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Hi I have used thunkable (no code development tool) to make our iOS app - the push notifications are done via OneSignal. The push notifications worked initially then stopped - I have a feeling it may have been after a certificate change. but not certian. The problem is, the app does not show under Settings > Notifications. Or the iOS app settings is missing "Notificaitons". If I restore the old build, notifications are there. New builds are missing it. I've regenerated the certificates and provisioning profile etc, which shows push notifications enabled. But I am stuck. TestFlght shows push notifications enabled. OneSignal state: Make sure to call registerForPushNotifications if you have disabled auto prompting. But Being a nocode app tool, I dont have the option to include that code. So my question is, could this be a certificate issue causing the app to be missing from notification settings?
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Hi I just got my Apple Watch Ultra and I am trying to access depth and water temperature with the new CMWaterSubmersion api and I am getting CMErrorDomain 110 (which is CMErrorNotEntitled). Not sure exactly what this means, I am guessing I there is an entitlement missing? https://developer.apple.com/documentation/coremotion/cmwatersubmersionmeasurement
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Привет. Кто-нибудь может мне помочь? Пожалуйста. Раньше я получал тестовое приложение на своем старом iPhone 6s, так как мне нужно обновить и установить приложение testflight, я больше не получаю любое тестовое приложение. Есть какие-либо решения или предложения? Заранее спасибо
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I have an app that uses some third party libraries. On Big Sur and higher, I get: Library Validation failed: Rejecting '/private/var/folders/z6/brj_stf93c324m65z2qcjt_c0000gp/T/ffifq082P' (Team ID: none, platform: no) for process 'The Core TG Cont(22729)' (Team ID: <MY_TEAM_ID>, platform: no), reason: mapped file has no cdhash, completely unsigned? Code has to be at least ad-hoc signed. But if I add the following to entitlements, it works: <key>com.apple.security.cs.disable-library-validation</key> <true/> On 10.15 and below, it fails regardless of that entry for entitlements with: default 12:18:49.451209-0500 kernel Library load (/private/tmp/ffiSMMmHE) rejected: library load disallowed by system policy The app bundle is signed and notarized, and I signed all of the library files within the app: find "myApp.app" -iname '*.so' -or -iname '*.dylib'| while read libfile; do codesign --remove-signature "${libfile}"; done; find "myApp.app" -iname '*.so' -or -iname '*.dylib'| while read libfile; do codesign -s "$IDENTITY" --timestamp --options=runtime --entitlements "${ENTITLEMENTS}" "${libfile}"; done; codesign -vvv --deep --strict "myApp.app" returns: myApp.app: valid on disk myApp.app: satisfies its Designated Requirement So despite the fact that I've signed all of the libraries in the app bundle, something is still registering as unsigned somehow. And since the library name is converted into an unintelligible string, I don't know how to proceed with troubleshooting which library is causing problems. Furthermore, is there a reason that disabling library validation works on Big Sur+, but not on 10.14 and 10.15?
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When I make a new build of my iOS app available either for internal or external testers, TestFlight doesn't automatically update the app. It simply shows the "Update" button under the app. I'm testing this on several iPhones (iOS 15+) with automatic downloads toggled on both in TestFlight settings, and in the app's TestFlight settings. Has anyone dealt with this issue / am I missing something? Not being able to push automatic downloads to beta testers is a significant issue, as most people (myself included) aren't proactive about updating their apps. On top of that, TestFlight doesn't even send a push notification that a new version is available, so there's no way for the user to know unless they open TestFlight, which they have no reason to after the first download.
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I'm new to iOS Development (Coming from being a web dev who made games via JavaScript). I was wondering how does one properly read and understand the documentation for SpriteKit? I do know how to code in Swift, but particularly it is very hard for me to read and understand how to use these Apple Developer Documentations. If there is anyone out there that knows some useful tutorials or tips on how to read and understand the documentation to a point of understanding how and where I can write my code, I would be very appreciated for the help.
