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Help needed with generating a new distribution certificate
Hello all I am hoping I can get some assistance on an expired certificate. I received an email from Apple saying that my distribution certificate was expiring and that I needed to generate a new certificate. I did try and reach out to support but they suggested that I post my question here! Firstly, I am not sure what type of certificate I need? S e condly, I do not have an apple Mac. I do all my activiies on App Store Connect on my Windows PC so I dont have the abililty to generate a CSR file? Thirdly, I have always been on my windows PC so I would never have been able to use a "mac" to generate my previous certicate. Lasty, do I even need a new certificate? I regulary publish updates to my existing apps but have no plans to produce any new ones. I look forward to your reply. Regards Joanne Cooper
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Error 2009 or 1110
Hello, I recently updated to this version of Beta iOS 18. But I realized that the operating system is not ready yet and decided to roll back. The phone was successfully updated to iOS 17. But there was a problem with the iPad. Error 2009 appears in iTunes. And in 3uTools 1110. After reading the recommendations on the Internet, I tried updating the iPad through different computers, changing the wires, clearing the iPad memory to factory settings. But nothing gave a successful result. Has anyone encountered this problem? What should I do?
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Why is Add Emitter to Node not happening immediately?
Why is Add Emitter to Node not happening immediately? Within an extension to GameViewController I have: func addEmitterToNode(_ particleName: String, _ theNode:SKSpriteNode) { if let emitter = SKEmitterNode(fileNamed: particleName) { emitter.name = "emitter" emitter.position = CGPoint(x: 0, y: 0) // = at center theNode.addChild(emitter) } } // addEmitterToNode Here is the func (extension to GameViewController) wherein I call the above. The problem is the explosion sound plays but the smoke particle emitter is not immediately added. func increaseSpeed() { if thisSpeed > maxSpeed { pauseGame() // sets myTrain.isPaused = true playSound(theSoundName: "explosion") addEmitterToNode("smokeParticle.sks", myTrain) trainHasCrashed = true } } // increaseSpeed What I do not understand is that the following within GameScene's sceneDidLoad, the smoke particle emitter is added = override func sceneDidLoad() { if itsGameViewController.trainHasCrashed { itsGameViewController.addEmitterToNode("smokeParticle.sks", myTrain) } }
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Apple Pencil 2nd generation
I am suffering an issue with my 45 day old Apple Pencil 2nd Gen. The double tap feature to change between pen and eraser stops working after few minutes of usage even though the battery of the Apple Pencil remains 100%. I have to connect it back to my iPad for 10-15 minutes for it to work but it stops working again after few minutes. Can anyone help me fix this issue?
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How to hide a folder or an app on iPhone 15 without using 3rd party apps?
How do I hide a folder (containing several apps) or hide an app without downloading 3rd party apps? I am envisioning a scenario where I am forced to hand over the phone to someone and unlock it, but beyond that I don't want them to know where I bank/brokerage etc. My current Apple Pay is only linked to one credit card and the email associated with my Apple ID is a random gmail which I do not use for my primary communications, or to conduct my personal medical, financial affairs. I do have apps on the iPhone for my bank and brokerage and I wish to hide these so that even if someone forces me to unlock my iPhone all they see is my credit card and I am not forced to part with more information based on the apps they see on my phone.
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Uses PPD file to set default value on Print Dialog
As my understanding, PPD file can be used to set default value on Print Dialog I want to set a default value base on a condition on Print Dialog by modifying PPD file. Is it possible? Example: There are 2 checkboxs: A, B and popuplist includes AA, BB When A is checked, default value of popuplist is AA When B is checked, default value of popuplist is BB
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NavigationSplitView
Hello everyone, I am currently trying to implement and test the latest SwiftUI changes with Xcode 16 Beta 3. Now I wanted to create, like in FreeForm, that I have a grid in the detail column with tiles in a NavigationSplitView. If you now press on the tile, a DetailView (in my code its an EmptyView) should open with the zoom effect and in fullscreen so that the NavigationSplitView disappears and the NavigationBar is no longer there. In FreeForm the desired effect is when you create a new board. any tips or hints? struct CanvasGrid: View { @Namespace var namespace; var body: some View { if let project = project { if viewMode == .grid { ScrollView{ LazyVGrid(columns: columns, spacing: 10) { ForEach(sortedCanvases) { canvas in NavigationLink { EmptyView() .navigationTransition( .zoom(sourceID: canvas.id, in: namespace) ) } label: { CanvasTile(canvas: canvas) } .matchedTransitionSource(id: canvas.id, in: namespace) } } .searchable(text: $searchText) .navigationTitle(project.name) } } #Preview { NavigationStack{ CanvasGrid(project: SampleData.shared.project) } } ...... struct ContentView: View { var body: some View { NavigationSplitView { List(selection: $selectedProject) { ForEach(projects, id: \.self) { project in HStack { NavigationLink(project.name, value: project) Spacer() Button(action: { showingEditSheet.toggle() }) { Image(systemName: "pencil") .foregroundColor(.blue) } .buttonStyle(BorderlessButtonStyle()) } } } } detail: { NavigationStack(path: $path) { CanvasGrid(project:selectedProject).padding(.leading, 10) } } .navigationSplitViewStyle(.balanced) .onAppear() { selectedProject = projects.first } } ...... } #Preview { ContentView() .modelContainer(SampleData.shared.modelContainer) }
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