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build disappears

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Reply to Wifi Aware iOS devices authentication fails after a period of time
Hey @DTS Engineer there isn't a sample code at this stage in the documentation. There is only the documentation explaining how to use Wi-Fi Aware on the Apple platform. Can you provide links to a real sample application to just run and test on our end. Would be happy to reproduce it with your sample code. Right now the documentation looks a bit unfinished with missing states between what you actually see in XCode and the way you need to build a real application. Even if that's the case i have been able to build one on my end and test the flow and the current API.
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Displaying multiple immersive movies in spheres in an immersive environment
In visionOS, I'm trying to create an immersive environment which would feature several spheres in which immersive movies are visible. I'm starting from a sample code which creates a sphere, sets an immersive movie as its material, and opens it as an immersive environment. This works fine. But if I create a sphere in an open immersive environment using Reality Composer Pro and sets its material to an immersive movie, I can see the movie on the sphere while I move outside of it but if I try to get inside the sphere, it disappears. What would be the right way of doing this ?
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Ensure that macOS-only SwiftPM project main & test source builds via swift, xcodebuild & Xcode
I want to ensure that the main & test source of my macOS-only SwiftPM project (on GitHub at mas) builds via swift, xcodebuild & Xcode. For builds of clean clones of the main branch (i.e. no locally edited files, no existing .build or .swiftpm folders, etc.): The swift command line below builds main & test fine: swift build --build-tests The xcodebuild command line below doesn't seem to run the SwiftPM MASBuildToolPlugin (which generates a Swift file necessary for the build), which is setup for the project in Package.swift, so neither main nor test build: xcodebuild -scheme MAS -destination platform=macOS,arch=$(arch),variant=macos How can I get xcodebuild to run my MASBuildToolPlugin, or to run an equivalent? In Xcode, building main works fine, so Xcode must run the SwiftPM MASBuildToolPlugin. Building test, however, fails with the following error: No such module 'MAS' If I capitalize the name of the executab
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Reply to Building macOS apps with Xcode 26 on macOS 26 VM
@pcfist Thanks for the link. Does that actually work? Some of the posts after the one you linked indicate that it still doesn't work in the end. Yesterday I took the plunge and updated my Mac to macOS 26.0.1 and added a dual boot of macOS 15.7.1. I need to get my app updated for macOS 26 and still support macOS 15 (and 14) and this was the only possible solution for now. Interestingly, both installs of macOS have the same Provisioning UUID. This actually helps some. I can boot into my main system (now macOS 26) and do a development build and test the app with macOS 26. When I want to verify things still work under macOS 15 I can copy the development build to a shared folder, reboot into the other partition with macOS 15, and run the development build from the shared folder. Since both systems have the same Provisioning UUID the app runs without complaint. No need to bother with Test Flight. It's still a giant pain to have to dual boot just to check on a quick change, but at least it
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Canvas Is Not Updating in Xcode 26
I just updated to Tahoe 26 and Xcode 26, and now a SwiftUI project that was working just fine, simply shows a blank canvas. I closed Xcode and reopened, but get the same results. Note that there is no error message and the project builds and displays normally. Steps to blank canvas: Open Xcode I see Canvas Paused Click on the circle The Form opens with a blank screen Build the project The Form opens with all controls showing Jim
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Reply to Should UserSendCBD work on UAS interfaces?
