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On Sonoma I develop with gcloud and python2.7 and python3.9 from MacPorts. I always get MULTIPLE dialogue pop-ups when starting the python webserver in Terminal.app Choices are not remembered (neither block nor allow!!) I tried to solve that with socketfilterfw and codesign but it has NO effect at all. Questions like this creep around since 10 years on Stackexchange. I am searching since several hours for a solution of this problem. Is there any solution? 20 : /opt/local/Library/Frameworks/Python.framework/Versions/3.9/Resources/Python.app ( Allow incoming connections ) 21 : /opt/local/Library/Frameworks/Python.framework/Versions/2.7/Resources/Python.app ( Allow incoming connections ) sudo codesign -s - -f /opt/local/Library/Frameworks/Python.framework/Versions/3.9/Resources/Python.app
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At times, I saw a Local Network Privacy Alert when opening an app, even when I'm exclusively using cellular data. Additionally, when I reinstall certain apps from the Apple App Store at the same time, some of them immediately request provincial network permissions, others do not which may only use the system network library. Has anyone else faced this issue? It seems like a system issue lead to a unexpected behaviour. The console log has some XPC_ERROR_CONNECTION_INVALID error log related to the process of nehelper. nehelper sent invalid response: <dictionary: 0x245cb7e20> { count = 1, transaction: 0, voucher = 0x0, contents = "XPCErrorDescription" => <string: 0x245cb7fb8> { length = 18, contents = "Connection invalid" } } 30760 0x89d905 UsageTrackingAgent 38502326 libsystem_networkextension.dylib nw_parameters_set_source_application_by_bundle_id_internal Failed to convert from bundle ID (com.apple.UsageTrackingAgent) to UUID. This could lead to wrong data usage accounting. 30760 0x89d905 UsageTrackingAgent 38502326 Network
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I'm working on a game where it would be helpful to know whether a given Entity is currently colliding with any other Entities. The collider shape is not guaranteed to be simple — they're each constructed with multiple ShapeResources for accuracy. The Entity in question does not have a physics body, can be dragged freely, and should be able to overlap with other Entities with or without physics bodies, but all with CollisionComponents. The problem I'm running into is that using CollisionEvents.Began and CollisionEvents.Ended creates a situation where an Entity can be dragged over another, briefly switches to my "overlapping" state (the red semitransparent object), but then immediately switches back as soon as the object is dragged any further (the pink semitransparent object)— indicating CollisionEvents.Ended is being called while the Entities are still colliding. Both should be in the "overlapping" state on the left. tl;dr — Is there a simple way I'm unaware of to check whether there are any currently active collisions on an Entity? Or some other way of thinking about this that may be beneficial?
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I'm trying to provide a mechanism for the user to select a bg image from their photo library. I've got this code which theoretically is getting the data but can't figure out how to convert it to an Image in SwiftUI. I've found plenty of examples on iOS but none workable on MacOS. This is my implementation of the PhotosPicker on iOS: PhotosPicker(selection: $vm.selectedBGphoto, matching: .images) { Label("Select Background Image", systemImage: "photo.on.rectangle") } .tint(.purple) .controlSize(.large) .onChange(of: vm.selectedBGphoto) { newItem in Task { if let data = try? await newItem?.loadTransferable(type: Data.self) { if let uiImage = UIImage(data: data) { vm.selectedBGdata = data vm.bgImage = Image(uiImage: uiImage) } } } This DOES NOT work on MacOS because of the UIImage reference. How do I convert what I get from PhotosPicker into an Image on MacOS?
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Hi everyone, hope someone can help me. I have received an invitation to join a development team, when i press on "Accept invitation" i am redirected to this page: https://appstoreconnect.apple.com/login?subType=COMPANY&activationKey=xxxx&providerName=***&username=xxxx The page ask for my Apple ID credential, but when i prompt it it show a spinning loader and the it ask for my credential again infinitely, without any error or message. If i try to inspect the network activity, i see one call giving error 400. URL:https://appstoreconnect.apple.com/olympus/v1/activations/a56a99e8a528bdbe0235c0e712df9112/update Response:{ "data" : { "errorString" : "ITC.signin.error.unknown", "providerId" : null, "publicProviderId" : null }, "messages" : { "warn" : null, "info" : null, "error" : null }, "statusCode" : "SUCCESS" } I don't get it, the warning says that I need to be enabled to access app store connect, but that's exactly what I'm trying to do! What am I doing wrong?
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We're looking to integrate ShazamKit, but can't find any details of associated costs. Is there a fee or rate limits for matching? And is attribution required to the matched song on Apple Music? Thank you
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Hi. A17 Pro Neural Engine has 35 TOPS computational power. But many third-party benchmarks and articles suggest that it has a little more power than A16 Bionic. Some references are, Geekbench ML Core ML performance benchmark, 2023 edition How do we use the maximum power of A17 Pro Neural Engine? For example, I guess that logical devices of ANE on A17 Pro may be two, not one, so we may need to instantiate two Core ML models simultaneously for the purpose. Please let me know any technical hints.
