I'm exploring using a handful of frameworks to share code between macOS apps. However, one of these frameworks needs privilege to function. The main app has a helper tool utilizing SMAppService. However, I can't work out if there's a feasible way to use that helper tool to support the framework dependency. Should I be creating a second helper tool for the framework instead? Or am I barking up the wrong tree? Thanks!
Building for iOS Simulator, but the linked and embedded framework ‘XX.framework‘ was built for
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Hi, I'm working on a macOS app that utilizes SwiftData to save some user generated content to their private databases. It is not clear to me at which point the app I made starts using the production database. I assumed that if I produce a Release build that it will be using the prod db, but that doesn't seem to be the case. I made the mistake of distributing my app to users before going to prod with CloudKit. So after I realized what I had done, I inspected my CloudKit dashboard and records and I found the following: For my personal developer account the data is saved in the Developer database correctly and I can inspect it. When I use the Act as iCloud account feature and use one of my other accounts to inspect the data, I notice that for the other user, the data is neither in the Development environment nor the Production environment. Which leads me to believe it is only stored locally on that user's machine, since the app does in fact work, it's just not syncing with other devices of the same user
Well, the rules say this: Your app playground must be built with and run on Swift Playgrounds 4.5 or later, or Xcode 16 or later. You may incorporate the use of Apple Pencil. I think this doesn't stop you from using only up-to-Big Sur SDK features, and developing it in Xcode 13 (the latest one available for Big Sur machines). However, you'll need to find out a way to convert your Xcode project to the Xcode 16 format before submitting it (i.e., perhaps open it in Xcode 16 when you finish developing it, on a device that you can borrow, running macOS Sonoma 14.5 or later). I'm not sure if Xcode 13 had support for App Playgrounds (I think it did), but that needs to be checked. You can create an App Playground by going to File > New > Project > iOS > App Playground.
In the documentation for a Message Filter Extension it states: If you have servers that can help your app extension determine how to handle a message, you must add the Associated Domains capability to your Xcode project and specify those domains. (https://developer.apple.com/documentation/sms_and_call_reporting/sms_and_mms_message_filtering/creating_a_message_filter_app_extension) The words servers and domains are in the plural. If it's possible to specify multiple servers/domains for a Message Filter Extension then how is that done? There's no documentation nor reference for that. If multiple domains can be added to the info.plist then what is the iOS behavior in that case? Can the extension supply/change which domain is used at run time?
I am having issues deploying my iOS app, that uses ShazamKit, to get working on a Mac with Apple silicon. When uploading the archive to App Store Connect I do get ITMS-90863: Macs with Apple silicon support issue - The app links with libraries that aren’t present in macOS: /usr/lib/swift/libswiftShazamKit.dylib Is ShazamKit not supported for iOS apps that can run on Macs with Apple silicon? Or is there something I should fix in my setup / deployment?
Hey. Sorry to hear you're having problems getting Apple Pay working in Chrome! If there's a failure after scanning the code, it will likely be the iPhone side triggering the overall failure. At such an early stage of the transaction, it could be an issue with either the session data (provided as part of completeMerchantValidation) or the payment request itself. It's hard to say with the information provided. I would first recommend trying the same page and transaction using Safari on macOS, to see if that also experiences any issues. If there are any issues at that stage, you should be able to see it locally within Safari through logging and Console. If that works fine, it may be worth checking to see if the iPhone is logging anything that may provide some insight as to why it's failing. You can also do this using Console on macOS with the iPhone connected, and selecting it in the side menu. In particular, filtering on PassbookUIService should reduce most of the unnecessary noise in this situation. If this do
Does the CoreMotion framework provide the utilities you're looking to use? https://developer.apple.com/documentation/CoreMotion
Now I am in the process of building a CarPlay application. I assume CarPlay only supports Apple MapKit, as I could not find any way to integrate the Google Maps. Below are few queries, What category was your CarPlay app approved for? Only apps in the Navigation category may insert their own mapping layers using CPMapTemplate. All other CarPlay apps use CPPointOfInterestTemplate, which includes MapKit tiles for free on your behalf. Could you please guide me on how I can obtain the user's current location on the CarPlay app launch? Is there a way CarPlay can get the details from the mobile app(not pretty sure as its using Google Maps)? CarPlay is the same app, running in the same process, as your app on iOS. You should use CoreLocation to fetch the user's location, and it will be available both for CarPlay and on the phone app. If the user is logged out from the mobile app, what is the flow in CarPlay? Do we have any standard login page asking user to login to the mobile app first? A common pa
Your app is specifying a scene delegate class named CarPlaySceneDelegate, but you haven't shared any implementation for that class. Does that class exist? It will also need to implement the CPTemplateApplicationSceneDelegate protocol, and it should receive and store a reference to the CPInterfaceController that manages the lifecycle of templates for your app. That's also where you present templates, and if your app isn't presenting any templates, that would explain why you're seeing a black screen. How to test the iPhone app and CarPlay together? I want to test few scenarios like, user login / logout from mobile app CarPlay runs in the same app, in the same process, as your phone app. You should test by logging out in the phone app on device while connected to the CarPlay simulator. Location enabled /disabled in the mobile app. Try granting (or revoking) location permissions for your iOS app in iOS preferences. I know that swiftUI handles the scenes by itself. Only on iOS.
It's not related to Xcode Cloud. In my case it can be observed locally or on bitrise. Xcode 16.2 iOS 18.2
Hi, We are developing an app using PacketTunnelProvider from Network Extension framework. It is packaged as a system extension. We are trying to implement an always-on functionality, but cannot manage to start the extension before user login, with or without on-demand enabled. However we see in other posts (1, 2) that a network extension packaged as sysex should automatically start before user login. Are we missing something? Is it a limitation of PacketTunnelProvider? Thanks
Those all look to be part of the deprecated Original StoreKit framework, we recommend moving to StoreKit 2 (https://developer.apple.com/documentation/storekit/) See this WWDC video (https://developer.apple.com/videos/play/wwdc2021/10114/) where StoreKit 2 was introduced as a replacement.
Almost the same issue, my code was working last week and now there is no audio played anymore. The preview links are working but full songs are not audible, the player says playing and doesnt show any error accept: [1] ASYNC-WATCHDOG-1: Attempting to wake up the remote [2] process Playback started successfully.
The note above has been removed, but is still available at archive.org. Copy the link and enter it into the search box. The last good crawl was in 2020.
Not getting ASCredentialServiceIdentifier in func prepareOneTimeCodeCredentialList(for serviceIdentifiers: [ASCredentialServiceIdentifier]) when trying to use ASCredentialProviderViewController for autofilling one time codes in iOS 18.