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How to retrieve required Apple Pay parameters for PayFort payment request in Swift?
I'm integrating Apple Pay with PayFort in a Swift iOS application, and I’m currently working on preparing a valid purchase request using Apple Pay, as described in PayFort’s documentation: 🔗 https://docsbeta.payfort.com/docs/api/build/index.html?shell#apple-pay-authorization-purchase-request The documentation outlines the following required parameters: apple_data apple_signature apple_header apple_transactionId apple_ephemeralPublicKey apple_publicKeyHash apple_paymentMethod apple_displayName apple_network apple_type Optional: apple_applicationData I understand these should be derived from the PKPayment object after Apple Pay authorization, but I’m having trouble mapping everything correctly. Here’s what I’m seeing in code: payment.token // Returns something like: <PKPaymentToken: 0x28080ae80; transactionIdentifier: "..."; paymentData: 3780 bytes> payment.token.paymentData // Contains 3780 bytes of encrypted data payment.token.paymentData.base64EncodedString() // Returns a long base64 string, which at first glance seems like it could be used for apple_data, // but PayFort doesn't accept it as-is — so this value appears to be incomplete or incorrectly formatted I can successfully retrieve the following values from payment.token.paymentMethod: apple_displayName apple_network apple_type However, I’m still unsure how to extract or build the following in the format accepted by PayFort: apple_data apple_signature apple_header apple_transactionId apple_ephemeralPublicKey apple_publicKeyHash apple_paymentMethod These may be contained within the paymentData JSON, but I’m not sure how to decode it or if Apple allows decrypting it in a way that matches PayFort’s expected format. How can I correctly extract or build apple_data, apple_signature, and apple_header from the Apple Pay token? Also, how should I handle the decryption or decoding (if necessary) of paymentData to retrieve values like apple_transactionId, apple_ephemeralPublicKey, and apple_publicKeyHash? If anyone has successfully set this up or has example code that bridges Apple Pay and PayFort’s expected request format, it would be super helpful! Thanks in advance 🙏
0
0
97
Apr ’25
Xcode Build Failure
Hi, I don't understand why Xcode fails to build my app when following logic was uncommented as part of ternary operator (as highlighted in attachment). Can somebody help me please ?? Thx. ... : shelterViewModel.getShelter(row: row, column: column).productId == ... ? Color.yellow ...
6
0
300
Apr ’25
Xcode 16.3 / 16.4 UINavigationBar rendering issue?
I've recently upgraded to Sequoia and Xcode 16.3 (now 16.4RC) and a significant change I've noticed vs 16.2 is that the height of UINavigationBar components in storyboards and XIBs is incorrect. Xcode 16.2: Xcode 16.4: This only affects simulated metrics in storyboard / XIB files. I have been unable to find any discussion of this issue anywhere online. Is this actually an Xcode bug that has gone unnoticed / unfixed or is there some underlying intentional change here that I'm unaware of?
0
0
109
May ’25
Can not enter Beta App Review Information due to phone number
I have not been able to update the TestFlight Test Information. I keep getting the error "Make sure the contact phone number only contains numbers and try again" even when only number are entered. I've tried on Safari, Chrome and from the Connect App and all give the same error. I would like to push my App for testing to some external beta testers but can't since Contact Information is required for this.
1
0
106
Apr ’25
CPListTemplate in CarPlay Simulator: Multiple Items Selected on Tap
I am encountering an issue while running my CarPlay app in the simulator using CPListTemplate. On app launch, when I tap on the first item in the list and then tap on the second item, both items remain selected instead of only the latest tapped item. This behavior does not align with the expected single-item selection functionality. Has anyone else faced this issue? Is there a workaround or a known resolution for this behavior?
