macOS is the operating system for Mac.

Posts under macOS tag

200 Posts

Post

Replies

Boosts

Views

Activity

How to print WKWebView in Sequoia?
I want to print the content of a WKWebView. I've done some searching, and many people have struggled with this over the years. Some claimed success, but their solutions don't work for me. One person created images for each pages and printed that, but then if you were to print to PDF, you'd get a PDF containing images rather than text. If I just call the printView(_:)) method of the view, I get blank pages. With the following more elaborate code, I get a partial printout, 11 out of what should be about 13 pages. let info = NSPrintInfo.shared info.topMargin = 72.0; info.bottomMargin = 72.0; info.leftMargin = 72.0; info.rightMargin = 72.0; info.isVerticallyCentered = false; info.isHorizontallyCentered = false; info.horizontalPagination = .fit; info.verticalPagination = .automatic; let printOp = webView!.printOperation( with: info ) printOp.canSpawnSeparateThread = true printOp.view?.frame = NSMakeRect( 0, 0, info.paperSize.width, info.paperSize.height ) printOp.runModal(for: webView.window!, delegate: self, didRun: nil, contextInfo: nil ) When I run the above under the debugger, I see console messages saying CGContextClipToRect: invalid context 0x0. Once the print dialog appears, if I touch (but not change) the selected printer, then the page count changes to the correct value.
13
0
142
6h
Adding App Icon to Xcode for Tahoe
I have designed a new icon for my app/Tahoe in Icon Composer (launched from within Xcode)but I simply cannot get it to show up. The documentation for Icon Composer spends a lot of time describing how to design the icons but goes distressingly vague/silent on how one might use it. It suggests that I should drag the file to Xcode and it will guide me as to where to put it. The app continues to use the old (pre-Tahoe) icon. I don't get any change of behaviour and I don't know what to name the file. I assume that there are no other settings that I have to change. I can't find anything on the web or in Apple's documentation: maybe I'm missing something obvious! My app is a working NSDocument-based Cocoa project. Any suggestions please. Tahoe 26.0.1, Xcode 26.0.1, Apple M1 Max MBP.
1
0
68
7h
Building macOS apps with Xcode 26 on macOS 26 VM
I'm trying to setup a macOS 26 build environment in a VM (using UTM and the virtualization framework Apple provides). I have Xcode 26 installed and have logged into my Apple ID and verified that the team and other configuration looks fine in Xcode settings. When trying to build the macOS app, I see errors saying the VM's device ID has not been registered. I have confirmed that the device ID is registered both in the Provisioning portal AND the downloaded .provisionprofiles (in Library > Developer > Xcode > UserData). This problem appears on multiple targets (e.g. the main app and extensions). If I try to manually provision the app, using the Provisioning portal, I can build the product, but it will not launch because of Gatekeeper issues. Finally, signing to run locally doesn't work either. As the app launches, frameworks refuse to load because Team IDs don't match. With ad hoc provisioning, there are no Team IDs. I've come to the conclusion that this just isn't possible. Which is a shame because I need to support products with a build environment on macOS 15 and cannot move over to macOS 26 yet. I suspect many developers outside of Apple are in a similar position.
