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Activation Time for Apple Developer Program
Hello, I recently submitted a successful application for the Apple Developer Program using the Apple Developer app. I can confirm that my subscription is currently active and valid on the App Store. Could you please let me know how long it typically takes for the developer account to be fully activated? Is it acceptable to simply wait for the activation without contacting support? Thank you very much for your assistance.
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May ’25
iOS 18.4で NFC や FeliCa の読み取りがしずらい状況のようです。こちらは認知されていますでしょうか?どのバージョンで直る想定でしょうか?
■概要: 弊社で開発しているアプリ内には、モバイルSuicaを読み取る機能があるのですが、iOS18.4でSuicaの読み取りができない事象に遭遇しています。(ごくまれに読み取れるときがある) ■利用API CoreNFC ■聞きたいこと: こちらいつごろ修正されるか教えてください。 ■参考情報 他社様ですが類似だと思われる事象が発生しております。
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137
Apr ’25
App crashing on startup
I am a developer working on an iOS enterprise application. When I deployed the release version to my device, it crashes upon startup. It works fine in debug mode on my device. The app is an upgraded version of Xamarin Form to .NET MAUI. I have attached a crash report. I would appreciate any help/insights on how to resolve. --John
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Apr ’25
Background process not working in TestFlight
Hi everyone, I recently built an iOS application that fetches the healthkit data with the BGProcessingTask. It is working as expected in the debug with the physical device connected but its not working in Testflight. I printed out the logs but they don't show that the background process's running. Here is my code snippet. func registerBackgroundTask() { BGTaskScheduler.shared.register(forTaskWithIdentifier: taskIdentifier, using: nil) { task in LogManager.shared.addBackgroundProcessLog("registering the background task...") print("registering the background task...") self.handleBackgroundTask(task: task as! BGProcessingTask) } } func scheduleBackgroundHealthKitSync() { print("scheduling background task...") LogManager.shared.addBackgroundProcessLog("scheduling background task...") let request = BGProcessingTaskRequest(identifier: taskIdentifier) request.earliestBeginDate = Date(timeIntervalSinceNow: 60 * 1) request.requiresNetworkConnectivity = true request.requiresExternalPower = false do { try BGTaskScheduler.shared.submit(request) print("BGProcessingTask scheduled") LogManager.shared.addBackgroundProcessLog("BGProcessingTask scheduled") } catch { print("Failed to schedule task: \(error)") LogManager.shared.addBackgroundProcessLog("Failed to schedule task: \(error)", isError: true) print(LogManager.shared.backgroundProcessLogs) } } func handleBackgroundTask(task: BGProcessingTask) { LogManager.shared.addBackgroundProcessLog("handleBackgroundTask triggered") print("handleBackgroundTask triggered") let dispatchGroup = DispatchGroup() dispatchGroup.enter() // Reschedule the background sync for the next time scheduleBackgroundHealthKitSync() var taskCancelled = false // Handling expiration task.expirationHandler = { taskCancelled = true LogManager.shared.addBackgroundProcessLog("Background task expired", isError: true) print("Background task expired") dispatchGroup.leave() } let healthKitManager = HealthKitManager.shared // Start the background sync operation healthKitManager.fetchAndSendAllTypes() { success in if success { LogManager.shared.addBackgroundProcessLog("HealthKit sync completed successfully") print("HealthKit sync completed successfully") } else { LogManager.shared.addBackgroundProcessLog("HealthKit sync failed", isError: true) print("HealthKit sync failed") } dispatchGroup.leave() } // Notify when all tasks are completed dispatchGroup.notify(queue: .main) { // Check if the task was cancelled using your own flag or state if taskCancelled { task.setTaskCompleted(success: false) // Fail the task if it was cancelled } else { task.setTaskCompleted(success: true) // Complete successfully if not cancelled } LogManager.shared.addBackgroundProcessLog("Background task ended with status: \(taskCancelled == false)") print("Background task completed with success: \(taskCancelled == false)") // Logs success or failure } } Here are the logs from my device. scheduling background task... BGProcessingTask scheduled
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May ’25
I made a browser plugin to do something Apple should've done themselves.
