missing package product

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iPhone X restart
bug_type:210,timestamp:2024-06-01 14:21:43.00 +0400,os_version:iPhone OS 16.7.4 (20H240),roots_installed:0,incident_id:2D658 A3E-807D-4239-A262-1560CDB5A77F} { build : iPhone OS 16.7.4 (20H240), product : iPhone10,6, socId : 8015, socRevision : 11, incident : 2D658A3E-807D-4239-A262-1560CDB5A77F, crashReporterKey : b9deae4c29b808d36d6d04c34edc95561cd25808, kernel : Darwin Kernel Version 22.6.0: Tue Nov 7 21:41:17 PST 2023; root:xnu-8796.142.1.702.91/RELEASE_ARM64_T8015, date : 2024-06-01 14:21:43.37 +0400, panicString : panic(cpu 2 caller 0xfffffff01d52a4fc): userspace watchdog timeout: no successful checkins from thermalmonitordnservice returned not alive with context : is_alive_func returned unhealthy : current 7fffffffeff, mask 67fffffffff, expected 67fffffffff. SD: 0 BC: 0 RC: 0 BS: 0, Missing sensor(s): TP0Z nservice: backboardd, total successful checkins in 225 seconds: 17, last successful checkin: 0 seconds agonservice: SpringBoard, total successful checkins in 176 seconds: 15, last s
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WKWebView OAuth popup misses window.opener in iOS 17.5+
In my project, I'm using the WKWebView to display the Google OAuth popup. And after it appears, the JS window.opener is null, and because of that the original window cannot receive an auth token in a callback. This works perfectly fine in iOS 17.0 and earlier, but broken starting from 17.5. I've tested on the 18.0 too - same results the opener is always null no matter what I try. Web Part: Google Login Attempt In iOS showing popup is implemented as: #import WebViewController.h #import SafariServices/SafariServices.h @interface WebViewController () { WKWebView *web; WKWebView *popupWebView; } @end @implementation WebViewController - (void)loadView { [super loadView]; WKWebViewConfiguration *config = [[WKWebViewConfiguration alloc] init]; [[config preferences] setJavaScriptEnabled:YES]; [[config preferences] setJavaScriptCanOpenWindowsAutomatically:NO]; [[config defaultWebpagePreferences] setAllowsContentJavaScript:YES]; [config setAllowsInlineMediaPlayback:YES]; web = [[WKWebView alloc] initWithFra
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Reply to Screen Time Bug
Is this on the iOS 18 beta, or is it something to do with an app that you're developing? If neither, your question is more of a product support one, so I'd suggest you ask it over at the Apple Support Forums. These are the Developer Forums, where developers of apps for Apple's platforms ask each other for hints and tips on coding their own apps. If it's on the betas, can you show us a screenshot of what you're entering?
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Reply to macOS: Broadcast Wi-Fi Direct Hotspot - Host AP Mode
Thanks for letting me know, Quinn! Do you think a user-level feature or API for this will ever be added in the future? For context, my use-case is low-latency network communication for realtime musical performance. My Mac hosts music software which is controlled by other musical instrument devices over the Wi-Fi network. Having a router as the connection point between my Mac and these devices causes jitter and adds latency that can be detrimental to a musical performance. Using a router also requires me to carry additional hardware. A peer-to-peer Wi-Fi connection between my Mac and these devices is ideal for latency and mobility. I understand this is a niche use-case but products and users do exist which would benefit from a Wi-Fi Direct-like solution on macOS. People use the TouchOSC (https://hexler.net/touchosc) app on their iOS device to control Logic Pro on their Mac. I make a product called MoveMusic (https://movemusic.com) which allows people to control music software on Mac from a Me
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Reply to Unity Apple Plugin GameKit Error 37 when sending build to app review
So after many different changes I bought an asset from the unity asset store. It’s the essentials kit from voxelbusters. They have written their own plugin to wrap the calls to GameKit. Unfortunately, it still doesn’t work on the reviewer devices. The error messages are at least more detailed: 08:58:04.417 [ERROR]: GameServices_OnAuthStatusChange -> 'System.Exception: Authentication was not successful: Authenticated. Error: Error Domain: Code: 0 Description: Error Domain=GKErrorDomain Code=3 The requested operation could not be completed due to an error communicating with the server. UserInfo={GKServerStatusCode=5172, NSLocalizedDescription=The requested operation could not be completed due to an error communicating with the server., NSUnderlyingError=0x300fd28e0 {Error Domain=GKServerErrorDomain Code=5172 status = 5172, Game Center services not supported for apps not listed in App Store UserInfo={GKServerStatusCode=5172, NSLocalizedFailureReason=status = 5172, Game Center services not supported for apps n
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IKEv2 vpn profile with self-signed certificate
I am having two issues with an IKEv2 VPN profile and certificates, and I am using Apple Configurator to create the profile. We have a self-signed CA that consists of an intermediate/root chain. The first issue is that when I load the intermediate and/or root into the Certificates section, then, in the VPN section, select Certificate for Machine Authentication, the VPN doesn't connect, and from Console, we get the error Trust evaluate failure: [leaf MissingIntermediate]. If I load the server cert, the profile connects. I am lost as to why this works, I would assume we would need only the intermediate and/or root. Second issue I am running into, is that when I put the Intermediate CA name into Server Certificate Issuer Common Name the VPN does not connect at all. With the server cert or not. If I can provide any more information at all, please let me know. With this being a public forum, I didn't want to include much from my organization but can send it privately. Thank you in advance for any assistanc
