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missing package product

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Unable to add package dependencies in Package Manager
Hi, I try to add the Firebase requirements to my iOS application. I launched the package manager, at first, nothing was loading, therefore I deleted and recreated my Github account, and the previous packages now appears. When I try to paste the url for Firebase in the search bar, there is an infinite loading loop and it never appears. I tried to restart Xcode several times, to disconnect and reconnect from wifi etc. Can anyone help me solve this please?
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Nov ’24
Reply to Valid installer .pkg becomes invalid after uploading to Google Drive?
Could you take a look and see if anything is packaged incorrectly? I can’t see anything obviously wrong that. I took a quick general look and I also run it through the steps described in Testing a Notarised Product (using macOS 13.0 in the VM) and it worked. If you send this dummy package to your customer, do they have the same problem they have with your real package? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: General Tags:
Feb ’23
Reply to Module dependency cycle errors in Xcode 26
I'm having a real tough time replicating the error in some brand new packages (even though they seem essentially the same) but I have been able to isolate the issue in my two custom packages to where I can sort of see when the error exists. I have a package A that has a dependency on package B (which has two products). If I include a single Swift file in both packages with no source code it works but if I just add a single import SwiftUI statement to both package A and package B's singular file the error presents itself. I see the following note also attached in the build error: note: Swift Overlay dependency of 'SwiftUI' on 'UIKit' via Clang module dependency: 'SwiftUI.swiftmodule -> SwiftUI.pcm -> UIKit.pcm' (in target '' from project '')
Nov ’25
Package trouble
I have Xcode 14.3 and have tried deleting derived data, changing build location to default and resolving packages. I uninstalled the firebase sdk and am now hanging on preparing to validate. Any solutions would be lovely When running the command xcodebuild -resolvePackageDependencies I get the following error: Resolve Package Graph Could not initialize package support: encountered an I/O error (code: 1) while reading /Users/jackderemiah/Library/org.swift.swiftpm/configuration/mirrors.json
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Apr ’23
Packaging Mac Software for Distribution
IMPORTANT I’m very pleased to report that, due to the hard work of a number of folks at Apple, this DevForums post has been replaced by official documentation: Packaging Mac software for distribution. I’m leaving this post in place as a historical curiosity, but please consult the official documentation going forward. This post is one of a pair of posts, the other one being Creating Distribution-Signed Code for Mac, that replaces my earlier Signing a Mac Product For Distribution post. For more background on this, see the notes at the top of Creating Distribution-Signed Code for Mac. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com Packaging Mac Software for Distribution Build a zip archive, disk image, or installer package for distributing your Mac software. Overview Xcode is a great tool for creating and distributing Mac apps. Once you’ve written your code you can upload it to the App Store with just a few
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Mar ’22
Reply to Staple notarization ticket to a daemon
As you've noticed stapling is not supported for .zip packages (there is nowhere to put ticket), this is correct. macOS will indeed download and check notarization ticket for your binary upon first launch. But if there is no internet connection, this will fail and you will get nasty Gatekeeper alert. What you can do — create a package that will install you daemon (and probably launchd plist and some bootstrap script I guess) with pkgbuild and productbuild. Product package can be signed, notarized and stapled.
Topic: Code Signing SubTopic: General Tags:
Jun ’20
Multiple Apps within a package?
I (we) am in the process of porting our day job application onto Mac. We've done most of the porting and got the product it self building so I am looking at the packaging step. Currently we have a single build output which includes 2 applications, a runtime and toolkit. I've been able to create a .app file for the runtime variant and the toolkit separately but I am not sure what is the best way to have two launch able apps? from the same package i.e. I have a file structure something likeRootcommon_filestoolkitruntimeThe toolkit is launched by running a command in the toolkit directory and the runtime is launched by running a command in the runtime directory.Whats the best way to package this up? I'm looking to have a simple drag and drop style install that you can with an app.Thanks for any advice. Fingers crossed this side project will get there in the end and I will be able to run the product on my laptop natively.
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Jul ’15
Xcode 16 „forgetting“ package in subfolder to root package
Xcode 16 seems to „forget“ a swift package within a subfolder of a root package after restart or shut-down. I have the following project structure, which also resembles the directory structure on disc: MyPackage - Package.swift - README.md - Sources - MyPackage - Tests - MyPackageTests - Tools - MyGenerator // <- after restart this folder is not visible in the Xcode project navigator - Package.swift - Sources - main.swift - Tests MyGenerator is a standalone package which is used during development of MyPackage to generate source code files for MyPackage based on text file input. Essentially an executable target script which I can run within its folder with: swift run MyGenerator someInputFile.txt MyPackage does NOT use MyGenerator as a dependency, nor do I want this tool listed as a dependency in MyPackage Package.swift file. Yet MyGenerator is part of the same Git repo, as it documents the changes to the tool on how to generate source code for MyPackage. Both packages a
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Mar ’25
Reply to Having a hard time notarizing a pkg.
It looks like you’re signing your package as code. That won’t work. You need to sign it as a package. My Signing a Mac Product For Distribution - https://forums.developer.apple.com/thread/128166 post has the relevant instructions. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @apple.com
Topic: Code Signing SubTopic: Notarization Tags:
Aug ’20
Pkg installation package uploaded to macstore email prompt ITMS-90296
Project Background: I developed a Mac project using Electron and VSCode Successfully uploaded the packaged pkg using Transporter, However, I will receive an email informing me that there are some issues with the project: ITMS-90296: App sandbox not enabled - The following executors must include the 'com. apple. security. app sandbox' entitlement with a Boolean value of true in the entitlement property list: [[com. electron. iflyrecclient. pkg/Payload/iFlytek Listen. app/Contents/MacOS/iFlytek Listen]] ITMS-90886: 'Cannot be used with TestFlight because the signature for the bundle at' iFlytek hears. app 'is missing an application identifier but has an application identifier in the provisioning profile for the bundle.' Bundles with application identifiers in the provisioning profile are expected to have the same identifier signed into the bundle in order to be eligible for TestFlight.' Here is my packaging process: Generate an app using the electron packager
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Nov ’24
Reply to In-App Purchases: Products vs Tiers
First, you don't need a different product for each country. You can localize the description. Second, yes, you can have only one 'product' at each price point and let the app describe the product. But then you lose some flexibility in being able to change the price of a product. You could have your app reference your website to get the description if that is an issue.
Jul ’16