missing package product

42,955 results found

Post

Replies

Boosts

Views

Activity

Reply to Crash __CFRunLoopServiceMachPort - 99% background
You won’t be able to debug this based on the info from your third-party crash reporter. In fact, I’m not ever sure there’s anything to debug! The crash report says that it’s crashed here: Crashed: com.apple.main-thread 0 libsystem_kernel.dylib 0x1808 mach_msg2_trap + 8 1 libsystem_kernel.dylib 0x5008 mach_msg2_internal + 80 2 libsystem_kernel.dylib 0x4f20 mach_msg_overwrite + 436 3 libsystem_kernel.dylib 0x4d60 mach_msg + 24 4 CoreFoundation 0x53f5c __CFRunLoopServiceMachPort + 160 5 CoreFoundation 0x53600 __CFRunLoopRun + 1208 6 CoreFoundation 0x52cd8 CFRunLoopRunSpecific + 608 7 GraphicsServices 0x11a8 GSEventRunModal + 164 8 UIKitCore 0x40a90c -[UIApplication _run] + 888 9 UIKitCore 0x4be9d0 UIApplicationMain + 340 10 UIKitCore 0x638384 keypath_get_selector_hoverStyle + 11024 11 MYAPP 0x6a348 main + 4365591368 (YAppDelegate.swift:4365591368) 12 ??? 0x1abc85e4c (Missing) but that makes no sense. This indicates that your main thread crashed, but the main thread is suspended in its run loop waiting f
3w
Virtual serial ports
Hello, I want to add virtual serial ports to a macOS VM (host = Sonoma, guest = Sonoma). Here is what I tried so far: option 1 I create a VZVirtioConsoleDeviceConfiguration and I add a port to it, with a VZFileHandleSerialPortAttachment connected to two pipes: let consoleDeviceConfiguration = VZVirtioConsoleDeviceConfiguration() let guestPort = VZVirtioConsolePortConfiguration() guestPort.isConsole = false guestPort.name = myserialport let guestToHostPipe = Pipe() let hostToGuestPipe = Pipe() guestPort.attachment = VZFileHandleSerialPortAttachment( fileHandleForReading: hostToGuestPipe.fileHandleForReading, fileHandleForWriting: guestToHostPipe.fileHandleForWriting ) consoleDeviceConfiguration.ports[0] = guestPort // config is my VZVirtualMachineConfiguration config.consoleDevices = [consoleDeviceConfiguration] Then after the VZVirtualMachine is instantiated, I get the runtime VZVirtioConsoleDevice for my device and I set my service as its delegate. In the guest system, the device is created with the expected
3
0
218
Jun ’24
Reply to Apple's Choice: USDZ over Other 3D File Formats like GLTF
@Umbra: I completely agree with you on this. Working with USDZ for iOS AR experiences is incredibly time-consuming and frustrating for our company. We frequently find ourselves reverse-engineering problems and issues specific to the USDZ format that simply don't exist with GLB. Let me provide an example: We create high-quality 3D product models for web and AR applications. These can be compressed to 4-12 MB as GLB files. However, maintaining the same quality in USDZ format often results in file sizes of 60 MB or more. This leads to frequent crashes in iOS Safari or excessively long loading times in AR, making it impractical to offer to customers. Consequently, we're forced to adopt a dual approach: high-quality models for Android AR cases and lower quality for Apple devices. This clearly contradicts Apple's mission of providing superior user experiences. Furthermore, we're reliant on unpolished software like Reality Converter, which seems to be in perpetual development with virtually no communication
3w
Fresh Apple ID but no access to AppStoreConnect
I have just enrolled with Apple Developer Program as an Individual. After purchase and payment steps are done I can login to developer.apple.com and I can see in the Membership detail it confirms my details. Team ID: xxxxxxxxxxxxxx Program: Apple Developer Program Enrolled as: Individual However when I try to login to appstoreconnect.apple.com/login it constantly fails with this error message To access App Store Connect, you must be an individual or team member in the Apple Developer Program, or invited by an individual to access their content in App Store Connect. I have Developer program on my account and my account enrolled as Organization. In XCode, I logged in with same Apple ID, in account settings section. I see this details: Team: Role: Agent Is there anything I missed that can help me to resolve this issue? Thanks
1
0
382
Jan ’24
Reply to LOCALIZED_STRING_MACRO_NAMES for Swift package targets?
