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A Summary of the WWDC25 Group Lab - visionOS
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for visionOS. I saw that there is a new way to add SwiftUI View attachments in my RealityView, what advantages does this have over the old way? Attachments can now be added directly to your entities with ViewAttachmentComponent. The removes the need to declare your attachments upfront in your RealityView initializer and then add those attachments as child entities. The new approach provides greater flexibility. Canyon Crosser and Petite Asteroids both utilize the new approach. ManipulationComponent looks really cool! Right now my app has a series of complicated custom gestures. What gestures does it handle for me exactly, and are there any situations where I should prefer m
4
0
343
Jul ’25
Reply to Translation API not working without the Apple Translate app installed
Reviewing the documentation and WWDC session I don't see anything about the Translation framework requiring the Translate app being installed. Unless I missed something, this could be bug. However, the settings area for the Translate app appears to be he place where you manage and download languages to available to the Translation framework. Are you making appropriate checks to make sure the languages you are trying to use are installed and available for translation? Please see the directions starting at ~ 12:00 in the following presentation for how to check if a language is available: Meet the Translation API If those checks fail, you can present directions for the user explaining how to fix the problem instead of crashing. If that does not help, our engineering teams need to investigate this issue, as resolution may involve changes to Apple's software. Please file a bug report, include a small Xcode project and some directions that can be used to reprodu
Jul ’25
Reply to Using Processor Trace on Non-Xcode Built Binary
Thanks so much for the response! clang and rustc (by design on Rust' part, to be clear!) are sufficiently similar that it was pretty easy to translate between C++ and Rust! Your tips/suggestions almost worked for me, except that the binary would be sigkilled'd immediately after launch. I did some rubber-duck debugging using Claude, and it—rather impressively!—pointed out in https://claude.ai/share/5a4ca3ca-9e98-4e2a-b9ae-71b49c6983cf that the entitlement I needed to use was com.apple.security.get-task-allow, not com.apple.security-get-task-allow. Instruments' diagnostic contained a typo! Once I fixed this typo, I was able to use the Processor Trace instrument via xctrace. Of course, since this is beta software, which I hit a few bugs, which I'll cover at the end of this post. Apple silicon code must be signed, so the linker automatically applies an ad-hoc signature. You can see this if you dump the hello tool before re-signing it: [dump redacted] If you’re going to re-sign the binary anyway, you can
Jul ’25
Reply to WatchOS HealthKit HKObserverQuery crashes in background
@DTS Engineer Yes, we would greatly appreciate if Apple could look into this issue. This crash has already generated tens of thousands of crash reports in our app's backend, and we've also observed several similar crash logs in other health-related apps on Apple Watch. Thank you very much for your attention to this matter. ------------------------------------- Translated Report (Full Report Below) ------------------------------------- Incident Identifier: 74A69084-446E-461C-9401-FC97A426180B CrashReporter Key: 7d3c0ace745a10af53054a01d91601a47d39d41e Hardware Model: Watch7,5 Identifier: com.abc.watchkitapp Version: 2.1.0 (967) Code Type: ARM-64 (Native) Role: Non UI Parent Process: launchd [1] Coalition: com.abc.watchkitapp [633] Date/Time: 2025-07-02 20:38:25.6084 +0800 Launch Time: 2025-07-02 19:01:28.0292 +0800 OS Version: Watch OS 26.0 (23R5296f) Release Type: User Baseband Version: Report Version: 104 Exception Type: EXC_CRASH (SIGKILL) Exception Codes: 0x0000000000000000, 0x0000000000000000 Ter
Jul ’25
Translation API not working without the Apple Translate app installed
Hello, My app depends on the Translation framework (iOS 17.4+), but I've found out that it doesn't work unless the Apple Translate app is installed on the device. After I've deleted Apple's translation app, I started getting the following errors: Optional(Foundation.Locale.Language(components: Foundation.Locale.Language.Components(languageCode: Optional(en), script: nil, region: Optional(GB)))) Optional(Foundation.Locale.Language(components: Foundation.Locale.Language.Components(languageCode: Optional(es), script: nil, region: Optional(ES)))) Error sending 1 paragraphs Error Domain=TranslationErrorDomain Code=16 Translation failed UserInfo={NSLocalizedDescription=Translation failed, NSLocalizedFailureReason=Offline models not available for language pair} Failed to translate input 0; returning error: Error Domain=TranslationErrorDomain Code=16 Translation failed UserInfo={NSLocalizedDescription=Translation failed, NSLocalizedFailureReason=
2
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158
Jul ’25
Possibly mistaken rejection and pending account termination
