Search results for

“translate scheme”

6,671 results found

Post

Replies

Boosts

Views

Activity

Reply to KeyChainStore returns 34018 error
Error -34018 is not publicly documented but it translates to errSecMissingEntitlement. There are two causes of this error: build-time entitlement problemsa hard-to-reproduce runtime bugThe second problem is covered by a long-running thread elsewhere on DevForums. However, it sounds like you're hitting this problem every time, in which case you have a build-time problem. Run the following command over the app binary to confirm that it's built with the entitlements you're expecting.$ codesign -d --entitlements :- /path/to/your.appShare and Enjoy — Quinn The Eskimo! Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = eskimo + 1 + @apple.com
Topic: Privacy & Security SubTopic: General Tags:
Aug ’15
Reply to Protecting resources in the application bundle?
As KMT noted, there's no protection of resources within a .ipa. It's trivial to pull one apart:download the app using iTunes on the Macdo a Show in Findermake a copy of the .iparename it to .zipdouble click to unpack itSo, you definitely need to talk this issue over with your client.Whether you actually need to write any code depends on a lot of business factors:How important is the resource?How likely is it that someone would 'steal' it?What protection can you implement?How much harder would that make it for the attacker?Will your protection system cause compatibility problems down the line?and so onIt's important to realise that protecting resources like this is effectively implementing a DRM scheme; once you view things in this way, lots of the trade-offs become much clearer.Does Data Protection have anything to do with this?No.Or is Data Protection only relevant for files that the application writes to its documents directory at runtime?Correct.Also, keep in mind that data protection is designed
Topic: Privacy & Security SubTopic: General Tags:
Aug ’15
How to debug both iOS/watchOS apps at the same time in Beta 5?
There was a workaround in Beta 4 where you could build using the scheme for both of the devices and then ctrl-run on the same iOS devices scheme after the build in order to debug both at the same time.However, doing this in Beta 5 seems to not be available as ctrl-run on the iOS devices scheme seems to end the watch app's session.Any help would be greatly appreciated!
0
0
280
Aug ’15
WatchConnectivity with simulator does not connect
I'm hoping to avoid updating my devices to the beta software and I've made good progress with upgrading to swift2 and getting my iPhone app and watch app to WatchOS 2. I'm at the point where I must deal with mirroring my Core Data from the iPhone to the watch.The problem is I cannot get the iPhone simulator and the Apple Watch simulator to agree on the WatchConnectivity statuses. I've writting a bare-bones test program that shows all the status fields from both sides and this is what it reports:I've had this problem with XCode 7 beta 4, and just upgraded to beta 5 with no difference. I've restarted the simulators, reset content and settings, rebooted the mac. Nothing helps. For a few hours earlier this week, in beta 4, iOS was indicating installed and I even saw the URL. I was getting error 7005, which was fixed by resetting the simulators. Then I succeeded in sending and the watch simulator recieving one test dicionary, even though the iOS simulator reported the watch not reachable. But it did not remain sta
8
0
9.3k
Aug ’15
UIApplication openURL Slow
Short summary of the simplified situation:We have two applications, lets call them appA and appB. In appA, we have a button that allows you to either open the app store to download appB if appB is not installed, or open appB if it is installed. Every time appA is opened / resumed, it checks if appB is installed by performing a [[UIApplication sharedApplication] canOpenURL: <<appB's URL scheme>>], if the result is true, appA's button says Open AppB, otherwise it says Get AppB.When appA's button is tapped, it does the canOpenURL check again, and either opens the App Store to appB, or opens appB via a deep link. Pretty simple stuff. Literally, the code is:if ( [[UIApplication sharedApplication] canOpenURL:appBDeepLink] ) { [[UIApplication sharedApplication] openURL: appBDeepLink]; } else { [[UIApplication sharedApplication] openURL: appBAppStoreLink]; }This all works as expected, however, if you change appB's installation state and go back to appA, the call to openURL freezes for 5-10 second
