missing package product

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Advanced UDP with Network.framework
I finally found a time to experiment with Network.framework and I find the experience very pleasant. The API looks well thought out and is a pleasure to work with. My app (on the App Store for around 13 years) uses UDP networking to create a mesh between multiple devices where each device acts as a server and client at the same time. It does that by creating one UDP socket on each device bound to a *: and then uses that socket to sendmsg to other peers. That way all peers can communicate with each other using their well known . This all works great and fine. To test the performance and verify the functionality I have multiple XCTestCase scenarios where I create multiple peers and simulate various communications and verify their correctness. Within the XCTestCase process that means creating multiple underlying sockets and then bind them to multiple local random s. Works great. Now I'm trying to port this functionality to Network.framework. Let's assume two peers for now. Code simplified. Prepare NWParameter in
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Mar ’24
Reply to Not getting notifications from some apps on iOS 17.5.1
@Engineer This issue is happening to applications which are on Production environment downloaded from app store. The token is also valid(Checked in Device Token Validator of CloudKit). APNS is giving a success for the API, but it is not delivered to the app. We have even tried resetting the location and privacy settings along with off loading the app. But still the issue persists. Please help.
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Error When Saving Video To Camera Roll
I am working on enabling the option for users to save a video from a post in a social media app to their cameral roll. I am trying to use PHPhotoLibrary to perform the task similarly to how I did the functionality for saving images and gifs. However, when I try to perform the task with the code as is, I get the following errors: Error Domain=PHPhotosErrorDomain Code=-1 (null) The operation couldn’t be completed. (PHPhotosErrorDomain error -1.) The implementation is as follows: Button(action: { guard let videoURL = URL(string: media.link.absoluteString) else { print(Invalid video url.) return } PHPhotoLibrary.shared().performChanges({ PHAssetChangeRequest.creationRequestForAssetFromVideo(atFileURL: videoURL) print(Video URL: (videoURL)) }) { (success, error) in if let error = error { debugPrint(error) print(error.localizedDescription) } else { print(Video saved to camera roll!) } } }) { Text(Save Video) Image(systemName: square.and.arrow.down) } The video URL is successfully fetched dynamically from the post,
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Feb ’24
Web Extensions's background page is missing in the Develop -> Web Extension Background Content menu in the latest Safari Technology Preview
Hello! I was wondering if any other developers are experiencing issues with accessing the web extension background script console, sources, etc. on the latest Safari Technology preview or macOS Sequoia betas. We have an extension which has a persistent background script. In the latest public release of Safari version 17.5 (19618.2.12.11.6) on macOS Sonoma, everything works as expected. When I enable developer mode in Safari, it shows an additional Develop menu and when I select Web Extension Background Content in the dropdown, it shows a list of background pages for all installed extensions. Attaching a screenshot for reference. However, if I install the latest Safari Technology Preview 197 on macOS Sonoma or just test with the Safari version that comes with MacOS Sequoia beta 1 or beta 2, the Web Extension Background Content dropdown menu does not list any background pages. Attaching a screenshot for reference. We started discussing the issue with Apple during the latest WWDC. If anyone at Apple sees this po
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local iOS Zeroconf Device vs. iOS simulator Zeroconf Visual Studio
Hello, I am not exactly sure this is the right place to ask this since it involves Microsoft's Visual Studio, but because the problem I am having involves iOS I figured I would anyway. Info: I am trying to develop a cross-platform application using .NET Maui in Visual Studio. I am on a Windows machine pairing to a mac with Xcode installed, so I can build for iOS. My local device is an iPhone 13 running on iOS Version 17.5.1. The simulators I am using in Visual Studio are all iOS Version 17+. I am using the .NET NuGet package Zeroconf which should work for both iOS and Android (Repo:https://github.com/novotnyllc/Zeroconf). I also believe I have given the correct permissions for iOS in my Info.plist. Problem: The problem I am coming across is that when I build and run my application in one of the installed iOS Simulators and I go to scan for local devices it is able to come back with 80-100 devices that we want to find, but when I build and run it on my local device it comes back with nothing found. I
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Getting main camera frame using CameraFrameProvider
Hello, I am trying to use the new Enterprise API to capture main camera frames using the CameraFrameProvider. Until now, I could not make it work. I followed the sample code provided in this thread (literally copy past it): https://forums.developer.apple.com/forums/thread/758364. When I run the application on the Vision Pro, no frame is captured. I get a message in the XCode's console that no entitlement is found. However, the entitlement is created and the license file is also in the project. Besides, all authorization keys are added in the plist file. What I am missing? How to know if the license file is wrong? Thank you.
