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Hello, I am developing a private internal Flutter app for our customer, which will not be published on the Apple Store. One of the key features of this app is to collect RF strength metrics to share user experience with the network. For Android, we successfully implemented the required functionality and are able to collect the following metrics: Signal strength level (0-4) Signal strength in dBm RSSI RSRQ Cell ID Location Area Code Carrier name Mobile country code Mobile network code Radio access technology Connection status Duplex mode However, for iOS, we are facing challenges with CoreTelephony, which is not returning the necessary data. We are aware that CoreTelephony is deprecated and are looking for alternatives. We noticed that a lot of the information we need is available via FTMInternal-4. Is there a way to access this data for a private app? Are there any other recommended approaches or frameworks that can be used to gather cellular network information on iOS for an app that won't be distributed via the Apple Store? my swift code import Foundation import CoreTelephony class RfSignalStrengthImpl: RfSignalStrengthApi { func getCellularSignalStrength(completion: @escaping (Result<CellularSignalStrength, Error>) -> Void) { let networkInfo = CTTelephonyNetworkInfo() guard let carrier = networkInfo.serviceSubscriberCellularProviders?.values.first else { completion(.failure(NSError(domain: "com.xxxx.yyyy", code: 0, userInfo: [NSLocalizedDescriptionKey: "Carrier not found"]))) return } let carrierName = carrier.carrierName ?? "Unknown" let mobileCountryCode = carrier.mobileCountryCode ?? "Unknown" let mobileNetworkCode = carrier.mobileNetworkCode ?? "Unknown" let radioAccessTechnology = networkInfo.serviceCurrentRadioAccessTechnology?.values.first ?? "Unknown" var connectionStatus = "Unknown" ... ... } Thank you for your assistance.
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In Declarative Device Management there is the Get Server Supported Declarations endpoint that is sent via an MDM Check-In request. Is this supposed to return all of the declarations supported by the server, or only the ones that are intended for the device making the request? This seems like a bad choice of naming for that endpoint and, if my assumption is correct it should be named more along the lines of "Get Device Declarations" Or am I fundamentally misunderstanding DDM and our server should be sending all declarations we have to the device and the device controls them via activations? This seems counter to the pitch around scalability and performance improvements that DDM offers if we have to send literally everything to the device even if it's known to not be needed, and similarly if the device doesn't support it but the server does then obviously(?) the server shouldn't send it to the device.
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Can someone please explain the purpose of the ManagementServerCapabilities declaration in Declarative Device Management? I understand based on the documentation that it contains a "dictionary that contains the server’s optional protocol features" but what would be an example of an "optional protocol feature"?
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Hello Please can you tell me if this 'warning' was given because of a Translocation Error? Howard Oakley, the developer of Mints, will not talk to me about this. The image has not been tampered with in any way. Your advice will be most welcome. Thanks.
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Hi, Thanks for getting back to me regarding my query. I'm developing a Cordova app that includes games with an initial free tier and additional tiers available through in-app purchases. Here’s a detailed explanation of what I’m aiming to achieve: Users can play a set of games for free initially (Free Tier). After playing a certain number of games, users can purchase additional game tiers: Tier 1: Adds 3 more games. Tier 2: Adds 6 more games. Tier 3: Adds 9 more games. Users can continue playing the games in any purchased tier indefinitely. If users do not wish to purchase additional tiers, they can continue playing the free tier games with limited themes but without restrictions on play count. Questions: How can I configure App Store Connect to offer the Free Tier initially and then present the in-app purchase options for the additional tiers? Is there a specific configuration in App Store Connect that supports this model, or do I need to handle this logic within the app itself? I appreciate any guidance you can provide on setting this up correctly. Best regards, T
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Hi, I want to create an offline mode for my iOS app. Where is it better to keep files in terms of download speed: in a CDN like Cloudflare or using On-Demand Resources? The total file size is 2 GB.
