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Reply to Notarization Rejection - The binary is not signed with a valid Developer ID certificate
Thank you for your guidance on focusing on the packaging rather than the certificate! Following your recommendation, I ran systematic tests and identified the exact root cause. Summary The Developer ID Application certificate works perfectly. The Developer ID Installer certificate has a broken chain. Test Results I created an automated diagnostic that tested 5 different combinations: Test Executable Packaging Result 1 Compiled Swift binary ditto (.zip) ✅ Accepted 2 Compiled C binary pkgbuild (.pkg) ❌ Invalid 3 Shell script ditto (.zip) ✅ Accepted 4 Shell script pkgbuild (.pkg) ❌ Invalid 5 Compiled C binary productbuild (.pkg) ❌ Invalid Pattern: Every .zip passes. Every .pkg fails. The Issue When signing with the Installer certificate, this warning appears: Warning: unable to build chain to self-signed root for signer Developer ID Installer: Matthew Seymour Greer (W2AT7M9482) This warning does NOT appear when signing .app bundles with the Application certificate. The Installer certificate can sign locally, but
Topic: Code Signing SubTopic: Notarization Tags:
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Reply to macOS Network Extension deactivation fails with authorizationRequired
[quote='869254022, Ionnier, /thread/809951?answerId=869254022#869254022, /profile/Ionnier'] I have to add that the daemon is a NSApplication. [/quote] Hmmm, that’s not good. A launchd daemon runs in the global execution context. Code running in that context cannot safely use GUI frameworks like AppKit. It’s only safe to use GUI frameworks from a GUI user login context. There’s a detailed description of this architecture in TN2083 Daemons and Agents. It’s super old, and there are a few areas where it’s suffering from bit rot, but the big picture stuff is still completely valid. If you break these rules you will run into all sorts of weird problems. Some of them show up immediately, and some of them lurk, waiting to cause you grief as the system evolves. Given that, I strongly recommend that you move away from this design. Coming back to System Extensions framework, it’s intended to be used by a GUI app to load and unload system extensions in response to user actions. Calling
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User Confusion & Cancellations Due to Aggregated Apple Charges on Bank Statements
Hello, We operate a subscription-based app and have noticed some users canceling after seeing higher-than-expected or multiple Apple charges on their bank statements. In many cases, these appear to be aggregated App Store charges rather than the cost of our subscription alone. Because bank statements show a single Apple charge without an app-level breakdown, some users assume the full amount came from our app and cancel before contacting support. We’ve observed that Google Play lists charges separately with the app name, which seems to reduce this type of confusion. A more granular breakdown or clearer labeling of charges per app could help improve user clarity and avoid churning. I’m interested to know: Whether other developers have experienced similar user confusion If there are recommended best practices to set clearer expectations for users Whether Apple has shared any guidance on mitigating this from a UX or communication standpoint Appreciate any insights or shared experiences. Thank you.
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iPhone 14 Pro: External USB mic not available in AVAudioSession for call apps, but works in Voice Memos & Instagram Live
I’m facing a strange audio routing issue that seems specific to iPhone 14 Pro / Pro Max. I’m using LiveKit (WebRTC) in a React Native app, which uses AVAudioSession internally for audio capture (VoIP / call-style usage). 🔍 What’s happening: I’m using an external USB microphone. On these devices: iPhone 11 → ✅ USB mic works iPhone 13 → ✅ USB mic works iPhone 17 Pro → ✅ USB mic works iPhone 14 Pro Max → ❌ USB mic does NOT work On iPhone 14 Pro Max: The same USB mic: ✅ Works in Voice Memos ✅ Works in Instagram Live ❌ Does NOT appear as an input option in my app ❌ Does NOT work in WhatsApp / Instagram calls Also: In my app on iPhone 14 Pro Max, iOS does not show the audio input selector UI On iPhone 17 Pro, the same app and same build does show the selector and the USB mic works ⚙️ My audio session config ( LiveKit ): await AudioSession.setAppleAudioConfiguration({ audioCategory: 'playAndRecord', audioMode: 'default', audioCategoryOptions: ['allowBluetooth', 'defaultToSpeaker'], }); await Audio
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Apple Store connect issue
So I’m stuck on an App Store Connect subscription issue and could use help. My app was rejected under Guideline 2.1 because in-app purchases couldn’t complete during review. I’ve since accepted the Paid Apps Agreement, completed tax/banking, fixed all UI issues, and re-submitted the subscriptions (monthly & yearly). Current status: • Subscriptions show “Developer Action Needed” • Subscription group shows Rejected • In TestFlight, the app loads but shows “Subscription temporarily unavailable / unable to load subscription options” • I am logged in with a Sandbox tester and using StoreKit Sandbox. I’m new to all this so how can I proceed going forward?