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Reply to How to change the background color of the status bar in SwiftUI when creating a custom NavigationController View
When I am using a UIKit based app lifecycle with app and scene delegates with the following code func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { // Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`. // If using a storyboard, the `window` property will automatically be initialized and attached to the scene. // This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead). guard let windowScene = (scene as? UIWindowScene) else { return } window = UIWindow(windowScene: windowScene) let navigationController = NavigationController() let initialView = ContentView() .environment(navigationController) .viewController navigationController.viewControllers = [initialView] window?.rootViewController = navigationController window?.makeKeyAndVisible() } It appears to be working well. struct ContentView: View { var b
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Testing Multiple In App Purchases in Unpublished App
I am a new app developer. I successfully tested my first in app purchase to remove ads. I then tried to include a consumable, but every time the app reads the available list, I get an error for that one. I can't seem to find a solution somewhere and wonder if this is a problem that might happen with testing an unpublished app. Here is the relevant snippet of code as well as a screenshot of my In App Purchase section of the App Store Connect. Task { do { let storeProducts = try await Product.products(for: [removeAds1, cactusCoin5]) DispatchQueue.main.async { self.products = storeProducts self.printProducts() } } catch { print(Failed to fetch products: (error.localizedDescription)) } } Thank you for any assistance.
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Missing Header File Issue in React Native iOS Project when building with EAS
Hello, I am currently working on a React Native project, which I am encountering an issue with during the iOS build process. Project Overview My app is a cross-platform mobile application built using React Native. The project is structured to include both iOS and Android platforms, with the main application code residing at the root level of the project directory. The iOS-specific files are located in the ios directory, while the Android-specific files are in the android directory. Project Structure The project structure is as follows: app ├── android ├── ios ├── app.json ├── App.tsx ├── assets ├── babel.config.js ├── eas.json ├── env.d.ts ├── index.js ├── metro.config.js ├── modules │ └── esl │ ├── android │ ├── ios │ │ ├── Esl.podspec │ │ ├── EslModule.swift │ │ └── Frameworks │ │ └── MTESLTagV3Kit.framework │ │ ├── Headers │ │ │ ├── MTBroadcastHandler.h │ │ │ ├── MTBrushManager.h │ │ │ ├── MTCentralManager.h │ │ │ └── (other headers...) ├── node_modules └── package.json Native Module: ESL The ESL module is
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AppIntents don't show up in Shortcuts app when in SPM package
Hi there, I successfully created an AppIntent for our app, and when I had it in the same target as our main app it showed up fine in the shortcuts app. Then I realized that many of the new System Control widgets introduced in iOS 18 (e.g. lockscreen, control center) live in the widget extension target, but they also need to reference that same AppIntent. So to fix this, I thought I'd migrate out the code into it's own SPM package that both the WidgetExtension and the Main App processes can reference. However, after doing that and rebuilding, the intent no longer shows up in the Shortcuts app. Furthermore, my AppShortcutsProvider class now has this error when trying to define the list of appShortcuts: App Intent should be in the same target as AppShortcutsProvider Is this intended, and if so, how do we reference the same AppIntent across multiple targets?
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Reply to AppIntents don't show up in Shortcuts app when in SPM package
When defining your types for App Intents in a different module, take care to make sure that you have a type conforming to AppIntentsPackage in both the module containing the types, as well as the module referring to those types. This is one of the most overlooked elements when setting this up. Only framework types are supported for the module, and I suggest sticking to Xcode targets for that. Swift packages, in their default configuration, can link as either a static library or a dynamic library, depending on the surrounding build context to make an optimal choice, and that is our general recommendation for packages, but in this scenario for App Intents, means you might link as a static library, rather than as a dynamic library. Further, if you compare the build log for an Xcode framework target and for a Swift package target congigfued to be dynamic using Xcode 16 beta 4, you'll also notice that the Xcode framework target has a build step for extracting app intent metadata that the
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XCode doesn't pick up a new team assigned to my account
I've been added to the apple development team (organization) as an admin (with developer rights). Access to Certificates, Identifiers & Profiles has been granted for my account as well. I've been trying to remove the account, and add it to XCode accounts over and over again, but still, the only Team I have - my Personal Team. Is there something I am missing so far? MacOS: 10.15.7 (19H1713) XCode: 12.4 (12D4e)
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Jan ’22
Why is Service Data not allowed on BLE service advertisements?
It currently isn't possible to advertise any form of service data with my UUID over BLE using CBAdvertisementDataServiceDataKey. Android lets you do this, which is ideal when you want to advertise the CBL2CAPPSM of an L2CAP service (the PSM is only a couple of bytes). For some reason, iOS doesn't allow this: Although advertising packets in general can hold a variety of information about the peripheral device, you may advertise only your device’s local name and the UUIDs of any services you want to advertise. That is, when you create your advertising dictionary, you may specify only the following two keys: CBAdvertisementDataLocalNameKey and CBAdvertisementDataServiceUUIDsKey. You receive an error if you specify any other keys. Is there really a good reason for this, or am I missing something? Is the only workaround to expose a GATT characteristic for the L2CAP PSM? That feels like horrendous amounts of overkill to advertise what is really just a UInt16.
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Feb ’21