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“translate scheme”

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Reply to mac 开发 com.apple.security.application-groups 问题
Sadly, I don’t read Chinese, so I’m working from a machine translation of your post. I’m not entirely sure what’s going on here but, in general, Mach IPC should be able to work with any service name that’s prefixed by a valid app group ID. Now, the definition of valid app group ID has been in flux recently. I talked about that evolution in App Groups: macOS vs iOS: Working Towards Harmony. My advice here varies based on whether this is new code or code that you’ve already shipped and need to maintain compatibility with. For new code, use an iOS-style app group and have that as your Mach service name. For example, group.eskimo1.test with a Mach service name of group.eskimo1.test.my-service. Then make sure that your use of that app group is authorised by a provisioning profile. For existing code, it depends on whether this Mach IPC is entirely within your product: If this IPC is inside your product — for example, you’re communicating between two subcomponents of the same app — then you can use an iOS-s
Apr ’25
No screenshot files in XCResult files using Xcode 16.1
Hello, I am using Xcode 16.1 (16B40) on MacOS Sequoia 15.1.0 using a Macbook pro M1 Max I am developing an app for iOS 17 and 18 using SwiftUI I created UITests to take the screenshots for the appStore on the simulator The tests run well and all of them are succeded The problem appears when I try to get the screenshot files from the xcresult files after the test. There is not any screenshot inside it. I found a data folder and a Info.plist file. In the data folder there are a lot of files with this pattern data.03zD4C6IGFFthK14NwA8mNvcwFHT16g6Tl40Tl1YmBC1bNh6d0YIcnWKyUaQPDXoa8fYo6C3Xcv8xvMtE3_NEXA== and other files with this pattern refs.03zD4C6IGFFthK14NwA8mNvcwFHT16g6Tl40Tl1YmBC1bNh6d0YIcnWKyUaQPDXoa8fYo6C3Xcv8xvMtE3_NEXA== Ok, I tryed to use fastlane to automatize the screenshots but the problem is still present. The xcresult files have not any png file. I had no problems doing this action (getting screenshots from a xcresult file) in previous versions of MacOS and Xcode in my current machine. I just updat
6
0
750
Apr ’25
Trouble Translating a Second Word Using TranslationAPI
I’m developing an app to save words that users learn in a language they are studying. Here’s the basic workflow: Type a new word Add the new word Every time a word is added, it gets saved to a list that includes its meaning and the name of the language — useful when saving words in multiple languages Problem: For some reason, the “Add new word” button only works for the first word. The second word is not being added to the list. Here is my code: import SwiftUI import NaturalLanguage import Translation struct ContentView: View { @State private var inputWord: String = @State private var detectedLanguage: String? @State private var translationConfiguration: TranslationSession.Configuration? @StateObject private var viewModel = WordViewModel() var body: some View { VStack(spacing: 24) { // Input field TextField(Type a word in any language, text: $inputWord) .padding() .background(Color(.systemGray6)) .cornerRadius(10) // Button to translate and save Button(Add new word) { translateAndSave() } /
2
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128
Apr ’25
Xcode cloud archive build Command exited with non-zero exit-code: 65
I have been trying for a couple of days now to get Xcode cloud running. But after some struggle with cocoapods the ci_post_clone.sh is working. But now it fails at the archive section with no real explenation what went worng. I have my profisioning profile connected to the right bundle-id. Run command: 'xcodebuild archive -workspace /Volumes/workspace/repository/wevize/ios/Runner.xcworkspace -scheme Runner -destination generic/platform=iOS -archivePath /Volumes/workspace/build.xcarchive -derivedDataPath /Volumes/workspace/DerivedData -resultBundleVersion 3 -resultBundlePath /Volumes/workspace/resultbundle.xcresult -resultStreamPath /Volumes/workspace/tmp/resultBundleStream34ff2ba9-cd2a-4e3b-befb-3243d688c7f5.json -IDEPostProgressNotifications=YES CODE_SIGN_IDENTITY=- AD_HOC_CODE_SIGNING_ALLOWED=YES CODE_SIGN_STYLE=Automatic DEVELOPMENT_TEAM=KTJT289M8K COMPILER_INDEX_STORE_ENABLE=NO -hideShellScriptEnvironment'
13
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3.7k
Dec ’23
Different Build Schemes -> Error: -Onone Swift optimization level to use previews
I have a sample SwiftUI iOS app. As shown in the screenshot below, my project has three configurations: Debug, MyDebug, Release. If I select the Debug or MyDebug scheme, I get a preview. But if I select the Release scheme, I get an error that says the following. ”***.app” needs -Onone Swift optimization level to use previews (current setting is -O) , where *** is the app name. It probably has nothing to do with the Preview error, but the Info.plist has a dictionary such that the key name is devMode, and the value is $(DEVMODE). And I have a user-defined setting as shown below. My ContentView has the following. import SwiftUI struct ContentView: View { @State private var state: String = var body: some View { VStack { Text(Hello, world!: (state)) } .onAppear { if let devMode = Bundle.main.object(forInfoDictionaryKey: devMode) as? String { print(Development mode: (devMode)) state = devMode } if let path = Bundle.main.path(forResource: Info, ofType: plist) { if let dict = NSDictionary(contentsO
5
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413
Apr ’25
Request for Rosetta: support optionally faster x87 emulation (via some env variable similar to AVX) like Rosettax87 project..