This browser extension is a doc reading enhancer for the Apple Developer website. It supports i18n translation, hover link previews, and bilingual display. Currently, it supports four languages: ja-JP, ko-KR, zh-CN, and zh-TW. It works with Swift/SwiftUI/Foundation modules now, and it's expected to support Swift Test, Swift Charts, UIKit, Swift Playground, and XCode modules by the end of this month. For more info, check out: https://appledocs.dev. You can also visit https://appledocs.dev/progress to see translation progress and vote. Note: It's only works on Chrome、Edge(In review)、Firefox(In review) Screenshot:
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Apr ’25
Content Blocker Disappears from Mac Safari Settings
I have had content blockers in the Mac App Store for years. Ever since moving to Sonoma, doing a clean build or archive in XCode deletes the extension from Safari settings since it never gets into the built app. The only way for me to get it back is to remove the DerivedData and target, reboot, and create a target with a different name. That works and stays around in Safari settings as long as I only build and don't clean. However, a clean or an archive removes it again. Restoring a version of the project from Time Machine that was posted to the App Store weeks or months ago doesn't work. However I can download the version of the app in the App Store, and it works, but I can't build it now from the source code that was used to build that version without going through the above process. Moving from Sonoma 14.7.1 to 14.7.2 didn't work. I would move to Sequoia if I had reason to believe that would work, but I don't. Safari 18.2, Sonoma 14.7.2, 32GB, 2.2 GHz 6-Core Intel Core i7
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Apr ’25
APNS NULL
this is our code foe fetching the apnstoken - and registering for the FCM and snding it to our servers. - we are consistently getting apns == null import 'dart:io'; import 'package:firebase_messaging/firebase_messaging.dart'; import 'package:firebase_auth/firebase_auth.dart'; import 'package:cloud_firestore/cloud_firestore.dart'; import 'package:firebase_messaging/firebase_messaging.dart'; import 'package:solaris/services/fetch_deviceId.dart'; Future initializeFCM() async { final FirebaseMessaging _firebaseMessaging = FirebaseMessaging.instance; // Request notification permissions for iOS final settings = await _firebaseMessaging.requestPermission(); print('Notifcation Permission Status: ${settings.authorizationStatus}'); String? apnsToken; int retries = 0; const int maxRetries = 60; const Duration retryDelay = Duration(seconds: 2); // Retry fetching the APNs token until it's available or max retries are reached while (apnsToken == null && retries < maxRetries) { print(retries); apnsToken = await _firebaseMessaging.getAPNSToken(); if (apnsToken == null) { await Future.delayed(retryDelay); retries++; } } if (apnsToken != null) { // APNs token is available, proceed to get FCM token String? fcmToken = await _firebaseMessaging.getToken(); if (fcmToken != null) { // Register the device and token with your backend await registerDeviceAndToken(fcmToken); } else { // Handle the case where FCM token is still null print('FCM token is null.'); } } else { // Handle the case where APNs token is not available after retries print('APNs token not available after retries.'); } } Future registerDeviceAndToken(String fcmToken) async { //fcmToken = fcmToken; print(fcmToken); final user = FirebaseAuth.instance.currentUser; if (user == null) { print('❌ User not logged in'); return; } final deviceId = await DeviceInfoService.getUniqueDeviceId(); //final fcmToken = await FirebaseMessaging.instance.getToken(); print('📱 Device ID from register_fcm: $deviceId'); print('📩 FCM Token from mew getapnd function: $fcmToken'); if (deviceId == null || fcmToken == null) { print('❌ Failed to get deviceId or fcmToken'); return; } final docRef = FirebaseFirestore.instance .collection('master_users') .doc(user.uid) .collection('deviceId') .doc(user.uid); // This document holds a map: { deviceId: fcmToken } print(docRef); try { // Get current data, fallback to empty map final snapshot = await docRef.get(); final data = snapshot.data() ?? <String, dynamic>{}; print(data); // Update or add current deviceId key data[deviceId] = fcmToken; // Save updated map back to Firestore await docRef.set(data); print(data); print('✅ Device ID and FCM token updated/stored under correct structure'); } catch (e) { print('❌ Firestore write error: $e'); } }
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Apr ’25
Development Universal Linking
I am trying to setup a unversal linking for my new developing app. but it look like not function well. did any one have some examples or demo domains suggest to use? In fact finally my app is just internal using, user will not suppose connect to internet , how can I using the universal linking without a website ? Thanks
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92
May ’25
Entitlements Issue: Fonts Provided by Application Still Showing as Missing in Xcode
