第一次接触swift编程,swift playground里面编程入门挺简单的,因为英语也不好,不知道怎么入手了
Developer Tools
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In my quantization code, the line:
compressed_model_a8 = cto.coreml.experimental.linear_quantize_activations(
model, activation_config, [{'img':np.random.randn(1,13,1024,1024)}]
)
has taken 90 minutes to run so far and is still not completed. From debugging, I can see that the line it's stuck on is line 261 in _model_debugger.py:
model = ct.models.MLModel(
cloned_spec,
weights_dir=self.weights_dir,
compute_units=compute_units,
skip_model_load=False, # Don't skip model load as we need model prediction to get activations range.
)
Is this expected behaviour? Would it be quicker to run on another computer with more RAM?
What I Want to Achieve
I want to create an app that only supports iOS 17 and later, making it unavailable for display, installation, or updates on the App Store for devices running iOS 16 or earlier.
Implementation Details
I have applied the following settings:
Xcode
・Build Settings → Deployment
iOS Deployment Target: iOS 17
・General → Minimum Deployments
iOS 17
・AppFrameworkInfo.plist
MinimumOSVersion
17.0
・Podfile
config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '17.0'
By building and releasing the app with these settings, will it ensure that the app is only available for iOS 17 and later?
Additionally, is there a way to verify this before release?
I am considering using TestFlight to publish an app that only supports iOS 18 and testing the installation on an iOS 17 device. Would this method allow me to confirm that the restriction is working as intended?
Hello!
I'm trying to build my flutter app through xcode cloud, but im getting following error:
Command exited with non-zero exit-code: 65
Run command: 'xcodebuild archive -workspace /Volumes/workspace/repository/ios/Runner.xcworkspace -scheme Runner -destination generic/platform=iOS -archivePath /Volumes/workspace/build.xcarchive -derivedDataPath /Volumes/workspace/DerivedData -resultBundleVersion 3 -resultBundlePath /Volumes/workspace/resultbundle.xcresult -resultStreamPath /Volumes/workspace/tmp/resultBundleStream97053cd8-9db9-41c6-9dc8-a9fc142bacb6.json -IDEPostProgressNotifications=YES CODE_SIGN_IDENTITY=- AD_HOC_CODE_SIGNING_ALLOWED=YES CODE_SIGN_STYLE=Automatic DEVELOPMENT_TEAM={development_team_here} COMPILER_INDEX_STORE_ENABLE=NO -hideShellScriptEnvironment'
When i build locally, it works fine, tried both debug/release modes, but in the cloud archive fails.
Also have following message in xcode cloud:
`'Flutter/Flutter.h' file not found
GeneratedPluginRegistrant.h:10`
failed to emit precompiled header '/Volumes/workspace/DerivedData/Build/Intermediates.noindex/ArchiveIntermediates/Runner/PrecompiledHeaders/Runner-Bridging-Header-swift_2QGFV1FVTQX2Z-clang_IX5TH88559CY.pch' for bridging header '/Volumes/workspace/repository/ios/Runner/Runner-Bridging-Header.h'
Hi all,
Can anybody assist in how we make an 'app update required' message appear when somebody opens our current app once we have put an updated version on the app store?
Our developers are telling us the way the current app was built does not include a feature that makes it possible for users to see the app update required message.
Is there any way we can enable this rather than the current version just crash when somebody opens it with no indication that an update is required? thanks!!
Hello, community,
I'm using an HTML editor in a .NET MAUI application running on macOS, and I'm encountering some unexpected behavior during text editing:
Double-click text selection disappears after approximately one second.
Styles randomly revert or are applied to the wrong text unexpectedly.
It appears to be related to macOS spell checking. When using editable elements (, or with contenteditable), the system enables spell checking by default.