35
11
3.8k
14h
PHPickerViewController unusable via Mac Catalyst on macOS 26 when interface is "Scaled to Match iPad"
There is a serious usability issue with PHPickerViewController in a UIKit app running on macOS 26 via Mac Catalyst when the Mac Catalyst interface is set to “Scaled to Match iPad”. Mouse click and other pointer interactions do not take place in the correct position. This means you have to click in the wrong position to select a photo and to close the picker. This basically makes it unusable. To demonstrate, use Xcode 26 on macOS 26 to create a new iOS app project based on Swift/Storyboard. Then update ViewController.swift with the following code: import UIKit import PhotosUI class ViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() var cfg = UIButton.Configuration.plain() cfg.title = "Photo Picker" let button = UIButton(configuration: cfg, primaryAction: UIAction(handler: { _ in self.showPicker() })) button.translatesAutoresizingMaskIntoConstraints = false view.addSubview(button) NSLayoutConstraint.activate([ button.centerXAnchor.constraint(equalTo: view.safeAreaLayoutGuide.centerXAnchor), button.centerYAnchor.constraint(equalTo: view.safeAreaLayoutGuide.centerYAnchor), ]) } private func showPicker() { var config = PHPickerConfiguration() config.selectionLimit = 10 config.selection = .ordered let vc = PHPickerViewController(configuration: config) vc.delegate = self self.present(vc, animated: true) } } extension ViewController: PHPickerViewControllerDelegate { func picker(_ picker: PHPickerViewController, didFinishPicking results: [PHPickerResult]) { print("Picked \(results.count) photos") dismiss(animated: true) } } Then go to the "Supported Destinations" section of the project target. Add a "Mac (Mac Catalyst)" destination. Then under the "Deployment Information" section, make sure the "Mac Catalyst Interface" setting is "Scaled to Match iPad". Then build and run the app on a Mac (using the Mac Catalyst destination) with macOS 26.0.1. Make sure the Mac has a dozen or so pictures in the Photo Library to fully demonstrate the issue. When the app is run, a simple screen appears with one button in the middle. Click the button to bring up the PHPickerViewController. Now try to interact with the picker interface. Note that all pointer interactions are in the wrong place on the screen. This makes it nearly impossible to choose the correct photos and close the picker. Quit the app. Select the project and go to the General tab. In the "Deployment Info" change the “Mac Catalyst Interface” setting to “Optimize for Mac” and run the app again. Now the photo picker works just fine. If you run the app on a Mac running macOS 15 then the photo picker works just fine with either “Mac Catalyst Interface” setting. The problem only happens under macOS 26.0 (I do not have macOS 26.1 beta to test) when the “Mac Catalyst Interface” setting is set to “Scaled to Match iPad”. This is critical for my app. I cannot use “Optimize for Mac”. There are far too many issues with that setting (I use UIStepper and UIPickerView to start). So it is critical to the usability of my app under macOS 26 that this issue be resolved. It is expected that PHPickerViewController responds correctly to pointer events on macOS 26 when running a Mac Catalyst app set to “Scaled to Match iPad”. A version of this has been filed as FB20503207
8
1
370
14h
NSRulerView's background color and transparency (macOS 26)
When I compiled my legacy project with Tahoe's macOS 26 SDK, NSRulerViews are showing a very different design: Under prior macOS versions the horizontal and verrical ruler's background were blurring the content view, which was extending under the rulers, showing through their transparency. With Tahoe the horizontal ruler is always reflecting the scrollview's background color, showing the blurred content view beneath. And the vertical ruler is always completely transparent (without any blurring), showing the content together with the ruler's markers and ticks. It's difficult to describe, I'll try to replicate this behavior with a minimal test project, and probably file a bug report / enhancement request. But before I take next steps, can anyone confirm this observation? Maybe it is an intentional design decision by Apple?
3
0
121
1d
"Application damaged and can't be opened' error prompt on 15.6.1 Sequoia
We have an application which keeps throwing the error "application is damaged and cannot be opened. You should move it to Trash" I have already referred to the documentation: https://developer.apple.com/forums/thread/706379 and https://developer.apple.com/forums/thread/706442 I have checked the following possible root causes: Codesign of the application using the codesign command Notarization of the application using the spctl command Executable permissions Checked for the presence of "com.apple.quarantine" flag for the application using xattr -l <path to executables" Checked the bundle structure None of the above listed items seemed to be a problem and are as expected. Can you please help us understand what could cause this issue and how to resolve this without recommending an uninstall/reinstall of the application?