Topic: UI Frameworks SubTopic: UIKit Tags:
1
0
1.9k
Aug ’15
Xcode 6.4 crashes when importing localization file
I have exorted my localization file and got it translated and when I try to import the file, Xcode crashes. I have tried deleting the preferences plist file, cleaning and cleaning build folder and restarted Xcode and the Mac several times. It gets to the Writing Resources step and then crashes.Running Version 6.4 (6E35b)Here is the full crash report:Process: Xcode [1107]Path: /Applications/Xcode.app/Contents/MacOS/XcodeIdentifier: com.apple.dt.XcodeVersion: 6.4 (7720)Build Info: IDEFrameworks-7720000000000000~8App Item ID: 497799835App External ID: 812725084Code Type: X86-64 (Native)Parent Process: ??? [1]Responsible: Xcode [1107]User ID: 501Date/Time: 2015-08-07 13:33:20.224 -0500OS Version: Mac OS X 10.10.4 (14E46)Report Version: 11Anonymous UUID: 5B69DCBD-6D95-0F1F-151A-FBABF1BE9CBCSleep/Wake UUID: 906C54BB-5477-4F2A-A23E-2F36FA4BABB5Time Awake Since Boot: 2600 secondsTime Since Wake: 1500 secondsCrashed Thread: 0 Dispatch queue: com.apple.main-threadException Type: EXC_CRASH (SIGABRT)Exception Co
2
0
895
Aug ’15
"Run destination My Mac is not valid" error on Xcode 7 beta 5?
I updated from Xcode 7 beta 4 to Xcode 7 beta 5, and I am now seeing an error when I try to build my project: The run destination My Mac is not valid for running the scheme 'MYSCHEMENAME'.I've done a Clean, deleted all xcuserdata directories, deleted my DerivedData directory, and nothing's made a difference.The project has several dependencies on other projects (frameworks, helper apps). All projects are configured to use the 10.10 SDK. Some of the helper app projects are 32-bit only, but the rest are configured to build 64-bit only. I only support 64-bit Macs.Even after removing the 32-bit projects and build products from the dependencies of my main app, it still gives me that error and refuses to build.What's changed since beta 4? What can I do to get more information about the error? I suspect it's due to the mixed 64-bit and 32-bit nature of my projects, but when I create new Xcode test projects with that configuration, it works fine.FYI, xcodebuild yields the same error, so I can't even build on
1
0
6.5k
Aug ’15
xcodebuild command line install to device
I am trying to use the xcodebuild command line options to install as app to my USB connected iPhone. The best I can do is build it to a folder with the following command. Then I install it via iTunes.xcodebuild install -scheme My App -destination 'platform=iOS,id=mydeviceid'How do I build and run from the xcodebuild command line to the physical device?Thank you in advance for your help.AMC
0
0
4.8k
Aug ’15
Metal texture sampling questions
Hi there,Got a few questions about Metal textures:- When declaring a texture parameter as texture2d<float, access::sample>, what does the float means exactly? It's a the conversion that is applied from whatever internal type the texture has to floating point? They don't have to match. Is that correct?- Are these things roughly equivalent then:mediump Sampler2D <-> texture2d<half, access::sample>- about texture sampling, with GL, I used to have the computation of varyings in vertex shader code to avoid dependent texture accesses in the fragment shader. The word was that dependent texture reads are no more a problem with A7+ archs. Is that cost close to zero or zero? Is there still an advantage of pre-computing coordinates in vertex shader, or not?- How does this translate to Metal? Any advantage of using varyings?- In GL, I was sometimes making use of texture2DProj() to sample a texture using homogenous coordinates (vec3). There does not seem to be a way to do that in Metal, so divis
4
0
2.8k
Aug ’15
Reply to Different IAP products based upon previous IAP purchases
Hi rfh,No one can tell you definitively what app review will decide but, after looking at the relevant documentation, it seems to me that you should be okay:Starting at the central resource for all things IAP: https://developer.apple.com/in-app-purchase/ ... and looking at the IAP related App Store Review Guidelines, I can see nothing that could be interpreted as grounds for refusing your app on the basis of the pay scheme you describe.Good luck with it 🙂Max.