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Recently got a new iPhone 14 Pro Max and I wanted to add a smart plug that had been working previously - but when I try to "add accessory" I can see the app tries to open the camera but then an error/bug occurs and the camera closes instantly and goes back to the Home app. The home app then does not allow me to add accessory at all The other home options to: Add automation, Add Room, Add Scene etc. . . all work There seems to be an issue with connecting to the camera from the Home app. iOS is the latest: 16.0.2 I have turned off my phone twice and turned it back on. What's interesting is from the smart plug manufacturer's app, there's an issue with adding the accessory too. Also seems to be accessibility to the camera from the app. I've allowed these apps to have access to everything from settings. But I don't see "camera" as an option within these settings. The only settings are: Location, Bluetooth, Local Network, Home Data, Siri & Search, Notifications, Cellular Data. . .. nothing for the camera, which seems to be the issue. From Settings -> Privacy -> Camera, there's no option to grant these apps permission to use the camera. And the app's themseleves aren't requesting permission like i've seen before. Edit 1: Maybe I need to delete the app's and reinstall to prompt them to request permission again? Or maybe the new phone hasn't given the app's permission, but the app's think they have it from the request approved from my pervious phone? Edit 2: Deleted the Home app and re-installed - it requested permission to use location data, but never requested permission to use camera. And I'm still having the same issues with adding an accessory. The "add accessory" button is seemingly unresponsive or there's an error in the logic behind the button
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Hello, I have some code that was written for my windows machine, it basically keeps my machine awake and my teams active pressing a random key every so often for a particular amount of time. However, this code was written in .VBS and does not work on my new macbook. I am looking to see if someone can help me re-write this code or has some of their own I can use. Dim objShell, lngMinutes, boolValid Set objShell = CreateObject("WScript.Shell") lngMinutes = InputBox("How long you want to keep your system awake?" & Replace(Space(5), " ", vbNewLine) & "Enter minutes:", "Awake Duration") 'we are replacing 5 spaces with new lines If lngMinutes = vbEmpty Then 'If the user opts to cancel the process 'Do nothing Else On Error Resume Next Err.Clear boolValid = False lngMinutes = CLng(lngMinutes) If Err.Number = 0 Then 'input is numeric If lngMinutes > 0 Then 'input is greater than zero For i = 1 To lngMinutes WScript.Sleep 60000 '60 seconds objShell.SendKeys "{SCROLLLOCK 2}" Next boolValid = True MsgBox "Forced awake time over. Back to normal routine.", vbOKOnly+vbInformation, "Task Completed" End If End If On Error Goto 0 If boolValid = False Then MsgBox "Incorrect input, script won't run" & vbNewLine & "You can only enter a numeric value greater than zero", vbOKOnly+vbCritical, "Task Failed" End If End If Set objShell = Nothing Wscript.Quit 0
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I have a collection view with vertical flow layout. On bigger iPhones there is empty space after the 5 items in the row. Height and width and fixed at 30. There is empty space horizontally after the 5th item in the row. If i turn height and width constraint to be 'greater that of equal to' then i see just 3 items in the row and the remaining 2 appear in the row below. I find constraints very challenging and want guidance with setting them right so that the items resize on all screens to have exactly 5 items in a row from edge to edge of the collection view.
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I'm wondering whether anyone @ Apple is still working on the External Accessory framework. In particular I find it quite sad that the EABluetoothAccessoryPicker has been broken since iOS 13, but apparently no one cares. For the records, it's also FB9856371.
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I just started programming in Swift and I am a complete beginner. I wanted to write a function or class that, by receiving the coordinates, if there is a photo in MKLookAround.request, saves a photo of the desired location using MKLookAround.Snapshotter, but I don't know how to use the mapkit ready classes. I don't want to use swiftUI, I just want to save pictures for a number of coordinates from different places.
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After updating to XCode 14 and migrating our watchOS application to the new single target, we found that it is not possible anymore to deploy the application to iPads running OS version 14.X. The error (s. attached) seems to indicate that this is related to the watch application: "A WatchKit app within this app is not a valid bundle." When trying to install through Testflight the error is simply "Unable to install". Upon locking through the device logs during testing I found out through Configurator, that a similar error message occurs there. This problem only occurs on iPads running the older OS version, newer devices are apparently not affected. Also running the app on simulator with iPadOS 14.X seems to work. I am looking for adive on how to resolve the issue described above. stacktrace.txt
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Hi, I'm using SwiftUI previews with the UIViewRepresentable protocol in order to preview UIViews. The project requires iOS 12 but I wrap the SwiftUI preview code in #if canImport(SwiftUI) && DEBUG ... #endif, and the PreviewProvider struct is marked with @available(iOS 13, *). This used to work flawlessly in Xcode 13. But now I have a weird compilation error when running the preview: Compiling failed: '__designTimeInteger(_:fallback:)' is only available in iOS 13.0 or newer The relevant part of the error report is this one: /path/to/file.swift:52:52: error: '__designTimeInteger(_:fallback:)' is only available in iOS 13.0 or newer     .init(width: UIView.noIntrinsicMetric, height: __designTimeInteger("#7274.[4].[5].property.[0].[0].arg[1].value", fallback: 44)) Line 52 only contains the initialization of a CGSize instance: override public var intrinsicContentSize: CGSize { .init(width: UIView.noIntrinsicMetric, height: 44) } Any idea what's going on here? The project compiles without issues and the selected simulator is iPhone 8 running iOS 16.
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Hello, i have an issue with my app. My app works with no problems in xcode simulator or testflight, BUT if download it from app store it crashing on subscription page. In testflight or xcode simulator there are no problems, but the live version crashing :( What can i do in this case? I made a detailed video with the issue here: https://www.youtube.com/watch?v=4vNgZKhuGEo Any help?
