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Question: I downloaded and run the iOS application on a laptop with M1 processor System Info: macOS Montery 12.0.1,MacBook Pro (13-inch, M1, 2020) Steps to reproduce: Click any TextField, and then click the input box in WKWebView Prerequisite: Clear the cache and start the App for the first time The crash log is as follows: 2021-12-31 18:55:31.930622+0800 TestMacPro[57297:1269799] [default] could not create original path for node <FSNode 0x60000247e600> { isDir = ?, path = '/private/var/folders/rv/139v0xg52q59r657bxbsrbfc0000gp/X/82BBDE53-4B58-5C54-A1A4-90827962856E/d/Wrapper/TestMacPro.app' }, proceeding: Error Domain=NSPOSIXErrorDomain Code=1 "Operation not permitted" 2021-12-31 18:55:32.074604+0800 TestMacPro[57297:1269799] Metal API Validation Enabled 2021-12-31 18:55:34.021293+0800 TestMacPro[57297:1269799] IOMFB: FigInstallVirtualDisplay not found 2021-12-31 18:55:34.021423+0800 TestMacPro[57297:1269799] iomfb_match_callback: primary 2021-12-31 18:55:34.021476+0800 TestMacPro[57297:1269799] iomfb_match_callback: external-0 2021-12-31 18:55:41.502881+0800 TestMacPro[57297:1269799] *** Assertion failure in void _NSWindowSetFrameIvar(NSWindow *, NSRect)(), NSWindow.m:932 2021-12-31 18:55:41.538942+0800 TestMacPro[57297:1269799] [General] An uncaught exception was raised 2021-12-31 18:55:41.539041+0800 TestMacPro[57297:1269799] [General] Invalid parameter not satisfying: <SPRoundedWindow: 0x139fbbab0>. "frame=!CGRectIsNull(frame)" 2021-12-31 18:55:41.539130+0800 TestMacPro[57297:1269799] [General] ( 0  CoreFoundation           0x00000001882f812c __exceptionPreprocess + 240 1  libobjc.A.dylib           0x0000000188049808 objc_exception_throw + 60 2  Foundation             0x000000018926ae20 -[NSMutableDictionary(NSMutableDictionary) initWithContentsOfFile:] + 0 3  AppKit               0x000000018ae1ffbc -[NSWindow _reallySetFrame:] + 904 4  AppKit               0x000000018ae1f874 -[NSWindow _oldPlaceWindow:fromServer:] + 228 5  AppKit               0x000000018ae1e894 -[NSWindow _setFrameCommon:display:fromServer:] + 2200 6  SafariPlatformSupport        0x00000001ae618104 __85-[SPSafariPlatformSupport displayOTPAutoFillRelativeToRect:ofView:completionHandler:]_block_invoke + 300 7  SafariPlatformSupport        0x00000001ae617f8c -[SPSafariPlatformSupport displayOTPAutoFillRelativeToRect:ofView:completionHandler:] + 228 8  UIKitCore              0x00000001b00d6334 -[UIKeyboardImpl generateAutofillCandidateByAddingTask:] + 948 9  UIKitCore              0x00000001b00e03fc -[UIKeyboardImpl setDelegate:force:] + 6248 10 UIKitCore              0x00000001afdc62f4 -[UIKeyboardSceneDelegate _reloadInputViewsForKeyWindowSceneResponder:] + 2080 11 UIKitCore              0x00000001afdc5aa8 -[UIKeyboardSceneDelegate _reloadInputViewsForResponder:] + 164 12 UIKitCore              0x00000001af7394d8 -[UIResponder(UIResponderInputViewAdditions) reloadInputViews] + 132 13 WebKit               0x00000001c102447c -[WKContentView(WKInteraction) _elementDidFocus:userIsInteracting:blurPreviousNode:activityStateChanges:userObject:] + 2088 14 WebKit               0x00000001c0d354d4 _ZN6WebKit12WebPageProxy15elementDidFocusERKNS_25FocusedElementInformationEbbN3***9OptionSetIN7WebCore13ActivityState4FlagEEERKNS_8UserDataE + 216 15 WebKit               0x00000001c0f9bee8 _ZN6WebKit12WebPageProxy17didReceiveMessageERN3IPC10ConnectionERNS1_7DecoderE + 61312 16 WebKit               0x00000001c0993e24 _ZN3IPC18MessageReceiverMap15dispatchMessageERNS_10ConnectionERNS_7DecoderE + 272 17 WebKit               0x00000001c0d041e8 _ZN6WebKit15WebProcessProxy17didReceiveMessageERN3IPC10ConnectionERNS1_7DecoderE + 40 18 WebKit               0x00000001c09763e0 _ZN3IPC10Connection15dispatchMessageENSt3__110unique_ptrINS_7DecoderENS1_14default_deleteIS3_EEEE + 808 19 WebKit               0x00000001c09759f0 _ZN3IPC10Connection24dispatchIncomingMessagesEv + 508 20 JavaScriptCore           0x00000001bfef8a40 _ZN3***7RunLoop11performWorkEv + 292 21 JavaScriptCore           0x00000001bfef9bb0 _ZN3***7RunLoop11performWorkEPv + 36 22 CoreFoundation           