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Does anyone know what this might be? /private/tmp/game-porting-toolkit-20240516-2293-dagdsr/wine/dlls/wow64cpu/cpu.c:356:18: error: assignment to 'DWORD64' {aka 'long long unsigned int'} from 'PVOID' {aka 'void '} makes integer from pointer without a cast [-Wint-conversion] 356 | context->Rsp = NtCurrentTeb()->TlsSlots[2]; / WOW64_TLS_WINEHYBRID_RESERVED_R14 */ | ^ make: *** [dlls/wow64cpu/cpu.cross.o] Error 1 make: *** Waiting for unfinished jobs.... Path: /usr/local/Homebrew/Library/Taps/apple/homebrew-apple/Formula/game-porting-toolkit.rb ==> Configuration HOMEBREW_VERSION: 4.3.0 ORIGIN: https://github.com/Homebrew/brew HEAD: 8378cc825d83acffd125fb0fec041793df378a57 Last commit: 3 days ago Core tap JSON: 17 May 05:28 UTC Core cask tap JSON: 17 May 05:28 UTC HOMEBREW_PREFIX: /usr/local HOMEBREW_CASK_OPTS: [] HOMEBREW_MAKE_JOBS: 10 Homebrew Ruby: 3.1.4 => /usr/local/Homebrew/Library/Homebrew/vendor/portable-ruby/3.1.4/bin/ruby CPU: 10-core 64-bit westmere Clang: 15.0.0 build 1500 Git: 2.39.3 => /Library/Developer/CommandLineTools/usr/bin/git Curl: 8.4.0 => /usr/bin/curl macOS: 14.4.1-x86_64 CLT: 15.1.0.0.1.1700200546 Xcode: 15.1 => /Users/raiderpig/Downloads/Xcode.app/Contents/Developer Rosetta 2: true
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for (int i = 0; i < 1000; i++){ double st_tmp = CFAbsoluteTimeGetCurrent(); retBuffer = [self.enhancer enhance:pixelBuffer error:&error]; double et_tmp = CFAbsoluteTimeGetCurrent(); NSLog(@"[enhance once] %f ms ", (et_tmp - st_tmp) * 1000); } When I run a CoreML model using the above code, I notice that the runtime gradually decreases at the beginning. output: [enhance once] 14.965057 ms [enhance once] 12.727022 ms [enhance once] 12.818098 ms [enhance once] 11.829972 ms [enhance once] 11.461020 ms [enhance once] 10.949016 ms [enhance once] 10.712981 ms [enhance once] 10.367990 ms [enhance once] 10.077000 ms [enhance once] 9.699941 ms [enhance once] 9.370089 ms [enhance once] 8.634090 ms [enhance once] 7.659078 ms [enhance once] 7.061005 ms [enhance once] 6.729007 ms [enhance once] 6.603003 ms [enhance once] 6.427050 ms [enhance once] 6.376028 ms [enhance once] 6.509066 ms [enhance once] 6.452084 ms [enhance once] 6.549001 ms [enhance once] 6.616950 ms [enhance once] 6.471038 ms [enhance once] 6.462932 ms [enhance once] 6.443977 ms [enhance once] 6.683946 ms [enhance once] 6.538987 ms [enhance once] 6.628990 ms ... In most deep learning inference frameworks, there is usually a warmup process, but typically, only the first inference is slower. Why does CoreML have a decreasing runtime at the beginning? Is there a way to make only the first inference time longer, while keeping the rest consistent? I use the CoreML model in the (void)display_pixels:(IJKOverlay *)overlay function.
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When I accessed the page "Certificates, IDs, &amp; Profiles", it shows "Unable to find a team with the given Team ID 'XXXXXXXXXX' to which you belong. Please contact Apple Developer Program Support. https://developer.apple.com/support". I confirmed my developer account was paid in 6 months and should be valid. I accessed 2 weeks ago without any problem. This is the screenshot.
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Is it possible to initiate an iap flow from App Clips? There's not a clear answer to this in the docs. StoreKit is NOT listed as an unapproved framework for App Clips, but in-app purchases ARE listed as "not recommended" for App Clip functionality. I tried setting up a test with a StoreKit config file on the App Clip in XCode and the products weren't returned but... storekit testing... it would be great to get confirmation on this functionality after the iOS 17 updates.