There is not a way to set build settings like this in Swift Packages. One alternative would be to define something like this: func myPackageLocalizedString(_ key: String.LocalizationValue) -> String { return String(localized: key, bundle: Bundle.module) } Strings using this method would be extracted without needing to define any custom macro names. However when doing that you lose the ability to customize the localization comment or table name from callers of your function. (Though comments can still be added directly from the String Catalog Editor.) We would welcome enhancement requests in both of these areas.
3w
LOCALIZED_STRING_MACRO_NAMES for Swift package targets?
I have a custom localisation function in my project that enforces the inclusion of the bundle parameter (specifically so that Swift packages are forced to include the Bundle.module value). While migrating to String Catalogs, I noticed that my custom localisation function wasn't being recognised by the automatic extraction that the Swift compiler is doing, but only in my Swift package targets. Is there a way to set something like LOCALIZED_STRING_MACRO_NAMES in Swift Packages?
1
0
304
3w
Reply to on-line entitlement format to obtain relevant "transport.usb|idVendor"
Thank you :) Right now: - I'm building for developing. Three months later: - for communicating with End-User-Apps-developers of ... of various backgrounds The situation: I see non-logical logs of USB-gadget-attachment in Console.app; though that app is obviously buggy and really misses messages, timing of certain logs' in my tests look non-logical (so I am suspecting/expecting huge bugs in the core of OS development) such bugs aren't fatal; but those shall be stable bugs~=features but to treat (potential) system-bugs (or my bugs andOS quirks) as features I would prefer to have the same (as much as possible) binaries with resources at development and at distribution
3w
on-line entitlement format to obtain relevant "transport.usb|idVendor"
The situation: 1A) On last week our development team applied on-line for three idVendors with the format as the following: USB-VendorID: 547h(1351), 3488h(13448),4B4h(1204) Describe your apps: it shall be functional equivalence of existing Android-SDK for X-ray sensor-models:...with 15..25 text lines of the description below 1B) We received auto-reply, that we granted all the the entitlements. We've expected to have entitlements like approx like the these: <key>com.apple.developer.driverkit.transport.usb</key> <array> <dict> <key>idVendor</key> <integer>1351</integer> </dict> <dict> <key>idVendor</key> <integer>131448</integer> </dict> <dict> <key>idVendor</key> <integer>1204</integer> </dict> </array> 1C) Unexpectingly (for us) ASCII-strings-fragment from our iOS-target-binary com.rayence.dexta.driver (built with automatic signing; seemingly this shall be our actual granted prvi
2
0
291
Jun ’24
Reply to SwiftUI Preview + Swift Packages Break App
Sorry you're hitting this error, this sounds like something we'll need more diagnostics to figure out what's going on. Could you please file a bug report and attach your preview diagnostics? Steps to generate helpful diagnostics: Download and install the logging profile on all devices involved. Instructions and profiles are available here: https://developer.apple.com/bug-reporting/profiles-and-logs/?name=swift Reproduce the issue Click the Diagnostics button in the error banner in Previews' Canvas area (or if the banner is missing you can use the menu: Editor > Canvas > Diagnostics) In the sheet that appears, click Generate Report in the bottom left of the sheet Attach (or make from the folder) the resulting zip file to the bug report (will be named something like previews-diagnostics-0123456789.zip) Generate the sysdiagnose(s) and attach those too
3w
SwiftUI Preview + Swift Packages Break App
I have a multi-platform app with the SwiftUI code a separate Swift Package. Any Views with SwiftUI Previews break the compilation of the app. Here's the error message I get in Xcode: Showing All Messages ld: warning: Could not parse or use implicit file '/Applications/Xcode-beta.app/Contents/Developer/Platforms/WatchOS.platform/Developer/SDKs/WatchOS.sdk/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore.tbd': cannot link directly with 'SwiftUICore' because product being built is not an allowed client of it Undefined symbols for architecture arm64_32: (extension in SwiftUI):DeveloperToolsSupport.Preview.init(_: Swift.String?, traits: DeveloperToolsSupport.PreviewTrait<DeveloperToolsSupport.Preview.ViewTraits>..., body: @Swift.MainActor @Sendable () -> SwiftUI.View) -> DeveloperToolsSupport.Preview, referenced from: static BitnessViews.$s12BitnessViews33_ABDBADF565C741E50A2A5746CE94FCD9Ll7PreviewfMf_15PreviewRegistryfMu_.makePreview() throws -> DeveloperToolsSupport.Pr