Hi, Since recently there is interest in having faster x87 translation speeds than Rosetta offers.. mainly some old PC games getting stuck at less than 5fps using Wine that uses Rosetta..( some world of warcraft game for ex.).. so main case right now, is games using old fmodex library versions (dll or statically)that uses heavy x87 instructions for audio processing , and such games not being threaded ,stalls the render threead, which is the same thread.. Luckily there is a hack, see: https://github.com/Lifeisawful/rosettax87 ”This is an experimental project that modifies Apple's Rosetta technology to use less precise but significantly faster x87 instruction handlers. The benchmarks show approximately 4-5x performance improvement for x87 floating-point operations.” but limitations are: 1)it runs only on specific Mac version (15.4.1) due to searching some fixed offsets in current rosetta library that may change with mac updates.. 2)requires to run two binaries (a server and the launcher program).. 3)cur
3
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318
Apr ’25
SwiftUI: Command SwiftCompile failed with a nonzero exit code
I have a SwiftUI app that I've been working on in XCode 16.1. The project builds and runs in the simulators, on my mac and on my iPhone/iPad without any issues. I'm also able to build my unit test project and run them without any errors. The project has zero warnings in it. When I go to the Edit Schemes options and change the Run scheme to be a Release build with the Debug Executable unchecked I get a compiler error: Command SwiftCompile failed with a nonzero exit code I've attempted this Release Run with the following target devices in XCode: My iPhone 15 Pro Max (iOS 18.2 Beta 3) MacBook Air (M1) (15.2 Beta) iPhone 16 Simulator (iOS 18.1) Any iOS Simulator Device (arm64, x86_64) All 3 of these target have the same issue. Normally I would just debug the error from the logs but when I look at the build output I can't see any information in the log to tell me what happened. It looks like the source files are sent into the SwiftCompiler and the compiler fails without bubbling up the issue. I'v
11
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2.2k
Apr ’25
Xcode unable to find a destination matching the provided destination specifier?
I am using react-native to build an ios app. After updating to macOS Big Sur - Version 11.6 a couple of days ago, my build started failing when using VS Code. I am getting this error- xcodebuild: error: Unable to find a destination matching the provided destination specifier: { id:5F135958-0789-4409-9C64-6D3939A54B03 } Available destinations for the MediLab scheme: { platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:7C6CDA97-38E3-591E-A991-8C4580349A5C } { platform:iOS Simulator, id:24E5BDF6-3EE5-4232-9E39-EBF4B48A9A2E, OS:15.0, name:iPad (9th generation) } { platform:iOS Simulator, id:FF4BFEEB-3DA8-4BB3-93E6-E3889C94F556, OS:15.0, name:iPad Air (4th generation) } { platform:iOS Simulator, id:624A99D1-6A8E-440A-AB96-3F7C0828C701, OS:15.0, name:iPad Pro (9.7-inch) } { platform:iOS Simulator, id:9C8A5850-F1D0-4B81-B7BE-2242BC3A1DB3, OS:15.0, name:iPad Pro (11-inch) (3rd generation) } { platform:iOS Simulator, id:2B47305A-7F97-44AE-8E53-30456CF02FBC, OS:15.0, name:iPad Pro (12.9-inch) (
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35k
May ’23
[macOS 15.4] Game Controller Background Input Capture Broken - Accessibility App No Longer Functions
Our application, https://apps.apple.com/us/app/gamecontroller-mapper/id6737088417 which maps game controller inputs to keyboard/mouse events system-wide, has stopped functioning properly after the macOS 15.4 update. Specifically, the app can no longer capture game controller inputs when running in the background, severely impacting its core functionality. Environment macOS version: 15.4 Previous working versions: All versions prior to 15.4 App type: Background utility with accessibility permissions Hardware: All game controller brands compatible with macOS Detailed Description Before macOS 15.4 Our application correctly captured game controller inputs from any brand connected to Mac and successfully translated them to keyboard/mouse events system-wide. Users could control any application (e.g., scrolling through documents in Preview using controller buttons) while our app ran in the background with the accessibility permissions granted. After macOS 15.4 The application only works when it has active f
5
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524
Apr ’25
Best way to pass a HomeKit or Matter setup code to the Home App Programatically