0x0000000188278bbc __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28 23 CoreFoundation           0x0000000188278b08 __CFRunLoopDoSource0 + 208 24 CoreFoundation           0x00000001882787f4 __CFRunLoopDoSources0 + 268 25 CoreFoundation           0x0000000188277168 __CFRunLoopRun + 820 26 CoreFoundation           0x0000000188276694 CFRunLoopRunSpecific + 600 27 HIToolbox              0x0000000190dec990 RunCurrentEventLoopInMode + 292 28 HIToolbox              0x0000000190dec704 ReceiveNextEventCommon + 552 29 HIToolbox              0x0000000190dec4c4 _BlockUntilNextEventMatchingListInModeWithFilter + 72 30 AppKit               0x000000018adcbaec _DPSNextEvent + 844 31 AppKit               0x000000018adca390 -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1332 32 AppKit               0x000000018adbc3b0 -[NSApplication run] + 596 33 AppKit               0x000000018ad8da84 NSApplicationMain + 1064 34 AppKit               0x000000018b063ff0 +[NSWindow _savedFrameFromString:] + 0 35 UIKitMacHelper           0x000000019d764484 UINSApplicationMain + 1280 36 UIKitCore              0x00000001af5b2ce4 UIApplicationMain + 164 37 TestMacPro             0x0000000100d15bb4 main + 128 38 dyld                0x000000010102d0f4 start + 520 ) (lldb)
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by Jinhao.
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For the past week macOS isn't providing my apps with MAS Receipt data(ie, MyAppName.app/Contents/_MASReceipt/receipt) at launch time when testing with App Store Connect Sandbox users. Finder shows the following error: “MYAPP” is damaged and can’t be opened. Delete “MYAPP” and download it again from the App Store. I tried to create new sandbox users, tried to run my app on Catalina, BigSur and Monterey. I see the following in the Console log: Fetching missing receipt for sandbox app /Users/***/Library/Developer/Xcode/DerivedData/MYAPP/Build/Products/Debug/MYAPP.app <ReceiptRefreshRequest: 0x7f90b0905020>: Error fetching receipt for MYAPP_bundle_id - Error Domain=com.apple.commerce.client Code=500 "(null)" StoreLegacy: Failed to perform in-line receipt renewal for application at path /Users/***/Library/Developer/Xcode/DerivedData/MYAPP/Build/Products/Debug/MYAPP.app : 'Error Domain=com.apple.commerce.client Code=500 "(null)"' I created a bug report about this issue several days ago using the Feedback Assistant. FB9755646. I haven't received an answer yet. Any thoughts would be deeply appreciated! Thanks! Alex
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by AlexKaa.
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hi I can't download Xcode and I have 33gb free tried to get the older version but that didn't work does anyone know what I can do or if I can run swift on vsc
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macOS 10.15.6 - Xcode 11.7 This app has been in App Store for over a year. The code in question here has been working and tested. It no longer functions as before... Attempting to test a brand new install using a sandbox account on a Mac. Receipt validation is run in main.m with: ...             return NSApplicationMain(argc, (const char **)argv);         } } @catch (NSException *e) {         exit(173);     } Delete the appropriate folder in ~/../Containers Clean - Build - Run When Run the exception is trapped and the prompt for sandbox credentials is shown. Upon completion of the credentials I receive the 'app is damaged and cannot be opened...' I have logged out, I have rebooted, I have tried with a different sandbox account - all to no avail. Any thoughts would be deeply appreciated! Thanks for your time! Steve
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by SwampDog.
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Before I update my macOS to 12.3.1, form 12.3, I want to know if anyone has installed it and if it interfered with Xcode. I heard that macOS updates faster than Xcode so that at times the new macOS requires a new Xcode that hasn't been released yet. I checked Mac App Store, and there isn't a version released after Xcode 13.3 (13E113).