Aug ’15
iOS 9 / watchOS 2 / Xcode 7 Beta 5 Test Debug Simulator Issues
I'm trying to get my watchOS 2 app tested.With Beta 4, I was able to run the WatchKit App scheme AND the iOS App scheme at the SAME TIME and have the debugger attached to BOTH.Now, if I run one, the other one stops. I can't even get it to attach to my physical watch.The simulator doesn't work at all - the 42mm watch does not respond to the Home menu option or any clicks anywhere.So far, my only recourse has been to export an Archive, delete the app on the phone, import the archived ipa to iTunes, deploy to the device, pray, run, pray, run.Naturally, this causes a great deal of difficulty for debugging purposes.
1
0
504
Aug ’15
Xcode 7 - UI Testing / XCUITest - able to build a Record UI Tests target on test device, but cannot Play tests on the test device
I added a UI Tests target as per the WWDC talk- went to target navigator in the Xcode project settings, + on an iOS UI Testing bundle under iOS -> Test, assigned Target to be Tested to the main app target.Create a new UI Test case in the MyAppUITests.m, press record.The test is able to recorded on the test device. Record test, stop recording works.Attempt to run a test case from the play button next to the test case in MyAppUITests.m, the following error messages result:Failed to code sign MyAppUITests.No provisioning profiles matching an applicable signing identity were found.Xcode can attempt to fix this issue. This will reset your code signing and provisioning settings to recommended values and resolve issues with signing identities and provisioning profiles. 5. Press Fix Issue - Resolving code signing issues... progress dialog appears, then the following alert:Unable to fix code signing issue.Xcode failed to resolve the issue. Check your code signing settings; ensure you have a matching signing certifi
1
0
7.8k
Aug ’15
NSArray *keys = @[@"duration"];
I never saw such a terminology until now. I have a vague idea about this - but that's not enough. Who can translate this line of code into classical Objective-C code? Thanks for helping gefa
Replies
2
Boosts
0
Views
382
Activity
Aug ’15
Reply to KeyChainStore returns 34018 error
Error -34018 is not publicly documented but it translates to errSecMissingEntitlement. There are two causes of this error: build-time entitlement problemsa hard-to-reproduce runtime bugThe second problem is covered by a long-running thread elsewhere on DevForums. However, it sounds like you're hitting this problem every time, in which case you have a build-time problem. Run the following command over the app binary to confirm that it's built with the entitlements you're expecting.$ codesign -d --entitlements :- /path/to/your.appShare and Enjoy — Quinn The Eskimo! Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = eskimo + 1 + @apple.com
Topic: Privacy & Security SubTopic: General Tags:
Replies
Boosts
Views
Activity
Aug ’15
Reply to Protecting resources in the application bundle?
As KMT noted, there's no protection of resources within a .ipa. It's trivial to pull one apart:download the app using iTunes on the Macdo a Show in Findermake a copy of the .iparename it to .zipdouble click to unpack itSo, you definitely need to talk this issue over with your client.Whether you actually need to write any code depends on a lot of business factors:How important is the resource?How likely is it that someone would 'steal' it?What protection can you implement?How much harder would that make it for the attacker?Will your protection system cause compatibility problems down the line?and so onIt's important to realise that protecting resources like this is effectively implementing a DRM scheme; once you view things in this way, lots of the trade-offs become much clearer.Does Data Protection have anything to do with this?No.Or is Data Protection only relevant for files that the application writes to its documents directory at runtime?Correct.Also, keep in mind that data protection is designed
Topic: Privacy & Security SubTopic: General Tags:
Replies
Boosts
Views
Activity
Aug ’15
How to debug both iOS/watchOS apps at the same time in Beta 5?
There was a workaround in Beta 4 where you could build using the scheme for both of the devices and then ctrl-run on the same iOS devices scheme after the build in order to debug both at the same time.However, doing this in Beta 5 seems to not be available as ctrl-run on the iOS devices scheme seems to end the watch app's session.Any help would be greatly appreciated!