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I am trying to read public keys from the keychain APIs in C code, and have got very close. I am however receiving a message asking me to unlock the keychain to access the private key - over and over again, once for each key. How do I extract public keys (not private keys) from the keychain without triggering a terrible user experience? Unlocking the keychain once is fine. CFTypeRef keys = NULL; CFIndex count; CFIndex i; CFStringRef dictkeys[] = { kSecClass, kSecMatchLimit, kSecReturnRef }; CFTypeRef dictvalues[] = { kSecClassKey, kSecMatchLimitAll, kCFBooleanTrue }; CFDictionaryRef query = CFDictionaryCreate( NULL, (const void **) dictkeys, dictvalues, sizeof(dictkeys) / sizeof(dictkeys[0]), &kCFTypeDictionaryKeyCallBacks, &kCFTypeDictionaryValueCallBacks ); OSStatus err = SecItemCopyMatching(query, &keys); if (err != errSecSuccess) { [snip] } // we see our keys here no problem CFShow(keys); count = CFArrayGetCount(keys); for (i = 0; i < count; i++) { CFErrorRef err = NULL; SecKeyRef kref = (SecKeyRef) CFArrayGetValueAtIndex(keys, i); // on this line we're asked to unlock the keychain, over and over SecKeyRef pref = SecKeyCopyPublicKey(kref); if (!pref) { continue; } CFDataRef der = SecKeyCopyExternalRepresentation(pref, &err); [snip] } CFRelease(keys);
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Hi community, I'm developing a VisionOS app where I want to anchor a View so that it follows users' movement. The View contains clickable Buttons. However I'm been looking through docs/wikis and it seems currently, we can only anchor an Entity instance. Any ideas about how I can anchor a view? References: https://www.youtube.com/watch?v=NZ-TJ8Ln7NY https://www.reddit.com/r/visionosdev/comments/152ycqr/using_anchors_in_the_vision_os_simulator/ https://developer.apple.com/documentation/realitykit/entity
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My database has over 100k entries and anytime I access it either via @Query or a custom Fetch request it freezes my apps UI for 10+ second. My first question is anyone having performance issues with large data sets. If so how have you found to resolve it ? My next question is does swiftUI load the entire database into memory with the @Query. As I feel it is seeing as my app becomes very slow and partially unresponsive. lastly if I have 2 data models and 1 has a to many relationship to the other are both loaded into memory even though only @Query 1? consider datamodels model1 { var name : String @Relationship(deleteRule:.cascade) var lotsOfData :[LotsOfData] init.... } LotsOfData{ var element1 : String var element2 : String var element3 : String var element4 : String var element4 : String init …. } LotsOfData has 100K instances in the database. if I @Query into model1 because it references LotsOfData through A relationship is all that data all called / loaded ? thanks for the information
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I followed the instructions from the .dmg to install gpt. Everything worked fine until I ran the command brew -v install apple/apple/game-porting-toolkit. It threw the following error: apple/apple/game-porting-toolkit 1.0.4 did not build Logs: /Users/stepanegorov/Library/Logs/Homebrew/game-porting-toolkit/00.options.out /Users/stepanegorov/Library/Logs/Homebrew/game-porting-toolkit/wine64-build /Users/stepanegorov/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc /Users/stepanegorov/Library/Logs/Homebrew/game-porting-toolkit/02.make.cc /Users/stepanegorov/Library/Logs/Homebrew/game-porting-toolkit/01.configure /Users/stepanegorov/Library/Logs/Homebrew/game-porting-toolkit/02.make If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core): apple/apple I use MacBook air m2 and i have no idea how to fix it
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Hi everyone, hope someone can help me. I have received an invitation to join a development team, when i press on "Accept invitation" i am redirected to this page: https://appstoreconnect.apple.com/login?subType=COMPANY&activationKey=xxxx&providerName=***&username=xxxx The page ask for my Apple ID credential, but when i prompt it it show a spinning loader and the it ask for my credential again infinitely, without any error or message. If i try to inspect the network activity, i see one call giving error 401 ( https://appstoreconnect.apple.com/olympus/v1/check): { "errors" : [ { "id" : "3YIXSXXATDLZI2BXPG6PGWMMAU", "status" : "401", "code" : "NOT_AUTHORIZED.NO_ACCESS", "title" : "An account is required to access this system.", "detail" : "This Apple ID is not associated with any active account, so it cannot access this system.", "links" : { "see" : "/login?errorKey=ITC.signin.error.invalidUser.asc" } } ] } I don't get it, the warning says that I need to be enabled to access app store connect, but that's exactly what I'm trying to do! What am I doing wrong?
