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Sono Alexander Puglisi ho 19 anni e desidero creare un app che permetta di fare soldini grazie al nostro apple watch, e infine creare una lentina a contatto che permetta di vedere qualcosa in più (esempio: penna e luce uv su foglio bianco) ,, (qualcosa che gli altri non riescono a vedere). (alla fine le lenti a contatto le usano anche per scene teatrali/film ,quindi perchè non sfruttare questa cosa? non lo so...potrebbe secondo voi servire ? )
qualcuno può contattarmi ? +39 3273529673
scusate per il disturbo ma sto uscendo pazzo :(
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The email I received after uploading my build says We identified one or more issues with a recent delivery for your app, “sample name”. Please correct the following issues, then upload again.
But there are no issues listed below. My iPhone Connect app does send me a notification that my build status has changed to Invalid Binary but I’m not seeing any specifics there or in the email on what to fix.
Using Xcode 13.4.1 and the iOS project builder for Unity games if that helps. Thanks for any ideas!
edit: more context - the first few build uploads actually did show issues in their email. A few unnecessary entitlements which I removed from the app id and a missing plist description for privacy which I added.
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I'm trying to generate an .ipa file with the expo build:ios command but I'm getting the following error message:
Network Timeout: 'AccessForbiddenError', 'Apple 403 detected - Access forbidden'. Retrying after 3 seconds (remaining: 3)
Network Timeout: 'AccessForbiddenError', 'Apple 403 detected - Access forbidden'. Retrying after 3 seconds (remaining: 2)
Network Timeout: 'AccessForbiddenError', 'Apple 403 detected - Access forbidden'. Retrying after 3 seconds (remaining: 1)
✖ Failed to register bundle identifier <bundle-identifier>
Failed to prepare all credentials.
The next time you build, we will automatically use the following configuration:
...
Apple 403 detected - Access forbidden
Error: Apple 403 detected - Access forbidden
I agreed all terms in my developer account.
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Hi,
We are trying to adopt FPS for mp4 content protection playing on safari browser of Mac OS.
I have verified that native functions of safari browser support the decryption for AES-128 encrypted TSs based on EME of HTML5 and HLS mechanism, where the CEK stores in http server described in the m3u8 manifest and is delivered to the browser in plain.
Although it is a simple and easy solution to protect the mp4 contents, the security is still matter because the key is delivered in plain.
So we decided to implment a key server to issue the CKC message after receiving SPC as safari browser's key request.
I have a question before starting it.
Q: The Encrypted AES-128 key in the Table 2-3. SPC container structure of FairPlay Streaming Programming Guide document says that "This key is itself encrypted, using RSA public key encryption with Optimal Asymmetric Encryption Padding (OAEP)".
It means we needs a private key to decrypt it. I understand it if the client is a proprietary application so that the public key would be one of the FPS development credential, which will be issued by Apple according to our request. Because the client application can use the public key during the implementation.
But what if the client is the safari browser? We cannot use any kind of new issued public key for the safari browser.
I guess Mac OS uses some fixed public key which is already issued by Apple for safari browser's FPS.
Now how can I get the counter private key?
It could not be contained in the FPS credential. Because it should be a fixed one, not new generated one.
I'm a bit confused about the minimum macOS version required to run Xcode 14. I don't know what the minimum macOS version to run it. In the meantime, it seems that macOS 13 beta requires a Mac computer with the Apple silicon. As for Xcode 14 beta, its details say "Xcode 14 beta includes everything you need to create amazing apps for all Apple platforms. It includes SDKs for iOS 16, iPadOS 16, tvOS 16, watchOS 9, and macOS 13." What does that mean as far as macOS 13 is concerned? Do we need a Mac with the Apple silicon to run Xcode 14? Thanks.
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Dev's,
after installing "Swiftlint" via "Homebrew" in the Terminal, I received the fallowing Error Message on my new MacBook Pro 2021 M1. I am a member of HWS+ and I fallowed the instruction in the learning video.
Any Idea or recommendations to fix or install "SwiftLint correctly? Thanks
"....UltimatePortfolio % swiftlint SourceKittenFramework/library_wrapper.swift:31: Fatal error: Loading sourcekitd.framework/Versions/A/sourcekitd failed zsh: trace trap swiftlint!"
As I've said before, our product uses cmake for building, and vcpkg for 3rd party management. vcpkg does not (yet) support universal builds on the Mac; neither does HomeBrew, and MacPorts kinda does but some of the ports actually think "universal" is x86, x86_64, ppc, and ppc64 and won't build because you can't build ppc anymore.
So I have had serious talks with our build and we have reached a compromise where I can now build for arm64 or for x86_64. The next step would be to manually combine the executables, and then re-sign (using our Developer ID). Has anyone got suggestions on how to do that? I can just grab the codesign commands from the build output and use those; is that feasible?
(At some point I may insist on having a week or so to try getting vcpkg to build universal, but I don't have that week or so now, so that's not going to happen. I could potentially ditch cmake for the Mac builds, and then I think CocoaPods has all of the 3rd party libraries we depend on, but I'm not positive, and that then introduces guaranteed breakage when the Windows and macOS versions uses different sets of files and versions.)
