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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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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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I've been going through SwiftData documentation, as I'm trying to learn how to work with SwiftData, especially how to use it to cache web responses. "Maintaining a local copy of server data" sample seems to be perfect source for me then, but I find it a little bit confusing, or lacking. There's this function: /// Loads new earthquakes and deletes outdated ones. @MainActor static func refresh(modelContext: ModelContext) async { do { // Fetch the latest set of quakes from the server. logger.debug("Refreshing the data store...") let featureCollection = try await fetchFeatures() logger.debug("Loaded feature collection:\n\(featureCollection)") // Add the content to the data store. for feature in featureCollection.features { let quake = Quake(from: feature) // Ignore anything with a magnitude of zero or less. if quake.magnitude > 0 { logger.debug("Inserting \(quake)") modelContext.insert(quake) } } logger.debug("Refresh complete.") } catch let error { logger.error("\(error.localizedDescription)") } } It says specifically that it "deletes outdated ones", but where does the actual deletion happens? All I can see is call to modelContext.insert(quake) which will update existing entries or create new ones if they don't exist yet, if I'm understanding things right. But quakes that were already in the database, and are not present in the response, don't seem to be deleted anywhere in this function. Or am I missing something?
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created a custom PAM module following this and It works fine with etc/pam.d/sudo but doesn't work with etc/pam.d/authorization and etc/pam.d/login. sudo # sudo: auth account password session auth include sudo_local auth sufficient /usr/local/Cellar/cpam/1.0.0/lib/security/cpam.so auth sufficient pam_smartcard.so auth required pam_opendirectory.so account required pam_permit.so password required pam_deny.so session required pam_permit.so authorization # authorization: auth account auth sufficient /usr/local/Cellar/cpam/1.0.0/lib/security/cpam.so auth optional pam_krb5.so use_first_pass use_kcminit no_auth_ccache auth optional pam_ntlm.so use_first_pass auth sufficient pam_smartcard.so use_first_pass account required pam_opendirectory.so Is it even allowed to add a custom PAM to \etc\pam.d\login or etc\pam.d\authorization ? Is it possible to create a mechanism with custom logic and replace it withbuiltin:authenticate,privileged in system.login.console authorization right ? Note: I have also tried moving the .so file to /usr/lib/pam but it failed even after disabling SIP.
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I'm trying to upload my app with Tap to Pay on iPhone functionality. However, I'm getting error message "Profile doesn't include com.apple.developer.proximity-reader.payment.acceptance entitlement." I've confirmed many times that I have the distribution profile with this capability. Any idea what might be the issue? The development environment works perfectly.
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I have a basic Widget with a button to toggle the home lights, the buttons triggers the following AppIntention: import WidgetKit import AppIntents struct ConfigurationAppIntent: WidgetConfigurationIntent { static var title: LocalizedStringResource = "Bulb state" static var description = IntentDescription("This is an example widget.") } struct ToggleStateIntent: AppIntent { static var title: LocalizedStringResource = "Toggle light state" init(){ } func perform() async throws -> some IntentResult { await WizClient.shared.toggleState() return .result() } } The problem is that I must be running the app with xcode (in my phone, not simulator) to work fine, when I stop xcode the button must be pressed two times to trigger the AppIntention. The toggle function works well on the app with a toggle component. Here is the widget: import WidgetKit import SwiftUI struct Provider: AppIntentTimelineProvider { func placeholder(in context: Context) -> SimpleEntry { SimpleEntry(date: Date(), configuration: ConfigurationAppIntent()) } func snapshot(for configuration: ConfigurationAppIntent, in context: Context) async -> SimpleEntry { SimpleEntry(date: Date(), configuration: configuration) } func timeline(for configuration: ConfigurationAppIntent, in context: Context) async -> Timeline<SimpleEntry> { let timeline = Timeline(entries: [SimpleEntry(date: Date(), configuration: configuration)], policy: .atEnd) return timeline } } struct SimpleEntry: TimelineEntry { let date: Date let configuration: ConfigurationAppIntent } struct BulbActionsEntryView : View { var entry: Provider.Entry var body: some View { HStack { Button(intent: ToggleStateIntent()){ Text("Toggle") } } .padding(.vertical) } } struct BulbActions: Widget { let kind: String = "BulbActions" var body: some WidgetConfiguration { AppIntentConfiguration(kind: kind, intent: ConfigurationAppIntent.self, provider: Provider()) { entry in BulbActionsEntryView(entry: entry) .containerBackground(.fill.tertiary, for: .widget) } } } extension ConfigurationAppIntent { fileprivate static var test: ConfigurationAppIntent { let intent = ConfigurationAppIntent() print("Intent -> \(intent)") return intent } } #Preview(as: .systemSmall) { BulbActions() } timeline: { SimpleEntry(date: .now, configuration: .test) }
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I implemented a store kit in my application, which was working fine until the last three months. Recently, we have encountered an issue where the store kit screen automatically dismisses when attempting to purchase an in-app product using the UPI payment method. This issue specifically occurs with consumable products. Our non-renewable products are working fine with the same code base.
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Is there a way out of the WeatherKit REST API to get a textual summary of the weather like the iPhone app from Apple shows? Right now the local forecast on the iPhone app says "Sunny conditions from 7pm-8pm, with partly cloudy conditions expected at 8PM". Is this something the app rolls on it's own or is there a attribute-value pair in one of the returned JSON datasets that has this text. It's not in the "forecastDaily" dataset. *Humorous that it says "Sunny conditions from 7pm-8pm" because that's about the time the sun is setting. That forecast was from 1PM.
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