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Hello,
I would like to be able to modify/manage my own instance of the structure CapturedRoom in RoomPlan, and still be able to export it to usdz. Any idea how this can be done? Same question for CaputredRoom.Surface.
Thanks!
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Greetings all :)
We have a third party device designed to be paired with multiple iPads. It's designed for a class room setting, where all student will have their own iPad, and each student will have access to any number of third party bluetooth enabled devices.
The device currently has a baked in limit of x5 devices being paired to it at any one time. This means for up to 5 'lessons / classes' everyone can pair with any device without issue.
However on the sixth lesson, connecting to the bluetooth device then fails, and the only fix is to go into the Settings, unpair any previous connected bluetooth devices, and then start the process again.
Is there any workaround to allow either 'disconnecting' or 'forgetting' devices (in the same session on the same device) to allow re-pairing?
At present it is a really poor user experience expecting all users to 'forget' all bluetooth devices, before being able to continue.
All help / advice much appreciated.
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This is on macOS 13.2.1, M1 Max.
I'm having an issue appending an attribute using AppleEXR. If I don't append the attribute (i.e. by commenting the code), the file appears to be valid. However when I add the attribute I can no longer load the image, and the opensource OpenEXR lib throws an exception about an attribute name longer than 255 chars.
The lines in question are:
const int32_t val = 1;
const char *name = "acesImageContainerFlag";
const char *type = "int";
auto err = axr_part_append_attribute(part,
name,
type,
sizeof val,
reinterpret_cast<const uint8_t *>(&val),
0,
nullptr);
if (err != axr_error_success) {
auto errStr = axr_error_get_name(err);
NSLog(@"Failed to set acesImageContainerFlag: %s", errStr);
}
The err variable is always axr_error_success.
Debugging into the opensource OpenEXR library when attempting to load the file, it seems like the attribute name and attribute type aren't being null terminated.
I can append the chromaticities attribute successfully using axr_part_set_chromaticities.
The structure of my code is as follows:
axr_encoder_create
axr_encoder_append_part
/*axr_part_append_attribute*/
axr_part_set_chromaticities
axr_part_append_channels
axr_encoder_compress
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Bear in mind I am new to MacOS development, I'm still learning the basics.
I read a ton of "Full Disk Access" threads and still haven't been able to figure it out.
Anyway, I'm making an app that does some modifications to audio plugins, on Mac they're stored in /Library/Audio/Plug-Ins/. I know this is not allowed by guidelines and wouldn't be accepted by the Appstore but I dont care about that.
Even after I grant my debug build “Full Disk Access” manually by dragging it to the MacOS security preferences my app still reports "Permission denied" errors on the console but the app works fine to modify things in the /Applications/ folder for example.
I’ve tried setting the entitlements of App Sandbox to both On and Off, and also tried the NSOpenPanel approach of having to manually browse to the /Library/Audio/Plug-Ins/ location but so far nothing worked.
Any tips on how to really grant an app full disk access or for the /Library/ it’s just not possible?
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I have enabled iCloud capability for my app and regenerated my profile but when uploading my app in XCode I am getting the following error with the new profile.
"Profile doesn't include the ICloudContainerIdentifiers entitlement."
What am I doing wrong?
Thanks
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I added new legal entity and also updated my plan. My app stop shows on app store.
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I am writing something about video decoding.
Now I have met some problems on darwin.
First init the layer and bind it to a view
CAMetalLayer *layer = [[CAMetalLayer alloc] init];
layer.device = MTLCreateSystemDefaultDevice();
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
layer.drawableSize = self.view.frame.size;
layer.contentsGravity = kCAGravityCenter;
self.view.wantsLayer = YES;
self.view.layer = layer;
next when the video decoded frame coming,
id <CAMetalDrawable> drawable = [metal_layer_ nextDrawable];
if (!drawable) {
return;
}
id <MTLTexture> texture = [drawable texture];
IOSurfaceRef surface = [texture iosurface];
void *base_address = IOSurfaceGetBaseAddress(surface);
int pitch[] = {(int) (IOSurfaceGetBytesPerRow(surface)), 0};
uint8_t *pixels[] = {static_cast<uint8_t *>(base_address), nullptr};
fn(pixels, pitch); // Which is ffmpeg swscale.
[drawable present];
This does not work at all, the whole screen is red and would never change while new frame is coming.
And I tried another way to present the video frame. It is still red.
Is there any thing wrong or missed.
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Referring to the month of February, the payment date appears as Balance Carried Forward. I received my payment for January on March 9th.
Does anyone know how to proceed? Anyone going through the same issue?
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I'm using the new watchOS 9 HKWorkoutActivity in my interval training app (Intervals Pro) for each interval. It's a great addition since all the intervals now show in the Apple Fitness app, however, if the workout has lots of activities then saving the workout is painfully slow. For example, on my Apple Watch Ultra I saved a workout with 63 activities and it took more than 1 minute. Here's a code snippet:
try await builder.endCollection(at: workoutEndDate)
try await builder.addMetadata(metadata)
try await builder.finishWorkout() // This is SLOW
Is anyone else having the same issue?