Hi everyone, I’ve been struggling with an issue related to the com.apple.developer.fonts-provided-by-application entitlement in Xcode. Despite configuring everything correctly, I’m still encountering an error stating that the fonts provided by application are missing. Here’s a breakdown of what I’ve done so far: Entitlements File: My entitlements file includes the com.apple.developer.fonts-provided-by-application key set as an array with 28 font items listed (e.g., Lato-Bold.ttf, Montserrat-SemiBold.ttf, etc.). All font names match the actual filenames, including extensions, and are spelled correctly. Info.plist: I’ve listed all the fonts under the UIAppFonts key, and they match the entries in the entitlements file. Font Files in Xcode: All font files are present in my project and included in Build Phases &gt; Copy Bundle Resources. Provisioning Profile: The Fonts capability is enabled in my App Identifier in the Apple Developer Program, and I’ve regenerated my provisioning profile to ensure it reflects this entitlement. What’s Working: Other entitlements in the entitlements file (like keychain access and sandboxing) are functioning correctly, so the entitlements file is linked properly to my app target. The provisioning profile shows everything else is in sync. What’s Not Working: Xcode consistently shows the error "missing fonts provided by application", even though I’ve verified the fonts, file paths, and plist entries multiple times. Questions: Could this issue be related to the placement of the fonts folder within my project structure? Do I need to remove unused fonts or adjust file extensions (like .ttf vs .otf)? Is there another step I might be missing in Xcode or the Apple Developer Program? Any guidance would be greatly appreciated. This has been a challenging problem to resolve, and I’d love to hear from anyone who has encountered something similar.
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Apr ’25
Intermittent Screen Lock During Appium Tests on iOS 18 Simulator
I am running Appium tests on an iOS 18 simulator, and I am encountering an intermittent issue where the device screen gets locked unexpectedly during the tests. The Appium logs show no errors or unusual activity, and all commands appear to be executed successfully. However, upon reviewing the device logs, I see entries related to the lock event, but the exact cause remains unclear. SpringBoard: (SpringBoard) [com.apple.SpringBoard:Common] lockUIFromSource:Boot options:{ SBUILockOptionsLockAutomaticallyKey: 1, SBUILockOptionsForceLockKey: 1, SBUILockOptionsUseScreenOffModeKey: 0 } SpringBoard: (SpringBoard) [com.apple.SpringBoard:Common] -[SBTelephonyManager inCall] 0 SpringBoard: (SpringBoard) [com.apple.SpringBoard:Common] LockUI from source: Now locking Has anyone experienced similar behavior with Appium on iOS 18, or could there be a setting or configuration in the simulator that is causing this issue?
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135
Apr ’25
Copy Symbol Name and Copy Qualified Symbol Name missing in Xcode 16.3 context menu?
As of Xcode 16.3 it seems Copy Symbol Name and Copy Qualified Symbol Name have been removed from the context menu. I see they're still under Edit > Copy in the Menu Bar, but this location seems far less accessible. Is there a setting to return them to the context menu? I use these on a daily basis, and I find this change to be frustrating.
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Apr ’25
In Xcode's build phases section is it possible to enable/disable compile flags bases on scheme
If an Xcode project has some compiler flags set in Build Phases / Compile Sources, then is it possible to have those enabled if scheme A is selected and disabled if scheme B is selected. Same question for things in Build Settings, such as Other Compiler Flags. I suppose it could be achieved by having two targets, one with things enabled and one without, but for a very large complex project, duplicating targets is not necessarily an easy thing to do.
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May ’25
Recording WKWebView
I am trying to record the requests and responses in a WKWebView, but instruments does not seem to record them. Is this to be expected? The webView is set to inspectable, and I am using the HTTP Traffic instrument. All the requests the app is doing are recorded, but neither the original request for the webView, nor subsequent traffic is recorded. When I use Safari to inspect the webView, all I see is the last page (even when I start the inspector before the first request is made). How can I see these requests?
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May ’25
Any way to automate adding libraries in Xcode from Swift Package Manager (SPM)?
Hi all, I’m looking for a way to automate the process of adding Swift Package dependencies (SPM) into an Xcode project. Right now, I’m doing this manually via: Xcode → Project → Swift Packages → Add Package Dependency... But I’d like to script this step — ideally as part of a CI/CD pipeline or a setup script. I explored the xcodeproj Ruby gem, but it doesn’t support adding SPM packages, and there's no official support for editing the .xcodeproj structure related to Swift Packages. So my question is: Is there any Apple-supported or community-supported way to programmatically add Swift Package dependencies to an Xcode project or workspace? Would love to know if anyone has: Used xcodebuild, xcodegen, or other tools for this Explored editing project files directly (like project.pbxproj or Package.resolved) Found any API or CLI hooks from Apple for this Thanks in advance!