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What I want to do are shown as the following two pictures: My needs are: (1)build framework for MacOS Apps; (2)complie .metallib to accelerate shader init; (3)frameworks can be used in old MacOS Version which only use Metal 1 Features ; (4)frameworks use new Metal 2 Features in new MacOS Version and M1 Silicon. I have konwn: (1)while setting Deployment Target, MSL will adjust to corresponding version. But this design can't meet my needs, so I made the above settings. (2)Apple have post a doucument Detecting GPU Features and Metal Software Versions on this issue , but not fully solved my concern. My concern is: (1)Can the .metallib complied by high version MSL be loaded by old version MacOS? (2)Will App Store refuse the MacOS APP use this kind of setting? Help: Can you tell me is right to do these setting, or give me a better solution? Thanks!
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by PYNing.
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I submitted a request for unlisted app on the app store and got approved with a link. Do I need to hit 'Release This Version' to make the link go live? Would it simultaneously get uploaded to the store? Can I revert back to publishing it on the app store at a later time?
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We want to confirm if the support for react native applications on App Store will be retained or deprecated. We are in a process of developing a react-native application on app store and we wanted to confirm that App Store will retain the support for react-native in future too. Also, it will be great to know if there are going to be any advancements for the same?
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Looking to make my existing IOS application available on Mac. I have done all of the steps as best I can determine across all the articles tools and topics for Xcode/App Connect/Transporter. I have no builds to upload in the MacO/S apps part of Apple Connect. The app runs fine in the simulator for Mac OS and I have managed to export an executable which I might be able to send to someone outside of the App Store but haven't tried/tested. Transporter won't load the exported (notarized? supposedly) file into Xcode because its already got a build with the same number. I targeted Standard Architecture option, which says should run on Intel or ARM, - I am not clear on which OS I should have selected to target to make that happen. Any hints to a concise todo list to make it happen would be good. My observation is that most of the examples in the various documentation are either MacOS Store oriented or Xcode on IOS for details. The high level information describes the planned/expected support but doesn't match the tools examples
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by skcureton.
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Ok, so I'm building with Unity and play testing in there and it's fine, no errors. I export a build to Xcode and build and run in there, I play the game extensively and it works fine. No errors reported. Then when I archive and upload the game and download a TestFlight version - all of a sudden the main game action scene doesn't load. The loading screen is stuck and it doesn't fully load all features. The game background music is playing and only some interaction with menu items is available. No crash. What could be happening here?
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I'm experiencing a strange issue. When I signed my bundle with a "Mac App Distribution" certificate, I can’t launch my app (foo.app) neither my foo.pkg in local. Is it an expected behavior or I'm missing something? Signature seems correct, if I execute codesign --verify --deep --strict --verbose=2 foo.app, I get foo.app: valid on disk foo.app: satisfies its Designated Requirement
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Hello Guy's i need some help i have developed application in java . I want to give permission to full disk access using drag and dropped feature i see some application using this feature i want to know about this feature also. Can anyone help me on this? Please see the image for reference Thanks.
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by DevOpp12.
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@Quinn, The application which is not made with Xcode, has a provision profile, but App Store Connect says "Not Available for Testing". My Googlefu appears weak as I can't seem to figure out why this is, except that it mentions you need to be using Xcode 13 or newer. Am guessing Xcode is adding some meta data to the Info.plist file which TestFlight requires. Is it possible to know which keys and values are required to satisfy TestFlight? If it's not plist keys, is there something else that's needed, that can be shared? We can do this privately if desired.
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by rowlands.