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WindowGroup{ SolarDisplayView() .environment(model) } .windowStyle(.plain) Why is the code above correct while the code below reports an error? How to modify the following code? WindowGroup{ SolarDisplayView() .environment(model) } .windowStyle(model.isShow ? .plain : .automatic)
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I uploaded a build to testflight and released it to Internal testers, however when the testers tried downloading the app a alert dialog shows the following: Could not install [App] The requested app is not available or doesn't exist. Also tried to submit it via external testers but getting another error.
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Hi, I wanted to use Siri Capability for a WatchOS app, however in xcode on a WatchOS project, the option to add Siri is not present. In an IOS project this is visible but if you are not part of the ADP or ADEP you do not have access to it, this message appears in red if you try to select it as a personal team. I am considering paying to join the ADP but I am unsure if it will unlock the ability to use Siri capability on WatchOS. It looks like it is completely unsupported as it cannot be even selected from the capabilities section in xcode , even though Apple states it is supported under ADP and ADEP on their website. I am a little confused. Does anyone else have this issue, or is Siri present under capabilities for you in a WatchOS project?
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Hi everyone, I'm encountering an intermittent issue with my Xcode Cloud CI/CD pipeline when pulling Swift Package Manager (SPM) dependencies from AWS CodeArtifact. The build process occasionally fails with an SSL error, but other times it succeeds without any issues. This inconsistency is causing significant disruption to our continuous integration process. Environment: Xcode Cloud Swift Package Manager (SPM) for dependency management AWS CodeArtifact as the package registry Error Message: Error: registry login using https://xx-xx-xx.codeartifact.eu-central-1.amazonaws.com/swift/***/login failed: The certificate for this server is invalid. You might be connecting to a server that is pretending to be "xx-xx-xx.codeartifact.eu-central-1.amazonaws.com" which could put your confidential information at risk.. Would you like to connect to the server anyway?
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We currently have a PacketTunnelProvider providing VPN to managed devices. Our profile locks this down with OnDemandEnabled and OnDemandUserOverrideDisabled set to true. We've received some reports that on device startup, there is a time period after Wi-Fi connects but before the OnDemand VPN kicks in to enable our VPN, where users are able to navigate to IPs that are meant to be captured by the VPN tunnel. Instead, they are able to reach these IPs directly during this time period. Is there an expectation in regards to when OnDemand VPN is allowed to kick in to enable the VPN? Is there anything that we can do to minimize this delay?
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I'm working on an Angular application that retrieves static data (JSON, MP3, and images) from a backend server, with a cache control response header set to Cache-Control: public, max-age=2592000. I expect these files to be served from either disk or memory cache after the initial request. However, in Safari, the browser sometimes fetches the data from the cache and other times makes a network call. This inconsistent behavior is particularly noticeable with MP3 files, whereas JSON and image files are consistently served from the cache as expected. I've tested this on multiple Safari versions and observed the same issue: Version 17.2 (19617.1.17.11.9) Version 17.1 (19616.2.9.11.7) Version 17.3 (19617.2.4.11.8) I confirmed that the "Disable Cache" option is not enabled in the developer tools, so the MP3 files should be cached. This functionality works correctly in Chrome and Firefox without any issues.
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In the past, Apple recommended restricting USDZ models to a maximum of 100,000 triangles and a texture sizes of 2048x2048 for Apple QuickLook (and I think for RealityKit on iOS in general). Does Apple have any recommended max polygon counts for visionOS? Is it the same for models running in a Volumetric window in the shared space and in ImmersiveSpace? What is the recommended texture size for visionOS? (I seem to recall 8192x8192, but I can't find it now)
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I faced a problem during development that I could not scan Code39 barcode with iPad using Vision. A sample label I used for test has multiple Code39 barcode on it and I could scan almost all barcodes except for specific one. And when I use conventional barcode scanner and free apps to scan barcode, I could scan the barcode with no problem. I failed to scan the barcode only when I use Vision function. Has anyone faced similar situation? Do you know the cause why specific barcode could not be scanned with iPad with Vision?
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Hi, I face a problem that I could not scan a specific Code 39 barcode with Vision framework. We have multiple barcode in a label and almost all Code 39 can be scanned, but not for specific one. One more information, regardless the one that is not recognized with Vision can be read by a general barcode scanner. Have anyone faced similar situation? Is there unique condition to make it hard to scan the barcode when using Vision?(size, intensity, etc) Regards,
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