0
0
49
May ’25
SWIFTUI LAYERING ISSUE: BACKGROUND ALWAYS APPEARS IN FRONT OF CONTENT
SWIFTUI LAYERING ISSUE: BACKGROUND ALWAYS APPEARS IN FRONT OF CONTENT THE PROBLEM I'm facing a frustrating issue in my SwiftUI macOS app where a background RoundedRectangle is consistently displaying in front of my content instead of behind it. This isn't an intermittent issue - it never works correctly. The colored background is always rendering on top of the text and icons, making the content completely unreadable. Here's my current implementation: private func sceneRow(for scene: Scene, index: Int) -> some View { ZStack(alignment: .leading) { // Hidden text to force view updates when state changes Text("$$noteStateTracker)") .frame(width: 0, height: 0) .opacity(0) // 1. Background rectangle explicitly at the bottom layer RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) // 2. Content explicitly on top HStack { Image(systemName: "line.3.horizontal") .foregroundColor(.blue) .frame(width: 20) Text("$$index). $$truncateTitle(scene.title.isEmpty ? "Untitled Scene" : scene.title))") .foregroundColor(selectedScene?.id == scene.id ? .blue : .primary) .fontWeight(selectedScene?.id == scene.id ? .bold : .regular) Spacer() if scene.isComplete { Image(systemName: "checkmark.circle.fill") .foregroundColor(.green) .font(.system(size: 12)) .padding(.trailing, 8) } } .padding(.vertical, 4) .padding(.leading, 30) } .contentShape(Rectangle()) .onTapGesture { selectedChapter = chapter selectedScene = scene } .onDrag { NSItemProvider(object: "$$scene.id.uuidString)|scene" as NSString) } .onDrop(of: ["public.text"], isTargeted: Binding( get: { hoveredSceneID == scene.id }, set: { isTargeted in hoveredSceneID = isTargeted ? scene.id : nil } )) { providers in handleSceneDrop(providers, scene, chapter) } .contextMenu { Button("Rename Scene") { sceneToRename = scene newSceneTitleForRename = scene.title newSceneDescriptionForRename = scene.description isRenamingScene = true } Button(role: .destructive) { confirmDeleteScene(scene, chapter) } label: { Label("Delete Scene", systemImage: "trash") } } } Despite explicitly ordering elements in the ZStack with the background first (which should place it at the bottom of the stack), the RoundedRectangle always renders on top of the text and icons. WHAT I'VE TRIED I've attempted multiple approaches but nothing works: ZStack with explicit zIndex values ZStack { RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) .zIndex(1) HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) .zIndex(2) } No effect - background still appears on top. Using .background() modifier instead of ZStack HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) .background( RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) ) Same issue - the background still renders in front of the content. Custom container view with GeometryReader struct SceneRowContainer: View { var background: Background var content: Content init(@ViewBuilder background: @escaping () -> Background, @ViewBuilder content: @escaping () -> Content) { self.background = background() self.content = content() } var body: some View { GeometryReader { geometry in // Background rendered first background .frame(width: geometry.size.width, height: geometry.size.height) .position(x: geometry.size.width/2, y: geometry.size.height/2) // Content rendered second content .frame(width: geometry.size.width, height: geometry.size.height) .position(x: geometry.size.width/2, y: geometry.size.height/2) } } } This changed the sizing of the components but didn't fix the layering issue. NSViewRepresentable approach I tried implementing a custom NSViewRepresentable that manually manages the view hierarchy: struct LayerOrderView: NSViewRepresentable { let background: () -> Background let content: () -> Content func makeNSView(context: Context) -> NSView { let containerView = NSView() // Add background hosting view first (should be behind) let backgroundView = NSHostingView(rootView: background()) containerView.addSubview(backgroundView) // Add content hosting view second (should be in front) let contentView = NSHostingView(rootView: content()) containerView.addSubview(contentView) // Setup constraints... return containerView } func updateNSView(_ nsView: NSView, context: Context) { // Update views... } } Even this direct AppKit approach didn't work correctly. Using .drawingGroup() ZStack { // Background RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) // Content HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) } .drawingGroup(opaque: false) Still no success - the background remains in front. PROJECT CONTEXT macOS app using SwiftUI Scene contents need to be displayed on top of colored backgrounds The view uses state tracking with a noteStateTracker UUID that updates when certain changes occur App needs to maintain gesture recognition for taps, drag and drop, and context menus The issue is completely reproducible 100% of the time - the background is always in front WHAT I WANT TO ACHIEVE I need a reliable solution to ensure that the background color (RoundedRectangle) renders behind the HStack content. The current behavior makes the text content completely unreadable since it's hidden behind the colored background. Has anyone found a workable solution for this seemingly basic layering problem in SwiftUI on macOS? Thank you for any help, Benjamin
3
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133
Apr ’25
App Unable to Archive After Xcode Update
Hi! I am having trouble getting my app to build successfully or archive since an xcode update a few months ago. Below is the error that shows in the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder]. Command PhaseScriptExecution failed with a nonzero exit code
0
0
75
May ’25
Mac (Designed for iPad) not been able to install on Mac testflight
Hi I developed an iPhone app but now I want to release the same app for iPad and Mac (Design for iPad). I made the changes below but I still not been able to install the app on my Mac. It says the app is incompatible but my Mac is MacBook Pro M2 which fills the requirements to install it. Things I did so my iPhone app could have support for iPad and Mac Added iPad and Mac (Designed for iPad) for the supported destinations Change the Status Bar Style to Require full screen Changed iOS minimum Deployments iOS to 17.6 Updated the launch screen logo so stays in the middle Xcode version 16.2 See the sccreenshots of the Xcode configuration and of the TestFlight on my MacBook Pro M2 Is there anything else I need to do? Thanks.