Jumping around a bit, partly from the bug, partly from your post. First off, on your provider: For USB2, this is IOSCSILogicalUnitNub, for USB 3 it is IOSCSIHierarchicalLogicalUnit. Basically, you're trying too hard. Both drivers are subclasses of IOSCSIPeripheralDeviceNub, which is what you should use as your provider. In USB 3 mode, macOS chooses alternate 1, the UAS protocol. My custom CDB is put on the bus, but no payload data is transferred. Is this expected behavior? No. This should either work or we shouldn't let your driver load. I'm not sure WHY it's not working, but I don't see any obvious failure. If so, is there a way to force the OS to choose alternate 0 even when on USB 3, perhaps with another dext? I haven't tried it, but yes, I think this is possible. For the future, the way to figure this out is to start by tracking down its match dictionary in the underlying KEXT. Its bundle id (from the registry snapshot) is com.apple.iokit.IOUSBMassStorageDriver, which is IOUSBMassStorageDriver.kext. Here
Topic: App & System Services SubTopic: Drivers Tags:
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watchOS app with @Published properties fails to compile in Xcode 26.0.1 - "missing import of defining module 'Combine'
I'm developing a watchOS companion app for my iOS app in Xcode 26.0.1 on macOS Sequoia. The watch app uses a simple ObservableObject class with @Published properties for state management, which compiles fine for iOS but fails for the watchOS target. Error: Initializer 'init(wrappedValue:)' is not available due to missing import of defining module 'Combine' Code: swiftimport SwiftUI import WatchConnectivity import Combine // Added explicitly class WatchConnectivityProvider: NSObject, ObservableObject { @Published var distance: Double = 0 @Published var isActive: Bool = false // Additional @Published properties... } Environment: Xcode 26.0.1 (17A400) macOS Sequoia watchOS deployment target: 11.0 Apple Watch Series 11 running watchOS 11.6.1 What I've tried: Adding import Combine explicitly Cleaning build folder Verifying target membership This same code pattern works in the iOS target Is @Published / Combine supported differently in watchOS under Xcode 26? This code worked in previous Xcode versions. Wh
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Reply to How to handle CoreNFC session timeout when APDU exchange exceeds 20 seconds?
The 20 second limit is a hard limit, and there is no opportunities to extend it. Furthermore, you may need to plan for a cooldown period between sessions as well. My recommendation would be to reconsider if NFC is the correct tool for what you are trying to do. A typical NFC transaction takes a few seconds, and even reading complex documents take no longer than approximately 10 seconds. The time limits on the sessions have been determined based on common use cases, and as the 20 seconds limit cannot be extended, and you may have to require a hardware imposed cooldown period between sessions, your users may find this process inconvenient. But in the end, it is your business to decide if using NFC despite not satisfying your requirements is something to build upon.
Topic: App & System Services SubTopic: Core OS Tags:
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Fous, FocusState and Architecture
I am currently struggling with resolving what appear to be competing design issues, and (while I may be just demonstrating my own ignorance) I would like to share my thoughts in the hope that you may have useful insights. For purposes of discussion, consider a large and complex data entry screen with multiple sections for input. For all of the usual reasons (such as reuse, performance management, etc) each of these sections is implemented as its own, separately-compiled View. The screen is, then, composed of a sequence of reusable components. However, each of these components has internal structure and may contain multiple focusable elements (and internal use of .onKeyPress(.tab) {...} to navigate internally). And the logic of each component is such that it has an internal @FocusState variable defined with its own unique type. So, obviously what I want is on the one hand, to provide a tab-based navigation scheme for the screen as a whole, where focus moves smoothly from one component's internals to the next c
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How to safely switch between mic configurations on iOS?
