headingHeight) .offset(y: (geometry.size.height - headingHeight) / 2) .background(Color.green) // moving this around, or removing it will cause the animate<>(:::) to be called a different number if times .offset(x: newOffset) } .background(Color.gray) .onChange(of: offset) { (oldValue, newValue) in /// entering an animated change isAnimatingToNewOffset = true withAnimation(Animation(MyAnimation(duration: 1))) { // before updating, keep the value of the current offset previousOffset = offSet } completion: { // now update the previous offset to be ready for a new animation previousOffset = offset // trigger another update of the body, but now without animation isAnimatingToNewOffset = false } } } } My custom animation: struct MyAnimation: CustomAnimation { /// just for debugging to understand how often this method gets called private static var count = 0 let duration: TimeInterval func animate<V>(value: V, time: TimeInterval, context: inout AnimationContext<V>) -> V? where V : VectorArithmetic { let relativeProgress = CGFloat(time / duration) // print out the number of times this function is called, and with what value print("\(String(format: "%02i", MyAnimation.count)) - \(String(format: "%1.2f", relativeProgress))") MyAnimation.count += 1 guard time < duration else { return nil } // keeping things simple for now, returning linear progress return value.scaled(by: relativeProgress) } }
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I'm working on a tool which parses the output from the command "profiles -P -o" to check that our MDM profile has been deployed correctly, as there has been issues around profiles being misconfigured. It seems that the framework which the profiles command uses is private, so I'm just wondering could there be a way to get information which is similar to the output from the profiles command without having to directly use the command?
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I'm trying to bind a NSProgressIndicator to Progress, but with the following code I only get an indeterminate progress indicator with a blue bar forever bouncing left and right, even after the two timers fire. According to the documentation: Progress is indeterminate when the value of the totalUnitCount or completedUnitCount is less than zero or if both values are zero. What am I doing wrong? class ViewController: NSViewController { let progress = Progress() override func loadView() { view = NSView(frame: CGRect(x: 0, y: 0, width: 500, height: 500)) let progressIndicator = NSProgressIndicator(frame: CGRect(x: 100, y: 100, width: 100, height: 100)) progressIndicator.bind(.isIndeterminate, to: progress, withKeyPath: "isIndeterminate") progressIndicator.bind(.value, to: progress, withKeyPath: "completedUnitCount") progressIndicator.bind(.maxValue, to: progress, withKeyPath: "totalUnitCount") progressIndicator.startAnimation(nil) view.addSubview(progressIndicator) progress.completedUnitCount = 3 progress.totalUnitCount = 10 Timer.scheduledTimer(withTimeInterval: 1, repeats: false) { _ in print(1) self.progress.completedUnitCount = 6 } Timer.scheduledTimer(withTimeInterval: 6, repeats: false) { _ in print(2) self.progress.completedUnitCount = 0 self.progress.totalUnitCount = 0 } } }
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I call transaction information for several apps. And I don't have environment information. So I'm calling the sandbox environment as an official guide. However, unlike the official guide, certain apps sometimes succeed by calling an endpoint using a production URL to receive an error code 401 and calling an endpoint using a sandbox environment. Why does this difference occur unlike the official guide? Because of this difference, sometimes it's a production environment and JWT hasn't expired, but I get a 401 error and call the sandbox environment. 2. Please let me know the solution.
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Steps to reproduce the problem: Have an extension which has a content_scripts section in its manifest that specifies a content script for some URLs. Open a tab at a URL that the extension should inject a content script in. What is the expected behaviour? The content script should execute on the page, and if you open the Developer Tools and go to the Console tab, then the extension should be listed inside of the "Extension Scripts" dropdown (the dropdown immediately to the right of the "Clear console" button). What went wrong? After prolonged inactivity, sometimes the content script doesn't show up in the Extension Scripts dropdown (which it would if it were executing). There's no evidence in the page's Developer Tools that the extension is active. It doesn't execute at all, there's no messages in the console related to it or its non-execution, and its content scripts don't show up in the Sources tab of Developer Tools. When the issue happens, the extension still shows up in the browser toolbar as an option.. The extension's icon shows up and functions normally. The extension background page is inspectable and seems to be running normally. Refreshing the webpage doesn't fix it. But once we open the ios App it starts working again. Safari version: 74 OS Version: OS X 10.14.5
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Today I have tried to add a second archive action for visionOS. I had added a visionOS destination to my app target a while back and can build and archive my app for visionOS in Xcode 15.3 locally, and also run it on the device. Xcode Cloud is giving me the following errors in the Archive - visionOS action (Archive - iOS works): Invalid Info.plist value. The value for the key 'DTPlatformName' in bundle MyApp.app is invalid. Invalid sdk value. The value provided for the sdk portion of LC_BUILD_VERSION in MyApp.app/MyApp is 17.4 which is greater than the maximum allowed value of 1.2. This bundle is invalid. The value provided for the key MinimumOSVersion '17.0' is not acceptable. Type Mismatch. The value for the Info.plist key CFBundleIcons.CFBundlePrimaryIcon is not of the required type for that key. See the Information Property List Key Reference at https://developer.apple.com/library/ios/documentation/general/Reference/InfoPlistKeyReference/Introduction/Introduction.html#//apple_ref/doc/uid/TP40009248-SW1 All 4 errors are annotated with "Prepare Build for App Store Connect" and I get them for both "TestFlight (Internal Testing Only)" and "TestFlight and App Store" deployment preparation options. I have tried to remove the visionOS destination and add it back, but this is not changing the project at all. Any ideas what I am missing?
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How do I download a folder from opensource.apple.com without going inside recursively and downloading individual files? e.g. one from here: "https://opensource.apple.com/source/Libm/" PS. no idea what's the proper tag for this post, and as forum insists on having a non-empty tag field I'm using "Foundation" arbitrarily.
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