16
0
1.3k
1d
security add-trusted-cert asks password twice in some cases: The authorization was denied since no user interaction was possible
Hey devs, I have a really weird issue and at this point I cannot determine is it a Big Sur 11.1 or M1 issue or just some macOS settings issue. Short description programatically (from node, electron) I'd like to store x509 cert to keychain. I got the following error message: SecTrustSettingsSetTrustSettings: The authorization was denied since no user interaction was possible. (1) I could reproduce this issue on: a brand new mac mini with M1 chip and Big Sur 11.1 another brand new mac mini with M1 chip and Big Sur 11.1 a 2018 MacBook pro with Intel chip and Big Sur 11.1 I couldn't reproduce this issue on: 2020 MacBook pro with intel i9 chip and Big Sur 11.1 2020 MacBook pro with intel i9 chip and Big Sur 11.0 How am I trying to store the cert node test.js test.js const { exec } = require('child_process') exec( &#9;`osascript -e 'do shell script "security add-trusted-cert -d -r trustRoot -k /Library/Keychains/System.keychain /Users/kotapeter/ssl/testsite.local.crt" with prompt "Test APP wants to store SSL certification to keychain." with administrator privileges'`, &#9;(error, stdout, stderr) => { &#9;&#9;if (error) { &#9;&#9;&#9;console.log(error.stack) &#9;&#9;&#9;console.log(`Error code: ${error.code}`) &#9;&#9;&#9;console.log(`Signal received: ${error.signal}`) &#9;&#9;} &#9;&#9;console.log(`STDOUT: ${stdout}`) &#9;&#9;console.log(`STDERR: ${stderr}`) &#9;&#9;process.exit(1) &#9;} ) testsite.local.crt: ----BEGIN CERTIFICATE MIIDUzCCAjugAwIBAgIUD9xMnL73y7fuida5TXgmklLswsowDQYJKoZIhvcNAQEL BQAwGTEXMBUGA1UEAwwOdGVzdHNpdGUubG9jYWwwHhcNMjEwMTE3MTExODU1WhcN NDEwMTEyMTExODU1WjAZMRcwFQYDVQQDDA50ZXN0c2l0ZS5sb2NhbDCCASIwDQYJ KoZIhvcNAQEBBQADggEPADCCAQoCggEBANM08SDi06dvnyU1A6//BeEFd8mXsOpD QCbYEHX/Pz4jqaBYwVjD5pG7FkvDeUKZnEVyrsofjZ4Y1WAT8jxPMUi+jDlgNTiF jPVc4rA6hcGX6b70HjsCACmc8bZd+EU7gm4b5eL6exTsVzHc+lFz4eQFXgutYTL7 guDQE/gFHwqPkLvnfg3rgY31p3Hm/snL8NuD154iE9O1WuSxEjik65uOQaewZmJ9 ejJEuuEhMA8O9dXveJ71TMV5lqA//svDxBu3zXIxMqRy2LdzfROd+guLP6ZD3jUy cWi7GpF4yN0+rD/0aXFJVHzV6TpS9oqb14jynvn1AyVfBB9+VQVNwTsCAwEAAaOB kjCBjzAJBgNVHRMEAjAAMAsGA1UdDwQEAwIC9DA7BgNVHSUENDAyBggrBgEFBQcD AQYIKwYBBQUHAwIGCCsGAQUFBwMDBggrBgEFBQcDBAYIKwYBBQUHAwgwHQYDVR0O BBYEFDjAC2ObSbB59XyLW1YaD7bgY8ddMBkGA1UdEQQSMBCCDnRlc3RzaXRlLmxv Y2FsMA0GCSqGSIb3DQEBCwUAA4IBAQBsU6OA4LrXQIZDXSIZPsDhtA7YZWzbrpqP ceXPwBd1k9Yd9T83EdA00N6eoOWFzwnQqwqKxtYdl3x9JQ7ewhY2huH9DRtCGjiT m/GVU/WnNm4tUTuGU4FyjSTRi8bNUxTSF5PZ0U2/vFZ0d7T43NbLQAiFSxyfC1r6 qjKQCYDL92XeU61zJxesxy5hxVNrbDpbPnCUZpx4hhL0RHgG+tZBOlBuW4eq249O 0Ql+3ShcPom4hzfh975385bfwfUT2s/ovng67IuM9bLSWWe7U+6HbOEvzMIiqK94 YYPmOC62cdhOaZIJmro6lL7eFLqlYfLU4H52ICuntBxvOx0UBExn----END CERTIFICATE testsite.local.key: ----BEGIN RSA PRIVATE KEY MIIEpQIBAAKCAQEA0zTxIOLTp2+fJTUDr/8F4QV3yZew6kNAJtgQdf8/PiOpoFjB WMPmkbsWS8N5QpmcRXKuyh+NnhjVYBPyPE8xSL6MOWA1OIWM9VzisDqFwZfpvvQe OwIAKZzxtl34RTuCbhvl4vp7FOxXMdz6UXPh5AVeC61hMvuC4NAT+AUfCo+Qu+d+ DeuBjfWnceb+ycvw24PXniIT07Va5LESOKTrm45Bp7BmYn16MkS64SEwDw711e94 nvVMxXmWoD/+y8PEG7fNcjEypHLYt3N9E536C4s/pkPeNTJxaLsakXjI3T6sP/Rp cUlUfNXpOlL2ipvXiPKe+fUDJV8EH35VBU3BOwIDAQABAoIBAQDDGLJsiFqu3gMK IZCIcHCDzcM7Kq43l2uY9hkuhltrERJNle70CfHgSAtubOCETtT1qdwfxUnR8mqX 15T5dMW3xpxNG7vNvD/bHrQfyc9oZuV6iJGsPEreJaV5qg/+E9yFzatrIam0SCS7 