During this, MAUI attempts to communicate with a system process:
com.apple.TextInput.rdt, which is not running, leading to repeated errors like:
Error Domain=NSCocoaErrorDomain Code=4099
"The connection to service named com.apple.TextInput.rdt was invalidated: failed at lookup with error 3 - No such process."
Question:
What is com.apple.TextInput.rdt, and why might it not be running?
Thank you for any help!
There is something wrong with my keychain. Can someone point me in the right direction?
codesign --force --sign "Developer ID Application: Denis Putnam (2368694WQF)" --options runtime "/Users/denisputnam/git/expense_tracker/dist/ExpenseTracker.app"
/Users/denisputnam/git/expense_tracker/dist/ExpenseTracker.app: replacing existing signature
Warning: unable to build chain to self-signed root for signer "Developer ID Application: Denis Putnam (2368694WQF)"
/Users/denisputnam/git/expense_tracker/dist/ExpenseTracker.app: errSecInternalComponent
Deniss-MacBook-Pro:expense_tracker denisputnam$
security find-certificate -c "Developer ID Certification Authority" -p /Library/Keychains/System.keychain | openssl x509 -noout -dates
notBefore=Sep 22 18:55:10 2021 GMT
notAfter=Sep 17 00:00:00 2031 GMT
Deniss-MacBook-Pro:expense_tracker denisputnam$
I'm encountering an issue while trying to build my iOS app in Xcode for the simulator.
Issue:
Xcode Version: 15.x
macOS Version: 14.x (Sonoma)
Simulator: iPhone 16 Pro
Error Message: Command ClangStatCache failed with a nonzero exit code
Steps Taken:
Cleaned build folder (Shift + Cmd + K)
Deleted DerivedData (rm -rf ~/Library/Developer/Xcode/DerivedData)
Updated Xcode and checked iOS SDK updates
Disabled Clang Static Analyzer Cache
None of these steps resolved the issue. Any help would be appreciated!
Thanks in advance.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Developer Tools
Xcode Static Analyzer
Simulator
Command Line Tools
I'm trying to add an Enterprise Apple account with the username and password of my developer account, which has worked once before. Now its giving me the following error:
"There was an error while trying to log in: No trusted devices or trusted phone numbers are configured for this account."
which doesn't make sense because the 2-Factor Auth works when I login to the website.
What am I missing? I think the only thing different is I'm using a different Macbook, but should that make a difference?
Has anyone else had this error from Visual Studio?
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Enterprise
Developer Tools
My clients are waiting.. i had to give them some excuses and discounts...
everything is ready from my side but the enrollment is delayed already more than 1 month.
The support did replay after 1 week , all they did was to withdraw my enrollment and tell me to try again , and back to point zero... and I'm waiting...
I did try to open two accounts , one personal and one for organization so i can at least give my clients their app. now I'm checking both accounts daily basis .
oh you may wounder what happened with support ? they did answer fallow my case a little but didn't provide a solution , and then stopped responding...
I'm losing money, time and hope to this system.
I am trying to submit my app for review but when I click on the 'add to review' button, I am getting the message:
Unable to Add for Review
The items below are required to start the review process:
There are still screenshot uploads in progress.
However, there is nothing I am uploading...
I tried removing all screenshots, nothing works. It has been 4 days, I cant update my app on the app store... impossible to get any response from Apple...
Any inputs will be greatly appreciated.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
Developer Tools
App Store
App Store Connect
App Submission
A few months ago, I had the opportunity to receive a 2018 iMac, and I’ve been using it to create content for my social media. I was truly impressed by the power of its processors. Even with this older model, I’ve been able to grow my presence online—something I couldn’t achieve with newer computers from other brands that I previously purchased.
I would love to become a promoter of your brand in the gaming world. All I ask for is technological support with more recent equipment and a minimal payment for collaborating with you. I am genuinely interested in being part of your company and leveraging the potential and reputation of Apple to reach even greater heights.
