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XcodeCloud fails while Resolving Dependencies
After trying to build with macOS 15 and XCode 16 (beta and beta2), XcodeCloud started to crash at the Resolve package dependencies step. Everything works perfect on my local system running same OS same XC. Details: [] Function: unregisterDependencyFileReferences(_:) Thread: <_NSMainThread: 0x600002094200>{number = 1, name = main} Hints: Backtrace: 0 -[DVTAssertionHandler handleFailureInFunction:fileName:lineNumber:assertionSignature:messageFormat:arguments:] (in DVTFoundation) 1 _DVTAssertionHandler (in DVTFoundation) 2 _DVTAssertFromSwift (in DVTFoundation) 3 _DVTAssert(_:file:line:function:varargs:) (in DVTFoundation) 4 DVTAssert(_:_:file:line:function:) (in DVTFoundation) 5 closure #1 in closure #1 in IDESPMWorkspaceDelegate.unregisterDependencyFileReferences(_:) (in IDESwiftPackageCore) 6 closure #1 in IDESPMWorkspaceDelegate.unregisterDependencyFileReferences(_:) (in IDESwiftPackageCore) 7 closure #1 in OS_dispatch_queue.dvt_sync(execute:) (in DVTFoundation) 8 thunk for @callee_guaranteed
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Jun ’24
System Keychain not available from a Daemon
I've been trying to use Keychain from a Daemon for some time now. In the end, I managed to have the System Keychain work for my application and I moved to work on other parts. I finally went back to dealing with Keychain, but the code I wrote before stopped working. Even the application I wrote to test things out stopped working for me, and now it gives the The authorization was denied. error. To give more perspective into what I am doing, I am running a Sandboxed Launch Daemon wrapped in an App-like structure. I register it from my main app via SMAppService API. I also have a System Extension. My test app was structured in the same way and I used the following code to put a new key into the System Keychain and get its reference: var err: Unmanaged? let access = SecAccessCreateWithOwnerAndACL(getuid(), getgid(), UInt32(kSecUseOnlyUID | kSecHonorRoot), nil, &err) if let err = err { log.error(Failed to create SecAccess: (err.takeUnretainedValue().localizedDescription)) } let request = [ kSecClass: kSecClass
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Iphone 14 Pro Max- IOS 18 Beta 3 Torch issue
Throughout the IOS 18 update feature, my iPhone has been working extraordinary well and there seems to be no issues with the update for the latest gen iPhones/apple products. The only issue I’ve experienced these few months include the torch feature. after the IOS 18 Beta Version 3 dropped, my iPhone seems to have problems when it comes to turning the torch on. It mostly bugs out, like when i turn the torch on, it turns on for a split second and immediatly turns off again. It seems as though now my IPhone 14 Pro Max is unable to run the torch feature. Even after the Version 4 of Beta IOS 18, my iPhone is still unable to run the flashlight and it does the same thing since the last version for now.
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Reply to Read and write file tags with URLResourecKey.tagNamesKey on iOS
[quote='796661022, Nickkk, /thread/760149?answerId=796661022#796661022, /profile/Nickkk'] I opened FB13712968 back in April [/quote] Thanks for that. [quote='796661022, Nickkk, /thread/760149?answerId=796661022#796661022, /profile/Nickkk'] but didn't get any response so far. [/quote] Right. And you can infer something from that. Usually [1], if Apple doesn’t want to do something for some reason, we return bugs like this immediately as ‘not to be fixed’. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] I gotta stress the usually here. Sometimes bug get lost, and that’s why you don’t hear back. I’m happy to confirm that’s not the case with FB13712968.
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Fragment large size data sent and received using NSKeyedArchiver.archivedData in GameCenter
Trying to send and receive data in the GameCenter environment using the following methods: func sendData(dictionaryWithData dictionary: Dictionary<String, Any>,toPeer targetPeers: [GKPlayer]) { guard let match = self.match else { return } do { let dataToSend = try NSKeyedArchiver.archivedData(withRootObject: dictionary, requiringSecureCoding: false) try match.send(dataToSend, to: targetPeers, dataMode: .reliable) } catch { #if DEBUG print(CONNECTION MANAGER SEND DATA ERROR) #endif } } public func match(_ theMatch: GKMatch,didReceive data: Data,forRecipient recipient: GKPlayer,fromRemotePlayer player: GKPlayer) { if match != theMatch { return } DispatchQueue.main.async { do { guard let message = NSDictionary.unsecureUnarchived(from: data) as? Dictionary<String, Any> else {return} ... <CODE> ... } ///Source: https://stackoverflow.com/questions/51487622/unarchive-array-with-nskeyedunarchiver-unarchivedobjectofclassfrom static func unsecureUnarchived(from data: Data) -> Self? { do { let unarc
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Crashed: com.apple.network.connection-208 EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x0000000d25b5b890
i got a crash report from Firebase Crashlytics ,i cannot reproduce the issue .it happens in iOS 17 it seems like it related to Network library Crashed: com.apple.network.connection-208 0 libobjc.A.dylib 0x3150 objc_retain_x23 + 16 1 Network 0x64138 nw_connection_report_state_with_handler_on_nw_queue + 1548 2 Network 0x20f64 __nw_connection_start_block_invoke + 428 3 libdispatch.dylib 0x26a8 _dispatch_call_block_and_release + 32 4 libdispatch.dylib 0x4300 _dispatch_client_callout + 20 5 libdispatch.dylib 0xb894 _dispatch_lane_serial_drain + 748 6 libdispatch.dylib 0xc3f8 _dispatch_lane_invoke + 432 7 libdispatch.dylib 0xd6a8 _dispatch_workloop_invoke + 1756 8 libdispatch.dylib 0x17004 _dispatch_root_queue_drain_deferred_wlh + 288 9 libdispatch.dylib 0x16878 _dispatch_workloop_worker_thread + 404 10 libsystem_pthread.dylib 0x1964 _pthread_wqthread + 288 11 libsystem_pthread.dylib 0x1a04 start_wqthread + 8 com.apple.main-thread 0 ??? 0x1c51e0678 (Missing) 1 ??? 0x1c51e0610 (Missing) 2 ??? 0x1c5
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Jun ’24
Reply to XcodeCloud fails while Resolving Dependencies
After some more investigation I think I found a workaround. In our case he problem is definitely related to SPM packages that contain .swift in the URL. I tried url encoding the dot (.) to %2e and it seems to fix the problem. So https://github.com/auth0/JWTDecode.swift.git becomes https://github.com/auth0/JWTDecode%2eswift.git Now the packages are resolved successfully both on Xcode Cloud and locally using Xcode 16 beta. Could someone please verify this?