Hello, I seem to be in the same situation as this developer here. My account is pending termination with the following accusation: App submissions from your account have engaged in concept or feature switch schemes to evade the review process, such as dynamically populating different app content after review, submitting apps with hidden features, repeatedly submitting misleading apps, and/or submitting apps with concrete references to content that you are not authorized to provide or is otherwise not appropriate for the App Store. I believe this to be a mistake, however I'm happy to make changes to the app to remedy this. I'm an open book - there's nothing I'm hoping you won't notice. I'm aiming for full compliance with all the App Store requirements and if I'm not compliant I'll make the required changes. If the App Review team monitors this could you please take a look? Thanks, Matt
2
0
257
Jul ’25
A Summary of the WWDC25 Group Lab - Developer Tools
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Developer Tools. Will my project codebase be used for training when I use Xcode's intelligent assistant powered by cloud-based models? When using ChatGPT without logging in, your data will not be used to improve any models. If you log in to a ChatGPT account, this is based on your ChatGPT account settings, which allows you to opt-out (it defaults to on). When using Xcode with accounts for other model providers, you should check with the policies of your provider. And finally, at no point will any portion of your codebase be used to train or improve any Apple models. We'd love to make our SwiftUI Previews (and soon, Playgrounds) as snappy as possible. Is there any way to
1
0
1.2k
Jul ’25
Reply to Xcode crashes when saving .intentdefinition file with configuration intent
Translated Report (Full Report Below) Process: Xcode [6971] Path: /Applications/Xcode.app/Contents/MacOS/Xcode Identifier: com.apple.dt.Xcode Version: 16.4 (23792) Build Info: IDEApplication-23792000000000000~2 (16F6) App Item ID: 497799835 App External ID: 874973124 Code Type: ARM-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2025-07-01 18:10:42.9453 +0200 OS Version: macOS 15.5 (24F74) Report Version: 12 Anonymous UUID: 63C6DB2E-A2A0-DDAE-1DC2-8B77CC9535AE Sleep/Wake UUID: 276F6F44-F58B-459D-98EC-81A031BF3334 Time Awake Since Boot: 62000 seconds Time Since Wake: 5081 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: Namespace SIGNAL, Code 6 Abort trap: 6 Terminating Process: Xcode [6971] Application Specific Information: abort() called Application Specific Signatures: NSInvalidArgumentException Application Specific Backt
Jul ’25
Reply to Stop using MVVM for SwiftUI
@Appeloper I know that this is a pretty old thread. But this is interesting. So basically a Store is just an observed Repository then? It's not even a VM. Because a VM is also handling the state of a view such as error handling when the fetching / updating the model (ie. should we display a Toast or Alert or a fullscreen View, what error message to show, the color scheme, the callback when the alert or view is closed, etc). Or when to display or hide activity indicator. Etc. A VM is per view controller / feature while from what I've seen so far, a Store is just per model. So where do you put these other logics? On the corresponding Views? So that means the Views will hold both the layout logic and some business logic? CMIIW.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Jul ’25
Tesflight and Firebase Auth issues on AppResume
I am working on my app and encountering issues when promoting my app to TestFlight, after I download the app on testflight on my device I am able to log in, however if I minimize the app and try to re-open it again, I get a blank screen, after that, I have tried removing app and reinstalling but no sucess there. I have compiled the app in release mode in xcode directly (Scheme > Release) and was able to run the app normally and no isues observed in logm only when promoted to testflight for testing App stack: Flutter (built using latest Flutterflow build 6.0.34) Firebase backend
Topic: UI Frameworks SubTopic: General
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130
Jul ’25
Push To Start Live Activity Token Acquisition Issue When Not Attached to Debugger
We are adding a live activity to our app that is started by a push to start live activity token that we supply to our server backend. In the app I have a Task that is retrieving pushToStartTokens from the asynchronous stream provided by the Apple API It looks similar to: // Iterate the async stream from the system for await tokenData in try await Activity.pushToStartTokenUpdates { let tokenString = tokenData.map { String(format: %02x, $0) }.joined() logger.log(Received push start token: (tokenString, privacy: .public)) } } catch { logger.error(Failed to monitor push start tokens: (error.localizedDescription, privacy: .public)) } When my app is launched from Xcode and connected via the debugger this code vends a pushToStartToken reliably. However if I run this same code by directly launching the app by tapping the icon on the phone, it almost never vends a pushToStartToken. It only occasionally works. I've tried a variation on the code where instead of always executing the asynchronous stream to obtain the tok
0
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192
Jun ’25
Reply to zsh终端中执行python3或pip3命令,弹出Install Command Line Developer Tools弹窗安装
Sadly, I can’t read Chinese, so I’m responding based on a machine translation of your question. macOS does not come with a built-in copy of Python [1]. Given that, we recommend that you install Python either from its website or using a package manager like Homebrew. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] There are a couple of complicating factors here: Historically macOS did ship with Python. Apple’s developer tools include a copy of Python, but that copy is an implementation detail and isn’t really targeted at Python developers.