Topic:
Media Technologies
SubTopic:
Streaming
Tags:
GameplayKit
External Graphics Processors
Developer Tools
I am worried that Rosetta 2 will eventually be removed. I rely on it to run x86-64 Docker containers as well as Windows games through the Game Porting Toolkit. I also use CrossOver very often, which relies on Rosetta. I also use an old version of MuseScore that needs it, and every now and then, I download a legacy Intel Mac app. Thus, I'm worried that Apple will no longer offer it for download in future macOS versions. Are there any plans to remove Rosetta? Since Rosetta is only installed on demand, I have a slight bit of reassurance that it might be offered for download indefinitely, since most casual users naturally won't install it in the future as most general consumer apps are compiled natively for ARM, and the on-demand install cuts down on the bloat included with macOS by default. I hope Rosetta could be offered indefinitely, since many pro-users and gamers rely on it very often, even 10 years from now when Intel Macs are completely unsupported. If Rosetta is removed, I might have to switch back to Windows for many tasks, so I really hope for the continued offering of Rosetta.
Topic:
App & System Services
SubTopic:
General
Tags:
Developer Tools
Games
Universal Apps
Apple Silicon
I am experiencing an issue when publishing my .NET MAUI application for iOS using Visual Studio Code. During the publishing process, I encountered a codesign error. Hope someone can help me. This is the error:
Warning: unable to build chain to self-signed root for signer "Apple Distribution: SOFTBUILDER SDN. BHD. (********)"
/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/bin/Release/net8.0-ios/ios-arm64/MLBusinessCafe_Maui.app: errSecInternalComponent
/usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : /usr/bin/codesign exited with code 1: [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios]
/usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : Warning: unable to build chain to self-signed root for signer "Apple Distribution: SOFTBUILDER SDN. BHD. (U44UY7DYY7)" [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios]
/usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : /Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/bin/Release/net8.0-ios/ios-arm64/MLBusinessCafe_Maui.app: errSecInternalComponent [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios]
/usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : Failed to codesign '/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/bin/Release/net8.0-ios/ios-arm64/MLBusinessCafe_Maui.app': Warning: unable to build chain to self-signed root for signer "Apple Distribution: SOFTBUILDER SDN. BHD. (U44UY7DYY7)" [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios]
/usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : /Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/bin/Release/net8.0-ios/ios-arm64/MLBusinessCafe_Maui.app: errSecInternalComponent [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios]
/usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios]
/usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios]
I'm attempting to create a proof of concept of a static library, distributed as an XCFramework, which has two local XCFramework dependencies.
The reason for this is because I'm working to provide a single statically linked library to a customer, instead of providing them with the static library plus the two dependencies.
The Issue
With a fairly simple example project, I'm not able to access any code from the static library without the complier throwing a "No such module" error and saying that it cannot find one of the dependent modules.
Project Layout
I have an example project that has some example targets with basic example code.
Example Project on Github
Target: FrameworkA
Mach-0 Type: Dynamic
Build Mergable Library: Yes
Skip Install: No
Build Libraries For Distribution: Yes
Target: FrameworkB
Mach-0 Type: Dynamic
Build Mergable Library: Yes
Skip Install: No
Build Libraries For Distribution: Yes
XCFrameworks are being generated from these two targets using Apple's recommendations. I've verified that the mergable metadata is present in both framework's Info.plist files.
Each exposes a single struct which will return an example String.
Finally I have my SDK target:
Target: ExampleKit
Mach-0 Type: Static
Build Mergable Library: No
Create Merged Binary: Manual
Skip Install: No
Build Libraries For Distribution: Yes
The two .xcframework files are in the Target's folder structure as well. The "Link Binary With Libraries" build phase includes them and they're Required.
Inside of the ExampleKit target, I have a single public struct which has two static properties which return the example strings from FrameworkA and FrameworkB.
I then have another script which generates an XCFramework from this target.