Apologies in advance for the long post. I'm new to HomeKit and Matter but not to development, I'm trying to write a SwiftUI app for my smart home to store all of my HomeKit and Matter setup barcodes along with other bits of information. The intention is to scan the QR codes with my App and then save that QR payload in a simple Database along with other manually entered device details. Example payloads: X-HM://00GWIN0B5PHPG <-- Eufy V120 HomeKit Camera MT:GE.01-C-03FOPP6B110 <-- Moes GU10 Matter Bulb I have it 99% working, my app is even able to discern the manual pairing code from the above payloads. However one of the key feature of this is that I want to open a device entry in my app and tap the HomeKit or Matter code displayed in my app and and either: a) Ideally pass it off to the Apple Home app to initiate pairing just like the native Camera App can. b) Create a custom flow in my app using the HomeKit or Matter API's to initiate paring from within my app. So ideally just like the flow that happens
4
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265
Apr ’25
Modularizing an Xcode 16 project
My preferred way of setting up an app project no longer works in Xcode 16. I like to have my apps massively modularized - a separate SPM module for every significant feature. I use a project grouped together with a package that contains all the feature modules. The project's app target imports a consolidated AppFeature from the package that is all the logic of the app. In Xcode 15 and before, I had a process for creating this kind of setup (described below -- unfortunately the forums don't support collapsible sections). Where I used to be able to drag a directory from Finder into the Xcode files navigator (step 6 in my process), it now rejects the drag. What I'm looking for is a way to have a single window open that has my Swift package and below that a separate folder for each executable target. Creating new modules in the package automatically creates new schemes in Xcode. Executable targets in the project can reference any module in the package. Source control treats the entire thing as one reposi
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1.2k
Dec ’24
Errors compiling C++ code for x86_64
I have a project (that uses pre-compiled headers) that uses different compiler options for SOME files. For those files I have this is in my CMakelists.txt: if(CMAKE_C_COMPILER_ID MATCHES GNU|Clang) set_source_files_properties(${AVX_Files} PROPERTIES COMPILE_OPTIONS -mavx;-mavx2;-mfma;-mssse3;-msse4.2) set_source_files_properties(avx_simd_check.cpp PROPERTIES COMPILE_OPTIONS -mxsave) endif() When I build for ARM, it all works :) When I try to build for X86_64, I get the following error for avx_simd_check.cpp: error: current translation unit is compiled with the target feature '+xsave' but the AST file was not 1 error generated. and for all the other files in question: error: current translation unit is compiled with the target feature '+avx' but the AST file was not error: current translation unit is compiled with the target feature '+avx2' but the AST file was not error: current translation unit is compiled with the target feature '+fma' but the AST file was not error: curr
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185
Apr ’25
How to detect iPad trackpad touch-down (indirectPointer) to immediately stop coasting animation
Hello, I have a custom 3D object viewer on iOS that lets users spin the model using the touchscreen or a trackpad and supports coasting (momentum spinning). I need to stop the coasting animation as soon as the user touches down, but I can only immediately detect touches on the screen itself - on the trackpad I can't get an immediate notification of the touches. So far I’ve tried: State.began on my UIPanGestureRecognizer. It only fires after a small movement on both touchscreen and trackpad. .possible on the pan gesture; this state never occurs during the gesture cycle. UIApplicationSupportsIndirectInputEvents = YES in Info.plist; it didn’t make touchesBegan fire for indirectPointer touches. Since UITableView (and other UIScrollView subclasses) clearly detect trackpad “touch-down” to cancel scrolling, there must be a way to receive that event. Does anyone know how to catch the initial trackpad contact—before any movement—on an indirect input device? Below is a minimal code snippet demonstrating the issue. On t
Topic: UI Frameworks SubTopic: UIKit Tags:
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115
Apr ’25
Using handleExternalEvents scene modifier to route external events to the correct scene
In an iPadOS SwiftUI app supporting multiple scenes, each Scene responds to a particular way in which the app was launched. If app was launched by tapping an associated file or a deep link (custom URL), then, the URLHandlerScene is invoked. If app was launched by QuickAction (long tap on the app icon), then another Scene is invoked etc. Each Scene has a purpose and responds to a particular launch. But after defining handlesExternlEvents(matching:) scene modifier, the scene was not getting launched when user taps the associated file or the app's Deeplinks was invoked. @main struct IOSSwiftUIScenesApp: App { var body: some Scene { DefaultScene() URLHandlerScene() .handlesExternalEvents(matching: [file://]) // Launched by an associated file .handlesExternalEvents(matching: [Companion://]) // Launched by Deeplink. // Other scenes } } struct URLHandlerScene: Scene { @State private var inputURL: URL // Store the incoming URL init() { self.inputURL = URL(string: Temp://)! } var body: some Scene { WindowGroup { URLha
