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I'm wondering if it's possible to implement object tracking on Vision Pro using the Vision framework of Apple? I see that the Vision documentation offers a variety of classes for computer vision which have a tag "visionOS", but all the example codes in the documentation are only for iOS, iPadOS or macOS. So can those classes also be used for developing Vision Pro apps? If so, how do they get data feed from the camera of Vision Pro?
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I have my desktop in the iCloud. On a regular basis, my iCloud comes to a point where it wants to upload every single file again, so it sets every existing file on "Waiting for upload", and takes 3 – 5 days to reupload everything. I don’t know what causes this, it comes out of the blue sometimes. During that time, I can’t copy files, and can’t open some programs like Xcode. How can I avoid this?
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Im using server V5.8 in Mojave that has worked so well until last week that I cannot entoll new devices or push apps to pupils iPads. I have tried everything even reenrolling devices but still no communication from the mobile device management server to the iPads. Please help as I have 50 new iPads for a new class that I need to enrol.
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Hello, I've test Apple spacial computing since few weeks now. I've hope working on spacial computer will give me more productive. At this time, safari extensions I use (bitwarden) was not available. There is no other web browser available. I've not find how to use xcode in my spacial computer. I've not find any native (not iPad) terminal tool. Mac screen sharing only give me one screen (and I've got 4 in my desk). This screen can be very big but I prefer having 4 little screen better a big one. And screen sharing is not usable using mouse at all. my mouse always disapear from my screen when sharing with my spacial computer. For all theses case, using spacial computing for working is not realist at this time in my specific case. I lost to many time using it instead of using a "real" computer. Hope this message can help you to upgrade software and give me all tools needed to use it to work. Best regards, Julien Boquet
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In our Mac Catalyst app running on macOS, the Edit > Spelling and Grammar > Check Spelling While Typing, Check Grammar With Spelling, and Correct Spelling Automatically preferences are reset with each opening of a new text view. How can we make those preferences persistent? Ie, when someone changes those settings for our app's text view, other incarnations of our app's text views should respect the latest preferences. We looked at swizzling NSTextView's toggleAutomaticSpellingCorrection:, saving those to NSUserDefaults, and then reading those preferences when we set up our UITextView subclass, and then setting the UITextInputTraits properties accordingly. However, our approach felt heavy handed, and I'm wondering if we are missing some out-of-the-box functionality that will make those preferences intuitively persistent. Does anyone have any suggestions? Thank you.
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In older versions of macOS, such as those predating Mac OS Sonoma, users had the ability to set the Lock Screen independently from their desktop wallpaper. However, with the introduction of Mac OS Sonoma, this feature seems to have been altered or removed altogether. Currently, there appears to be no option to set the Lock Screen image separately; instead, only changing the desktop wallpaper, changes the Lock Screen image. This change raises questions about whether it is a deliberate alteration in the setting flow or if it could potentially be a bug in the system. Users may wonder if this adjustment is intended to streamline the interface or if there are plans to reintroduce the ability to customize the Lock Screen image independently of the wallpaper in future updates.
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Hello, I'm having this issue that Xcode tells me it cannot find the Swift Packages I'm using within my App. When I first open Xcode, all the Package Dependencies are listed correctly in my project navigator. Also, building the app for the first time runs without any issues. But right after the first build is finished, the Package Dependencies are not listed any more and the build fails, telling me that all the packages are missing. I have to manually click on File -> Packages -> Reset Package Caches, after that it works again. But only for exactly one build. I basically have to do this step for every single build. I found out that there is this Package.resolved file which lists all the used packages with their respective version and some kind of hash. This file is located inside the .xcodeproj file, in my case it's this location: MyApp.xcodeproj/project.xcworkspace/xcshareddata/swiftpm/Package.resolved This file is deleted after the successful build. And I think that's the reason why all of a sudden Xcode screams that the packages are missing. After resetting the package caches this file re-appears. But it seems it has to be regenerated every single time. This bug is VERY annoying and exists already since the last view versions of Xcode, not just the latest one. I was hoping this bug is fixed at some point. Current Xcode version: 15.4 (15F31d) MacBook Air 13", M3, 2024 running macOS Sonoma 14.5 Just in case, my Package.resolved file is attached below. Package.resolved
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When transferring files from iPhone to Watch, if you run the app and try to transfer after updating the OS, the transfer may not be possible. (or transmission seems to be too slow) Just completely close the app, restart it, and try again. Does anyone know the cause or solution to this problem? It happened after the last 17.5 update and today after the 17.5.1 update. The app doesn't crash or anything, and it doesn't happen often, so I didn't send any feedback or anything, but it's strange.