YL6xovPU58hZzQxuRbo95LetcT2dSBY33+ttY7ayV/Lx7k6nh0xU6RmTPHyyr8m7 yHpoJoSxdT/xv5iBSZ8mM9/2Vzhr14SWipVuwVVhDSfbn8ngHpIoQDkaJLMpWr+m 4z3PqfftAwR6s6i96HnhYLnRir618TQh4B9IEngeEwCMn4XAzE3L+VTaKU1hg9el aMfXzPERAoGBAPa+sJ2p9eQsv0vCUUL8KeRWvwjDZRTd+YAIfpLMWrb0tMmrBM4V V0L2joF76kdDxt1SAlHoYCT/3Rn8EPmK0TN3MEskiXQ7v57iv+LZOZcpe0ppG/4A ZihF9+wUjFCDw4ymnRQD463535O6BgZV+rcZksFRD2AwvEjt1nYm93VXAoGBANsh AYM+FPmMnzebUMB0oGIkNkE9nVb9MPbQYZjEeOeHJqmt1Nl6xLuYBWTmWwCy7J4e QPtnuMCdO6C1kuOGjQPBFIpeyFMzll+E3hKzicumgCpt5U8nTZoKc/jZckRD7n3p lbYYgHOR3A/3GCDK5L3rwziWpSRAGMSCQylvkOC9AoGBAKLfZL3t/r3LO8rKTdGl mhF7oUYrlIGdtJ/q+4HzGr5B8URdeyJ9u8gb8B1Qqmi4OIDHLXjbpvtFWbFZTesq 0sTiHCK9z23GMsqyam9XbEh3vUZ082FK6iQTa3+OYMCU+XPSV0Vq+9NPaWGeHXP5 NTG/07t/wmKASQjq1fHP7vCpAoGBAK4254T4bqSYcF09Vk4savab46aq3dSzJ6KS uYVDbvxkLxDn6zmcqZybmG5H1kIP/p8XXoKCTBiW6Tk0IrxR1PsPHs2D3bCIax01 /XjQ1NTcYzlYdd8gWEoH1XwbJQWxHINummBTyowXguYOhVhM9t8n+eWbn1/atdZF 2i+vS3fhAoGAYKw6rkJfTSEswgBKlQFJImxVA+bgKsEwUti1aBaIA2vyIYWDeV10 G8hlUDlxvVkfwCJoy5zz6joGGO/REhqOkMbFRPseA50u2NQVuK5C+avUXdcILJHN zp0nC5eZpP1TC++uCboJxo5TIdbLL7GRwQfffgALRBpK12Vijs195cc=----END RSA PRIVATE KEY What I've already found If I run the following command from terminal It asks my password first in terminal and after that It asks my password again in OS password prompt. sudo security add-trusted-cert -d -r trustRoot -k /Library/Keychains/System.keychain /Users/kotapeter/ssl/testsite.local.crt It looks like I'm getting the above error message because osascript hides the second password asking dialog. The cert always gets stored in keychain but when I get the error message the cert "Trust" value is not "Always Trust". References StackOverflow question: https://stackoverflow.com/questions/65699160/electron-import-x509-cert-to-local-keychain-macos-the-authorization-was-deni opened issue on sudo-prompt electron package: https://github.com/jorangreef/sudo-prompt/issues/137
14
0
19k
1d
NSHostingSceneRepresentation doesn't show Window(_:id:) and UtilityWindow(_:id:) with .openWIndow(id:)
NSHostingSceneRepresentation, introduced in macOS 26, allows calling SwiftUI’s windows and other elements set in a Scene from AppKit. However, while Settings and WindowGroup set in the Scene can be invoked as expected using environment.openSettings() and environment.openWindow(id:) respectively, calling Window or WindowUtility doesn’t work. That is, the app just fails to open the desired window with the provided ID, and no error message or other feedback/crash/freeze appears. I expect that executing the openUtilityWindow(_:)action in the following code will display the UtilityWindow set in the scene. However, the window does not actually open. @main final class AppDelegate: NSObject, NSApplicationDelegate { private let scene = NSHostingSceneRepresentation { UtilityWindow("Utility Window", id: "UtilityWindow") { Text("Utility Window") .scenePadding() } } func applicationWillFinishLaunching(_ notification: Notification) { NSApp.addSceneRepresentation(self.scene) } @IBAction func openUtilityWindow(_ sender: Any?) { self.scene.environment.openWindow(id: "UtilityWindow") } } Is there something wrong with my implementation and expectation? Or is this a bug in NSHostingSceneRepresentation? Just in case, I’ve already filed this issue withFeedback Assistant: FB20310722 This feedback also includes a sample project reproducing this issue.
1
1
99
2d