1
0
249
3w
M1 MBA tensorflow-metal LSTM Model Training Extremely Slow, Fails to Learn
I'm training a basic model using an M1 MBA with tensorflow-metal 0.7.0 and tensorflow-macos 2.11 installed, using Python 3.10 on macOS 13.2.1. CPU-based training runs as expected with about 10 s/epoch on this model. However, GPU-based training is orders of magnitude slower and doesn't learn. Here's a model to generate Irish poetry, based upon the example https://github.com/susanli2016/Natural-Language-Processing-in-TensorFlow/blob/master/Irish%20Lyrics%20generated%20poetry.ipynb. CPU training on this dataset takes 10 s/epoch. The ETA with GPU training with a batch size of 32 is over 2.5 hours, and many minutes for a batch size of 2048, and 20 s for a batch size of the length of the training data. Furthermore, GPU training does not work—there is no increase in accuracy. import numpy as np import os import platform import subprocess import tensorflow as tf from textwrap import wrap from tensorflow.keras.preprocessing.text import Tokenizer from tensorflow.keras.preprocessing.sequence import pad_sequences from te
3
0
1.2k
Feb ’23
XPC Service not working in packaged app
I'm trying to use XPC communicate between a command line tool (launched from Terminal) and a macOS application. My code currently works when the app is launched from Xcode, but not if I launch the built app from the command line (open path-to-foo.app) or if I try and distribute the packaged application (via Development distribution). Notably, the XPC works if the command line tool is launched from the terminal as long as the app itself is launched from Xcode. I publish the XPC service using NSXPCListener(machServiceName: .com.example.my-app.service) and connect to it using NSXPCConnection(machServiceName: machServiceName). Both my command line tool and my main app identical app group entitlements for $(TeamIdentifierPrefix)com.example.my-app and I verified the team identifier substitution was correct in both the app and command line tool after doing distributing for App Store, exporting, unpacking the pkg and running codesign as described here: https://developer.apple.com/documentation/xcode
1
0
292
3w
Linker command failed due to Undefined Symbol errors.
Xcode will build and analyze fine using the Debug build configuration but trying to use Analyze or Archive with Release configuration generates 3 errors: Undefined symbol: protocol conformance descriptor, Undefined symbol: type metadata accessor, and Undefined symbol: nominal type descriptor causing the linker to command to fail. The library is included and already linked and a previous version did not have the error so I think it's a code issue but not quite sure what it is or how to fix! The project/package can be found here: https://github.com/kudit/Device/tree/v2.1.17 (to reproduce, checkout this version and rename appending .swiftpm to the folder, then right-click to show package contents, open the Development folder and open the Xcode project there. It's done this way so the package can be imported and edited on iPad Swift Playgrounds)
1
0
284
Jun ’24
Electron failed to setup iap sandbox environment
Hi there, I'm implementing in app purchase in Electron following docs here: https://www.electronjs.org/zh/docs/latest/tutorial/in-app-purchases But : getProducts returns [] calls to purchaseProduct, nothing happend(no dialog, no login) calls to restoreCompletedTransactions , a login dialog appears, and I can login my sandbox tester account. The account even appears int the Apple Store. More info list as follow. Packaging using electron builder, configuration is : masDev: { type:development, identity: York Chan, hardenedRuntime: false, gatekeeperAssess: false, entitlements: ./build/entitlements.mas.plist, entitlementsInherit: ./build/entitlements.mas.inherit.plist, provisioningProfile: './build/provisionloginsight.provisionprofile', //development的描述文件,确保系统描述文件里已经安装好 }, mas: { type: distribution, identity: York Chan, hardenedRuntime: false, entitlements: ./build/entitlements.mas.plist, entitlementsInherit: ./build/entitlements.mas.inherit.plist, entitlementsLoginHelper: ./build/entitlements.mas.loginhe
1
0
208
3w