To demonstrate the issue you can look at a Test Flight build of Intervals Pro:
https://testflight.apple.com/join/Nn7iSOzY
Tap on the More tab in the iPhone app and then the Apple Watch Settings. On that screen you'll see a switch to either enable or disable workout activities. To demonstrate the issue, edit a timer to continue until manually stopped by changing the Number of Cycles to "Until Stopped". Then start the timer on the watch. Let it run for a period of time to create more than 50 intervals, for example, then stop the timer. Swipe to the leftmost screen on the watch, tap pause, then tap end. At that point you'll see how slow the workout saved.
Next, you can go back to the iPhone app, disable using workout activities and repeat the test. The workout will save quickly in this case.
I've filed a feedback.
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I am in the process of developing an app that will automatically control your volume based on activity. Can someone guide me how it is possible.
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I have created a new project and added this Swift Package to it:
https://github.com/laevandus/SwiftExampleToomasKit
If I build the project it fails to compile the SPM Package saying MyGeneratedEnum is missing.
This enum is generated by build tool attached to the plugin.
If I open the Package.swift for the above repo and build, the enum gets generated and the framework compiles as it should.
Any idea why the build tool is not executed when attaching the package to an iOS project ?
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launchdata.json:
[
{
"name": "Smartcard",
"imageName": "Smartcard",
"description": "A all new way to buy and sell stuff featuring RFID and NFC for touchless transactions and with local server you can pay with your phone.",
"department": "Ticki Finance",
"productid": 1737484,
"id": 1,
"creator": "The Ticki Team"
},
{
"name": "Ink pad",
"imageName": "Inkpad",
"description": "A quick and easy way to take fingerprints and stamp stamps:), And with a quick water activation taking only 15 seconds you can setup in no time. Also, refilling the ink chamber is super easy, all you have to do is put ink in the middle hole.",
"department": "Ticki Design",
"productid": 7338388,
"id": 2,
"creator": "The Ticki Team"
},
{
"name": "Wallet",
"imageName": "Wallet",
"description": "Ever had issues with your credit cards falling out of your pocket/wallet? Well this fixes any issues. Introducing Ticki Wallet. ",
"department": "Ticki Finance",
"productid": 2444495,
"id": 3,
"creator": "The Ticki Team"
},
{
"name": "Pencil Case",
"imageName": "PencilCase",
"description": "I always lose my my pencils. How about you? Well i'm fixing that today with ticki pencil case. A pencil case that can hold pencils, an eraser, and of course, tickies.",
"department": "Ticki Design",
"productid": 3840398,
"id": 4,
"creator": "The Ticki Team"
}
]
Load function:
func load<T: Decodable>(_ filename: String) -> T {
guard let fileUrl = Bundle.main.url(forResource: filename, withExtension: nil) else {
fatalError("Couldn't find \(filename) in main bundle.")
}
do {
let data = try Data(contentsOf: fileUrl)
let decoder = JSONDecoder()
let decodedObject = try decoder.decode(T.self, from: data)
return decodedObject
} catch {
fatalError("Couldn't parse \(filename) as \(T.self):\n\(error)")
}
}
Error:
Thread 1: Fatal error: Couldn't parse Launchdata.json as Array<Product>:
dataCorrupted(Swift.DecodingError.Context(codingPath: [], debugDescription: "The given data was not valid JSON.", underlyingError: Optional(Error Domain=NSCocoaErrorDomain Code=3840 "Invalid value around line 1, column 0." UserInfo={NSDebugDescription=Invalid value around line 1, column 0., NSJSONSerializationErrorIndex=0})))
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I have a screen in an app that uses SpriteKit to display items that should look kind of like bubbles.
When I'm testing it with the simulator or my real device everything looks fine. However when I install the app through TestFlight the appearance is very different.
This is how it should look and it is running directly from Xcode:
and this is the installed app:
I'm using a semi-transparent png image to achieve the 3D look.
Here is the debug view hierarchy:
So it's a SKShapeNode with a SKTexture added as a child of the main node.
It appears also that the View Hierarchy looks similar to the TestFlight one but I guess I shouldn't rely on that as it's not a real rendering the way it's on a device.
I tried to change blending which completely changes the look and the results are again different locally and installed.
Tried changing the rendering mode as well but it's still the same.
Any idea why it looks different and how can I know which appearance it will be when released on the App Store?
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Hi there,
we have an app that is distributed both to the Mac App Store and direct downloads from our homepage. They have different bundle identifiers and a photo project extension:
App Store App: com.company.appname-appstore
App Store App Extension com.company.appname-appstore.extension
Homepage App: com.company.appname
Homepage App Extension: com.company.appname.extension
We no plan to discontinue the homepage version and want to migrate users' data to the App Store version. For the app itself, this is pretty easy and straight-forward:
establish one shared app group in both app
copy the data to the group's container
tell the user to use the App Store version from now on
However, we struggle to do something similar to the projects of the Photos extension. Once the user deletes the homepage version, all existing projects in Photos.app are dead, no other extension can open them (since they are tied to the extension's bundle identifier).