0
0
93
May ’25
"package" documents on iCloud Drive don't work in Simulator
Running macOS 15.4.1, Simulator 16.0 (1042.1), various iOS devices (iPhone 16, iPad 13" M4) I log into iCloud and enable iCloud Drive. Running the Files app, I noticed that I can click on "flat" documents (PDF, JPEG, etc) and they work. However, when I click on "package" documents (e.g. represented by a directory behind the scenes), I get a normal download progress, but then an alert "The operation could not be completed. No such file or directory". This seems to happen with all package documents, e.g. Keynote documents or Reality Composer objcap documents. It does not happen on actual devices logged into the same account. I've tried completely deleting and rebuilding the simulator instances in question, with no success.
0
0
77
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
2
0
128
Apr ’25
cannot update system time on AppleWatch using simctl
I am attempting to generate screenshots at various logical times using a watchOS 11 simulator. % xcrun simctl status_bar "Apple Watch Series 10 (46mm)" override --time 9:06 An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=45): Simulator device failed to complete the requested operation. Operation not supported Underlying error (domain=NSPOSIXErrorDomain, code=45): Status bar overrides not supported on this platform. Operation not supported Using WatchOS Clock Settings gives me at most 59 minutes in which to succeed. Even if I had a physical watch for every series and size, I would have to wait up to 23 hours before being able to generate my marketing screenshots to support various user scenarios. With three settings variations, a minimal wait time to get to good marketable content would be on the order of 1 month per app version.
0
0
72
May ’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.
1
0
142
May ’25
How to run XCode 15.2 on Sequoia?
Hi, I have a project that is based on a GPL library. The GPL library has some issue since early 2024 that requires it to be run on XCode 15.2. Any XCode above 15.2 will only give you "Invalid MinimumOSVersion." and "Missing Info.plist value." errors. So I installed 15.2 again. But now I have another problem because it can only run on Ventura. How do I run XCode 15.2 on my Sequoia MacOS? I hate to reinstall the OS all again. Thank you.
2
0
164
Apr ’25
no option for "Extended Runtime Session"
How can I enable "Extended Runtime Sessions" for a companion watch app? Here https://aninterestingwebsite.com/documentation/watchkit/using-extended-runtime-sessions in targets under 'Signing & Capabilities' I checked "Audio" and Session Type 'Mindfulness', I created an ExtendedRuntimeManager.swift file. When running a simulation the error message says "Extended Runtime Session ungültig: Reason=-1, Error=This application does not have appropriate permissions to schedule a session." How does the app get the 'appropriate permissions'?
1
0
175
May ’25
Xcode Test Pane for TDD and Unit Tests?
At the last place I worked it took roughly 5 minutes to do an application build. Which in turn made doing any sort of TDD or ever just regular Unit Tests extremely painful to do as the cycle time was simply too long. But that got me thinking. In recent versions of Xcode, Apple added Previews for SwiftUI Views that basically showed code changes to the View in real time. And Previews were made possible by extremely targeted compilation of the view in question. So... what if instead of a Preview pane in the Xcode IDE there was a Test pane the could be displayed such that Tests for a piece of code could be created and run almost immediately? Perhaps by adding a #Testing section to your code #Testing(MyService.self) // Define the entity to be tested. If you could drop the turnaround time AND provide a test playground for service level code that could speed development of such code greatly... and encourage interactive test development at the same time. What do you think?
0
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165
Apr ’25
CMMovemnt Disorder Library
Info.plist contained no UIScene configuration dictionary (looking for configuration named "Default Configuration") {"msg":"Usage of CMMovementDisorderManager requires a special entitlement. Please see for more information https://aninterestingwebsite.com/documentation/coremotion/cmmovementdisordermanager", "event":"assert", "condition":"isEntitled"} /Library/Caches/com.apple.xbs/Sources/CoreLocationFramework/Framework/CoreMotion/Health/CMMovementDisorderManager.mm:208: assertion failure in +[CMMovementDisorderManager initialize] . I have the entitlement, I sent the request yesterday. I have added in Info.plist Privacy - Motion Usage Description message. But nothing changes. It always crashes . Added also everything to Entitlements File to watch. It crashes on private let manager = CMMovementDisorderManager()
0
0
69
May ’25
XCStrings infoPlist
Imported Type Identifiers automatically adds into xcstrings, hot to turn it off?