Does Mac Catalyst support an "always on top" window scene?
My UIKit/Mac Catalyst app supports a user opening multiple windows (multiple scenes). One of these is a special scene that shows content that I want to appear in front of all other app windows/scenes, even while the user is interacting with one of the app's other scenes. I do not need this special scene to stay in front of the windows of other apps, just in front of the windows of my own app. While I'm not 100% sure, it seems that AppKit supports this through the NSWindow level property. I can't find any equivalent feature in UIKit/Mac Catalyst. UIWindow windowLevel is not the same thing since that only affects the order of windows within a given scene. I need an entire scene (and its windows) to stay in front of my app's other scenes (and their windows). I don't see anything relevant in UIWindow, UIScene, UIWindowScene, UISceneSession, UIScene.ActivationRequestOptions, or UIWindowScene.ActivationRequestOptions.
2
0
68
2d
macOS Tahoe: Can't setup AVAudioEngine with playthrough
Hi, I'm trying to setup a AVAudioEngine for USB Audio recording and monitoring playthrough. As soon as I try to setup playthough I get an error in the console: AVAEInternal.h:83 required condition is false: [AVAudioEngineGraph.mm:1361:Initialize: (IsFormatSampleRateAndChannelCountValid(outputHWFormat))] Any ideas how to fix it? // Input-Device setzen try? setupInputDevice(deviceID: inputDevice) let input = audioEngine.inputNode // Stereo-Format erzwingen let inputHWFormat = input.inputFormat(forBus: 0) let stereoFormat = AVAudioFormat(commonFormat: inputHWFormat.commonFormat, sampleRate: inputHWFormat.sampleRate, channels: 2, interleaved: inputHWFormat.isInterleaved) guard let format = stereoFormat else { throw AudioError.deviceSetupFailed(-1) } print("Input format: \(inputHWFormat)") print("Forced stereo format: \(format)") audioEngine.attach(monitorMixer) audioEngine.connect(input, to: monitorMixer, format: format) // MonitorMixer -> MainMixer (Output) // Problem here, format: format also breaks. audioEngine.connect(monitorMixer, to: audioEngine.mainMixerNode, format: nil)
0
0
103
3d
Shared modelContainer between DocumentGroup and WindowGroup
Hi, I am currently developing a document-based application with additional WindowGroup for macOS and have encountered a challenge related to document container management. Specifically, I need to open a windowGroup that shares the same container as the one used in the DocumentGroup. However, my current approach of using a global shared model container has led to unintended behavior: any new document created is linked to existing ones, and changes made in one document are reflected across all documents. To address this issue, I am looking for a solution that allows each newly created document to be individualized while still sharing the document container with all relevant WindowGroups that require access to the data it holds. I would greatly appreciate any insights or recommendations you might have on how to achieve this. struct Todo: App { var body: some Scene { DocumentGroup(editing: Item.self, contentType: .item) { ContentView() } WindowGroup(for: Item.self) { $item in ItemView(item:$item) .modelContainer(Of DocumentGroup above) } } } Thank you for your time and assistance. Best regards,
1
1
106
3d
Roblox freezing on MacOS 26.1 Beta
