missing package product

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Auto-renewing Subscription Updates not Arriving
This is a copy of a reply to this post. https://developer.apple.com/forums/thread/722222?page=1 I'm posting as new in the hope someone might have more up-to-date information, as I'm pulling out what little hair I have left. I'm using Storekit 2, testing in Xcode with a local Storekit config file. I have created a very minimal system to investigate this issue. I have a SwiftUI-based window using SubscriptionStoreView, and my app set up with the usual listener. I have four types of auto renewing subscription, configured in the local Storekit config file. With my app running, I subscribe to the lowest-level subscription I offer, via the SubscriptionStoreView. Notification of the inital purchase arrives, but subsequent auto-renewals do not trigger any action in my listener for Transaction.updates. They arrive as expected in the Transaction Manager. Radio silence in my listener. If I upgrade one subscription (via my SubscriptionStoreView) I see this reflected in the UI immediately, and also in the Transaction Mana
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Jun ’24
Reply to Xcode Preview stuck on "Preparing iPhone Simulator for Previews" forever!
Hi, Sorry to hear you are having problems getting previews working. The best next step will be to file a feedback with diagnostics so we can take a look. 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
Jun ’24
Missing Developer Kit Error(Code=34)
sudo kmutil create -n boot -B /usr/share/file/magic/kernelcache -k /Library/Extensions Error Domain=KMErrorDomain Code=34 Missing Developer Kit: As of macOS 13.0, you will need to install a KDK matching your build 23F79 to rebuild kernel collections. UserInfo={NSLocalizedDescription=Missing Developer Kit: As of macOS 13.0, you will need to install a KDK matching your build 23F79 to rebuild kernel collections.} I'm using KDK 14.5(23F5074a) on macOS 14.5(23F79), and trying to build kernel collection. It seems the kernel debug kit for macOS 14.5(23F79) is not supported. Is there any replacement for macOS 14.5(23F79)?
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Jun ’24
Reply to Bluetooth — Peripheral Won't Appear in Bluetooth Settings Menu
I suppose the question I'm asking here is if macOS Sonoma prevents the macOS device from advertising as a keyboard peripheral. Furthermore, is there any documentation that describes these limitations. I'm not aware of any such limitation and are existing apps that do exactly what you're describing. However, I'm also not at all surprised that you're having issues like this: I've found an example of how to implement the Bluetooth service (from macOS Mojave but updated to Swift 5). The code will build without issue and asks for the necessary permissions in settings. After giving permissions and rebuilding, the peripheral simply does not appear on the iPhone Bluetooth settings menu (or the Bluetooth settings menu of any device). The Bluetooth APIs are poorly documented and tricky to use, which leaves plenty of space for mistakes. Similarly, our devices show you the devices which look like the system will work with them, not every bluetooth device the radio can see. It's entirely possible to have all of the infras
Jun ’24
Distributing Binary via Cocoapods & Swift Packages
I maintain a library that has thus far used Cocoapods to manage dependencies and also distribute an xcframework of the library. I'd now like to also distribute the same library through Swift Packages but am running into issues. I'm using the same xcframework in a local Swift Package and have added all the necessary dependencies to Package.swift, but when I attempt to add this Swift Package to a test app, the app will build correctly but fail at runtime due to a missing .framework file for a dependency I'll just call THE_DEPENDENCY: dyld[61483]: Library not loaded: @rpath/THE_DEPENDENCY.framework/THE_DEPENDENCY Referenced from: <75074516-C1CD-3251-8807-94A7502176A7> /Users/ME/Library/Developer/Xcode/DerivedData/MY_TEST_APP-bwfsfwjjnagdurdnjrhhdppgitvr/Build/Products/Debug-appletvsimulator/MY_LIBRARY.framework/MY_LIBRARY Reason: tried: '/Users/ME/Library/Developer/Xcode/DerivedData/MY_TEST_APP-bwfsfwjjnagdurdnjrhhdppgitvr/Build/Products/Debug-appletvsi
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Jun ’24
Reply to Using Core Data with the Swift 6 language mode
You can't make NSManagedObject sendable because some member variables in the type are not Sendable. If you do need to pass a managed object across actors, consider the following options: Pass the objectID (NSManagedObjectID) of the managed object instead, which is Sendable, and can be converted back to a managed object using object(with:). Pick the information you need from the managed object, package it with a Sendable type, and pass the transformed object across actors. Best, —— Ziqiao Chen  Worldwide Developer Relations.
