i'm trying to understand which entitlements i need to ask for in order to be able to read the credit card via NFC. I work for the bank and i'd like the read our card in order to verify there are the bank's credit card. The goal is to be able to use the card as a physical token to verify the user identity. on android we manage to do this without limitation if (await NfcManager.isSupported()) { await NfcManager.requestTechnology(NfcTech.IsoDep) const tag = await NfcManager.getTag() if (tag) toast.success(NFC Tag read successfully, { cancel: undefined, description: tag.id, id }) else toast.error(No NFC Tag found, { cancel: undefined, id }) const ppse = await NfcManager.isoDepHandler.transceive([ 0x00, 0xa4, 0x04, 0x00, 0x0e, 0x32, 0x50, 0x41, 0x59, 0x2e, 0x53, 0x59, 0x53, 0x2e, 0x44, 0x44, 0x46, 0x30, 0x31, 0x00, ]) logger.info(PPSE, ppse.map((c) => fromBase10ToHex(c, 2)).join( )) const select = await NfcManager.isoDepHandler.transceive([ 0x00, 0xa4, 0x04, 0x00, 0x07, 0xa0, 0x00, 0x00, 0x00, 0x04, 0x10, 0x10,
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Thank you for replying! This is the image I have; notice that the selection 'Automatic - iPhone 17 Pro' is missing.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi everyone, I’m working on a screen that uses a single SwiftUI List composed of: a top block (statistics, month picker, year selector, total, Entrata/Uscita picker). a list of transactions grouped by day, each group inside its own Section. each row is a fully custom card with rounded corners (RoundedCornerShape) I’m correctly removing all separators using: .listRowSeparator(.hidden) .listSectionSeparator(.hidden) .scrollContentBackground(.hidden) .listStyle(.plain) Each row is rendered like this: TransazioneSwipeRowView(...) .listRowInsets(EdgeInsets(top: 0, leading: 16, bottom: 0, trailing: 16)) .listRowBackground(Color.clear) However, I still see thin horizontal lines appearing between: the search bar and the top block the top block and the start of the list between rows inside the grouped section sometimes at the bottom of a Section These lines are NOT: Divider() system separators backgrounds row borders They seem to be “ghost lines” automatically generated by SwiftUI’s List when multiple consecutive rows
Hi everyone, I’m not sure if this is the right place for it, but I wanted to share a bit of my background and ask for advice from developers who’ve been in the industry longer than me. I started learning to make games when I was a kid using Game Maker. Later I got into Unity and even worked a few years as a solo developer for small startups — building Unity apps, VR projects, AR demos, websites, servers, everything. But I never had a real team, never had mentorship, and none of the projects I worked on ever reached production or real users. Life changed and I moved to the US, where I had to switch careers completely. Now I’m trying to come back to software development, but I’m struggling with a feeling that I’m “not good enough” anymore. The tech world has moved so fast, and companies like OpenAI, Meta, Epic, etc., feel way out of reach. So my question to the community is: How did you get started in your career? Did you ever feel like you weren’t good enough? How did you push through that and continu
Ran into this too. Strange because it should still be a ShaderGraphMaterial. Solved it by using the built-in OcclusionMaterial instead of trying to load my own material from the RealityKit content package.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
I'm developing a VisionOS app with bouncing ball physics and struggling to achieve natural bouncing behavior using RealityKit's physics system. Despite following Apple's recommended parameters, the ball loses significant energy on each bounce and doesn't behave like a real basketball, tennis ball, or football would. With identical physics parameters (restitution = 1.0), RealityKit shows significant energy loss. I've had to implement a custom physics system to compensate, but I want to use native RealityKit physics. It's impossible to make it work by applying custom impulses. Ball Physics Setup (Following Apple Forum Recommendations) // From PhysicsManager.swift private func createBallEntityRealityKit() -> Entity { let ballRadius: Float = 0.05 let ballEntity = Entity() ballEntity.name = bouncingBall // Mesh and material let mesh = MeshResource.generateSphere(radius: ballRadius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: .cyan) material.roughness = .float(0.3)
I'm seeing the same problems in a project. Managed to characterize the issue narrowly enough to report it via Feedback Assistant, since I'm not sure it's been reported yet (FB21197208). Seems to be two main issues to me: Physics simulation stops moving objects during collisions when their velocity is still high enough that it looks quite unnatural (relative velocity around 2.0 or less). Even with everything set such that the collision should produce 100% elasticity, it doesn't. Effect is worse with a box-shaped collider, but still happens with sphere-shaped colliders. Combination of the two means repeated collisions will eventually lead to objects stopping, regardless of the 100% elasticity. Note: I haven't tried the scaling workaround yet, but it sounds like that might just be putting off the issue (more collisions needed to lose enough energy to stop), and I'm starting to think implementing my own movement system would be better (I don't actually need mass/inertia and other true-to-physics behavior
Topic:
Spatial Computing
SubTopic:
General
Tags:
It seems it's gone for good (in fact for bad). You should file a bug report for this missing feature.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
While experimenting with CloudKit dashboard, I accidentally turned off a iCloud container. Now in the Certificates, Identifiers & Profiles section of developer portal, this iCloud container identifier is listed under hidden not active I can edit its name but there is not way to unhide or active it again. What am I missing?
