missing package product

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Reply to How to archive an app with NotificationServiceExtension?
If the app is built correctly, including the NSE in the build, archiving the main app should also properly archive the extension. So, what you would want to check first would be that your build settings are such that, the release builds are also including the NSE in the built app. You can check the app's Build Settings and Build Phases, and also the build logs to make sure that something is not failing while compiling and embedding the extension. That said, failing to modify the notification does not automatically mean that the extension has not been archived. There could be a number of reasons, like: the notification payload for the production build is missing the mutable-content entry the NSE is crashing at launch, or failing while processing the notification the code path in the NSE is failing to call the completion handler the NSE is taking more than the allowed memory or time limits (24MB and 30 seconds, as of this writing) and eventually being terminated before it can finish So, if you
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Xcode and Transporter inconsistent with provisioning profile
Xcode > Target > Signing & Capabilities Automaticaly manage signing Mac OS Signing Certificate: Development --> Provisioning Profile None Required General Identity App Category Productivity Transporter Asset validation failed (90242) --> Cannot be used with TestFlight because the bundle at “LargeNumberCalculator.app” is missing a provisioning profile. Main bundles are expected to have provisioning profiles in order to be eligible for TestFlight. (90889). What is wrong: Provisioning Profile None Required vs missing a provisioning profile ?
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Reply to NEMachServiceName failure to access after network extension upgrade
Ah yes, this one looks fairly familiar thanks for pointing me to it. If I follow it correctly it seems the current workaround available is to unload and reload the system extension? Our app (and a few other things) are distributed by .pkg rather than a dmg drag-n-drop install. Installing system extensions is done by our host app's main binary. We install a LaunchAgent that detects that installation needs to take place and triggers an app launch via NSWorkspace in a user's session. Most customers perform the pkg installation via Fleet Management (like Jamf), I suppose it's possible they are doing this outside a user session which could cause some problems? Is there anything we can provide that would let Apple do further diagnostics on this? Most of our customers probably wouldn't notice since they manage system extension permissions via MDM, but for those few working without this, the user experience is pretty sub-optimal.
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Reply to Xcode: Missing libSystem.B.dylib file
[quote='758910021, sbm1966, /thread/758910, /profile/sbm1966'] I’ve verified that libSystem.B.dylib is missing from /usr/lib/. [/quote] That’s a red herring. The actual issue is indicated by the other log message you listed: dyld[12498]: dyld cache '(null)' not loaded: syscall to map cache into shared region failed I talk about this in detail in this post, and the follow-up posts on that thread. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Xcode: Missing libSystem.B.dylib file
Hi everyone, I recently developed a Chess engine in C using Xcode on my old Mac. After purchasing a new Mac, I attempted to run my project but encountered the following error: dyld[12498]: dyld cache '(null)' not loaded: syscall to map cache into shared region failed dyld[12498]: Library not loaded: /usr/lib/libSystem.B.dylib Referenced from: <7D3E4140-BCEC-3C04-8C77-11EB7AEEB393> /Users/simonmizrahi/Library/Developer/Xcode/DerivedData/Chesspresso_Take_2-awdtkeshpaucukgespypcbgxgsvy/Build/Products/Debug/Chesspresso Take 2 Reason: tried: '/Users/simonmizrahi/Library/Developer/Xcode/DerivedData/Chesspresso_Take_2-awdtkeshpaucukgespypcbgxgsvy/Build/Products/Debug/libSystem.B.dylib' (no such file), '/usr/lib/system/introspection/libSystem.B.dylib' (no such file, no dyld cache), '/usr/lib/libSystem.B.dylib' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/libSystem.B.dylib' (no such file), '/usr/lib/libSystem.B.dylib' (no such file, no dyld cache)' I’ve reinstalled macOS and Xc
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App Transport Security (ATS) blocking https request to valid server, only in production build testflight
Hi, We are developing react native app, and we are having issue with ATS policy in production build distributed to TestFlight internal testing, requests to https are being killed. The preview build ad-hoc distribution is working fine. (I am testing the app on physical device) I will described what I've tried and supply you with logs from different tools. I tried to disable ATS - requests are working enable ATS (no change to default config) - requests are failing with following error Task <55618987-64A8-4C04-9B00-2EFF074D796C>.<1> finished with error [-1022] Error Domain=NSURLErrorDomain Code=-1022 The resource could not be loaded because the App Transport Security policy requires the use of a secure connection. UserInfo={NSLocalizedDescription=The resource could not be loaded because the App Transport Security policy requires the use of a secure connection., NSErrorFailingURLStringKey=, NSErrorFailingURLKey=, _NSURLErrorRelatedURLSessionTaskErrorKey=, _NSURLErrorFailingURLSessionTaskError
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Jun ’24
Reply to How to set NWProtocolTLS handshake as server or client manually
[quote='794226022, xVan, /thread/758797?answerId=794226022#794226022, /profile/xVan'] I did post a comment in your reply. [/quote] Oh, right. Sorry that I missed that. This is an ongoing DevForums… behaviour, meaning that it’s always best to reply as a reply. See Quinn’s Top Ten DevForums Tips for this and other tips. Anyway, thanks for the clarification. I don’t see any way to make this work easily. While Network framework can be twisted into implementating STARTTLS, you’re correct in your assessment that there’s no TLS option to configure the client / server role. Note I recommend that you file an enhancement request for that. It’s obscure, but I can see being kinda useful in other situations. Please make sure to include a detailed explanation of your requirements. Also, I’d appreciate you posting your bug number, just for the record. As to a workaround, the only one I can think of is so clunky that I’m not sure it’s worth implementing; you’re probably be better off just using a different TLS imple