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152
Apr ’25
Reply to Using handleExternalEvents scene modifier to route external events to the correct scene
Thank you for your post. When utilizing Universal Links to initiate a call to your application, the delegate that will be invoked in SwiftUI is: func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { You can see that and how it works in the link: https://developer.apple.com/documentation/xcode/supporting-universal-links-in-your-app In case you are using deep linking to call your app, how have you registered the link in the info.plist? Scene Matching Rules: The handlesExternalEvents(matching:) modifier is used to specify which external events a scene should respond to. Ensure Correct URL Schemes: Double-check that the URL schemes you're trying to handle match exactly with what your app is set up to receive. For deep links like Companion://, ensure that this scheme is properly registered in your Info.plist under the CFBundleURLTypes key.
xml
 Review Scene Initialization: Your URLHandlerScene is initialized with a tem
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Apr ’25
Reply to mac 开发 com.apple.security.application-groups 问题
Sadly, I don’t read Chinese, so I’m working from a machine translation of your post. I’m not entirely sure what’s going on here but, in general, Mach IPC should be able to work with any service name that’s prefixed by a valid app group ID. Now, the definition of valid app group ID has been in flux recently. I talked about that evolution in App Groups: macOS vs iOS: Working Towards Harmony. My advice here varies based on whether this is new code or code that you’ve already shipped and need to maintain compatibility with. For new code, use an iOS-style app group and have that as your Mach service name. For example, group.eskimo1.test with a Mach service name of group.eskimo1.test.my-service. Then make sure that your use of that app group is authorised by a provisioning profile. For existing code, it depends on whether this Mach IPC is entirely within your product: If this IPC is inside your product — for example, you’re communicating between two subcomponents of the same app — then you can use an iOS-s
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Apr ’25
No screenshot files in XCResult files using Xcode 16.1
Hello, I am using Xcode 16.1 (16B40) on MacOS Sequoia 15.1.0 using a Macbook pro M1 Max I am developing an app for iOS 17 and 18 using SwiftUI I created UITests to take the screenshots for the appStore on the simulator The tests run well and all of them are succeded The problem appears when I try to get the screenshot files from the xcresult files after the test. There is not any screenshot inside it. I found a data folder and a Info.plist file. In the data folder there are a lot of files with this pattern data.03zD4C6IGFFthK14NwA8mNvcwFHT16g6Tl40Tl1YmBC1bNh6d0YIcnWKyUaQPDXoa8fYo6C3Xcv8xvMtE3_NEXA== and other files with this pattern refs.03zD4C6IGFFthK14NwA8mNvcwFHT16g6Tl40Tl1YmBC1bNh6d0YIcnWKyUaQPDXoa8fYo6C3Xcv8xvMtE3_NEXA== Ok, I tryed to use fastlane to automatize the screenshots but the problem is still present. The xcresult files have not any png file. I had no problems doing this action (getting screenshots from a xcresult file) in previous versions of MacOS and Xcode in my current machine. I just updat
Replies
6
Boosts
0
Views
750
Activity
Apr ’25
Trouble Translating a Second Word Using TranslationAPI
I’m developing an app to save words that users learn in a language they are studying. Here’s the basic workflow: Type a new word Add the new word Every time a word is added, it gets saved to a list that includes its meaning and the name of the language — useful when saving words in multiple languages Problem: For some reason, the “Add new word” button only works for the first word. The second word is not being added to the list. Here is my code: import SwiftUI import NaturalLanguage import Translation struct ContentView: View { @State private var inputWord: String = @State private var detectedLanguage: String? @State private var translationConfiguration: TranslationSession.Configuration? @StateObject private var viewModel = WordViewModel() var body: some View { VStack(spacing: 24) { // Input field TextField(Type a word in any language, text: $inputWord) .padding() .background(Color(.systemGray6)) .cornerRadius(10) // Button to translate and save Button(Add new word) { translateAndSave() } /