Replies
1
Boosts
0
Views
50
Activity
Apr ’25
How to retrieve required Apple Pay parameters for PayFort payment request in Swift?
I'm integrating Apple Pay with PayFort in a Swift iOS application, and I’m currently working on preparing a valid purchase request using Apple Pay, as described in PayFort’s documentation: 🔗 https://docsbeta.payfort.com/docs/api/build/index.html?shell#apple-pay-authorization-purchase-request The documentation outlines the following required parameters: apple_data apple_signature apple_header apple_transactionId apple_ephemeralPublicKey apple_publicKeyHash apple_paymentMethod apple_displayName apple_network apple_type Optional: apple_applicationData I understand these should be derived from the PKPayment object after Apple Pay authorization, but I’m having trouble mapping everything correctly. Here’s what I’m seeing in code: payment.token // Returns something like: <PKPaymentToken: 0x28080ae80; transactionIdentifier: "..."; paymentData: 3780 bytes> payment.token.paymentData // Contains 3780 bytes of encrypted data payment.token.paymentData.base64EncodedString() // Returns a long base64 string, which at first glance seems like it could be used for apple_data, // but PayFort doesn't accept it as-is — so this value appears to be incomplete or incorrectly formatted I can successfully retrieve the following values from payment.token.paymentMethod: apple_displayName apple_network apple_type However, I’m still unsure how to extract or build the following in the format accepted by PayFort: apple_data apple_signature apple_header apple_transactionId apple_ephemeralPublicKey apple_publicKeyHash apple_paymentMethod These may be contained within the paymentData JSON, but I’m not sure how to decode it or if Apple allows decrypting it in a way that matches PayFort’s expected format. How can I correctly extract or build apple_data, apple_signature, and apple_header from the Apple Pay token? Also, how should I handle the decryption or decoding (if necessary) of paymentData to retrieve values like apple_transactionId, apple_ephemeralPublicKey, and apple_publicKeyHash? If anyone has successfully set this up or has example code that bridges Apple Pay and PayFort’s expected request format, it would be super helpful! Thanks in advance 🙏
Replies
0
Boosts
0
Views
97
Activity
Apr ’25
Xcode Build Failure
Hi, I don't understand why Xcode fails to build my app when following logic was uncommented as part of ternary operator (as highlighted in attachment). Can somebody help me please ?? Thx. ... : shelterViewModel.getShelter(row: row, column: column).productId == ... ? Color.yellow ...
Replies
6
Boosts
0
Views
300
Activity
Apr ’25
Xcode 16.3 / 16.4 UINavigationBar rendering issue?
I've recently upgraded to Sequoia and Xcode 16.3 (now 16.4RC) and a significant change I've noticed vs 16.2 is that the height of UINavigationBar components in storyboards and XIBs is incorrect. Xcode 16.2: Xcode 16.4: This only affects simulated metrics in storyboard / XIB files. I have been unable to find any discussion of this issue anywhere online. Is this actually an Xcode bug that has gone unnoticed / unfixed or is there some underlying intentional change here that I'm unaware of?
Replies
0
Boosts
0
Views
109
Activity
May ’25
Can not enter Beta App Review Information due to phone number
I have not been able to update the TestFlight Test Information. I keep getting the error "Make sure the contact phone number only contains numbers and try again" even when only number are entered. I've tried on Safari, Chrome and from the Connect App and all give the same error. I would like to push my App for testing to some external beta testers but can't since Contact Information is required for this.
Replies
1
Boosts
0
Views
106
Activity
Apr ’25
CPListTemplate in CarPlay Simulator: Multiple Items Selected on Tap
I am encountering an issue while running my CarPlay app in the simulator using CPListTemplate. On app launch, when I tap on the first item in the list and then tap on the second item, both items remain selected instead of only the latest tapped item. This behavior does not align with the expected single-item selection functionality. Has anyone else faced this issue? Is there a workaround or a known resolution for this behavior?