Jun ’25
Reply to jpackage bombing on codesign/libnet.dylib (but only on M2 MacBook)
The jpackage command tool provided by Oracle: It specifies some options for MacOS code signing: --mac-sign --mac-package-signing-prefix ST_DFG2D_ARM --mac-signing-key-user-name Pierre Bierre that it reformats when it runs and calls Apple's codesign. Maybe you can show me how to translate these options into a discrete call to codesign? [14:06:05.820] java.io.IOException: Command [/usr/bin/codesign, -s, Developer ID Application: Pierre Bierre (SL7L4YU8GT), -vvvv, --timestamp, --options, runtime, --prefix, ST_DFG2D_ARM, /var/folders/v7/06pp2_5d6gz9593k96n2z0v40000gn/T/jdk.jpackage8264959517592888307/images/image-10714515757680011645/DataflowGeometry2D.app/Contents/runtime/Contents/Home/lib/libnet.dylib] exited with 1 code I tried this guess: codesign --sign Pierre Bierre (SL7L4YU8GT) --force --options runtime --verbose --timestamp ~/DFG2D_MacOS_Manufacturing/MacOSInstallers/DFG2D_Mac_J17010_295 The response was: error: The specified item could not be found in the keychain. Note, I use the thumprint for
Topic: Code Signing SubTopic: General
Jun ’25
Xcodebuild does not find any simulators
I am trying to integrate fastlane, which relies on xcodebuild. So this is my first experience with xcodebuild. Whenever I run a command to test or build the target in the folder where all the files of the project are stored, the action failes with Unable to find a device matching the provided destination specifier For example I might be running this command: xcodebuild -project Hoerspielzentrale.xcodeproj -scheme HoerspielzentraleUITests -destination 'platform=iOS Simulator,name=Screenshot Simulator”' test However the mentioned error is returned: xcodebuild: error: Unable to find a device matching the provided destination specifier: { platform:iOS Simulator, OS:latest, name:Screenshot Simulator” } The requested device could not be found because no available devices matched the request. I can confirm that the simulator exists, is available and it can be booted. I have tried different simulators, different schemas, referencing them by their identifier, switching Xcode Versions, reset all simulators
1
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233
Jun ’25
Unique application rejected due to guideline 4.3(a)-Design-Spam.