Replies
2
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0
Views
128
Activity
Apr ’25
Xcode cloud archive build Command exited with non-zero exit-code: 65
I have been trying for a couple of days now to get Xcode cloud running. But after some struggle with cocoapods the ci_post_clone.sh is working. But now it fails at the archive section with no real explenation what went worng. I have my profisioning profile connected to the right bundle-id. Run command: 'xcodebuild archive -workspace /Volumes/workspace/repository/wevize/ios/Runner.xcworkspace -scheme Runner -destination generic/platform=iOS -archivePath /Volumes/workspace/build.xcarchive -derivedDataPath /Volumes/workspace/DerivedData -resultBundleVersion 3 -resultBundlePath /Volumes/workspace/resultbundle.xcresult -resultStreamPath /Volumes/workspace/tmp/resultBundleStream34ff2ba9-cd2a-4e3b-befb-3243d688c7f5.json -IDEPostProgressNotifications=YES CODE_SIGN_IDENTITY=- AD_HOC_CODE_SIGNING_ALLOWED=YES CODE_SIGN_STYLE=Automatic DEVELOPMENT_TEAM=KTJT289M8K COMPILER_INDEX_STORE_ENABLE=NO -hideShellScriptEnvironment'
Replies
13
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0
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3.7k
Activity
Dec ’23
Different Build Schemes -> Error: -Onone Swift optimization level to use previews
I have a sample SwiftUI iOS app. As shown in the screenshot below, my project has three configurations: Debug, MyDebug, Release. If I select the Debug or MyDebug scheme, I get a preview. But if I select the Release scheme, I get an error that says the following. ”***.app” needs -Onone Swift optimization level to use previews (current setting is -O) , where *** is the app name. It probably has nothing to do with the Preview error, but the Info.plist has a dictionary such that the key name is devMode, and the value is $(DEVMODE). And I have a user-defined setting as shown below. My ContentView has the following. import SwiftUI struct ContentView: View { @State private var state: String = var body: some View { VStack { Text(Hello, world!: (state)) } .onAppear { if let devMode = Bundle.main.object(forInfoDictionaryKey: devMode) as? String { print(Development mode: (devMode)) state = devMode } if let path = Bundle.main.path(forResource: Info, ofType: plist) { if let dict = NSDictionary(contentsO
Replies
5
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0
Views
413
Activity
Apr ’25
Request for Rosetta: support optionally faster x87 emulation (via some env variable similar to AVX) like Rosettax87 project..
Hi, Since recently there is interest in having faster x87 translation speeds than Rosetta offers.. mainly some old PC games getting stuck at less than 5fps using Wine that uses Rosetta..( some world of warcraft game for ex.).. so main case right now, is games using old fmodex library versions (dll or statically)that uses heavy x87 instructions for audio processing , and such games not being threaded ,stalls the render threead, which is the same thread.. Luckily there is a hack, see: https://github.com/Lifeisawful/rosettax87 ”This is an experimental project that modifies Apple's Rosetta technology to use less precise but significantly faster x87 instruction handlers. The benchmarks show approximately 4-5x performance improvement for x87 floating-point operations.” but limitations are: 1)it runs only on specific Mac version (15.4.1) due to searching some fixed offsets in current rosetta library that may change with mac updates.. 2)requires to run two binaries (a server and the launcher program).. 3)cur
Replies
3
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0
Views
318
Activity
Apr ’25
SwiftUI: Command SwiftCompile failed with a nonzero exit code
I have a SwiftUI app that I've been working on in XCode 16.1. The project builds and runs in the simulators, on my mac and on my iPhone/iPad without any issues. I'm also able to build my unit test project and run them without any errors. The project has zero warnings in it. When I go to the Edit Schemes options and change the Run scheme to be a Release build with the Debug Executable unchecked I get a compiler error: Command SwiftCompile failed with a nonzero exit code I've attempted this Release Run with the following target devices in XCode: My iPhone 15 Pro Max (iOS 18.2 Beta 3) MacBook Air (M1) (15.2 Beta) iPhone 16 Simulator (iOS 18.1) Any iOS Simulator Device (arm64, x86_64) All 3 of these target have the same issue. Normally I would just debug the error from the logs but when I look at the build output I can't see any information in the log to tell me what happened. It looks like the source files are sent into the SwiftCompiler and the compiler fails without bubbling up the issue. I'v
Replies
11
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0
Views
2.2k
Activity
Apr ’25
Xcode unable to find a destination matching the provided destination specifier?