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Reply to NetworkDriverKit sample app problem
Hi, I'm trying to test https://developer.apple.com/documentation/networkingdriverkit/connecting_a_network_driver on MacBook Pro M3 with 14.5 Sonoma, XCode 15.4, SIP is disabled. Build steps are succesful, after running App, Install Dext is succesful, there is no error in XCode; systemextensionctl list show a record for com.apple.system_extension.driver_extension with [ activated enabled ] tag. Unfortunately, it's hard for me to give a specific fix this answer to this. My experience has always been that just getting a driver matching and loading is always painful, particularly the very first one. There are lots of details that have to be right and you won't know what you've missed until you figure out how to fix it. Here are a few suggestion that might help: -The system log is going to be your primary development tool. Take a look at Your Friend the System Log and take advantage of everything it suggests. In many case, the system is telling (or at least hinting) you what the problem is but it's VERY e
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Poor App Store/TestFlight Build Scrolling Performance
We are experiencing a particularly niche issue where the scrolling performance for one of our table/collection views severely lags, but only for App Store and TestFlight builds. For all local builds and the internal builds we create for our QE team, the scrolling performance is smooth and free of any issues. It's only when the app is distributed through TestFlight or the App Store do we see this issue. We've gone over the build settings a number of times and have practically ruled out any differences between local builds, builds provided to QE, and builds that are uploaded to the App Store/TestFlight. All builds are effectively identical. We have tried to reproduce this issue locally, but to no avail. We're not able to take an App Store or TestFlight build and profile or debug it locally, so we're pretty much at a loss in terms of how to proceed and resolve this issue. Is this an issue that's been encountered before? Any advice on how to proceed?
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LowLevelMesh: Triangle Colors
I am trying to follow the documentation with the beta version of visionOS with the new realitykit LowLevelMesh construct (https://developer.apple.com/documentation/realitykit/lowlevelmesh) that draws a triangle. Although the code indicates different colors for each of the 3 vertex points, the triangle renders in white. I believe that the missing link may be a shadergraph material, but because I will be drawing millions of triangles, with colors defined at the nodes and interpolated over the area of the triangles, I want to make sure it is efficient, either with shadergraph materials or perhaps metal. I have, with an earlier version of the app I'm working on, successfully used a shadergraph material with MeshDescriptor.primatives as polygons for tetrahedrons. However, that is inefficient for more than 1,000 tetrahedrons (and crashes) so I'm trying to use the new LowLevelMesh instead (with each tetrahedron split into 4 triangles). However, I can't get very far using the example code from the documentat
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Reply to .chartXScale not scaling domain of Chart as expected
[quote='795150022, AppleCare Staff, /thread/759244?answerId=795150022#795150022'] So just a few lines of code would be enough, I think it should fit in 20 lines or less. For data, you can inline an array of tuples as I described. No need for preview, extensions, structs etc. just a single Chart. [/quote] Apologies, I thought perhaps an example with a Preview would be beneficial for demonstration purposes. I'm happy to reduce the amount of code a bit. No more extra structs, previews or extensions! However, I can't really get it down to 20 lines if I am to simulate my issue. I need a month of measurements and I'm not sure I can even create the array of ~30 items (with plenty of Calendar.current operations) in 20 lines of code. I hope about 40 lines of code is okay! let cal: Calendar = .current struct ChartWithNilValues2: View { let start: Date = cal.date(from: cal.dateComponents([.year, .month], from: .now))! let end: Date init() { end = cal.date(byAdding: .month, value: 1, to: start)! } var body: some View { C
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Unable to add app to app store connect review when built from developer beta
I am using the developer beta, and I made some simple code changes to my app. The changes do not include any new beta features. I am blocked from posting my update on the app store because of the following error. Error: Unable to Add for Review The items below are required to start the review process: New apps and app updates must be built with the latest public (GM) versions of Xcode, and the iOS, macOS, watchOS, and tvOS SDKs. Apps built with beta versions aren't allowed. Learn More This build is using a beta version of Xcode and can’t be submitted. Make sure you’re using the latest version of Xcode or the latest seed release found on the releases tab in News and Updates This has been discussed extensively in the past: https://forums.developer.apple.com/forums/thread/740853 And I already comtacted Apple Developer Support and received a generic response that did not address my issue at all. Response from support: Thank you for contacting App Review Support. We greatly appreciate the efforts of developers who
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