I have an iPadOS M-processor application with two different running configurations. In config1, the shared AVAudioSession is configured for .videoChat mode using the built-in microphone. The input/output nodes of the AVAudioEngine are configured with voice processing enabled. The built-in mic is formatted for 1 channel at 48KHz. In config2, the shared AVAudioSession is configured for .measurement mode using an external USB microphone. The input/output nodes of the AVAudioEngine are configured with voice processing disabled. The external mic is formatted for 2 channels at 44.1KHz I've written a configuration manager designed to safely switch between these two configurations. It works by stopping AVAudioEngine and detaching all but the input and output nodes, updating the shared audio session for the desired mic and sample-rates, and setting the appropriate state for voice processing to either true or false as required by the configuration. Finally the new audio graph is constructed by attaching appropriate nod
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AVPlayerViewController Mac Catalyst 26 Full Screen Crash
I have a SwiftUI Mac Catalyst app that shows a video player using a UIViewControllerRepresentable AVPlayerViewController. When I tap the full screen button on the native playback control, the app crashes. The app crashes only when built with Xcode 26. When I build with Xcode 16, this does not cause a crash. Here is some of the crash log: 0 CoreFoundation 0x000000019a5cc770 __exceptionPreprocess + 176 1 libobjc.A.dylib 0x000000019a0aa418 objc_exception_throw + 88 2 CoreFoundation 0x000000019a69b7fc -[NSException initWithCoder:] + 0 3 AppKit 0x000000019eeee1d0 -[NSBezierPath(NSBezierPathDevicePrimitives) _deviceMoveToPoint:] + 104 4 AppKit 0x000000019eeec930 -[NSBezierPath appendBezierPathWithRoundedRect:xRadius:yRadius:] + 200 5 AppKit 0x000000019eeea238 +[NSBezierPath bezierPathWithRoundedRect:xRadius:yRadius:] + 88 6 AVKitMacHelper 0x0000000247d73cc4 -[AVScrubberSliderCell drawBarInside:flipped:] + 1264 7 AppKit 0x000000019f35cf7c -[NSSliderCell drawInteriorWithFrame:inView:] + 680 8 AppKit 0x000000
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Reply to ShazamKit for Android and 16 KB native library alignment
Hi @Mattreg, ShazamKit for android 2.1.1 does support 16KB memory page addresses. In branch fix-16k you have correctly imported the latest ShazamKit for android version. I checked this via md5:a6426940b80c4ec5f18a644e4f59193f. As good measure I have also explicitly verified your shazamKit .aar library for 16KB memory compatibility, and I confirm it's 16KB compatible. Steps: unzip the .aar, navigate to the jni folder run (adjust for your environment) ~/android-sdk/ndk/29.0.14033849/toolchains/llvm/prebuilt/darwin-x86_64/bin/llvm-objdump -p libsigx.so | grep LOAD LOAD off 0x0000000000000000 vaddr 0x0000000000000000 paddr 0x0000000000000000 align 2**14 LOAD off 0x000000000005afe0 vaddr 0x000000000005efe0 paddr 0x000000000005efe0 align 2**14 LOAD off 0x000000000005bca0 vaddr 0x0000000000063ca0 paddr 0x0000000000063ca0 align 2**14 2**14 is means it is supporting 16KB pages , see https://developer.android.com/guide/practices/page-sizes. I did also run ~/android-sdk/build-tools/36.0.0/zipalign -v -c -P 16 4
Topic: Media Technologies SubTopic: General Tags:
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Apple Arcade Pitch: Cup Pong Galaxy — 100% Spatial Vision Pro Game
Hello Apple Arcade Team, My partner and I are indie developers building premium spatial games for Apple platforms. We’ve created Cup Pong Galaxy, a 100% spatial game written specifically for Apple Vision Pro and we’d love to have it considered for Apple Arcade. ***** At-a-glance ***** Title: Cup Pong Galaxy Platform: Designed from the ground up for Vision Pro (spatial gameplay) Status: Approved for distribution on the App Store (release on hold pending Arcade interest) TestFlight: https://testflight.apple.com/join/aCBcUUJb (fully functional build) Game Footage: https://www.youtube.com/watch?v=JGoJTfUwTdg https://www.youtube.com/watch?v=CPExWW94ZvQ https://www.youtube.com/watch?v=dJOKXVhRShA ***** Why it stands out for Apple Arcade ***** Original spatial mechanics: Natural throwing using custom hand gestures and a physics-accurate ping pong system built for Vision Pro. Innovative collision system: Each animated alien has per-body-part collision objects that follow the armature's animation, al
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Reply to Notary Request Stuck In Pending
So while the first one took 3.5days, the two additional jobs that I submitted during that time all finished at the same time. So it was clearly doing some sort of batch processing. I messed up internal signing so had to restart. New submission took roughly 6 hours. I also submitted a tiny test file which also took the same 6 hours. So again - supports the batch processing theory. Anyways, new build for Intel only took 15 minutes or less. I walked away so the times are definitely improving for me. Just posting the update for others looking into this.
Topic: Code Signing SubTopic: Notarization Tags:
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