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Hi, encountered an issue when running Underwater RealityKit app example (https://developer.apple.com/documentation/realitykit/building_an_immersive_experience_with_realitykit) Target device was iPhone 14 Pro running iOS 17.1 The same issue occurred on my own project, so the bug is not in Underwater app The bug itself: Crashed Thread: Render Func: re::DataArray<re::MeshInstance>::get(re::DataArrayHandle<re::MeshInstance>) const + 80 Message: Index out of range in operator[]. index = 18 446 744 073 709 551 615, maximum = 112
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I ran into issues submitting to the appstore related to the AppStore requirement to have screenshots for 5.5" screen size. As stated, the dimensions required are: 1242 x 2208 pixels (portrait): I tried the iPhone 8+ simulator on my machine, with iOS 17. The output dimensions taking a screenshot are: 1125 × 2436. Therefore the appstore does not accept it. And they are the incorrect aspect ratio to edit also. I had some testing done and it seems that iOS16 is fine and meets the requirement. Also did try choosing one of the other phone models, 7+, 6s+, but I cannot even create a simulator, as they do not accept iOS17. See video: Please advise
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Using WeatherKit I want to get a 5-day forecast starting tomorrow, however, I only get 4 elements in the forecast. What am I missing here? public func updateWeather()async{ guard locationManager.location != nil else {locationManager.updateLocation(); return} if self.needsUpdating{ let startOfToday = Calendar.current.startOfDay(for: Date()) let endOfToday = startOfToday+24*3600 let firstDay:Date = endOfToday+1 let lastDay:Date = firstDay+(5*24*3600) futureWeather = try? await WeatherService.shared.weather(for: locationManager.location!, including: .daily(startDate: firstDay, endDate: lastDay) ) } }
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Hi, with iOS 17 creation of HKWorkout is deprecated via its init functions and the recommendation is to use HKWorkoutBuilder: The problem is that I am creating this HKWorkout object inside unit tests in order to test a service that works with such objects. And HKWorkoutBuilder requires a HKHealthStore which itself requires to be authenticated to be able to create HKWorkoutActivity instances, like it would be when an app is running. But since the unit tests cannot accept the request on the HKHealthStore I am not sure if using HKWorkoutBuilder inside unit tests is possible. Any ideas on how to proceed with creating HKWorkout for unit test purposes?
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HI, I just published my first app on App Store. It is supposed to be a free app with in-app-purchase but it shows up as a paid app with in-app-purchase. I don't what did I do wrong when setting up the app. How can I correct it, from paid app to free in-app-purchase app? I have the in-app-purchase function in the app already, just need to change on app store from paid app to free in-app-purchase.
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Related to this post. In my chat view, each time I load new page (items are added from top), the ScrollView jumps to top instead of maintaining scrollPosition. Here is my scroll view: GeometryReader { geometryProxy in ScrollView(showsIndicators: false) { VStack(spacing: 0) { if viewModel.isLoading { LoadingFooter() } messagesView .frame(minHeight: geometryProxy.size.height - loadingFooterHeight - bottomContentMargins, alignment: .bottom) } } .scrollDismissesKeyboard(.interactively) .defaultScrollAnchor(.bottom) .scrollPosition(id: $scrolledId, anchor: .top) .contentMargins(.bottom, bottomContentMargins, for: .scrollContent) .onChange(of: scrolledId, scrollViewDidScroll) } And this is the messages view @ViewBuilder var messagesView: some View { LazyVStack(spacing: 0) { ForEach(sectionedMessages) { section in Section(header: sectionHeaderView(title: section.id)) { ForEach(section, id: \.id) { message in MessageView(message: message) .padding(.horizontal, .padding16) .padding(.bottom, .padding8) .id(message.id) } } } .scrollTargetLayout() } } Printing the scrolledId after a page load, I can see it hasn't changed, but the ScrollView position does.
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I have my ContentView which has a Sheet that will appear when a button is pressed. struct ContentView: View { @EnvironmentObject private var settings: SettingsHandler @State private var settingsView: Bool = false var body: some View { NavigationStack { Button(action: { settingsView.toggle() }, label: { Image(systemName: "gearshape.fill") }) } .preferredColorScheme(settings.darkTheme ? .dark : nil) .sheet(isPresented: $settingsView, content: { SettingsView() }) } } Let's say the app is in light mode based on the phones theme settings. You open the SettingsView and select the toggle that will switch to dark mode. Everything changes to dark mode, including the SettingsView sheet. Then you select the same toggle to switch back and ContentView in the background changes to light theme but the sheet doesn't until you close and reopen it. I would think it would change back considering it changed to dark mode without needing to be closed. I tried attaching an ID to the SettingsView and having it refresh when settings.darkTheme is changed, however, it doesn't seem to be doing anything. I also added the .preferredColorScheme() modifier into the SettingsView, but it did nothing. I also replaced the nil to .light, and the same issue occurred. Settings is an EnvironmentObject that I created to manage all the Settings I have. At the moment, I'm thinking I can have the sheet just close and reopen, however, I would like for it to update properly. Any ideas?
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