Replies
0
Boosts
0
Views
280
Activity
Aug ’15
WatchConnectivity with simulator does not connect
I'm hoping to avoid updating my devices to the beta software and I've made good progress with upgrading to swift2 and getting my iPhone app and watch app to WatchOS 2. I'm at the point where I must deal with mirroring my Core Data from the iPhone to the watch.The problem is I cannot get the iPhone simulator and the Apple Watch simulator to agree on the WatchConnectivity statuses. I've writting a bare-bones test program that shows all the status fields from both sides and this is what it reports:I've had this problem with XCode 7 beta 4, and just upgraded to beta 5 with no difference. I've restarted the simulators, reset content and settings, rebooted the mac. Nothing helps. For a few hours earlier this week, in beta 4, iOS was indicating installed and I even saw the URL. I was getting error 7005, which was fixed by resetting the simulators. Then I succeeded in sending and the watch simulator recieving one test dicionary, even though the iOS simulator reported the watch not reachable. But it did not remain sta
Replies
8
Boosts
0
Views
9.3k
Activity
Aug ’15
UIApplication openURL Slow
Short summary of the simplified situation:We have two applications, lets call them appA and appB. In appA, we have a button that allows you to either open the app store to download appB if appB is not installed, or open appB if it is installed. Every time appA is opened / resumed, it checks if appB is installed by performing a [[UIApplication sharedApplication] canOpenURL: <<appB's URL scheme>>], if the result is true, appA's button says Open AppB, otherwise it says Get AppB.When appA's button is tapped, it does the canOpenURL check again, and either opens the App Store to appB, or opens appB via a deep link. Pretty simple stuff. Literally, the code is:if ( [[UIApplication sharedApplication] canOpenURL:appBDeepLink] ) { [[UIApplication sharedApplication] openURL: appBDeepLink]; } else { [[UIApplication sharedApplication] openURL: appBAppStoreLink]; }This all works as expected, however, if you change appB's installation state and go back to appA, the call to openURL freezes for 5-10 second
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
1
Boosts
0
Views
1.9k
Activity
Aug ’15
Xcode 6.4 crashes when importing localization file
I have exorted my localization file and got it translated and when I try to import the file, Xcode crashes. I have tried deleting the preferences plist file, cleaning and cleaning build folder and restarted Xcode and the Mac several times. It gets to the Writing Resources step and then crashes.Running Version 6.4 (6E35b)Here is the full crash report:Process: Xcode [1107]Path: /Applications/Xcode.app/Contents/MacOS/XcodeIdentifier: com.apple.dt.XcodeVersion: 6.4 (7720)Build Info: IDEFrameworks-7720000000000000~8App Item ID: 497799835App External ID: 812725084Code Type: X86-64 (Native)Parent Process: ??? [1]Responsible: Xcode [1107]User ID: 501Date/Time: 2015-08-07 13:33:20.224 -0500OS Version: Mac OS X 10.10.4 (14E46)Report Version: 11Anonymous UUID: 5B69DCBD-6D95-0F1F-151A-FBABF1BE9CBCSleep/Wake UUID: 906C54BB-5477-4F2A-A23E-2F36FA4BABB5Time Awake Since Boot: 2600 secondsTime Since Wake: 1500 secondsCrashed Thread: 0 Dispatch queue: com.apple.main-threadException Type: EXC_CRASH (SIGABRT)Exception Co
Replies
2
Boosts
0
Views
895
Activity
Aug ’15
"Run destination My Mac is not valid" error on Xcode 7 beta 5?