Jun ’24
Need to get the frames of an animation for streaming in 3rd party video format (macOS)
I have a macos app that creates a sports scoreboard and streams this out in a third party streaming format. I need to use a library for this, which expects a CVPixelBuffer e.g. every 0.04 secs (25 fps). The scoreboard is a view with some subviews (scores, timers, etc) in an offscreen window. When a timer triggers to create a new frame, my code does: • create a bitmap-representation for the view • make a view.cacheDisplay(...) • create a CIImage from the bitmap-representation • create a CVPixelBuffer using CVPixelBufferCreate (kCVPixelFormatType_32BGRA format) • render the CIImage into the CVPixelBuffer using ciContext.render(ciImage, to: pixelBufferOut) • and finally hand over the CVPixelBuffer to the video library. Works, the app is in production. Now I come to the point where I need someone to tell me in which direction I have to think. The next feature requested is to do some animation for the scoreboard graphics , e.g. a simple fade in and fade out. Later I would like to do more complex things, b
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Jun ’24
iTMS-90891: Missing required icon
I have an iPad app that we just added iPhone support to. It runs fine on the iPhone devices we've tested on. When we try to distribute the app by uploading it to App Store Connect the build doesn't show up in the TestFlight iOS Builds and we get an email from Apple Developer Relations that says this: Please correct the following issues and upload a new binary to App Store Connect. ITMS-90891: Missing required icon - The bundle does not contain an alternate app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. See https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleicons Apple Developer Relations We have followed the instructions on the web site and we have followed the instructions on other posts in this forum but nothing works. W
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Jun ’24
Stuck with ios18 Beta 1, not releasing storage?
I usually manage very well with my iPhone 15, 128GB but for the first time whats app told me my memory was almost full. I backed up my photos and videos and delete them, old stuff from whats app and clear some space. When I got to see my storage it was full like 70% by system data. I know there is always this problem where system data takes a lot of space. But I have never seen so much. I restarted my iPhone and that made 40GB free. So I went to see if there was some Beta updates and there was, Beta 2. Im trying to update to see if this fix the problem, but every time I try. The system tells me that I don't have enough space for the download. Even when I just saw 40GB free and the download is 6.9GB. If I go back to se my Storage, is full again all the 40GB are gone, until I restart my phone and go through the same process where I see 40GB of space and then the 6.9GB download can't be made and when I go again there is no space. I tried to update it with my computer but my computer don't offer me the Beta 2 opt
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Jun ’24
Reply to Missing signing identifier at UnityFramework.framework/Frameworks/libswiftCore.dylib"
I had the issue, but in an framework that was defined in my own codebase, rather than an external framework like UnityFramework, AVFoundation, etc. Since it was something that was in my code, I couldn't add and remove the framework as @codethislab suggests. If anyone else is in this situation, my the solution was a fresh checkout from the Git repository. It's a bit annoying, as I'm losing some stashed code, but hey, at least I can upload to AppStoreConnect now 🤷‍♂️
Jun ’24
NSAccessibilityElement sendable but not MainActor?
I'm working on Swift 6 concurrency support for our app. I've always thought of NSAccessibilityElement as being like all of the other UI classes- only used (or usable) on the main thread. As far as I've seen, they are always called on the main thread. But in Xcode 16 beta 2, it's only marked as Sendable but not MainActor. Is that just an oversight or do we need to worry about these being used / called on threads? It's easy enough to do the async work (well, not that easy), but I don't want to do all that work if Xcode 16 beta 3 is just going to add a MainActor to it. I've already been burned by that once, in WebKit- the first beta was missing several MainActor declarations, in places where it was unclear from the documentation. I added a bunch of async fixes to my delegates, only to have to take it all out when the second Xcode beta shipped and the SDK headers changed. How complete are the async declarations in the Xcode 16 SDKs?
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Jun ’24