We cannot embed both extensions (of the homepage and the App Store version) in the (one and only) App Store version since an extension's bundle identifier must be the embedding's app bundle identifier plus something else which is not the case.
Is there any way, an extension would be allowed to
read the data of another extension of the same developer (team id)
an app could contain an extension that does not share the same bundle identifier prefix (again of the same team)
Or any other ideas?
Thank you very much
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We are a PSP and use Apple Pay Mass Enablement certificates for our merchants to provide Apple Pay as a payment method via our Web SDK integration.
We pass on the domain registration file that we received from the Apple Pay Support team when we initially integrated Apple Pay on Web to our merchants to place in their /.well-known. The merchant places this file in their /.well-known location and then we are able to register them using our Judopay Merchant ID.
We have recently tried to register new merchants and it seems like they are registered fine (as per the 200 response from Apple Pay Register merchant API).
However, we receive this error when trying to initiate an Apple Pay session -
ResponseBody: {
"statusMessage": "Payment Services Exception merchantId=FFDAC5CDD0891FAF5B23AC57562C268CA22376480B04D3295C437F5B13C80985 unauthorized to process transactions on behalf of merchantId=80FCA6BC3E3A7463115CCC9F5634ACEC99CF1CCA628F34FD22F2C7873410F903 reason=80FCA6BC3E3A7463115CCC9F5634ACEC99CF1CCA628F34FD22F2C7873410F903 is not a registered merchant in WWDR and isn't properly authorized via Mass Enablement, either.",
"statusCode": "417"
}
We have followed a set of troubleshooting steps and checked that the merchant identity certificate, merchant id, payment processing cert and so on are valid and not expired. We can not find an appropriate resolution, has anyone else experienced this? Is there a known reason why this might occur?
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Hi:
I wanted to use a redeem code for an app available on MacOS and iOS, from the Mac appstore, but an error is shown.
Is this a bug?
Can we provide codes to redeem for our Mac users?
Thanks in advance
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This is my function:
kernel void shaderFunction(device uint64_t* result, uint index [[thread_position_in_grid]])
{
...
}
This is the error:
Invalid type 'device uint64_t *' (aka 'device unsigned long *') for buffer declaration
When I looked in the Metal Specification, section scalar data types, uint64_t should be possible? Unless those can't be used to declare a buffer, but what types can then be used? And how can I use 64 bit data? (see: https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf)
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I am trying to create a simple online calendar where a user can create an event and schedule it on my calendar themselves.
One of the options is to generate an .ics iCalendar file, which has me as an attendee.
This works on macOS, but on iOS an "Attendees" line appears with 0 attendees (see screenshots below).
I have tried all sorts of changes to the ATTENDEE property to no avail.
Am I doing something wrong, or is this a limitation or bug on iOS?
Tested on iOS 16.
Here's the .ics contents:
BEGIN:VCALENDAR
PRODID:-//Wes.dev//WesCal//EN
VERSION:2.0
CALSCALE:GREGORIAN
METHOD:REQUEST
BEGIN:VTIMEZONE
TZID:America/New_York
BEGIN:DAYLIGHT
DTSTART:20070311T020000
RRULE:FREQ=YEARLY;BYDAY=2SU;BYMONTH=3
TZNAME:EDT
TZOFFSETFROM:-0500
TZOFFSETTO:-0400
END:DAYLIGHT
BEGIN:STANDARD
DTSTART:20071104T020000
RRULE:FREQ=YEARLY;BYDAY=1SU;BYMONTH=11
TZNAME:EST
TZOFFSETFROM:-0400
TZOFFSETTO:-0500
END:STANDARD
END:VTIMEZONE
BEGIN:VEVENT
LAST-MODIFIED:20230322T095917
DTSTART;TZID=America/New_York:20230322T150000
DTEND;TZID=America/New_York:20230322T153000
DTSTAMP:20230322T095917
CREATED:20230322T095917
SUMMARY:Virtual Coffee
TRANSP:OPAQUE
SEQUENCE:0
ATTENDEE;CUTYPE=INDIVIDUAL;ROLE=REQ-PARTICIPANT;PARTSTAT=NEEDS-ACTION;RSVP=
true;CN=wes@example.com;X-NUM-GUESTS=0:mailto:wes@example.com
UID:0.9585827676919431@example.org
END:VEVENT
END:VCALENDAR
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I am migrrating my app from darksky api to weatherkit api, so I need supscription with 50M calls/month. But now I only can subscribe the package with 5M calls. Other packages which over 5M calls ex 10M calls, 20M calls, 50M calls, 100M calls always get unsuccessful when I tried to subscribe. Please help me or give me some advices.