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我委托第三方才帮我们在苹果商店更新过APP,因为图片中含有隐私手机号,因此需要自己再重新上架,/Users/zhangteng/Desktop/WechatIMG24.jpeg。他提示需要构建版本,我已经在涂鸦平台构建了app,好像需要打包,我该如何操作打包上传呢。
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Hello. I received a rejection on a new application in the first release for some unknown reason: 2.1.0 Performance: App Completeness Bug description: Specifically, no action occurred after completing in-app purchase. and a screenshot of the paywall with products (prices). My products load from RevenueCat, and when tested in TestFlight, there are no issues. Please tell me what could be the problem?
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I'm making a Swift Program. I got a .a file that builded from some c++ scripts,and I can see some fuctions in it by commed "nm *.a", and a .h file like this My question is how to call the fuctions in .a like "testDebug",I can call from c# like [DllImport("__Internal")] private static extern void testDebug(); Google's answer always with a right .h file,Maybe I should make .h file correct first. Any reply would be greatly appreciated.
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Hello everyone, I am encountering a persistent issue with Xcode where I’m unable to install my app on a testing device due to the following error message: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.SznYNY/extracted/iForC.app : 0xe8008018 (The identity used to sign the executable is no longer valid.) Here’s what I have tried so far to resolve this issue: 1. Ensured that all my certificates and provisioning profiles are current and valid. 2. Removed all related certificates from my Keychain and reinstalled new ones. 3. Cleaned and rebuilt the project multiple times. 4. Unpaired the device and paired it again. 5. Reinstalled the latest version of Xcode. 6. Performed a complete restore of my Mac. Despite these troubleshooting steps, I am still facing the same issue. I would greatly appreciate any insights or experiences related to this error from anyone who has overcome similar challenges. Thank you in advance for your help!
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This is crash stack. What caused this crash? How to solve it? Date/Time: 2024-05-17 11:12:48.0370 +0800 Launch Time: 2024-05-17 11:12:28.4598 +0800 OS Version: iPhone OS 17.4.1 (21E236) Release Type: User Baseband Version: 3.50.04 Report Version: 104 Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000001, 0x00000001aee09920 Triggered by Thread: 0 Kernel Triage: VM - (arg = 0x3) mach_vm_allocate_kernel failed within call to vm_map_enter Thread 0 Crashed: 0 libdispatch.dylib 0x00000001aee09920 _dispatch_lane_resume + 712 (queue.c:3284) 1 CoreFoundation 0x00000001a6f357a8 __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ + 148 (CFNotificationCenter.c:700) 2 CoreFoundation 0x00000001a6f35170 ___CFXRegistrationPost_block_invoke + 88 (CFNotificationCenter.c:193) 3 CoreFoundation 0x00000001a6f350b8 _CFXRegistrationPost + 440 (CFNotificationCenter.c:221) 4 CoreFoundation 0x00000001a6f34608 _CFXNotificationPost + 728 (CFNotificationCenter.c:1247) 5 Foundation 0x00000001a5dc6f10 -[NSNotificationCenter postNotificationName:object:userInfo:] + 92 (NSNotification.m:531) 6 UIKitCore 0x00000001a930f04c -[UIApplication _sendWillEnterForegroundCallbacks] + 212 (UIApplication.m:11709) 7 UIKitCore 0x00000001a930d7cc __101-[_UISceneLifecycleMultiplexer _evalTransitionToSettings:fromSettings:forceExit:withTransitionStore:]_block_invoke_2 + 1272 (_UISceneLifecycleMultiplexer.m:653) 8 UIKitCore 0x00000001a930d298 _UIScenePerformActionsWithLifecycleActionMask + 112 (_UISceneLifecycleState.m:109) 9 UIKitCore 0x00000001a9393934 __101-[_UISceneLifecycleMultiplexer _evalTransitionToSettings:fromSettings:forceExit:withTransitionStore:]_block_invoke + 216 (_UISceneLifecycleMultiplexer.m:566) 10 UIKitCore 0x00000001a92bcac4 -[_UISceneLifecycleMultiplexer _performBlock:withApplicationOfDeactivationReasons:fromReasons:] + 220 (_UISceneLifecycleMultiplexer.m:515) 11 UIKitCore 0x00000001a92bb53c -[_UISceneLifecycleMultiplexer _evalTransitionToSettings:fromSettings:forceExit:withTransitionStore:] + 608 (_UISceneLifecycleMultiplexer.m:565) 12 UIKitCore 0x00000001a92baea4 -[_UISceneLifecycleMultiplexer uiScene:transitionedFromState:withTransitionContext:] + 248 (_UISceneLifecycleMultiplexer.m:468) 13 UIKitCore 0x00000001a92bad74 __186-[_UIWindowSceneFBSSceneTransitionContextDrivenLifecycleSettingsDiffAction _performActionsForUIScene:withUpdatedFBSScene:settingsDiff:fromSettings:transitionContext:lifecycleActionType:]_block... + 148 (_UIWindowSceneFBSSceneTransitionContextDrivenLifecycleSettingsDiffAction.m:73) 14 UIKitCore 0x00000001a92bac7c +[BSAnimationSettings(UIKit) tryAnimatingWithSettings:fromCurrentState:actions:completion:] + 736 (BSAnimationSettings+UIKit.m:54) 15 UIKitCore 0x00000001a92ba504 _UISceneSettingsDiffActionPerformChangesWithTransitionContextAndCompletion + 224 (_UISceneSettingsDiffAction.m:27) 16 UIKitCore 0x00000001a92ba1b4 -[_UIWindowSceneFBSSceneTransitionContextDrivenLifecycleSettingsDiffAction _performActionsForUIScene:withUpdatedFBSScene:settingsDiff:fromSettings:transitionContext:lifecycleActionType:] + 316 (_UIWindowSceneFBSSceneTransitionContextDrivenLifecycleSettingsDiffAction.m:58) 17 UIKitCore 0x00000001a964ae20 __64-[UIScene scene:didUpdateWithDiff:transitionContext:completion:]_block_invoke.226 + 612 (UIScene.m:2067) 18 UIKitCore 0x00000001a92b9328 -[UIScene _emitSceneSettingsUpdateResponseForCompletion:afterSceneUpdateWork:] + 216 (UIScene.m:1736) 19 UIKitCore 0x00000001a92b9198 -[UIScene scene:didUpdateWithDiff:transitionContext:completion:] + 244 (UIScene.m:2026) 20 UIKitCore 0x00000001a92b8fd8 -[UIApplicationSceneClientAgent scene:handleEvent:withCompletion:] + 336 (UIApplicationSceneClientAgent.m:86) 21 FrontBoardServices 0x00000001bfaeb524 -[FBSScene updater:didUpdateSettings:withDiff:transitionContext:completion:] + 660 (FBSScene.m:812) 22 FrontBoardServices 0x00000001bfaeb270 __94-[FBSWorkspaceScenesClient _queue_updateScene:withSettings:diff:transitionContext:completion:]_block_invoke_2 + 152 (FBSWorkspaceScenesClient.m:692) 23 FrontBoardServices 0x00000001bfaeb10c -[FBSWorkspace _calloutQueue_executeCalloutFromSource:withBlock:] + 168 (FBSWorkspace.m:411) 24 FrontBoardServices 0x00000001bfaeb028 __94-[FBSWorkspaceScenesClient _queue_updateScene:withSettings:diff:transitionContext:completion:]_block_invoke + 344 (FBSWorkspaceScenesClient.m:691) 25 libdispatch.dylib 0x00000001aee02dd4 _dispatch_client_callout + 20 (object.m:576) 26 libdispatch.dylib 0x00000001aee0686c _dispatch_block_invoke_direct + 288 (queue.c:511) 27 FrontBoardServices 0x00000001bfae7490 __FBSSERIALQUEUE_IS_CALLING_OUT_TO_A_BLOCK__ + 52 (FBSSerialQueue.m:285) 28 FrontBoardServices 0x00000001bfae7410 -[FBSMainRunLoopSerialQueue _targetQueue_performNextIfPossible] + 240 (FBSSerialQueue.m:309) 29 FrontBoardServices 