After updating to MacOS 26.1 I encountered an issue that Roblox tends to freeze quite often for 10 - 60 seconds at most, this is really annoying that it is doing this as i play the game a lot. My theory is that it is like a driver issue with metal or something, I have reinstalled MacOS, reinstalled the game and lowed the performance manually but nothing is working. Wondering if you could help, when it will be fixed and if others are having the same issue. Many thanks, William.
4
2
657
4d
Xcode 26 on macOS 26 with a Dark theme in Light Mode
Is anyone else using one of the "Dark" editor themes (such as "Default (Dark)" or "Classic (Dark)" in Xcode? And is anyone doing this with Xcode 26 on macOS 26? Here's the result while using the "Default (Dark)" theme while my Mac is in "light" mode: Note that the black background of the editor goes all the way to the far left edge of the Xcode window. The large gray area in the project tree is the black background bleeding through the sidebar. This is really distracting. Is there a way to fix this (besides not using a dark theme - I've been using dark themes for over 30 years)? This appears to be a poor design decision in macOS 26 to have split views show the background of the secondary column behind the primary column. iPadOS 26 has the same issue (see https://developer.apple.com/forums/thread/800073).
0
0
63
6d
[macOS] CoreSpotlight importer using CSImportExtension failing to index
I've been trying to add a CoreSpotlight indexer to my macOS application. The new template for the indexer uses the new appex CSImportExtension style importer. I've been following this -> https://developer.apple.com/documentation/corespotlight/csimportextension I changed the CSSupportedContentTypes in the Info.plist file to the correct file type uti. I added a dummy value into the attributes (see code below) - just setting contentDescription to 'noodle' (easy to search for) class ImportExtension: CSImportExtension {   override func update(_ attributes: CSSearchableItemAttributeSet, forFileAt: URL) throws {     // Add a dummy value, and see whether spotlight finds it     attributes.contentDescription = "noodle" } } I have a number of files on disk that match the uti (and can be found when I search by the file name) Yet, when I build and run my app, the a spotlight search for 'noodle' finds no results. Can anyone give me any advice? I cannot find any indication that the ImportExtension is called (although when I put a log message at the start of the update() call there's no message in the console which seems to suggest it's not being called). Is there any way of debugging this? Cheers and thanks -- Darren.
9
0
2.2k
6d
SwiftUI Controls Documentation
Hi, I am looking for comprehensive "controls" documentation for SwiftUI. When searching on the Apple site, I have not seen any documentation that shows a picture of a control and an explantation of what it does, for all the available controls. I have also searched the web for such documentation, and have not found any. When I was learning Rust, I came across a beautiful document about GTK3 (PDF) that had a complete list of controls, including pictures. If something looked interesting I could do a search for more details. Thanks, Jim
1
0
120
1w
How to apply SwiftUI window modifiers when using Xcode's #Preview on a macOS view?