Section 1: Our game was developed using Cocos Creator 3.8.5, written in TypeScript. The team spent nearly two years completing it. Initially, our submission wasn't classified under Guideline 4.3(a). The first four reviews provided normal feedback, which we addressed. However, after a subsequent rejection citing 4.3(a), we considered whether similarities in gameplay concepts, narrative, or art assets might exist. In response, our team introduced unique features not found in other App Store applications. We completely redesigned our original art assets to ensure originality and extensively modified aspects potentially resembling other developers’ work. This included removing all third-party SDK modules except Apple Pay and Sign in with Apple. Despite these significant efforts, we still received a 4.3(a) rejection. We have now iterated over 20 versions but continue to face this issue.  Section 2: Our game’s business logic code (excluding the Cocos engine code) is entirely original and should not duplicate other
1
0
173
Jun ’25
A Summary of the WWDC25 Group Lab - visionOS
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for visionOS. I saw that there is a new way to add SwiftUI View attachments in my RealityView, what advantages does this have over the old way? Attachments can now be added directly to your entities with ViewAttachmentComponent. The removes the need to declare your attachments upfront in your RealityView initializer and then add those attachments as child entities. The new approach provides greater flexibility. Canyon Crosser and Petite Asteroids both utilize the new approach. ManipulationComponent looks really cool! Right now my app has a series of complicated custom gestures. What gestures does it handle for me exactly, and are there any situations where I should prefer m
Replies
4
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0
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343
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Jul ’25
Reply to Translation API not working without the Apple Translate app installed
Reviewing the documentation and WWDC session I don't see anything about the Translation framework requiring the Translate app being installed. Unless I missed something, this could be bug. However, the settings area for the Translate app appears to be he place where you manage and download languages to available to the Translation framework. Are you making appropriate checks to make sure the languages you are trying to use are installed and available for translation? Please see the directions starting at ~ 12:00 in the following presentation for how to check if a language is available: Meet the Translation API If those checks fail, you can present directions for the user explaining how to fix the problem instead of crashing. If that does not help, our engineering teams need to investigate this issue, as resolution may involve changes to Apple's software. Please file a bug report, include a small Xcode project and some directions that can be used to reprodu
Replies
Boosts
Views
Activity
Jul ’25
Reply to Using Processor Trace on Non-Xcode Built Binary
Thanks so much for the response! clang and rustc (by design on Rust' part, to be clear!) are sufficiently similar that it was pretty easy to translate between C++ and Rust! Your tips/suggestions almost worked for me, except that the binary would be sigkilled'd immediately after launch. I did some rubber-duck debugging using Claude, and it—rather impressively!—pointed out in https://claude.ai/share/5a4ca3ca-9e98-4e2a-b9ae-71b49c6983cf that the entitlement I needed to use was com.apple.security.get-task-allow, not com.apple.security-get-task-allow. Instruments' diagnostic contained a typo! Once I fixed this typo, I was able to use the Processor Trace instrument via xctrace. Of course, since this is beta software, which I hit a few bugs, which I'll cover at the end of this post. Apple silicon code must be signed, so the linker automatically applies an ad-hoc signature. You can see this if you dump the hello tool before re-signing it: [dump redacted] If you’re going to re-sign the binary anyway, you can
Replies
Boosts
Views
Activity
Jul ’25
Reply to WatchOS HealthKit HKObserverQuery crashes in background
@DTS Engineer Yes, we would greatly appreciate if Apple could look into this issue. This crash has already generated tens of thousands of crash reports in our app's backend, and we've also observed several similar crash logs in other health-related apps on Apple Watch. Thank you very much for your attention to this matter. ------------------------------------- Translated Report (Full Report Below) ------------------------------------- Incident Identifier: 74A69084-446E-461C-9401-FC97A426180B CrashReporter Key: 7d3c0ace745a10af53054a01d91601a47d39d41e Hardware Model: Watch7,5 Identifier: com.abc.watchkitapp Version: 2.1.0 (967) Code Type: ARM-64 (Native) Role: Non UI Parent Process: launchd [1] Coalition: com.abc.watchkitapp [633] Date/Time: 2025-07-02 20:38:25.6084 +0800 Launch Time: 2025-07-02 19:01:28.0292 +0800 OS Version: Watch OS 26.0 (23R5296f) Release Type: User Baseband Version: Report Version: 104 Exception Type: EXC_CRASH (SIGKILL) Exception Codes: 0x0000000000000000, 0x0000000000000000 Ter
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Activity
Jul ’25
Translation API not working without the Apple Translate app installed
Hello, My app depends on the Translation framework (iOS 17.4+), but I've found out that it doesn't work unless the Apple Translate app is installed on the device. After I've deleted Apple's translation app, I started getting the following errors: Optional(Foundation.Locale.Language(components: Foundation.Locale.Language.Components(languageCode: Optional(en), script: nil, region: Optional(GB)))) Optional(Foundation.Locale.Language(components: Foundation.Locale.Language.Components(languageCode: Optional(es), script: nil, region: Optional(ES)))) Error sending 1 paragraphs Error Domain=TranslationErrorDomain Code=16 Translation failed UserInfo={NSLocalizedDescription=Translation failed, NSLocalizedFailureReason=Offline models not available for language pair} Failed to translate input 0; returning error: Error Domain=TranslationErrorDomain Code=16 Translation failed UserInfo={NSLocalizedDescription=Translation failed, NSLocalizedFailureReason=
Replies
2
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0
Views
158
Activity
Jul ’25