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Hello, Since iOS16, I noticed a glitch when switching from tabN to tabN+1 or tabN-1 and reverse with complex embedded view. Also the animation to switch tab programmatically are no longer working when I use an observableObject as a selection : @EnvironmentObject var ViewModel: VM TabView(selection: $ViewModel.tabRouter) { View1() .tag("first") View2() .tag("second") View3() .tag("third") } .animation(.default, value: ViewModel.tabRouter) .tabViewStyle(.page(indexDisplayMode: .never)) .ignoresSafeArea(edges: .bottom) On iOS15 everything works smoothly. Best
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Crashed: com.apple.main-thread 0 libsystem_kernel.dylib 0x9204 __pthread_kill + 8 1 libsystem_pthread.dylib 0x6cec pthread_kill + 288 2 libsystem_c.dylib 0x792c8 abort + 180 3 UIKitMacHelper 0x9bc4c -[UINSEventTranslator convertSceneDeltaToSceneReferenceDelta:] + 304 4 UIKitMacHelper 0x33318 -[UINSMouseEventTranslator _nextScrollGestureDelta:wait:] + 228 5 UIKitMacHelper 0x335b8 -[UINSMouseEventTranslator _handleGestureScrollEvent:] + 136 6 UIKitMacHelper 0x32ff4 -[UINSMouseEventTranslator _handleScrollWheelEvent:] + 136 7 UIKitMacHelper 0x32964 -[UINSMouseEventTranslator scrollWheel:] + 80 8 UIKitMacHelper 0x2e380 -[UINSInputView scrollWheel:] + 60 9 AppKit 0x167444 -[NSWindow(NSEventRouting) _reallySendEvent:isDelayedEvent:] + 4896 10 AppKit 0x165f50 -[NSWindow(NSEventRouting) sendEvent:] + 284 11 AppKit 0x16517c -[NSApplication(NSEvent) sendEvent:] + 1924 12 UIKitMacHelper 0x18508 -[NSApplication(UINSApplicationSwizzling) _uinsSwizzledSendEvent:] + 252 13 AppKit 0x3b6da8 -[NSApplication _handleEvent:] + 60 14 AppKit 0x2c178 -[NSApplication run] + 500 15 AppKit 0x36c4 NSApplicationMain + 880 16 AppKit 0x25db24 _NSApplicationMainWithInfoDictionary + 22 17 UIKitMacHelper 0x441c UINSApplicationMain + 988 18 UIKitCore 0x3524 UIApplicationMain + 148 20 ??? 0x198843e50 (Missing)
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I've been trying to test out some accessibility features on iOS app, but I'm unable to find VoiceOver in Settings > Accessibility. Read few articles how to turn on TalkBack feature but nothing helped as of now. I'm not sure if it's iOS version specific limitation or emulator level.
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protocol P : AnyObject {} class C<T: AnyObject> {} let q = C<P>() results in: expression failed to parse: error: AnyObjectProtocol.playground:5:9: error: 'C' requires that 'any P' be a class type let q = C<P>()         ^ AnyObjectProtocol.playground:4:7: note: requirement specified as 'T' : 'AnyObject' [with T = P] class C<T: AnyObject> {}       ^ This is really confusing since the following code seems to recognise that values of type P can be cast to AnyObject: protocol P : AnyObject {} class A: P{} class B: P{} let h: (AnyObject) -> () = { print($0) } let f: (P) -> () = { h($0) } f(A()) f(B()) And it's not like protocols couldn't be used as type parameters for generic classes protocol P : AnyObject {} class D: P {} class G1<T> {} class G2<T: AnyObject>{} let k = G1<P>() let m = G1<D>() let n = G2<D>() let z = G2<P>() // 'G2' requires that 'any P' be a class type ^ only the last line (with z) causes compilation error Is it a compiler bug?
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I'm processing a 4K video with a complex Core Image pipeline that also invokes a neural style transfer Core ML model. This works very well, but sometimes, for very few frames, the model execution fails with the following error messages: Execution of the command buffer was aborted due to an error during execution. Internal Error (0000000e:Internal Error) Error: command buffer exited with error status. The Metal Performance Shaders operations encoded on it may not have completed. Error: (null) Internal Error (0000000e:Internal Error) <CaptureMTLCommandBuffer: 0x280b95d90> -> <AGXG15FamilyCommandBuffer: 0x108f143c0> label = <none> device = <AGXG15Device: 0x106034e00> name = Apple A16 GPU commandQueue = <AGXG15FamilyCommandQueue: 0x1206cee40> label = <none> device = <AGXG15Device: 0x106034e00> name = Apple A16 GPU retainedReferences = 1 [espresso] [Espresso::handle_ex_plan] exception=Espresso exception: "Generic error": Internal Error (0000000e:Internal Error); code=1 status=-1 [coreml] Error computing NN outputs -1 [coreml] Failure in -executePlan:error:. It's really hard to reproduce it since it only happens occasionally. I also didn't find a way to access that Internal Error mentioned, so I don't know the real reason why it fails. Any advice would be appreciated!
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