I am using react-native to build an ios app. After updating to macOS Big Sur - Version 11.6 a couple of days ago, my build started failing when using VS Code. I am getting this error- xcodebuild: error: Unable to find a destination matching the provided destination specifier: { id:5F135958-0789-4409-9C64-6D3939A54B03 } Available destinations for the MediLab scheme: { platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:7C6CDA97-38E3-591E-A991-8C4580349A5C } { platform:iOS Simulator, id:24E5BDF6-3EE5-4232-9E39-EBF4B48A9A2E, OS:15.0, name:iPad (9th generation) } { platform:iOS Simulator, id:FF4BFEEB-3DA8-4BB3-93E6-E3889C94F556, OS:15.0, name:iPad Air (4th generation) } { platform:iOS Simulator, id:624A99D1-6A8E-440A-AB96-3F7C0828C701, OS:15.0, name:iPad Pro (9.7-inch) } { platform:iOS Simulator, id:9C8A5850-F1D0-4B81-B7BE-2242BC3A1DB3, OS:15.0, name:iPad Pro (11-inch) (3rd generation) } { platform:iOS Simulator, id:2B47305A-7F97-44AE-8E53-30456CF02FBC, OS:15.0, name:iPad Pro (12.9-inch) (
Replies
6
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0
Views
35k
Activity
May ’23
[macOS 15.4] Game Controller Background Input Capture Broken - Accessibility App No Longer Functions
Our application, https://apps.apple.com/us/app/gamecontroller-mapper/id6737088417 which maps game controller inputs to keyboard/mouse events system-wide, has stopped functioning properly after the macOS 15.4 update. Specifically, the app can no longer capture game controller inputs when running in the background, severely impacting its core functionality. Environment macOS version: 15.4 Previous working versions: All versions prior to 15.4 App type: Background utility with accessibility permissions Hardware: All game controller brands compatible with macOS Detailed Description Before macOS 15.4 Our application correctly captured game controller inputs from any brand connected to Mac and successfully translated them to keyboard/mouse events system-wide. Users could control any application (e.g., scrolling through documents in Preview using controller buttons) while our app ran in the background with the accessibility permissions granted. After macOS 15.4 The application only works when it has active f
Replies
5
Boosts
0
Views
524
Activity
Apr ’25
Best way to pass a HomeKit or Matter setup code to the Home App Programatically
Apologies in advance for the long post. I'm new to HomeKit and Matter but not to development, I'm trying to write a SwiftUI app for my smart home to store all of my HomeKit and Matter setup barcodes along with other bits of information. The intention is to scan the QR codes with my App and then save that QR payload in a simple Database along with other manually entered device details. Example payloads: X-HM://00GWIN0B5PHPG <-- Eufy V120 HomeKit Camera MT:GE.01-C-03FOPP6B110 <-- Moes GU10 Matter Bulb I have it 99% working, my app is even able to discern the manual pairing code from the above payloads. However one of the key feature of this is that I want to open a device entry in my app and tap the HomeKit or Matter code displayed in my app and and either: a) Ideally pass it off to the Apple Home app to initiate pairing just like the native Camera App can. b) Create a custom flow in my app using the HomeKit or Matter API's to initiate paring from within my app. So ideally just like the flow that happens
Replies
4
Boosts
0
Views
265
Activity
Apr ’25
Modularizing an Xcode 16 project
My preferred way of setting up an app project no longer works in Xcode 16. I like to have my apps massively modularized - a separate SPM module for every significant feature. I use a project grouped together with a package that contains all the feature modules. The project's app target imports a consolidated AppFeature from the package that is all the logic of the app. In Xcode 15 and before, I had a process for creating this kind of setup (described below -- unfortunately the forums don't support collapsible sections). Where I used to be able to drag a directory from Finder into the Xcode files navigator (step 6 in my process), it now rejects the drag. What I'm looking for is a way to have a single window open that has my Swift package and below that a separate folder for each executable target. Creating new modules in the package automatically creates new schemes in Xcode. Executable targets in the project can reference any module in the package. Source control treats the entire thing as one reposi
Replies
1
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0
Views
1.2k
Activity
Dec ’24