I updated from Xcode 7 beta 4 to Xcode 7 beta 5, and I am now seeing an error when I try to build my project: The run destination My Mac is not valid for running the scheme 'MYSCHEMENAME'.I've done a Clean, deleted all xcuserdata directories, deleted my DerivedData directory, and nothing's made a difference.The project has several dependencies on other projects (frameworks, helper apps). All projects are configured to use the 10.10 SDK. Some of the helper app projects are 32-bit only, but the rest are configured to build 64-bit only. I only support 64-bit Macs.Even after removing the 32-bit projects and build products from the dependencies of my main app, it still gives me that error and refuses to build.What's changed since beta 4? What can I do to get more information about the error? I suspect it's due to the mixed 64-bit and 32-bit nature of my projects, but when I create new Xcode test projects with that configuration, it works fine.FYI, xcodebuild yields the same error, so I can't even build on
Replies
1
Boosts
0
Views
6.5k
Activity
Aug ’15
xcodebuild command line install to device
I am trying to use the xcodebuild command line options to install as app to my USB connected iPhone. The best I can do is build it to a folder with the following command. Then I install it via iTunes.xcodebuild install -scheme My App -destination 'platform=iOS,id=mydeviceid'How do I build and run from the xcodebuild command line to the physical device?Thank you in advance for your help.AMC
Replies
0
Boosts
0
Views
4.8k
Activity
Aug ’15
Metal texture sampling questions
Hi there,Got a few questions about Metal textures:- When declaring a texture parameter as texture2d<float, access::sample>, what does the float means exactly? It's a the conversion that is applied from whatever internal type the texture has to floating point? They don't have to match. Is that correct?- Are these things roughly equivalent then:mediump Sampler2D <-> texture2d<half, access::sample>- about texture sampling, with GL, I used to have the computation of varyings in vertex shader code to avoid dependent texture accesses in the fragment shader. The word was that dependent texture reads are no more a problem with A7+ archs. Is that cost close to zero or zero? Is there still an advantage of pre-computing coordinates in vertex shader, or not?- How does this translate to Metal? Any advantage of using varyings?- In GL, I was sometimes making use of texture2DProj() to sample a texture using homogenous coordinates (vec3). There does not seem to be a way to do that in Metal, so divis
Replies
4
Boosts
0
Views
2.8k
Activity
Aug ’15
Reply to Different IAP products based upon previous IAP purchases
Hi rfh,No one can tell you definitively what app review will decide but, after looking at the relevant documentation, it seems to me that you should be okay:Starting at the central resource for all things IAP: https://developer.apple.com/in-app-purchase/ ... and looking at the IAP related App Store Review Guidelines, I can see nothing that could be interpreted as grounds for refusing your app on the basis of the pay scheme you describe.Good luck with it 🙂Max.
Replies
Boosts
Views
Activity
Aug ’15
iOS 9 / watchOS 2 / Xcode 7 Beta 5 Test Debug Simulator Issues
I'm trying to get my watchOS 2 app tested.With Beta 4, I was able to run the WatchKit App scheme AND the iOS App scheme at the SAME TIME and have the debugger attached to BOTH.Now, if I run one, the other one stops. I can't even get it to attach to my physical watch.The simulator doesn't work at all - the 42mm watch does not respond to the Home menu option or any clicks anywhere.So far, my only recourse has been to export an Archive, delete the app on the phone, import the archived ipa to iTunes, deploy to the device, pray, run, pray, run.Naturally, this causes a great deal of difficulty for debugging purposes.
Replies
1
Boosts
0
Views
504
Activity
Aug ’15
Reply to Different IAP products based upon previous IAP purchases
Thank you Max. I also came to that conclusion after reading those links. This is my first app submission so I'm probably being a little cautious, and I also don't want to cause complications/rework for the customer at review time if this scheme doesn't fly. But it really seems like it ought to be fine.Thanks again,Rob
Replies
Boosts
Views
Activity
Aug ’15
Reply to Discounting an App
>if they enter the promo code, i want to charge them 50% of 9.99.You may have just described how the edu discount works...sans invoice, of course.But as noted, the app store doesn't offer the exact scheme you seem to have in mind.
Replies
Boosts
Views
Activity
Aug ’15
Xcode 7 - UI Testing / XCUITest - able to build a Record UI Tests target on test device, but cannot Play tests on the test device
I added a UI Tests target as per the WWDC talk- went to target navigator in the Xcode project settings, + on an iOS UI Testing bundle under iOS -> Test, assigned Target to be Tested to the main app target.Create a new UI Test case in the MyAppUITests.m, press record.The test is able to recorded on the test device. Record test, stop recording works.Attempt to run a test case from the play button next to the test case in MyAppUITests.m, the following error messages result:Failed to code sign MyAppUITests.No provisioning profiles matching an applicable signing identity were found.Xcode can attempt to fix this issue. This will reset your code signing and provisioning settings to recommended values and resolve issues with signing identities and provisioning profiles. 5. Press Fix Issue - Resolving code signing issues... progress dialog appears, then the following alert:Unable to fix code signing issue.Xcode failed to resolve the issue. Check your code signing settings; ensure you have a matching signing certifi
Replies
1
Boosts
0
Views
7.8k
Activity
Aug ’15