0x00000001bfae72e8 -[FBSMainRunLoopSerialQueue _performNextFromRunLoopSource] + 28 (FBSSerialQueue.m:322) 30 CoreFoundation 0x00000001a6f3d62c __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28 (CFRunLoop.c:1957) 31 CoreFoundation 0x00000001a6f3c8a8 __CFRunLoopDoSource0 + 176 (CFRunLoop.c:2001) 32 CoreFoundation 0x00000001a6f3b058 __CFRunLoopDoSources0 + 244 (CFRunLoop.c:2038) 33 CoreFoundation 0x00000001a6f39d88 __CFRunLoopRun + 828 (CFRunLoop.c:2955) 34 CoreFoundation 0x00000001a6f39968 CFRunLoopRunSpecific + 608 (CFRunLoop.c:3420) 35 GraphicsServices 0x00000001eb22f4e0 GSEventRunModal + 164 (GSEvent.c:2196) 36 UIKitCore 0x00000001a93acedc -[UIApplication _run] + 888 (UIApplication.m:3692) 37 UIKitCore 0x00000001a93ac518 UIApplicationMain + 340 (UIApplication.m:5282) 38 VRCapture 0x00000001045ac3a4 main + 84 (main.m:33) 39 dyld 0x00000001ca45ad84 start + 2240 (dyldMain.cpp:1298)
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Your app provides loan services but does not meet all the requirements for apps providing these services. See below for additional information. These requirements give App Store users confidence that apps offering financial services are qualified to provide these services and will responsibly manage their data. Next Steps It would be appropriate to make the following changes to comply with the App Store requirements: The verified email domains associated with your Apple Developer Program account must match domains for the submitting company or partnered financial institution.
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"Jaxl Phone" a calling application. Users buy recharges to make cellular calls from the application. In this particular case, user has already utilised their recharge by making cellular calls from within the application. They have made about 4-hours of cellular calls from the app. Now, suddenly, customer started asking for REFUND from Apple. They never reached out to us. In fact, they also asked for REFUNDs for older IAP's and to our surprise, Apple has refunded all 6-IAP that the user has asked refund for. We have written twice to Apple Developer Support about it We have also hit consumption request API and used DECLINE as refund preference. But still Apple has gone ahead and issued a refund. How can we stop this scam and bleeding?
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Doing some testing around player behaviour when a license expires in Safari on MacOS. I had the following outcomes: On Safari 17.4.1 on an intel based Mac running Ventura, playback stopped when the license expired. On Safari 17.4.1 on an M3 running Sonoma, playback stalled briefly, and then continued to play unlimited. On Safari 16.5.2 on an M2 running Ventura, playback stalled briefly, and then continued to play unlimited. When playback stalled briefly, was at the time the license expired. I parsed the license and everything is set correctly for a lease license type: { "version" : 1, "payloadLength" : 1072, "iv" : "0H9NCXLQeh1ziYpmJXsnwQ==", "assetId" : "䙁㉌䉃\u0000\u0000\u0000", "hdcp" : "TYPE_0_REQUIRED", "contentKeyDuration" : { "leaseDurationSeconds" : 300, "rentalDurationSeconds" : 0, "persistenceAllowed" : false }, "keyType" : "Lease" } I cannot find any information relating to this behaviour. Per the docs for FPS, a lease license type: If the content key is not renewed, the Apple device stops the playback when the lease expires. Which is what is observed on the intel based macbook.