Possibly mistaken rejection and pending account termination
Hello, I seem to be in the same situation as this developer here. My account is pending termination with the following accusation: App submissions from your account have engaged in concept or feature switch schemes to evade the review process, such as dynamically populating different app content after review, submitting apps with hidden features, repeatedly submitting misleading apps, and/or submitting apps with concrete references to content that you are not authorized to provide or is otherwise not appropriate for the App Store. I believe this to be a mistake, however I'm happy to make changes to the app to remedy this. I'm an open book - there's nothing I'm hoping you won't notice. I'm aiming for full compliance with all the App Store requirements and if I'm not compliant I'll make the required changes. If the App Review team monitors this could you please take a look? Thanks, Matt
Replies
2
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0
Views
257
Activity
Jul ’25
A Summary of the WWDC25 Group Lab - Developer Tools
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Developer Tools. Will my project codebase be used for training when I use Xcode's intelligent assistant powered by cloud-based models? When using ChatGPT without logging in, your data will not be used to improve any models. If you log in to a ChatGPT account, this is based on your ChatGPT account settings, which allows you to opt-out (it defaults to on). When using Xcode with accounts for other model providers, you should check with the policies of your provider. And finally, at no point will any portion of your codebase be used to train or improve any Apple models. We'd love to make our SwiftUI Previews (and soon, Playgrounds) as snappy as possible. Is there any way to
Replies
1
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0
Views
1.2k
Activity
Jul ’25
Reply to Xcode crashes when saving .intentdefinition file with configuration intent
Translated Report (Full Report Below) Process: Xcode [6971] Path: /Applications/Xcode.app/Contents/MacOS/Xcode Identifier: com.apple.dt.Xcode Version: 16.4 (23792) Build Info: IDEApplication-23792000000000000~2 (16F6) App Item ID: 497799835 App External ID: 874973124 Code Type: ARM-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2025-07-01 18:10:42.9453 +0200 OS Version: macOS 15.5 (24F74) Report Version: 12 Anonymous UUID: 63C6DB2E-A2A0-DDAE-1DC2-8B77CC9535AE Sleep/Wake UUID: 276F6F44-F58B-459D-98EC-81A031BF3334 Time Awake Since Boot: 62000 seconds Time Since Wake: 5081 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: Namespace SIGNAL, Code 6 Abort trap: 6 Terminating Process: Xcode [6971] Application Specific Information: abort() called Application Specific Signatures: NSInvalidArgumentException Application Specific Backt
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Jul ’25
Reply to Stop using MVVM for SwiftUI
@Appeloper I know that this is a pretty old thread. But this is interesting. So basically a Store is just an observed Repository then? It's not even a VM. Because a VM is also handling the state of a view such as error handling when the fetching / updating the model (ie. should we display a Toast or Alert or a fullscreen View, what error message to show, the color scheme, the callback when the alert or view is closed, etc). Or when to display or hide activity indicator. Etc. A VM is per view controller / feature while from what I've seen so far, a Store is just per model. So where do you put these other logics? On the corresponding Views? So that means the Views will hold both the layout logic and some business logic? CMIIW.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Jul ’25
Tesflight and Firebase Auth issues on AppResume
I am working on my app and encountering issues when promoting my app to TestFlight, after I download the app on testflight on my device I am able to log in, however if I minimize the app and try to re-open it again, I get a blank screen, after that, I have tried removing app and reinstalling but no sucess there. I have compiled the app in release mode in xcode directly (Scheme > Release) and was able to run the app normally and no isues observed in logm only when promoted to testflight for testing App stack: Flutter (built using latest Flutterflow build 6.0.34) Firebase backend
Topic: UI Frameworks SubTopic: General
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0
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130
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Jul ’25
Push To Start Live Activity Token Acquisition Issue When Not Attached to Debugger
We are adding a live activity to our app that is started by a push to start live activity token that we supply to our server backend. In the app I have a Task that is retrieving pushToStartTokens from the asynchronous stream provided by the Apple API It looks similar to: // Iterate the async stream from the system for await tokenData in try await Activity.pushToStartTokenUpdates { let tokenString = tokenData.map { String(format: %02x, $0) }.joined() logger.log(Received push start token: (tokenString, privacy: .public)) } } catch { logger.error(Failed to monitor push start tokens: (error.localizedDescription, privacy: .public)) } When my app is launched from Xcode and connected via the debugger this code vends a pushToStartToken reliably. However if I run this same code by directly launching the app by tapping the icon on the phone, it almost never vends a pushToStartToken. It only occasionally works. I've tried a variation on the code where instead of always executing the asynchronous stream to obtain the tok
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0
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0
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192
Activity
Jun ’25
Reply to zsh终端中执行python3或pip3命令,弹出Install Command Line Developer Tools弹窗安装
Sadly, I can’t read Chinese, so I’m responding based on a machine translation of your question. macOS does not come with a built-in copy of Python [1]. Given that, we recommend that you install Python either from its website or using a package manager like Homebrew. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] There are a couple of complicating factors here: Historically macOS did ship with Python. Apple’s developer tools include a copy of Python, but that copy is an implementation detail and isn’t really targeted at Python developers.