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Hi Guys, looking for tcp trace route in OSX.
In built traceroute command does not work with tcp, does any one has any solution for traceroute working with tcp?
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I'm wrong or is it still not possible to use the Xcode collaboration feature like review PR's and create one.
If the project is running with Bitbucket Cloud.
I'm pretty sure Apple announced that it will be supported and I read all the time it will come with a dot update. But there is still no support even not in Xcode 14 😐.
Any news here or suggestions on why Apple is struggling with that integration?
This device is already associated with other accounts in the Apple Developer Program or the Apple Developer Enterprise Program. Please use a different device.
I work for MongoDB and our app builds many dylibs. Recently we have reached a number of dylibs which is causing problems. Apparently no more than 512 dylibs are allowed to be loaded. I can not find any documentation on this. I found in the old source code a reference to this:
https://opensource.apple.com/source/dyld/dyld-852.2/src/ImageLoader.cpp.auto.html
if ( libCount > 512 )
dyld::throwf("too many dependent dylibs in %s", path);
Does anyone know why this is and what versions of OSX (or dyld) have this limitation? Where is this documented?
When I try to create a TestFlight build of my app using Xcode Cloud, I get a couple of ITMS-90334 errors and the build fails. The error messages look like:
ITMS-90334: Invalid Code Signature Identifier - The identifier 'MySwiftPackage-55554944e95A2da4fe9e3357b44de57c3ba890e8' in your code signature for 'MySwiftPackage_-658550CFFF128C8B_PackageProduct' must match its Bundle Identifier 'MySwiftPackage'
Where MySwiftPackage is a Swift Package which is used by a framework as well as the application. The dependencies look like this:
MyApp
+ MyFramework
+ MySwiftPackage
+ MySwiftPackage
MyApp is a macOS app
MyFramework is a mixed Swift and Objective-C framework
MyApp is also mixed Swift and Objective-C
When I run an archive build on my local Mac and upload the build to App Store Connect to be used as a TestFlight build, everything seams to be fine and the build is accepted
I found some discussions on ITMS-90334 but not related to using Swift Packages and Frameworks
Any ideas what might be going on or where I can look to get more info on the nature of ITMS-90334?
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It was fantastic news to hear, last year, that Xcode was getting a Vim mode. Apple's implementation of it was a great first step, but it was missing a bunch of key features. Most importantly the dot command (and by, extension, macros) and creating marks in files, which are functions that I use/rely on on a daily basis.
I thought I would finally be able to stop having to self-sign Xcode (which causes problems) in order to use XVim2 plugin, but no such luck.
Will these features get added in for Xcode 14 (they don't seem to be in the beta) or are they far out on the roadmap?
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Hi,
We are currently using xcframework dependencies in our large project and we've got a compile time of ~15min on CircleCI.
We are trying to move a few dependencies from xcframework to Swift Package Manager but I'm seeing that there is a lot of time being added to our compile time as xcodebuild will always compile spm also.
I've tried caching SourcePackage to limit the download steps but I wasn't able to find a way to cache the spm dependency builds also.
Is this possible ? What is the strategy of compiling large projects with multiple SPM dependencies on a CI system.
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Hi developers,
I'm currently working on an app to help tech developers improve their productivity. I need some data from working developers regarding what tools you and your team use in your work day. If you have a few minutes to fill out this google form: (https://bit.ly/3xq3AsT), any input would be greatly appreciated.
Thanks
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I have a few webapps in url. Can I use XCode cloud to convert them into iOS apps? If so, how?
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I was tried to build ios app using expo. So I used expo build:ios command. But I had got problem which is 'Apple 403'.
When i was searching about that problem, at most people said that Inquire to apple developer forum.
How can I solve this?
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I have updated Xcode to Version 13.4.1 (13F100), Then tried to run an existing iOS project.
This repetitively occurs even if I press the "Install" button.
Showing All Messages
failed to read asset tags: The command `(cd /Volumes/Code/Git/Bulseye && /usr/bin/actool --print-asset-tag-combinations --output-format xml1 '/Volumes/Code/Git/Bulseye/Bulseye/Preview Content/Preview Assets.xcassets' /Volumes/Code/Git/Bulseye/Bulseye/Assets.xcassets)` exited with status 72. The command's standard error was:
actool: error: Failed to locate 'actool'.
xcode-select: Failed to locate 'actool', requesting installation of command line developer tools.
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As a follow-up to a Networking lab conversation I had on Tuesday I have the following question:
Is there a way to use nscurl to connect to a server that requires client authentication by providing a client certificate? None of the documented options seem to allow that, but maybe there is an undocumented one...
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Hi,
is there any hardware diffs between M1 & M2, without the performances?
As the title suggests, will i be able to create/test apps for both intel & arm(M1&M2) in my m1 mac with the same code in xcode?
And How can i make an universal dmg without having an intel mac? Also, correct me if i'm wrong: does 'the rosetta swaps' hamper ssd life?
Thanks in advance.