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I am working on an app that is streaming data from a bluetooth device to an iPhone. As data constantly arrives to the phone, I am repeatedly decoding data segments and sending it to a file through a OutputStream (from Foundation). Trying to streamline this background work, I want to make sure the data I/O is using a buffered write. Looking over documentation for the OutputStream class, I cannot find any mention of how to flush the buffer if needed, and am unsure if the Stream object is using a buffer across my repeated calls. Are OutputStreams sending binary data to a file buffered or unbuffered? Thank you in advance for clarifying this mechanic! I am using XCode Version 15.3, and Swift 5.10
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This is a very simple code in which there is only one button to start with. After you click the button, a list of images appear. The issue I have is that when I click on the new button to hide the images, the memory stays the same as when all the images appeared for the first time. As you can see from the images below, when I start the app, it starts with 18.5 mb, when I show the images it jumps to 38.5 mb and remains like that forever. I have tried various way to try and reduce the memory usage but I just can't find a solution that works. Does anyone know how to solve this? Thank you! import SwiftUI struct ContentView: View { @State private var imagesBeingShown = false @State var listOfImages = ["ImageOne", "ImageTwo", "ImageThree", "ImageFour", "ImageFive", "ImageSix", "ImageSeven", "ImageEight", "ImageNine", "ImageTen", "ImageEleven", "ImageTwelve", "ImageThirteen", "ImageFourteen", "ImageFifteen", "ImageSixteen", "ImageSeventeen", "ImageEighteen"] var body: some View { if !imagesBeingShown { VStack{ Button(action: { imagesBeingShown = true }, label: { Text("Turn True") }) } .padding() } else { VStack { Button(action: { imagesBeingShown = false }, label: { Text("Turn false") }) ScrollView { LazyVStack { ForEach(0..<listOfImages.count, id: \.self) { many in Image(listOfImages[many]) } } } } } } }
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Our release engineer encounters Asset validation failed error with various reasons (90240, 90270, 90242, 90259) on Transporter. If I upload same ipa file by Transporter on my dev machine, I can successfully upload. Both machine installs same version of Xcode and Transporter. My system is M1 macbook and his system is Intel macbook. Other than that, I don't see any differences. I have no idea why his machine does not work. Any thoughts? Thanks
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I have found that my Vision Pro device can get into a state where my app is no longer receiving fresh SceneReconstructionProvider updates. It reports that the SceneReconstructionProvider goes into the DataProviderState.running state, and .anchorUpdates will report a set of stale mesh anchors when first fired up, but does not produce any further updates. Once the device gets into this state, I can force quit the app, and even uninstall and re-install it, and I get the same few mesh updates, but no fresh updates until I restart the device. Sample async function below. I can confirm that print("WE FELL OFF THE END OF sceneReconstruction.anchorUpdates") never gets executed, so it stays inside the sceneReconstruction.anchorUpdates loop. let session = ARKitSession() var handTracking = HandTrackingProvider() let sceneReconstruction = SceneReconstructionProvider() let planeDetection = PlaneDetectionProvider(alignments: [.horizontal, .vertical]) let worldTracking = WorldTrackingProvider() ... func start() async { do { await requestAuth() if dataProvidersAreSupported && isReadyToRun && !isRunning { // print("ARKitSession starting.") try await session.run([sceneReconstruction, handTracking, planeDetection, worldTracking]) startCount += 1 // TODO: Fail gracefully if we have to attempt start too many (# TBD) times } else { print("dataProvidersAreSupported: \(dataProvidersAreSupported). isReadyToRun: \(isRunning)") print("handTracking.state: \(handTracking.state), sceneReconstruction.state: \(sceneReconstruction.state) worldTracking.state: \(worldTracking.state), planeDetection.state; \(planeDetection.state)") } }catch { print("ARKitSession error:", error) } } ... func processReconstructionUpdates() async { while (true) { for await update in sceneReconstruction.anchorUpdates { let meshAnchor = update.anchor guard let shape = try? await ShapeResource.generateStaticMesh(from: meshAnchor) else { continue } switch update.event { case .added: let entity = try! await generateModelEntity(geometry: meshAnchor.geometry) entity.transform = Transform(matrix: meshAnchor.originFromAnchorTransform) entity.collision = CollisionComponent(shapes: [shape], isStatic: true) entity.components.set(InputTargetComponent()) entity.name = "mesh" entity.physicsBody = PhysicsBodyComponent(mode: .static) let sortComponent = ModelSortGroupComponent(group: modelSortGroup, order: 1) entity.components.set(sortComponent) entity.components.set(OpacityComponent(opacity: 0.5)) meshEntities[meshAnchor.id] = entity meshesParent.addChild(entity, preservingWorldTransform: true) case .updated: guard let entity = meshEntities[meshAnchor.id], let updatedEntity = try? await generateModelEntity(geometry: meshAnchor.geometry) else { continue } entity.transform = Transform(matrix: meshAnchor.originFromAnchorTransform) entity.collision?.shapes = [shape] if let newMesh = updatedEntity.model?.mesh { entity.model?.mesh = newMesh } case .removed: meshEntities[meshAnchor.id]?.removeFromParent() meshEntities.removeValue(forKey: meshAnchor.id) } print("We now have '\(meshEntities.count)' mesh entities") } print("WE FELL OFF THE END OF sceneReconstruction.anchorUpdates") try? await Task.sleep(nanoseconds: 1_000_000) }
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