Expectations
Based on Apple's documentation and the "Meet Mergable Libraries" WWDC session I would expect that I could make a simple iOS app, link the ExampleKit.xcframework, import ExampleKit inside of a file, and be able to access the single public struct present in ExampleKit. Unfortunately, all I get is "No such module FrameworkA".
I would expect that FrameworkA and FrameworkB would have been merged into ExampleKit? I'm really unsure of where to go from here in debugging this. And more importantly, is this even a possible thing to do?
Hello,
I have submitted my app for review. There is some issues with screenshots contents so I updated the screenshots and reply to apple review team.
I got a response from review team again that they are not able to see the latest screenshots. Although, I can see the latest updated screenshots in my portal also the save button is disabled and add for review is enabled.
I've also checked on Media manager all screenshots their is also updated.
Can you please guide what I'm doing wrong or what I'm missing?
Thanks
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
Community Management
Developer Tools
App Store
App Store Connect
I recently purchased an Apple Developer Account on March 01, 2025. Upon completing the purchase, I received a confirmation message stating that my account would be activated within 48 hours. However, it has now been more than ten days, and my account still remains inactive. I didn't recieve any further email regarding apple developer account enrollment.
Two days ago, I sent email and discuss my issue but still there is no response from apple team
what should I do?
Hi everyone,
I've been working on an iOS app for about a year and a half. That application comes with unit and UI automated testings.
Recently I started the development of the tvOS application so I added a new target and used the same bundle id as I want to eventually share purchases.
What I need
I'm working on an application that uses VLC (Need to play media more exotic than MP4) through these two pods
pod 'MobileVLCKit', '3.6.0' (Only for iOS)
pod 'TVVLCKit', '3.6.0' (Only for tvOS)
What works
Compilation works fine for both targets
Unit tests work fine for both targets
UI tests work fine ONLY for the original iOS target
What doesn't work and how it fails
When I launch the UI tests for the tvOS target, the compilation succeeds, but I get an error when calling app.launch() from my XCTestCase.
Failed to get launch progress for <XCUIApplicationImpl: 0x600000c61e90 abergia.com.iptv at ...AppPath...>: App installation failed: Unable to Install “...AppName...”. This app is not made for this device. This app was not built to support this device family; app is compatible with ( 1, 2 ) but this device supports ( 3 ). (Underlying Error: Unable to Install “...AppName...”. This app is not made for this device. This app was not built to support this device family; app is compatible with ( 1, 2 ) but this device supports ( 3 ).
What I tried
Single target - Both Pods
It looks like I can 'cheat' a little the system and make the Xcode target compatible with both iOS and tvO, but when declaring both pods inside the same CocoaPod target, the installation fails as one of the library is not compatible.
Use a newer version of VLC (4.0.0)
Works BUT that version is way too unstable, I will eventually use it again once they fix all the issues.
Different Bundle ID
Changing the bundle id of the tvOS application resolves the issue BUT I really want to use the same bundle id to share the purchases.
Not UI testing the tvOS version
It's an option I'm starting to contemplate out of frustration but I'm sure that we have people here who can help me!
Hello, I'm trying to use Xcode's ARKit Session replay functionality. I have a capture I made using Reality Composer and when trying to use it with Xcode's replay functionality the installation and debugging process seems stalled forever. I've gotten it to work once so I know the capture file is functional but I have never gotten it to work a second time, even though I didn't change any settings.
No amount of restarting Xcode, the Mac, or the iPhone seem to work. I have also tried cleaning build folders, reinstalling the app, and clearing DerivedData.
I can confirm from the Xcode logs that the app installs correctly but the app never launches. If I unselect the checkbox for "ARKit Replay Data", the app launches and debugs nearly instantly.
I have tried letting it "attach" for up to 10 minutes to no avail.
I am subscribed to an individual developer license.
https://developer.apple.com/documentation/xcode/configuring-network-extensions
"Network Extension" does not appear in the Capability section in Xcode. Below is my Xcode screenshot.