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ASWebAuthenticationSession does not work for some reason for an OAuth Authorization Code grant
Hi there, I'm having some trouble with getting a OAuth Authorization Code redirect with a custom scheme to work with ASWebAuthenticationSession. I am trying to build an app that integrates with an authentication provider, in which I have configured like this: Callback URL: myapp://auth In my iOS app, I have define this as a custom scheme in my info.plist file. CFBundleURLTypes CFBundleTypeRole Editor CFBundleURLName com.abc.def CFBundleURLSchemes myapp Excuse the messy-ish code below, but I just want to see this work. import SwiftUI @main struct MyApp: App { var body: some Scene { WindowGroup { AContentView() .onOpenURL { url in print(Received URL in onOpenURL: (url)) Self.handleURL(url) } } } static func handleURL(_ url: URL) { print(Handled URL: (url)) } } import AuthenticationServices struct AContentView: View { @Bindable var viewModel = SomeViewModel() @State private var authSession: ASWebAuthenticationSession? @State private var presentationContextProvider = PresentationContextProvider() var bod
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WebGL canvas stop rendering.
https://vimeo.com/957974306 Canvas #1(Unity) stopped rendering context when I switch tab on inspector. Also my device 13 pro max running iOS 17.5.1 lost context when I screenshot. It has no log in console. Not happened on 13 pro max running iOS 16.4
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Reply to How to control continuous movement by long pressing on the GameController
@xuhengfei, Based off the limited code snippet you provided I'm not sure what is occurring. Is it possible that you are losing reference to either the gc or extendedGamepad? The System's update(context:) method should be firing every frame as documented in RealityKit Systems. You will want to use context.deltaTime to determine how far you want the entity to move. The Happy Beam sample code contains a robust example of using controllers in visionOS. Additionally, my colleague provided an example on how to accomplish this in this forum post. Hope this help! Michael
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Using a Brew-installed library on visionOS?
I've been working on a Swift PM wrapper for the libtiff library, which I installed on my Mac via Brew. So far so good. But I just tried adding it to my visionOS project. and it complained that it was trying to link against a library built for macOS: building for 'visionOS-simulator', but linking in dylib (/opt/homebrew/Cellar/libtiff/4.6.0/lib/libtiff.6.dylib) built for 'macOS' I wish Brew would build universal libraries, but it doesn’t, and they have no interest in doing so. What are my options? If I build libtiff from sources, it’s still a bit of a pain to build against a different SDK. libtiff has its own Makefile I’d rather not try to edit. Can I make an xcframework out of it? Can I statically link it into my Swit wrapper library? Do I need to hack together a C build target in my Package and copy the source files over to it?
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RealityKit scene with the Entity Component System
I'm following WWDC for interactive 3D content in reality composer pro and apple's document https://developer.apple.com/wwdc24/10102 https://developer.apple.com/documentation/realitykit/implementing-systems-for-entities-in-a-scene#Retrieve-entities-with-an-entity-query However, this simple code to declare a dummy Component and System has compile error /Users/Workspaces/repository/Packages/RealityKitContent/Sources/RealityKitContent/RobotComponent.swift:18:24 Static property 'query' is not concurrency-safe because non-'Sendable' type 'EntityQuery' may have shared mutable state // Define a query to return all entities with a MyComponent. private static let query = EntityQuery(where: .has(MyComponent.self)) // Initializer is required. Use an empty implementation if there's no setup needed. required init(scene: Scene) { } // Iterate through all entities containing a MyComponent. func update(context: SceneUpdateContext) { for entity in context.entities( matching: Self.query, updatingSystemWhen: .rendering
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Location interval on the iOS platform, with Flutter's Geolocator
Hey guys. I'm building a cross-platform app using Flutter, which uses the Geolocator package to see how far the user has travelled from their starting point, aviation related. I do allow the user to select their own distance filter value from a set of pre-defined options, which could be as low as a metre, since the app is designed for use over relatively small distances, from say 200m to 1km. Therefore, having a large distance filter value wouldn't make much sense. However, the issue I am having is that with iOS, I can't seem to control the actual sample rate of the user's location. From what I gather, iOS measures the user's location approximately once every second, give or take a bit, but that value cannot be changed. That's quite different to Android, where I can specify this measurement interval to be whatever I want it to be. This lack of ability to control the measurement interval tends to cause quite a lag. When someone first starts to move, they aren't travelling fast enough to cause a notice
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