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Reply to Link to a Precompiled Static C Library in a Swift Library Package
[quote='794333022, ecnepsnai, /thread/758816?answerId=794333022#794333022, /profile/ecnepsnai'] I'm assuming that I need to define a module map file [/quote] Yeah, that’s definitely true. There are a couple of things that I’d do to investigate this. First, divorce yourself from the many complexities of OpenSSL. Create a trivial C framework using Xcode, wrap that up in an XCFramework using the standard instructions, and then import that into Xcode. Can you get that to work? Next, wrap your working XCFramework into a Swift package and import that. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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SubscriptionStoreView showing 'The subscription is unavailable in the current storefront.' in production (StoreKit2)
I Implement a 'SubscriptionStoreView' using 'groupID' into a project (iOS is targeting 17.2 and macOS is targeting 14.1).Build/run the application locally (both production and development environments will work fine), however once the application is live on the AppStore in AppStoreConnect, SubscriptionStoreView no longer shows products and only shows 'Subscription Unavailable' and 'The subscription is unavailable in the current storefront.' - this message is shown live in production for both iOS and macOS targets. There is no log messages shown in the Console that indicate anything going wrong with StoreKit 2, but I haven't made any changes to my code and noticed this first start appearing about 5 days ago. I expect the subscription store to be visible to all users and for my products to display. My application is live on both the iOS and macOS AppStores, it passed App Review and I have users who have previously been able to subscribe and use my application, I have not push
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Feb ’24
Reply to Link to a Precompiled Static C Library in a Swift Library Package
Hi Quinn, let me elaborate. When using a binary target, my Package.swift file looks like: /Package.swift: // swift-tools-version: 5.10 import PackageDescription let package = Package( name: MyLibrary, products: [ .library( name: MyLibrary, targets: [MyLibrary]), ], targets: [ .target( name: MyLibrary, dependencies: [OpenSSL, Curl] ), .binaryTarget(name: OpenSSL, path: openssl.xcframework), .binaryTarget(name: Curl, path: curl.xcframework), .testTarget( name: MyLibraryTests, dependencies: [MyLibrary]), ] ) When I try to import either OpenSSL or Curl within any source files for MyLibrary it can't find those modules, for example: /Sources/MyLibrary/Versions.swift: import Foundation import OpenSSL // No such module 'OpenSSL' import Curl // No such module 'Curl' public final class Versions { public static func openssl() -> String { return OPENSSL_VERSION_STR } public static func curl() -> String { return LIBCURL_VERSION } } I'm assuming that I need to define a module map file, but
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Reply to React-Native iOS app is crashing immediately upon launch when creating development build
Thank you for your response! TLDR: I needed to use npx expo prebuild --clean to clear information related to previous builds I had created. Full version: Your response gave me a hint into what was going wrong. Just as you said, the RCTAppDelegate (which stands for React App Delegate I believe) was causing the NSException (or NeXTSTEP Exception) to appear. I wondered why the RCTAppDelegate would cause an exception. After hours of searching and doing research on RN, Apple crash reports, etc. I thought to myself: maybe the bundleURL is wrong or missing, thus causing the syntax or language exception. It turns out, I needed to use npx expo prebuild --clean to clear information related to previous builds I had created. I also removed all of the previous zip files and builds from my app's root directory. After that, I could use eas build --profile dev-sim --platform ios --local and the build worked! I think RCTAppDelegate was trying to find the correct bundleURL, but got confused when it found multiple bund
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React-Native iOS app is crashing immediately upon launch when creating development build
I have created an app for iOS using React Native. I've gotten the app to a point where it works on the iPhone simulator via the Expo App. It even works when creating a build of the app to distribute using TestFlight. Now, I want to add Google Ads into the app. However, I've learned that Google Ads won't work via an Expo build. Instead one has to create a development build to test the ads in the app and see how they look. I've also finally been able to compile a successful development build using eas (expo application services). When I install the app on the simulator and try to open it however, the app crashes almost immediately and I don't know why. I have tried deciphering the symbolicated crash report, but I have not been able to figure out what could be causing the error. It looks like it has something to do with the user interface. Below is the thread where the app crashes: Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libsystem_kernel.dylib 0x11324a14a __pthread_kill + 10 1 libsystem_pthrea
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Jun ’24
Walking an entity around an immersive space in visionOS like the window drag bar
I'm trying to understand how Apple handles dragging windows around in an immersive space. 3d Gestures seem to be only half of the solution in that they are great if you're standing still and want to move the window an exaggerated amount around the environment, but if you then start walking while dragging, the amplified gesture sends the entity flying off into the distance. It seems they quickly transition from one coordinate system to another depending on if the user is physically moving. If you drag a window and start walking the movement suddenly matches your speed. When you stop moving, you can push and pull the windows around again like a super hero. Am I missing something obvious in how to copy this behavior? Hello world, which uses the 3d gesture has the same problem. You can move the world around but if you walk with it, it flies off. Are they tracking the head movement and if it's moved more than a certain amount it uses that offset instead? Is there anything out of the box that can do this b
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May ’24