Errors compiling C++ code for x86_64
I have a project (that uses pre-compiled headers) that uses different compiler options for SOME files. For those files I have this is in my CMakelists.txt: if(CMAKE_C_COMPILER_ID MATCHES GNU|Clang) set_source_files_properties(${AVX_Files} PROPERTIES COMPILE_OPTIONS -mavx;-mavx2;-mfma;-mssse3;-msse4.2) set_source_files_properties(avx_simd_check.cpp PROPERTIES COMPILE_OPTIONS -mxsave) endif() When I build for ARM, it all works :) When I try to build for X86_64, I get the following error for avx_simd_check.cpp: error: current translation unit is compiled with the target feature '+xsave' but the AST file was not 1 error generated. and for all the other files in question: error: current translation unit is compiled with the target feature '+avx' but the AST file was not error: current translation unit is compiled with the target feature '+avx2' but the AST file was not error: current translation unit is compiled with the target feature '+fma' but the AST file was not error: curr
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Apr ’25
How to detect iPad trackpad touch-down (indirectPointer) to immediately stop coasting animation
Hello, I have a custom 3D object viewer on iOS that lets users spin the model using the touchscreen or a trackpad and supports coasting (momentum spinning). I need to stop the coasting animation as soon as the user touches down, but I can only immediately detect touches on the screen itself - on the trackpad I can't get an immediate notification of the touches. So far I’ve tried: State.began on my UIPanGestureRecognizer. It only fires after a small movement on both touchscreen and trackpad. .possible on the pan gesture; this state never occurs during the gesture cycle. UIApplicationSupportsIndirectInputEvents = YES in Info.plist; it didn’t make touchesBegan fire for indirectPointer touches. Since UITableView (and other UIScrollView subclasses) clearly detect trackpad “touch-down” to cancel scrolling, there must be a way to receive that event. Does anyone know how to catch the initial trackpad contact—before any movement—on an indirect input device? Below is a minimal code snippet demonstrating the issue. On t
Topic: UI Frameworks SubTopic: UIKit Tags:
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Activity
Apr ’25
Using handleExternalEvents scene modifier to route external events to the correct scene
In an iPadOS SwiftUI app supporting multiple scenes, each Scene responds to a particular way in which the app was launched. If app was launched by tapping an associated file or a deep link (custom URL), then, the URLHandlerScene is invoked. If app was launched by QuickAction (long tap on the app icon), then another Scene is invoked etc. Each Scene has a purpose and responds to a particular launch. But after defining handlesExternlEvents(matching:) scene modifier, the scene was not getting launched when user taps the associated file or the app's Deeplinks was invoked. @main struct IOSSwiftUIScenesApp: App { var body: some Scene { DefaultScene() URLHandlerScene() .handlesExternalEvents(matching: [file://]) // Launched by an associated file .handlesExternalEvents(matching: [Companion://]) // Launched by Deeplink. // Other scenes } } struct URLHandlerScene: Scene { @State private var inputURL: URL // Store the incoming URL init() { self.inputURL = URL(string: Temp://)! } var body: some Scene { WindowGroup { URLha
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Apr ’25
Reply to Using handleExternalEvents scene modifier to route external events to the correct scene
Thank you for your post. When utilizing Universal Links to initiate a call to your application, the delegate that will be invoked in SwiftUI is: func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { You can see that and how it works in the link: https://developer.apple.com/documentation/xcode/supporting-universal-links-in-your-app In case you are using deep linking to call your app, how have you registered the link in the info.plist? Scene Matching Rules: The handlesExternalEvents(matching:) modifier is used to specify which external events a scene should respond to. Ensure Correct URL Schemes: Double-check that the URL schemes you're trying to handle match exactly with what your app is set up to receive. For deep links like Companion://, ensure that this scheme is properly registered in your Info.plist under the CFBundleURLTypes key.
xml
 Review Scene Initialization: Your URLHandlerScene is initialized with a tem
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Apr ’25