Is there a way to configure the style and toolbar of the macOS window that Xcode uses in #Preview? I am working on a macOS application and want to preview some SwiftUI views within different window styles, toolbar styles and window title/subtitle visibilities. Some of the modifiers to control the look-and-feel of a window are actually Scene Modifiers, not View Modifiers: .windowStyle .windowToolbarLabelStyle .windowToolbarStyle But #Preview does not accept Scenes, so I can't apply these modifiers: // Error, not a view modifier. #Preview { ContentView() .windowStyle(...) } // Error, Window is not supported in #Preview. #Preview { Window("Browser", id: "browser") { ContentView() } } If I give my ContentView a .toolbar(...), Xcode's Preview will correctly show a window with a toolbar, but not necessarily in the style I want. Is there a way to apply the Scene Modifiers to #Preview so that I can see how they affect the window's chrome and toolbar?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
0
0
37
1w
codesign not signing .app MacOS executable 'can't verify signature'
I am facing an issue while codesigning the Content/MacOS executable. The executable name is exactly similar to the .app file, and the signing certificates have not expired yet. Steps followed to generate signed files: Executed codesign on files within the .app folder. Then executed codesign on the .app folder. Tried to notarize with the new notarization tool. Do we have to sign each individual file and folder? Observations: .DS_Store files were removed from the .app before signing. Another app with the same certificate is able to sign correctly. Content/MacOS contains multiple files, including the app executable. These files are signed except the main executable. same installed_app after copying at another location showing signed. Getting: App Sandbox-Not enabled Hardening-Enabled - Version 10.9.0 Notarization-Granted Gatekeeper-Can't evaluate Signed By- Can't verify signature
3
0
763
1w
APNS Notifications not received on macOS Device
Hello Team, We are currently experiencing an issue where some of our devices are not receiving push notifications. We are sending notifications via the Apple Push Notification portal (https://developer.apple.com/notifications/push-notifications-console/) using the following two requests. However, in both cases, the notifications are not being delivered to the devices. Scenario 1 : When we send a request with apns-push-type set to alert, we receive the following error. Request : curl -v --header "authorization: bearer ${AUTHENTICATION_TOKEN}" --header "apns-topic: com.testcompany.sampletest" --header "apns-push-type: alert" --header "apns-priority: 10" --header "apns-expiration: 0" --data '{"aps":{"alert":{"title":"Test Notification Title","subtitle":"Test Notification Sub Title","body":"Test Notification Body"}}}' --http2 https://api.push.apple.com:443/3/device/*devicetoken* Response: { "code": 400, "message": "bad-request", "reason": "The device token is inactive for the specified topic. There is no need to send further pushes to the same device token, unless your application retrieves the same device token.", "requestUuid": "c4ae39b4-87e1-4269-a1e9-163f60ec0385" } Scenario 2 : However, if we send the request with apns-push-type set to background, the request is processed successfully by APNs, but no notification is received on the device. Request : curl -v --header "authorization: bearer ${AUTHENTICATION_TOKEN}" --header "apns-topic: com.testcompany.sampletest" --header "apns-push-type: background" --header "apns-priority: 10" --header "apns-expiration: 0" --data '{"aps":{"alert":{"title":"Test Notification Title","subtitle":"Test Notification Sub Title","body":"Test Notification Body"}}}' --http2 https://api.push.apple.com:443/3/device/*devicetoken* Response: Getting a message that The notification sent successfully but no notification is received on the device. In both cases (with alert and background push types), the push notification does not reach the device. Additionally, when we validated the device token using the APNs Device Token Validator, it appears to be valid and returns the following message. "Device Token is valid for sending Alert & Background push-type notifications in the Production environment" Affected Device: macOS version : MacOS 15.3.1 Processor : Apple M1 Could you please assist me in resolving this issue? Thanks
2
1
94
1w
Delay timing to evaluate Menu content until it actually opens (macOS)
SwiftUI’s Menu is used also to display view controls like pop-up buttons. However, in such cases, its content is evaluated at the moment the button itself appears, although it’s not required until the menu is actually opened. Additionally, since the menu content isn’t re-evaluated when opened, if the content is dynamically generated, there could be a discrepancy between the actual state and the displayed state depending on the timing. Considering these points, I’d like to delay generating the menu content until the moment it’s actually opened. Is there a way to delay the evaluation and generation of the Menu’s content until the moment its contents are displayed? Note: I'd like to know about using it within a macOS app.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
0
0
87
1w