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Reply to Zsh kills Python process with plenty of available VM
I see, thank you for pointing this out. So it is not a percentage, but an actual number of pages. Could you expand a little on how to interpret in your previous answer? So, stepping back for a moment, the basic issue here is deciding when should the kernel stop just blindly backing memory. It COULD (and, historically, did) just limit that to total available storage; however, in practice, that just means the machine grinds itself into a useless state without actually failing. So, what macOS does is artificially limit the VM system to ensure that the machine remains always in a functional state. The next question then becomes how to implement that limit. There are lots of places you COULD limit the VM system, but the problem is that the VM system is complicated enough that many obvious metrics don't really work. For example, purgable memory[1] means that simply dirty pages doesn't necessarily work“ - a process could have a very large number of dirty pages, but if they're all purgable, they shouldn't really coun
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Reply to init(), .onAppear and .onChange(of: scenePhase) Not Working when Opening App After Being Quitted
The following code segments run when building and running the app, or after going home and re-opening the app, but now when quitting the app and re-opening it again. What code can do that? Please be more precise in explaining the use case and what they mean exactly after going home and re-opening: what do you do exactly when you quit: what do you do precisely ? What do you get ? What did you expect ? explain what you get printed for each of the cases. Note: you should have more discriminant print: init() { print(init test) } .onAppear { print(onAppear test) } .onChange(of: scenePhase) { _, newValue in print(onChange (newValue)) }
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Reply to Live Activity triggered by AlarmKit remains as an empty state
Thank you for the post and providing detailed information. I am curious about how you are handling Live Activity events in code as you didn’t provide any focused sample. I recommend reviewing our samples to see how it works well to dismiss Live Activities. Handling Live Activities with AlarmKit and ensuring they behave correctly with the Dynamic Island can be tricky, especially concerning state management and user interactions. Make sure that when your app dismisses the Live Activity, it explicitly ends the activity using the APIs. Before dismissing, ensure the Live Activity’s state is updated to reflect that it is no longer active or relevant. Ensure that your logic for starting a Live Activity does not inadvertently create multiple instances. Use unique identifiers and conditions to check if an activity for a particular alarm is already running before starting a new one. As an interim measure, clearly communicate to users the intended method to dismiss Live Activities (using the X button) through U
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Reply to App Startup with Debugger in Xcode 26 is slow
Thank you, this has been helpful! If you don't mind, could you collect one more piece of data for us? Add the following to your ~/.lldbinit: log enable gdb-remote packets --timestamp -f /tmp/log_packets.txt Like before, make sure Xcode is closed. Then, launch the app to experience the slow startup, stop the application, and attach /tmp/log_packets.txt to the bug reported you opened. Please make sure you only do the experiment once, so that the log doesn't contain more than one run. Thank you for assisting us!
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Reply to Why does NSEvent.addGlobalMonitorForEvents still work in a Sandboxed macOS app
There’s a lot to unpack here but I’m still grinding through the holiday backlog so I’m going to focus on the critical bits. First, don’t test stuff like this on your day-to-day development machine, because cached state can confuse you. Rather, run tests like this on a fresh Mac, one that’s never seen your app before. I generally do this in a VM, where I can restore to a fresh snapshot between each test. Second, there is a supported way for a sandboxed app to achieve this goal on modern systems [1], namely, via the CGEventTap mechanism. See CGPreflightListenEventAccess, CGRequestListenEventAccess, and CGEventTapCreate in . This relies on the Input Monitoring privilege, rather than the Accessibility privilege, and that’s available to sandboxed apps. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] macOS 10.15 and later, IIRC.
Topic: UI Frameworks SubTopic: AppKit Tags:
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