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Hello, TLDR; Are there any guidelines (Apple or 3rd party) to deploy a Python + QT + PyInstaller app on macOS App Store? Why should we have one? Python is currently the most popular language, QT is the most popular desktop app platform to use with Python and PyInstaller is pretty much the only game in town to package this type of app for macOS. Problem: By following the guidance on several forums and many sleepless nights we were able to package and notarize the app. However, when we submit the .pkg for review using Transporter we get ~200 signature errors in an email like the below. Pretty much for all .so .dylib files except ours where we individually signed with a script as recommended. We are aware of the famous "Signing a Mac Product For Distribution" forum post, yet we don't know how not to use --deep to sign since we use several popular 3rd party libraries from PyPi (pip install) and leaving out --deep will even prevent notarization. And clearly, --deep is not working for the App Store scenario. A solution that comes to mind is to write a script and create a complex 3rd party library dependency graph (200+) so we can sign them inside out in the perfect order. We don't believe this is a a feasible option. Are we missing something? any help is appreciated.. Thanks, Hakan Sample error messages: ITMS-90238: Invalid Signature - The executable at path MyApp.app/Contents/MacOS/pandas/_libs/algos.cpython-39-darwin.so has following signing error(s): valid on disk /Volumes/data01/app_data/awf/mz_5486667331891756409dir/mz_14480180029087919630dir/com.company.app.pkg/Payload/MyApp.app/Contents/MacOS/pandas/_libs/algos.cpython-39-darwin.so: satisfies its Designated Requirement test-requirement: code failed to satisfy specified code requirement(s) . Refer to the Code Signing and Application Sandboxing Guide at ... at ... for more information. ITMS-90238: Invalid Signature - The executable at path MyApp.app/Contents/MacOS/PyQt5/Qt5/plugins/imageformats/libqico.dylib has following signing error(s): valid on disk /Volumes/data01/app_data/awf/mz_5486667331891756409dir/mz_14480180029087919630dir/com.company.app.pkg/Payload/MyApp.app/Contents/MacOS/PyQt5/Qt5/plugins/imageformats/libqico.dylib: satisfies its Designated Requirement test-requirement: code failed to satisfy specified code requirement(s) . Refer to the Code Signing and Application Sandboxing Guide at ... and Technical Note 2206 at ... for more information.
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by hakane77.
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I want to use the original_application_version value from the app receipt to grandfather some features for users who are first-time users vs existing users. In the Receipt Validation Programming Guide, the field's notes are as follows: This corresponds to the value of CFBundleVersion (in iOS) or CFBundleShortVersionString (in macOS) in the Info.plist file when the purchase was originally made. In the sandbox environment, the value of this field is always “1.0”. I'm unsure which value to expect in Mac Catalyst, since it's a UIKit (and thus iOS)-based app being distributed through the Mac App Store and run on a Mac. My instinct is that the store is determinative, and thus to expect the macOS CFBundleShortVersionString on the Mac. Unfortunately, since the value is always "1.0" in the sandbox (including TestFlight) I don't have a good way to test this. Does anyone have any real-world experience that can shed light on what format I can expect?
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by tschmitz.
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Hi there! I published an auto clicker app on the Mac App Store about 7 months ago with no issue. However, I just submitted a new update and was binary rejected for the following reason: "Your app uses public APIs in an unapproved manner, which does not comply with guideline 2.5.1 of the App Store Review Guidelines. Specifically, the app uses Accessibility to keep the mouse active, which is not the intended use of the Accessibility API." I'm currently using a CGEvent.post() to click automatically, and this requires Accessibility permissions to work. Is there an approved, official way to programmatically click for users? There are tons of auto clickers on the Mac App Store, so I'm a little confused as to why I'm being rejected now. Thank you so much! Here's the code snippet that actually clicks the mouse: if AXIsProcessTrusted() == true { var ml = NSEvent.mouseLocation ml.y = NSHeight(NSScreen.screens[0].frame) - ml.y var location = CGPoint(x: ml.x, y: ml.y) var downClick = CGEvent(mouseEventSource: nil, mouseType: mouseTypeDown, mouseCursorPosition: location, mouseButton: mouseButton)! var upClick = CGEvent(mouseEventSource: nil, mouseType: mouseTypeUp, mouseCursorPosition: location, mouseButton: mouseButton)! downClick.post(tap: .cghidEventTap) upClick.post(tap: .cghidEventTap) }
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by tuggif.
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Is it possible to somehow install an older version from the Mac App Store? We got a new release out. It has bug and I want to quickly allow the customer to test it and solve his pain of a non-working version. Ideally I would just tell him "install the old version while we fix it" - but there doesn't seem to be a way to install the old version. Wasn't there at some stage? I could add him as external tester - but that needs a review loop. Why oh why? Adding him as internal tester doesn't seem right either. He is not "internal". I am really worried about the options here. This is painful. What's the best way to deal with this?
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by tcurdt.
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Hello, I've seen that Apple has posted a news for some online sessions starting from February 15 to March 29. And I'd like to participate there but for now I haven't posted any app on the App Store. So I would like to ask that I can still participate also if I'm in the beginning? These are the sessions: https://developer.apple.com/events/view/upcoming-events
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