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Apr ’25
Xcode cannot find any frameworks
I am new to Xcode and trying to learn how to use Metal for my internship. I am trying to link the binaries of Foundation.framework, Metal.framework, and Quartcore.framework. But whenever I try to build it always fails to find any of them. I have my Header Search Path as $(PROJECT_DIR)/metal-cpp, I tried adding some for the Frameworks but that did not work either. I do have the binaries linked in the Build Phases, so I don't know what else I could be missing.
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May ’25
Unity (IL2CPP) iOS Build: "_placeGeoAnchor" Undefined Symbol for Architecture arm64
Hi all, I’m running into a persistent linker error when building my Unity 6 project (IL2CPP, iOS target) that calls a Swift method via an Objective-C++ wrapper. Despite following all known steps, I keep getting: Undefined symbols for architecture arm64: "_placeGeoAnchor", referenced from: _GeoAnchorTrigger_placeGeoAnchor in libGameAssembly.a ... ld: symbol(s) not found for architecture arm64 I’m trying to place a persistent AR anchor at real-world GPS coordinates (so that the same asset can appear at the same location for a returning user). Since I’m targeting iOS, I can’t use Google’s geospatial anchors (but I sooo wish I could--please apple I beg of you stop being so selfish lol). I've already done these things: Swift file is added to Unity-iPhone target. .mm and .h files are in Unity-iPhone target under Compile Sources. Bridging header is set to Unity-iPhone-Bridging-Header.h. Generated header name is correct (GeoTest-Swift.h). Build Active Architecture Only set to No. Function has attribute((visibility("default"))). Unity project uses IL2CPP scripting backend. Yet I'm still getting the same linker error — it appears Unity (via IL2CPP) references the function, but Xcode doesn't link it. It’s something small that’s being missed with how IL2CPP links native symbols? Or maybe I need to explicitly include something in Link Binary With Libraries? I’ve verified symbol visibility and targets repeatedly. I’ve built AR features in Unity before (for Quest), but this is my first time trying to bridge C# → Objective-C++ → Swift in this way for a geolocation-based AR anchor for an iphone. I'm going crazy, I’ve been stuck on this for 12+ hours now, so any insight or nudge would be deeply appreciated. SPECS: Macbook Pro M4 Pro--Sequoia 15.4 Unity 6000.0.45f1 IPhone 11 iOS 18.4 Xcode 15
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Apr ’25
Does Xcode force to download latest iOS simulator after update?
I have Xcode on my mac. I am iOS Dev. I do not know what version of Xcode was before I did next steps, but I could say that I had iOS Simulator 18.3.1. So I update my Xcode to Version 16.3 (16E140). At this version is available iOS Simulator 18.4. But from some time before Xcode separate downloading components and actual Xcode itself. So i make update and do not download latest iOS simulator. What i have: in Xcode -> Settings -> Components under " Other Installed Platforms" i have iOS 18.3.1 and 17.5 in Choose Destination dropdown menu i have nothing. And Xcode say me that i need install iOS Simulator. After some time with ChatGPT I could not do nothing from this. I try go to : Window -> Device and Simulators and here create new simulator with 18.3.1 and make it appear Always. But it didn't help. Solution I did: I download latest version 18.4 because i could not wait because i need fix bug only 1 hour shift and it was this hour so i fast download the simulator. After downloading 18.4 in Choose Destination dropdown it appears all versions of simulaors and 18.3.1 and that i created and 17.5 Question: Does Xcode force to install latest version of iOS simulator? What is the sense of this upgrade that now Xcode is updating faster because it download 8 GB not 16 if eventually I need download 8 GB again ? The new what i could do download Xcode in the evening and Simulator in the morning?
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Apr ’25
Activation Time for Apple Developer Program
Hello, I recently submitted a successful application for the Apple Developer Program using the Apple Developer app. I can confirm that my subscription is currently active and valid on the App Store. Could you please let me know how long it typically takes for the developer account to be fully activated? Is it acceptable to simply wait for the activation without contacting support? Thank you very much for your assistance.
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1
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0
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142
Activity
May ’25
iOS 18.4で NFC や FeliCa の読み取りがしずらい状況のようです。こちらは認知されていますでしょうか?どのバージョンで直る想定でしょうか?
■概要: 弊社で開発しているアプリ内には、モバイルSuicaを読み取る機能があるのですが、iOS18.4でSuicaの読み取りができない事象に遭遇しています。(ごくまれに読み取れるときがある) ■利用API CoreNFC ■聞きたいこと: こちらいつごろ修正されるか教えてください。 ■参考情報 他社様ですが類似だと思われる事象が発生しております。
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0
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137
Activity
Apr ’25
why my Xcode organizer can not show Hangs
why my Xcode organizer can not show Hangs
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1
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229
Activity
May ’25
App crashing on startup
I am a developer working on an iOS enterprise application. When I deployed the release version to my device, it crashes upon startup. It works fine in debug mode on my device. The app is an upgraded version of Xamarin Form to .NET MAUI. I have attached a crash report. I would appreciate any help/insights on how to resolve. --John
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2
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128
Activity
Apr ’25
Background process not working in TestFlight
Hi everyone, I recently built an iOS application that fetches the healthkit data with the BGProcessingTask. It is working as expected in the debug with the physical device connected but its not working in Testflight. I printed out the logs but they don't show that the background process's running. Here is my code snippet. func registerBackgroundTask() { BGTaskScheduler.shared.register(forTaskWithIdentifier: taskIdentifier, using: nil) { task in LogManager.shared.addBackgroundProcessLog("registering the background task...") print("registering the background task...") self.handleBackgroundTask(task: task as! BGProcessingTask) } } func scheduleBackgroundHealthKitSync() { print("scheduling background task...") LogManager.shared.addBackgroundProcessLog("scheduling background task...") let request = BGProcessingTaskRequest(identifier: taskIdentifier) request.earliestBeginDate = Date(timeIntervalSinceNow: 60 * 1) request.requiresNetworkConnectivity = true request.requiresExternalPower = false do { try BGTaskScheduler.shared.submit(request) print("BGProcessingTask scheduled") LogManager.shared.addBackgroundProcessLog("BGProcessingTask scheduled") } catch { print("Failed to schedule task: \(error)") LogManager.shared.addBackgroundProcessLog("Failed to schedule task: \(error)", isError: true) print(LogManager.shared.backgroundProcessLogs) } } func handleBackgroundTask(task: BGProcessingTask) { LogManager.shared.addBackgroundProcessLog("handleBackgroundTask triggered") print("handleBackgroundTask triggered") let dispatchGroup = DispatchGroup() dispatchGroup.enter() // Reschedule the background sync for the next time scheduleBackgroundHealthKitSync() var taskCancelled = false // Handling expiration task.expirationHandler = { taskCancelled = true LogManager.shared.addBackgroundProcessLog("Background task expired", isError: true) print("Background task expired") dispatchGroup.leave() } let healthKitManager = HealthKitManager.shared // Start the background sync operation healthKitManager.fetchAndSendAllTypes() { success in if success { LogManager.shared.addBackgroundProcessLog("HealthKit sync completed successfully") print("HealthKit sync completed successfully") } else { LogManager.shared.addBackgroundProcessLog("HealthKit sync failed", isError: true) print("HealthKit sync failed") } dispatchGroup.leave() } // Notify when all tasks are completed dispatchGroup.notify(queue: .main) { // Check if the task was cancelled using your own flag or state if taskCancelled { task.setTaskCompleted(success: false) // Fail the task if it was cancelled } else { task.setTaskCompleted(success: true) // Complete successfully if not cancelled } LogManager.shared.addBackgroundProcessLog("Background task ended with status: \(taskCancelled == false)") print("Background task completed with success: \(taskCancelled == false)") // Logs success or failure } } Here are the logs from my device. scheduling background task... BGProcessingTask scheduled
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136
Activity
May ’25
I made a browser plugin to do something Apple should've done themselves.
This browser extension is a doc reading enhancer for the Apple Developer website. It supports i18n translation, hover link previews, and bilingual display. Currently, it supports four languages: ja-JP, ko-KR, zh-CN, and zh-TW. It works with Swift/SwiftUI/Foundation modules now, and it's expected to support Swift Test, Swift Charts, UIKit, Swift Playground, and XCode modules by the end of this month. For more info, check out: https://appledocs.dev. You can also visit https://appledocs.dev/progress to see translation progress and vote. Note: It's only works on Chrome、Edge(In review)、Firefox(In review) Screenshot:
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259
Activity
Apr ’25
Content Blocker Disappears from Mac Safari Settings
I have had content blockers in the Mac App Store for years. Ever since moving to Sonoma, doing a clean build or archive in XCode deletes the extension from Safari settings since it never gets into the built app. The only way for me to get it back is to remove the DerivedData and target, reboot, and create a target with a different name. That works and stays around in Safari settings as long as I only build and don't clean. However, a clean or an archive removes it again. Restoring a version of the project from Time Machine that was posted to the App Store weeks or months ago doesn't work. However I can download the version of the app in the App Store, and it works, but I can't build it now from the source code that was used to build that version without going through the above process. Moving from Sonoma 14.7.1 to 14.7.2 didn't work. I would move to Sequoia if I had reason to believe that would work, but I don't. Safari 18.2, Sonoma 14.7.2, 32GB, 2.2 GHz 6-Core Intel Core i7
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2
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325
Activity
Apr ’25
APNS NULL
this is our code foe fetching the apnstoken - and registering for the FCM and snding it to our servers. - we are consistently getting apns == null import 'dart:io'; import 'package:firebase_messaging/firebase_messaging.dart'; import 'package:firebase_auth/firebase_auth.dart'; import 'package:cloud_firestore/cloud_firestore.dart'; import 'package:firebase_messaging/firebase_messaging.dart'; import 'package:solaris/services/fetch_deviceId.dart'; Future initializeFCM() async { final FirebaseMessaging _firebaseMessaging = FirebaseMessaging.instance; // Request notification permissions for iOS final settings = await _firebaseMessaging.requestPermission(); print('Notifcation Permission Status: ${settings.authorizationStatus}'); String? apnsToken; int retries = 0; const int maxRetries = 60; const Duration retryDelay = Duration(seconds: 2); // Retry fetching the APNs token until it's available or max retries are reached while (apnsToken == null && retries < maxRetries) { print(retries); apnsToken = await _firebaseMessaging.getAPNSToken(); if (apnsToken == null) { await Future.delayed(retryDelay); retries++; } } if (apnsToken != null) { // APNs token is available, proceed to get FCM token String? fcmToken = await _firebaseMessaging.getToken(); if (fcmToken != null) { // Register the device and token with your backend await registerDeviceAndToken(fcmToken); } else { // Handle the case where FCM token is still null print('FCM token is null.'); } } else { // Handle the case where APNs token is not available after retries print('APNs token not available after retries.'); } } Future registerDeviceAndToken(String fcmToken) async { //fcmToken = fcmToken; print(fcmToken); final user = FirebaseAuth.instance.currentUser; if (user == null) { print('❌ User not logged in'); return; } final deviceId = await DeviceInfoService.getUniqueDeviceId(); //final fcmToken = await FirebaseMessaging.instance.getToken(); print('📱 Device ID from register_fcm: $deviceId'); print('📩 FCM Token from mew getapnd function: $fcmToken'); if (deviceId == null || fcmToken == null) { print('❌ Failed to get deviceId or fcmToken'); return; } final docRef = FirebaseFirestore.instance .collection('master_users') .doc(user.uid) .collection('deviceId') .doc(user.uid); // This document holds a map: { deviceId: fcmToken } print(docRef); try { // Get current data, fallback to empty map final snapshot = await docRef.get(); final data = snapshot.data() ?? <String, dynamic>{}; print(data); // Update or add current deviceId key data[deviceId] = fcmToken; // Save updated map back to Firestore await docRef.set(data); print(data); print('✅ Device ID and FCM token updated/stored under correct structure'); } catch (e) { print('❌ Firestore write error: $e'); } }
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109
Activity
Apr ’25
Development Universal Linking
I am trying to setup a unversal linking for my new developing app. but it look like not function well. did any one have some examples or demo domains suggest to use? In fact finally my app is just internal using, user will not suppose connect to internet , how can I using the universal linking without a website ? Thanks
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92
Activity
May ’25
Entitlements Issue: Fonts Provided by Application Still Showing as Missing in Xcode
Hi everyone, I’ve been struggling with an issue related to the com.apple.developer.fonts-provided-by-application entitlement in Xcode. Despite configuring everything correctly, I’m still encountering an error stating that the fonts provided by application are missing. Here’s a breakdown of what I’ve done so far: Entitlements File: My entitlements file includes the com.apple.developer.fonts-provided-by-application key set as an array with 28 font items listed (e.g., Lato-Bold.ttf, Montserrat-SemiBold.ttf, etc.). All font names match the actual filenames, including extensions, and are spelled correctly. Info.plist: I’ve listed all the fonts under the UIAppFonts key, and they match the entries in the entitlements file. Font Files in Xcode: All font files are present in my project and included in Build Phases &gt; Copy Bundle Resources. Provisioning Profile: The Fonts capability is enabled in my App Identifier in the Apple Developer Program, and I’ve regenerated my provisioning profile to ensure it reflects this entitlement. What’s Working: Other entitlements in the entitlements file (like keychain access and sandboxing) are functioning correctly, so the entitlements file is linked properly to my app target. The provisioning profile shows everything else is in sync. What’s Not Working: Xcode consistently shows the error "missing fonts provided by application", even though I’ve verified the fonts, file paths, and plist entries multiple times. Questions: Could this issue be related to the placement of the fonts folder within my project structure? Do I need to remove unused fonts or adjust file extensions (like .ttf vs .otf)? Is there another step I might be missing in Xcode or the Apple Developer Program? Any guidance would be greatly appreciated. This has been a challenging problem to resolve, and I’d love to hear from anyone who has encountered something similar.
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4
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278
Activity
Apr ’25
Intermittent Screen Lock During Appium Tests on iOS 18 Simulator
I am running Appium tests on an iOS 18 simulator, and I am encountering an intermittent issue where the device screen gets locked unexpectedly during the tests. The Appium logs show no errors or unusual activity, and all commands appear to be executed successfully. However, upon reviewing the device logs, I see entries related to the lock event, but the exact cause remains unclear. SpringBoard: (SpringBoard) [com.apple.SpringBoard:Common] lockUIFromSource:Boot options:{ SBUILockOptionsLockAutomaticallyKey: 1, SBUILockOptionsForceLockKey: 1, SBUILockOptionsUseScreenOffModeKey: 0 } SpringBoard: (SpringBoard) [com.apple.SpringBoard:Common] -[SBTelephonyManager inCall] 0 SpringBoard: (SpringBoard) [com.apple.SpringBoard:Common] LockUI from source: Now locking Has anyone experienced similar behavior with Appium on iOS 18, or could there be a setting or configuration in the simulator that is causing this issue?
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135
Activity
Apr ’25
Xcode16.2 + iOS18以上系统,http自动转为https
Xcode16.2 加 iOS18 以上的系统加载图片 http 类型的 url 时, http 链接会自动升级为 https,请问有处理方案吗?浏览器报错信息如下:This content was automatically upgraded and should be served over HTTPS.
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222
Activity
Apr ’25
Copy Symbol Name and Copy Qualified Symbol Name missing in Xcode 16.3 context menu?
As of Xcode 16.3 it seems Copy Symbol Name and Copy Qualified Symbol Name have been removed from the context menu. I see they're still under Edit > Copy in the Menu Bar, but this location seems far less accessible. Is there a setting to return them to the context menu? I use these on a daily basis, and I find this change to be frustrating.
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120
Activity
Apr ’25
In Xcode's build phases section is it possible to enable/disable compile flags bases on scheme
If an Xcode project has some compiler flags set in Build Phases / Compile Sources, then is it possible to have those enabled if scheme A is selected and disabled if scheme B is selected. Same question for things in Build Settings, such as Other Compiler Flags. I suppose it could be achieved by having two targets, one with things enabled and one without, but for a very large complex project, duplicating targets is not necessarily an easy thing to do.
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1
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80
Activity
May ’25
Recording WKWebView
I am trying to record the requests and responses in a WKWebView, but instruments does not seem to record them. Is this to be expected? The webView is set to inspectable, and I am using the HTTP Traffic instrument. All the requests the app is doing are recorded, but neither the original request for the webView, nor subsequent traffic is recorded. When I use Safari to inspect the webView, all I see is the last page (even when I start the inspector before the first request is made). How can I see these requests?
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160
Activity
May ’25
Any way to automate adding libraries in Xcode from Swift Package Manager (SPM)?