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Jun ’25
Reply to jpackage bombing on codesign/libnet.dylib (but only on M2 MacBook)
The jpackage command tool provided by Oracle: It specifies some options for MacOS code signing: --mac-sign --mac-package-signing-prefix ST_DFG2D_ARM --mac-signing-key-user-name Pierre Bierre that it reformats when it runs and calls Apple's codesign. Maybe you can show me how to translate these options into a discrete call to codesign? [14:06:05.820] java.io.IOException: Command [/usr/bin/codesign, -s, Developer ID Application: Pierre Bierre (SL7L4YU8GT), -vvvv, --timestamp, --options, runtime, --prefix, ST_DFG2D_ARM, /var/folders/v7/06pp2_5d6gz9593k96n2z0v40000gn/T/jdk.jpackage8264959517592888307/images/image-10714515757680011645/DataflowGeometry2D.app/Contents/runtime/Contents/Home/lib/libnet.dylib] exited with 1 code I tried this guess: codesign --sign Pierre Bierre (SL7L4YU8GT) --force --options runtime --verbose --timestamp ~/DFG2D_MacOS_Manufacturing/MacOSInstallers/DFG2D_Mac_J17010_295 The response was: error: The specified item could not be found in the keychain. Note, I use the thumprint for
Topic: Code Signing SubTopic: General
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Jun ’25
Xcodebuild does not find any simulators
I am trying to integrate fastlane, which relies on xcodebuild. So this is my first experience with xcodebuild. Whenever I run a command to test or build the target in the folder where all the files of the project are stored, the action failes with Unable to find a device matching the provided destination specifier For example I might be running this command: xcodebuild -project Hoerspielzentrale.xcodeproj -scheme HoerspielzentraleUITests -destination 'platform=iOS Simulator,name=Screenshot Simulator”' test However the mentioned error is returned: xcodebuild: error: Unable to find a device matching the provided destination specifier: { platform:iOS Simulator, OS:latest, name:Screenshot Simulator” } The requested device could not be found because no available devices matched the request. I can confirm that the simulator exists, is available and it can be booted. I have tried different simulators, different schemas, referencing them by their identifier, switching Xcode Versions, reset all simulators
Replies
1
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0
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233
Activity
Jun ’25
Unique application rejected due to guideline 4.3(a)-Design-Spam.
Section 1: Our game was developed using Cocos Creator 3.8.5, written in TypeScript. The team spent nearly two years completing it. Initially, our submission wasn't classified under Guideline 4.3(a). The first four reviews provided normal feedback, which we addressed. However, after a subsequent rejection citing 4.3(a), we considered whether similarities in gameplay concepts, narrative, or art assets might exist. In response, our team introduced unique features not found in other App Store applications. We completely redesigned our original art assets to ensure originality and extensively modified aspects potentially resembling other developers’ work. This included removing all third-party SDK modules except Apple Pay and Sign in with Apple. Despite these significant efforts, we still received a 4.3(a) rejection. We have now iterated over 20 versions but continue to face this issue.  Section 2: Our game’s business logic code (excluding the Cocos engine code) is entirely original and should not duplicate other
Replies
1
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0
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173
Activity
Jun ’25