Topic:
App & System Services
SubTopic:
iCloud & Data
Hello everyone, I’m currently receiving feedback from clients in a production environment who are encountering a BadDeviceToken error with Live Activities, which is preventing their states from updating. However, for other clients, the token is working fine and everything functions as expected. I’m collaborating with the back-end developers to gather more information about this issue, but the only log message we’re seeing is: Failed to send a push, APNS reported an error: BadDeviceToken I would greatly appreciate it if anyone could provide some insight or information on how to resolve this issue.
I'm encountering a build failure when trying to install the Game Porting Toolkit via Homebrew. The installation fails during the game-porting-toolkit-compiler dependency build phase with a CMake compatibility error. Error Message: CMake Error at CMakeLists.txt:3 (cmake_minimum_required): Compatibility with CMake < 3.5 has been removed from CMake. Update the VERSION argument value. Or, use the ... syntax to tell CMake that the project requires at least but has been updated to work with policies introduced by or earlier. Or, add -DCMAKE_POLICY_VERSION_MINIMUM=3.5 to try configuring anyway. -- Configuring incomplete, errors occurred! Environment: macOS: 15.6.1 (Sequoia) Homebrew: 5.0.1 CMake: 3.20.2 Architecture: x86_64 (via Rosetta) Formula: apple/apple/game-porting-toolkit-compiler v0.1 Source: crossover-sources-22.1.1.tar.gz Steps to Reproduce: Install x86_64 Homebrew for Rosetta compatibility Run: arch -x86_64 /usr/local/bin/brew install apple/apple/game-porting-toolkit Build fails during dependency in
I'd like to report an issue with the App Referrer source segmentation in the App Store Connect Analytics API. Issue Summary When retrieving impression data via the App Store Connect Analytics API using groupBy=[sourceType, sourceInfo], the impressions attributed to specific referring apps (e.g., Facebook, Instagram) do not match the values displayed in the App Store Connect web dashboard. Details The total impressions in the API and dashboard are completely consistent, with the report category: App Store Discovery and Engagement Standard_Daily. The aggregated App Referrer (overall category) is also consistent. However, the detailed segmentation data in App Referrer is inconsistent, with the report category: App Store Discovery and Engagement Detailed_Daily. For example: The web dashboard shows significantly more impressions attributed to Facebook or Instagram. The API returns fewer impressions for the same referral source. Furthermore, the API does not return any unknown/other referral source entries, and dis
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect API
Tags:
App Store Connect API
HI Quinn, When using the above created BLEAdvertising app by adding it to the LaunchDaemon (in logged in session not pre-login), once advertising started when I try to unload the app using sudo launchctl unload /Library/LaunchDaemons/com.abc.myBLEapp.plist it is stoping advertising as expected. But when I try to load again using sudo launchctl load /Library/LaunchDaemons/com.abc.myBLEapp.plist it is not starting advertising, to get the advertising I have to perform sudo pkill bluetoothd. Am I missing anything to get the advertising start again when I load my app through launchctl? As pkill will kill and restart the bluetooth process, due to this if there are any other ble connected devices they need to get reconnected, so Is using pkill bluethoothd a proper approach?
Topic:
App & System Services
SubTopic:
Core OS
Tags:
Also submitted as feedback (ID: FB20612561). Tensorflow-metal fails on tensorflow versions above 2.18.1, but works fine on tensorflow 2.18.1 In a new python 3.12 virtual environment: pip install tensorflow pip install tensor flow-metal python -c import tensorflow as tf Prints error: Traceback (most recent call last): File , line 1, in File /Users//pt/venv/lib/python3.12/site-packages/tensorflow/init.py, line 438, in _ll.load_library(_plugin_dir) File /Users//pt/venv/lib/python3.12/site-packages/tensorflow/python/framework/load_library.py, line 151, in load_library py_tf.TF_LoadLibrary(lib) tensorflow.python.framework.errors_impl.NotFoundError: dlopen(/Users//pt/venv/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib, 0x0006): Library not loaded: @rpath/_pywrap_tensorflow_internal.so Referenced from: <8B62586B-B082-3113-93AB-FD766A9960AE> /Users//pt/venv/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib Reason: tried: '/Users//pt/
Topic:
Machine Learning & AI
SubTopic:
General
Tags:
Developer Tools
Metal
Machine Learning
tensorflow-metal
Seems the package is not actively maintained, as before the release of 1.2.0 in 2025, it was a release in 2023, nearly 2 years for a single update but breaks soon. Perhaps we could consider Torch instead, which at least has mps support built-in and work well.
Topic:
Machine Learning & AI
SubTopic:
General
Tags: