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Can’t Enable Developer Mode on Apple Watch – No Prompt Appears
Hi, I’m currently developing a watchOS app and ran into an issue where I can’t enable Developer Mode on my Apple Watch. Device info: Apple Watch Series 9 (watchOS 10.4) Paired with iPhone 14 Pro (iOS 17.4.1) Xcode 15.3 (macOS 15.5, Apple Silicon) Issue: When I try to run the app on my physical watch device, Xcode prompts that Developer Mode needs to be enabled. However, there is no approval request on the Apple Watch, and no Developer Mode option appears under Settings → Privacy & Security. I’ve already tried the following: Rebooting both devices Unpairing and re-pairing the watch Erasing and setting up the watch again Signing out and back into my Apple ID Using the latest Xcode version (15.3 and 16.3 both tested) Running clean builds and checking provisioning profiles Attempting install via both simulator and physical device Still no luck — the app will not launch on the Apple Watch due to Developer Mode being disabled, and the option is missing entirely from Settings. I visited an Apple Store Genius Bar, but they couldn’t help and told me to contact Developer Support. I’ve already submitted a support request, but in the meantime I wanted to ask here in case anyone else has experienced this and found a workaround. Thanks in advance.
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136
May ’25
PyCharm venv is corrupted, again
I am a new user of PyCharm, but have years of experience with MacOS, python and similar. My set up is MacBook Pro M1, 32GB ram, MacOS Sequoia 15.2, and PyCharm Pro latest. Path to projects leads to an external SSD via usb-c. I have set up some projects, each using python 3.12 in a venv. The projects work for a while then “lose” a module (module not found). I have gone through every troubleshooting method the built-in AI and web search have come up with. The first module to disappear is docx2txt. I created a new project and it worked, for a couple of days then the error returned. The docx2txt module could not be found working within or outside of PyCharm. In site-packages there is no “docx2txt” folder, only an “info” folder containing WHEEL and its companions. For the most recent disappearance, I noticed the package used distutils. I cloned the docx2txt project from GitHub and updated setup.py to use setup tools instead of distutils, and installed it. Python invoked from the command line can import it, but not from PyCharm. When I run the project from PyCharm, the interpreter cannot find dotenv. I have lost days of work time at this point so I am a bit worried. Advice on what to look at and for would be great.
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332
Dec ’24
Firebase FCM iOS Notifications Not Sending – APNs "Auth Error from APNs or Web Push"
Hi everyone. I’m working on an iOS app that uses Firebase Cloud Messaging (FCM) to send push notifications. I’m encountering an issue when trying to send notifications either from Firebase Functions or directly using the FCM token with the Firebase Admin SDK and REST API. Error Message: FirebaseMessagingError: Auth error from APNS or Web Push Service code: 'messaging/third-party-auth-error' message: 'Auth error from APNS or Web Push Service' What I’ve Set Up: iOS App Registered in Firebase Bundle ID: Kilovative-Designs.ParkAware APNs Key downloaded from Apple Developer Portal Team ID and Key ID correctly entered in Firebase Console Firebase Admin SDK Service Account setup and used for sending Device is successfully receiving FCM tokens Subscribed to topics and calling Messaging.messaging().subscribe(toTopic:) works Using firebase-admin to send FCM messages via sendToDevice or sendToTopic What I’ve Tried: Tested push via firebase-admin in Node.js (got same APNs auth error) Tested with both topic-based and direct token-based push Confirmed the .p8 key is uploaded in Firebase, with correct Key ID and Team ID Tried generating a new APNs Auth Key Firebase Admin SDK is initialized with the correct service account Using Node.js firebase-admin with a known good FCM token, and sending this payload: { notification: { title: "Test Notification", body: "This is a direct FCM test" }, token: "cxleOwi73EhFh9C5_V4hED:APA91bE3W..." } Returns: FirebaseMessagingError: Auth error from APNS or Web Push Service Questions: Are there known conditions under which Firebase throws this error even if the APNs Auth Key is present? Does the Bundle ID need to start with com. in the Apple Developer Portal and Firebase for APNs authentication to work? Could this be a certificate or provisioning profile mismatch issue (even when using a .p8 key)? Is there a way to manually validate APNs authentication from Firebase outside of actual push delivery? Any insight or guidance would be incredibly helpful. I’m new to developing and have tried repeated efforts to fix this issue but still haven’t resolved it. Thanks in advance!
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110
Jul ’25
SwiftMacros Not able to access of main project XCTest File.
I have developed a Swift macro called @CodableInit in the SwiftCodableMacro module, and I’m able to use it successfully in my main project. Here’s an example usage: import SwiftCodableMacro @CodableInit // This is for Codable macros public class ErrorMonitoringWebPlugin { public var identifier: UUID = UUID() // MARK: - Codable required public init(from decoder:Decoder) throws { let values = try decoder.container(keyedBy: CodingKeys.self) identifier = try values.decode(UUID.self, forKey: .identifier) } } However, when I try to write a unit test for the ErrorMonitoringWebPlugin class, I encounter an issue. Here's the test case: func testCodableSubjectIdentifierShouldEqualDecodedSubjectIdentifier() { self.measure { let encoder = JSONEncoder() let data = try? encoder.encode(subject) //Here I am getting this error Class 'JSONEncoder' requires that 'ErrorMonitoringWebPlugin' conform to 'Encodable' let decoder = JSONDecoder() let decodedSubject = try? decoder.decode(ErrorMonitoringWebPlugin.self, from: data!) XCTAssertEqual(subject.identifier, decodedSubject?.identifier) } } The compiler throws an error saying: Class 'JSONEncoder' requires that 'ErrorMonitoringWebPlugin' conform to 'Encodable' Even though the @CodableInit macro is supposed to generate conformance, it seems that this macro-generated code is not visible or active inside the test target. How can I ensure that the @CodableInit macro (from SwiftCodableMacro) is correctly applied and recognized within the XCTest target of my main project?
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74
Jun ’25
An Apple Library Primer
Apple’s library technology has a long and glorious history, dating all the way back to the origins of Unix. This does, however, mean that it can be a bit confusing to newcomers. This is my attempt to clarify some terminology. If you have any questions or comments about this, start a new thread and tag it with Linker so that I see it. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com" An Apple Library Primer Apple’s tools support two related concepts: Platform — This is the platform itself; macOS, iOS, iOS Simulator, and Mac Catalyst are all platforms. Architecture — This is a specific CPU architecture used by a platform. arm64 and x86_64 are both architectures. A given architecture might be used by multiple platforms. The most obvious example of this arm64, which is used by all of the platforms listed above. Code built for one platform will not work on another platform, even if both platforms use the same architecture. Code is usually packaged in either a Mach-O file or a static library. Mach-O is used for executables (MH_EXECUTE), dynamic libraries (MH_DYLIB), bundles (MH_BUNDLE), and object files (MH_OBJECT). These can have a variety of different extensions; the only constant is that .o is always used for a Mach-O containing an object file. Use otool and nm to examine a Mach-O file. Use vtool to quickly determine the platform for which it was built. Use size to get a summary of its size. Use dyld_info to get more details about a dynamic library. IMPORTANT All the tools mentioned here are documented in man pages. For information on how to access that documentation, see Reading UNIX Manual Pages. There’s also a Mach-O man page, with basic information about the file format. Many of these tools have old and new variants, using the -classic suffix or llvm- prefix, respectively. For example, there’s nm-classic and llvm-nm. If you run the original name for the tool, you’ll get either the old or new variant depending on the version of the currently selected tools. To explicitly request the old or new variants, use xcrun. The term Mach-O image refers to a Mach-O that can be loaded and executed without further processing. That includes executables, dynamic libraries, and bundles, but not object files. A dynamic library has the extension .dylib. You may also see this called a shared library. A framework is a bundle structure with the .framework extension that has both compile-time and run-time roles: At compile time, the framework combines the library’s headers and its stub library (stub libraries are explained below). At run time, the framework combines the library’s code, as a Mach-O dynamic library, and its associated resources. The exact structure of a framework varies by platform. For the details, see Placing Content in a Bundle. macOS supports both frameworks and standalone dynamic libraries. Other Apple platforms support frameworks but not standalone dynamic libraries. Historically these two roles were combined, that is, the framework included the headers, the dynamic library, and its resources. These days Apple ships different frameworks for each role. That is, the macOS SDK includes the compile-time framework and macOS itself includes the run-time one. Most third-party frameworks continue to combine these roles. A static library is an archive of one or more object files. It has the extension .a. Use ar, libtool, and ranlib to inspect and manipulate these archives. The static linker, or just the linker, runs at build time. It combines various inputs into a single output. Typically these inputs are object files, static libraries, dynamic libraries, and various configuration items. The output is most commonly a Mach-O image, although it’s also possible to output an object file. The linker may also output metadata, such as a link map (see Using a Link Map to Track Down a Symbol’s Origin). The linker has seen three major implementations: ld — This dates from the dawn of Mac OS X. ld64 — This was a rewrite started in the 2005 timeframe. Eventually it replaced ld completely. If you type ld, you get ld64. ld_prime — This was introduced with Xcode 15. This isn’t a separate tool. Rather, ld now supports the -ld_classic and -ld_new options to select a specific implementation. Note During the Xcode 15 beta cycle these options were -ld64 and -ld_prime. I continue to use those names because the definition of new changes over time (some of us still think of ld64 as the new linker ;–). The dynamic linker loads Mach-O images at runtime. Its path is /usr/lib/dyld, so it’s often referred to as dyld, dyld, or DYLD. Personally I pronounced that dee-lid, but some folks say di-lid and others say dee-why-el-dee. IMPORTANT Third-party executables must use the standard dynamic linker. Other Unix-y platforms support the notion of a statically linked executable, one that makes system calls directly. This is not supported on Apple platforms. Apple platforms provide binary compatibility via system dynamic libraries and frameworks, not at the system call level. Note Apple platforms have vestigial support for custom dynamic linkers (your executable tells the system which dynamic linker to use via the LC_LOAD_DYLINKER load command). This facility originated on macOS’s ancestor platform and has never been a supported option on any Apple platform. The dynamic linker has seen 4 major revisions. See WWDC 2017 Session 413 (referenced below) for a discussion of versions 1 through 3. Version 4 is basically a merging of versions 2 and 3. The dyld man page is chock-full of useful info, including a discussion of how it finds images at runtime. Every dynamic library has an install name, which is how the dynamic linker identifies the library. Historically that was the path where you installed the library. That’s still true for most system libraries, but nowadays a third-party library should use an rpath-relative install name. For more about this, see Dynamic Library Identification. Mach-O images are position independent, that is, they can be loaded at any location within the process’s address space. Historically, Mach-O supported the concept of position-dependent images, ones that could only be loaded at a specific address. While it may still be possible to create such an image, it’s no longer a good life choice. Mach-O images have a default load address, also known as the base address. For modern position-independent images this is 0 for library images and 4 GiB for executables (leaving the bottom 32 bits of the process’s address space unmapped). When the dynamic linker loads an image, it chooses an address for the image and then rebases the image to that address. If you take that address and subtract the image’s load address, you get a value known as the slide. Xcode 15 introduced the concept of a mergeable library. This a dynamic library with extra metadata that allows the linker to embed it into the output Mach-O image, much like a static library. Mergeable libraries have many benefits. For all the backstory, see WWDC 2023 Session 10268 Meet mergeable libraries. For instructions on how to set this up, see Configuring your project to use mergeable libraries. If you put a mergeable library into a framework structure you get a mergeable framework. Xcode 15 also introduced the concept of a static framework. This is a framework structure where the framework’s dynamic library is replaced by a static library. Note It’s not clear to me whether this offers any benefit over creating a mergeable framework. Earlier versions of Xcode did not have proper static framework support. That didn’t stop folks trying to use them, which caused all sorts of weird build problems. A universal binary is a file that contains multiple architectures for the same platform. Universal binaries always use the universal binary format. Use the file command to learn what architectures are within a universal binary. Use the lipo command to manipulate universal binaries. A universal binary’s architectures are either all in Mach-O format or all in the static library archive format. The latter is called a universal static library. A universal binary has the same extension as its non-universal equivalent. That means a .a file might be a static library or a universal static library. Most tools work on a single architecture within a universal binary. They default to the architecture of the current machine. To override this, pass the architecture in using a command-line option, typically -arch or --arch. An XCFramework is a single document package that includes libraries for any combination of platforms and architectures. It has the extension .xcframework. An XCFramework holds either a framework, a dynamic library, or a static library. All the elements must be the same type. Use xcodebuild to create an XCFramework. For specific instructions, see Xcode Help > Distribute binary frameworks > Create an XCFramework. Historically there was no need to code sign libraries in SDKs. If you shipped an SDK to another developer, they were responsible for re-signing all the code as part of their distribution process. Xcode 15 changes this. You should sign your SDK so that a developer using it can verify this dependency. For more details, see WWDC 2023 Session 10061 Verify app dependencies with digital signatures and Verifying the origin of your XCFrameworks. A stub library is a compact description of the contents of a dynamic library. It has the extension .tbd, which stands for text-based description (TBD). Apple’s SDKs include stub libraries to minimise their size; for the backstory, read this post. Use the tapi tool to create and manipulate stub libraries. In this context TAPI stands for a text-based API, an alternative name for TBD. Oh, and on the subject of tapi, I’d be remiss if I didn’t mention tapi-analyze! Stub libraries currently use YAML format, a fact that’s relevant when you try to interpret linker errors. If you’re curious about the format, read the tapi-tbdv4 man page. There’s also a JSON variant documented in the tapi-tbdv5 man page. Note Back in the day stub libraries used to be Mach-O files with all the code removed (MH_DYLIB_STUB). This format has long been deprecated in favour of TBD. Historically, the system maintained a dynamic linker shared cache, built at runtime from its working set of dynamic libraries. In macOS 11 and later this cache is included in the OS itself. Libraries in the cache are no longer present in their original locations on disk: % ls -lh /usr/lib/libSystem.B.dylib ls: /usr/lib/libSystem.B.dylib: No such file or directory Apple APIs, most notably dlopen, understand this and do the right thing if you supply the path of a library that moved into the cache. That’s true for some, but not all, command-line tools, for example: % dyld_info -exports /usr/lib/libSystem.B.dylib /usr/lib/libSystem.B.dylib [arm64e]: -exports: offset symbol … 0x5B827FE8 _mach_init_routine % nm /usr/lib/libSystem.B.dylib …/nm: error: /usr/lib/libSystem.B.dylib: No such file or directory When the linker creates a Mach-O image, it adds a bunch of helpful information to that image, including: The target platform The deployment target, that is, the minimum supported version of that platform Information about the tools used to build the image, most notably, the SDK version A build UUID For more information about the build UUID, see TN3178 Checking for and resolving build UUID problems. To dump the other information, run vtool. In some cases the OS uses the SDK version of the main executable to determine whether to enable new behaviour or retain old behaviour for compatibility purposes. You might see this referred to as compiled against SDK X. I typically refer to this as a linked-on-or-later check. Apple tools support the concept of autolinking. When your code uses a symbol from a module, the compiler inserts a reference (using the LC_LINKER_OPTION load command) to that module into the resulting object file (.o). When you link with that object file, the linker adds the referenced module to the list of modules that it searches when resolving symbols. Autolinking is obviously helpful but it can also cause problems, especially with cross-platform code. For information on how to enable and disable it, see the Build settings reference. Mach-O uses a two-level namespace. When a Mach-O image imports a symbol, it references the symbol name and the library where it expects to find that symbol. This improves both performance and reliability but it precludes certain techniques that might work on other platforms. For example, you can’t define a function called printf and expect it to ‘see’ calls from other dynamic libraries because those libraries import the version of printf from libSystem. To help folks who rely on techniques like this, macOS supports a flat namespace compatibility mode. This has numerous sharp edges — for an example, see the posts on this thread — and it’s best to avoid it where you can. If you’re enabling the flat namespace as part of a developer tool, search the ’net for dyld interpose to learn about an alternative technique. WARNING Dynamic linker interposing is not documented as API. While it’s a useful technique for developer tools, do not use it in products you ship to end users. Apple platforms use DWARF. When you compile a file, the compiler puts the debug info into the resulting object file. When you link a set of object files into a executable, dynamic library, or bundle for distribution, the linker does not include this debug info. Rather, debug info is stored in a separate debug symbols document package. This has the extension .dSYM and is created using dsymutil. Use symbols to learn about the symbols in a file. Use dwarfdump to get detailed information about DWARF debug info. Use atos to map an address to its corresponding symbol name. Different languages use different name mangling schemes: C, and all later languages, add a leading underscore (_) to distinguish their symbols from assembly language symbols. C++ uses a complex name mangling scheme. Use the c++filt tool to undo this mangling. Likewise, for Swift. Use swift demangle to undo this mangling. For a bunch more info about symbols in Mach-O, see Understanding Mach-O Symbols. This includes a discussion of weak references and weak definition. If your code is referencing a symbol unexpectedly, see Determining Why a Symbol is Referenced. To remove symbols from a Mach-O file, run strip. To hide symbols, run nmedit. It’s common for linkers to divide an object file into sections. You might find data in the data section and code in the text section (text is an old Unix term for code). Mach-O uses segments and sections. For example, there is a text segment (__TEXT) and within that various sections for code (__TEXT > __text), constant C strings (__TEXT > __cstring), and so on. Over the years there have been some really good talks about linking and libraries at WWDC, including: WWDC 2023 Session 10268 Meet mergeable libraries WWDC 2022 Session 110362 Link fast: Improve build and launch times WWDC 2022 Session 110370 Debug Swift debugging with LLDB WWDC 2021 Session 10211 Symbolication: Beyond the basics WWDC 2019 Session 416 Binary Frameworks in Swift — Despite the name, this covers XCFrameworks in depth. WWDC 2018 Session 415 Behind the Scenes of the Xcode Build Process WWDC 2017 Session 413 App Startup Time: Past, Present, and Future WWDC 2016 Session 406 Optimizing App Startup Time Note The older talks are no longer available from Apple, but you may be able to find transcripts out there on the ’net. Historically Apple published a document, Mac OS X ABI Mach-O File Format Reference, or some variant thereof, that acted as the definitive reference to the Mach-O file format. This document is no longer available from Apple. If you’re doing serious work with Mach-O, I recommend that you find an old copy. It’s definitely out of date, but there’s no better place to get a high-level introduction to the concepts. The Mach-O Wikipedia page has a link to an archived version of the document. For the most up-to-date information about Mach-O, see the declarations and doc comments in <mach-o/loader.h>. Revision History 2025-08-04 Added a link to Determining Why a Symbol is Referenced. 2025-06-29 Added information about autolinking. 2025-05-21 Added a note about the legacy Mach-O stub library format (MH_DYLIB_STUB). 2025-04-30 Added a specific reference to the man pages for the TBD format. 2025-03-01 Added a link to Understanding Mach-O Symbols. Added a link to TN3178 Checking for and resolving build UUID problems. Added a summary of the information available via vtool. Discussed linked-on-or-later checks. Explained how Mach-O uses segments and sections. Explained the old (-classic) and new (llvm-) tool variants. Referenced the Mach-O man page. Added basic info about the strip and nmedit tools. 2025-02-17 Expanded the discussion of dynamic library identification. 2024-10-07 Added some basic information about the dynamic linker shared cache. 2024-07-26 Clarified the description of the expected load address for Mach-O images. 2024-07-23 Added a discussion of position-independent images and the image slide. 2024-05-08 Added links to the demangling tools. 2024-04-30 Clarified the requirement to use the standard dynamic linker. 2024-03-02 Updated the discussion of static frameworks to account for Xcode 15 changes. Removed the link to WWDC 2018 Session 415 because it no longer works )-: 2024-03-01 Added the WWDC 2023 session to the list of sessions to make it easier to find. Added a reference to Using a Link Map to Track Down a Symbol’s Origin. Made other minor editorial changes. 2023-09-20 Added a link to Dynamic Library Identification. Updated the names for the static linker implementations (-ld_prime is no more!). Removed the beta epithet from Xcode 15. 2023-06-13 Defined the term Mach-O image. Added sections for both the static and dynamic linkers. Described the two big new features in Xcode 15: mergeable libraries and dependency verification. 2023-06-01 Add a reference to tapi-analyze. 2023-05-29 Added a discussion of the two-level namespace. 2023-04-27 Added a mention of the size tool. 2023-01-23 Explained the compile-time and run-time roles of a framework. Made other minor editorial changes. 2022-11-17 Added an explanation of TAPI. 2022-10-12 Added links to Mach-O documentation. 2022-09-29 Added info about .dSYM files. Added a few more links to WWDC sessions. 2022-09-21 First posted.
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14k
Aug ’25
Issue with Custom Error Message on invalidate in CoreNFC APDU Tag Reader Session
Hi everyone, I'm working on an NFC-related app using CoreNFC with APDU commands to read and write tags. I’ve encountered an issue when trying to handle the scenario where the user cancels the NFC session. Here’s what’s happening: When a user cancels the NFC session manually (e.g., by tapping "Cancel"), I see an error log indicating tagReaderSession|userCancelled. However, when I explicitly call session.invalidate(errorMessage: "No NFC tag found") in my code to handle a scenario where no tag is detected, the session still shows the error as userCancelled instead of my custom error message. This behavior is confusing both in terms of debugging and for providing feedback to users, as I expect my custom message to appear instead of the generic "user cancelled" message. func tagReaderSessionDidBecomeActive(_ session: NFCTagReaderSession) { // Session becomes active } func tagReaderSession(_ session: NFCTagReaderSession, didDetect tags: [NFCTag]) { // Handle tag detection logic } func tagReaderSession(_ session: NFCTagReaderSession, didInvalidateWithError error: Error) { print("Session invalidated with error: \(error.localizedDescription)") } func handleNoTagDetected(session: NFCTagReaderSession) { session.invalidate(errorMessage: "No NFC tag found") } I call handleNoTagDetected(session:) explicitly when no tag is detected, expecting the custom error message to show. However, the system still shows the cancellation error. Has anyone else experienced this behavior? Is this the intended behavior for CoreNFC, or am I missing something in my implementation? Any guidance would be appreciated. Thanks in advance!
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410
Jan ’25
[Unreal Engine] File missing if packaged with command line
Hello! I am trying to automate iOS builds for my Unreal Engine game using Unreal Automation Tool, but I cannot produce a functionnal build with it, while packaging from XCode works perfectly. I have tracked down the issue to a missing file. I'm using the Firebase SDK that requires a GoogleService-Info.plist file. I have copied this file at the root of my project, as the Firebase documentation suggests. I have not taken any manual action to specify that this file needs to be included in the packaged app. The Firebase code checks the existence of this file using NSString* Path = [[NSBundle mainBundle] pathForResource: @“GoogleService-Info” ofType: @“plist”]; return Path != nil; If I package my app from XCode using Product -> Archive, this test returns true and the SDK is properly initialized. If I package my app using Unreal Engine's RunUAT.sh BuildCookRun, this test returns false and the SDK fails to initialize (and actually crashes upon trying). I have tried several Unreal Engine tricks to include my file, like setting it as a RuntimeDependecies in my projects Build.cs file. Which enables Unreal Engine code to find it, but not this direct call to NSBundle. I would like to know either how to tell Unreal Engine to include files at the root of the app bundle, or what XCode does to automatically include this file and is there a way to script it? I can provide both versions .xcarchive if needed. Thanks!
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128
Sep ’25
Apple Developer certificate Revoke
I have received email about your development certificate has been revoked, but couldn't identify who did that, due to this revocation one of our enterprise application stopped working. So posting here to seek some suggestion on following 1.) Identification of Revoking Party: Though I have already raised a support ticket to Apple still waiting for their reply. Is it possible for Apple to send logs or account activity logs that from which account or who did the revocation? 2.) How much does Apple take to reply to the support tickets. 3.) No one else received email in my development team. Is it because the certificate which I created is revoked that's the reason only I have received email? 4.) May I know what are the other scenarios that certificate can be revoked other than a human error? 5.) Is there a way for us to internally monitor activity within our developer account, such as identifying who has been actively logged in and updating certificates?
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435
Jan ’25
NSItemProvider make .jpg image to .jpeg
Hi, I'm not sure why but when my fileURL is .jpg file and I drop the file from my app to Finder folders it make the dropped file as .jpeg Is there a way to fix it? [.onDrag { if FileManager.default.fileExists(atPath: file.path) { // Provide the file as an item for dragging let fileURL = URL(fileURLWithPath: file.path) let itemProvider = NSItemProvider(contentsOf: fileURL) // Remove the file extension in the suggestedName let baseNameWithoutExtension = fileURL.deletingPathExtension().lastPathComponent itemProvider?.suggestedName = baseNameWithoutExtension return itemProvider ?? NSItemProvider() } else { // Handle the case where the file no longer exists print("File no longer exists at path: \(file.path)") return NSItemProvider() } })
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358
Dec ’24
Unexpected app version in logs — does MARKETING_VERSION change dynamically?
Hello, I've encountered unexpected behavior related to version information in our app logs, and I'd like to ask for some advice. We reviewed logs collected from a user running our app (currently available on the App Store). The logs are designed to include both the build number and the app version. Based on the build number in the logs, we believe the installed app version on the user's device is 1.0.3. However, the app version recorded in the logs is 1.1.5, which is the latest version currently available on the App Store. In our project, we set the app version using the MARKETING_VERSION environment variable. This value is configured via XcodeGen, and we define it in a YAML file. Under normal circumstances, the value defined in the YAML file (MARKETING_VERSION = 1.0.3) should be embedded in the app and reflected in the logs. But in this case, the version from the current App Store release (1.1.5) appears instead, which was unexpected. We'd like to know what might cause this behavior, and if there are any known factors that could lead to this. Also, is it possible that MARKETING_VERSION might somehow dynamically reflect the version currently available on the App Store? YAML: info.plist:
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75
Jun ’25
Where is Find My network Supplementary Agreement?
I am new to Find My network development and i am going to use Nordic solution for my FMN application. I have asked the MFi representative to enable the "Find My network" in our MFi portal. But there are just a sets of PDF in the "Find My network" under "Technology" in MFi Portal. Is there any Find My network Supplementary Agreement in MFi portal? Is it a PDF or where can i find it? Because I need to sign this document back to Nordic solution representative. But it seems there are no such FMN Supplementary Agreement.
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41
1d
Developer Account Renewal Country Payment Change
Hi, Help!! So I was in Thailand for a number of years and developed an app over there and signed up as a developer over there. But now I'm in the USA indefinitely and I'm unable to change my payment method. How can I change it? I called the USA support line twice and no one was able to help me. I tried the Thailand phone number and I'm unable to call from the USA. Any suggestions? Thanks!!
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351
Dec ’24
Debugging State Restoration
I'm adding state restoration to an old iOS app that does not use scenes or storyboards. Creating of view controllers is entirely programmatic. I found the restorationArchiveTool for iOS which is very helpful. However it also refers to a StateRestorationDebugLogging mobileconfig profile that is supposed to turn on additional debug logging when restoring state. https://download.developer.apple.com/ios/restorationarchivetool_for_ios_7/StateRestorationDebugLogging.mobileconfig However I do not seem to be able to install it to either a simulator or my device. Does anyone know if this profile is still valid? If so, how do I install it? Tom Aylesworth
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344
Jan ’25