Hi all, I’m looking for a way to automate the process of adding Swift Package dependencies (SPM) into an Xcode project. Right now, I’m doing this manually via: Xcode → Project → Swift Packages → Add Package Dependency... But I’d like to script this step — ideally as part of a CI/CD pipeline or a setup script. I explored the xcodeproj Ruby gem, but it doesn’t support adding SPM packages, and there's no official support for editing the .xcodeproj structure related to Swift Packages. So my question is: Is there any Apple-supported or community-supported way to programmatically add Swift Package dependencies to an Xcode project or workspace? Would love to know if anyone has: Used xcodebuild, xcodegen, or other tools for this Explored editing project files directly (like project.pbxproj or Package.resolved) Found any API or CLI hooks from Apple for this Thanks in advance!
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51
Activity
Apr ’25
Xcode cannot find any frameworks
I am new to Xcode and trying to learn how to use Metal for my internship. I am trying to link the binaries of Foundation.framework, Metal.framework, and Quartcore.framework. But whenever I try to build it always fails to find any of them. I have my Header Search Path as $(PROJECT_DIR)/metal-cpp, I tried adding some for the Frameworks but that did not work either. I do have the binaries linked in the Build Phases, so I don't know what else I could be missing.
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119
Activity
May ’25
"This field is invalid"
Unable to add a user on my app store connect. I get "This field is invalid" error each time. I have tried with a variety of different emails, same error.
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64
Activity
Apr ’25
Unity (IL2CPP) iOS Build: "_placeGeoAnchor" Undefined Symbol for Architecture arm64
Hi all, I’m running into a persistent linker error when building my Unity 6 project (IL2CPP, iOS target) that calls a Swift method via an Objective-C++ wrapper. Despite following all known steps, I keep getting: Undefined symbols for architecture arm64: "_placeGeoAnchor", referenced from: _GeoAnchorTrigger_placeGeoAnchor in libGameAssembly.a ... ld: symbol(s) not found for architecture arm64 I’m trying to place a persistent AR anchor at real-world GPS coordinates (so that the same asset can appear at the same location for a returning user). Since I’m targeting iOS, I can’t use Google’s geospatial anchors (but I sooo wish I could--please apple I beg of you stop being so selfish lol). I've already done these things: Swift file is added to Unity-iPhone target. .mm and .h files are in Unity-iPhone target under Compile Sources. Bridging header is set to Unity-iPhone-Bridging-Header.h. Generated header name is correct (GeoTest-Swift.h). Build Active Architecture Only set to No. Function has attribute((visibility("default"))). Unity project uses IL2CPP scripting backend. Yet I'm still getting the same linker error — it appears Unity (via IL2CPP) references the function, but Xcode doesn't link it. It’s something small that’s being missed with how IL2CPP links native symbols? Or maybe I need to explicitly include something in Link Binary With Libraries? I’ve verified symbol visibility and targets repeatedly. I’ve built AR features in Unity before (for Quest), but this is my first time trying to bridge C# → Objective-C++ → Swift in this way for a geolocation-based AR anchor for an iphone. I'm going crazy, I’ve been stuck on this for 12+ hours now, so any insight or nudge would be deeply appreciated. SPECS: Macbook Pro M4 Pro--Sequoia 15.4 Unity 6000.0.45f1 IPhone 11 iOS 18.4 Xcode 15
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176
Activity
Apr ’25
Does Xcode force to download latest iOS simulator after update?
I have Xcode on my mac. I am iOS Dev. I do not know what version of Xcode was before I did next steps, but I could say that I had iOS Simulator 18.3.1. So I update my Xcode to Version 16.3 (16E140). At this version is available iOS Simulator 18.4. But from some time before Xcode separate downloading components and actual Xcode itself. So i make update and do not download latest iOS simulator. What i have: in Xcode -> Settings -> Components under " Other Installed Platforms" i have iOS 18.3.1 and 17.5 in Choose Destination dropdown menu i have nothing. And Xcode say me that i need install iOS Simulator. After some time with ChatGPT I could not do nothing from this. I try go to : Window -> Device and Simulators and here create new simulator with 18.3.1 and make it appear Always. But it didn't help. Solution I did: I download latest version 18.4 because i could not wait because i need fix bug only 1 hour shift and it was this hour so i fast download the simulator. After downloading 18.4 in Choose Destination dropdown it appears all versions of simulaors and 18.3.1 and that i created and 17.5 Question: Does Xcode force to install latest version of iOS simulator? What is the sense of this upgrade that now Xcode is updating faster because it download 8 GB not 16 if eventually I need download 8 GB again ? The new what i could do download Xcode in the evening and Simulator in the morning?
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167
Activity
Apr ’25