Replies
0
Boosts
0
Views
49
Activity
May ’25
SWIFTUI LAYERING ISSUE: BACKGROUND ALWAYS APPEARS IN FRONT OF CONTENT
SWIFTUI LAYERING ISSUE: BACKGROUND ALWAYS APPEARS IN FRONT OF CONTENT THE PROBLEM I'm facing a frustrating issue in my SwiftUI macOS app where a background RoundedRectangle is consistently displaying in front of my content instead of behind it. This isn't an intermittent issue - it never works correctly. The colored background is always rendering on top of the text and icons, making the content completely unreadable. Here's my current implementation: private func sceneRow(for scene: Scene, index: Int) -> some View { ZStack(alignment: .leading) { // Hidden text to force view updates when state changes Text("$$noteStateTracker)") .frame(width: 0, height: 0) .opacity(0) // 1. Background rectangle explicitly at the bottom layer RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) // 2. Content explicitly on top HStack { Image(systemName: "line.3.horizontal") .foregroundColor(.blue) .frame(width: 20) Text("$$index). $$truncateTitle(scene.title.isEmpty ? "Untitled Scene" : scene.title))") .foregroundColor(selectedScene?.id == scene.id ? .blue : .primary) .fontWeight(selectedScene?.id == scene.id ? .bold : .regular) Spacer() if scene.isComplete { Image(systemName: "checkmark.circle.fill") .foregroundColor(.green) .font(.system(size: 12)) .padding(.trailing, 8) } } .padding(.vertical, 4) .padding(.leading, 30) } .contentShape(Rectangle()) .onTapGesture { selectedChapter = chapter selectedScene = scene } .onDrag { NSItemProvider(object: "$$scene.id.uuidString)|scene" as NSString) } .onDrop(of: ["public.text"], isTargeted: Binding( get: { hoveredSceneID == scene.id }, set: { isTargeted in hoveredSceneID = isTargeted ? scene.id : nil } )) { providers in handleSceneDrop(providers, scene, chapter) } .contextMenu { Button("Rename Scene") { sceneToRename = scene newSceneTitleForRename = scene.title newSceneDescriptionForRename = scene.description isRenamingScene = true } Button(role: .destructive) { confirmDeleteScene(scene, chapter) } label: { Label("Delete Scene", systemImage: "trash") } } } Despite explicitly ordering elements in the ZStack with the background first (which should place it at the bottom of the stack), the RoundedRectangle always renders on top of the text and icons. WHAT I'VE TRIED I've attempted multiple approaches but nothing works: ZStack with explicit zIndex values ZStack { RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) .zIndex(1) HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) .zIndex(2) } No effect - background still appears on top. Using .background() modifier instead of ZStack HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) .background( RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) ) Same issue - the background still renders in front of the content. Custom container view with GeometryReader struct SceneRowContainer: View { var background: Background var content: Content init(@ViewBuilder background: @escaping () -> Background, @ViewBuilder content: @escaping () -> Content) { self.background = background() self.content = content() } var body: some View { GeometryReader { geometry in // Background rendered first background .frame(width: geometry.size.width, height: geometry.size.height) .position(x: geometry.size.width/2, y: geometry.size.height/2) // Content rendered second content .frame(width: geometry.size.width, height: geometry.size.height) .position(x: geometry.size.width/2, y: geometry.size.height/2) } } } This changed the sizing of the components but didn't fix the layering issue. NSViewRepresentable approach I tried implementing a custom NSViewRepresentable that manually manages the view hierarchy: struct LayerOrderView: NSViewRepresentable { let background: () -> Background let content: () -> Content func makeNSView(context: Context) -> NSView { let containerView = NSView() // Add background hosting view first (should be behind) let backgroundView = NSHostingView(rootView: background()) containerView.addSubview(backgroundView) // Add content hosting view second (should be in front) let contentView = NSHostingView(rootView: content()) containerView.addSubview(contentView) // Setup constraints... return containerView } func updateNSView(_ nsView: NSView, context: Context) { // Update views... } } Even this direct AppKit approach didn't work correctly. Using .drawingGroup() ZStack { // Background RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) // Content HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) } .drawingGroup(opaque: false) Still no success - the background remains in front. PROJECT CONTEXT macOS app using SwiftUI Scene contents need to be displayed on top of colored backgrounds The view uses state tracking with a noteStateTracker UUID that updates when certain changes occur App needs to maintain gesture recognition for taps, drag and drop, and context menus The issue is completely reproducible 100% of the time - the background is always in front WHAT I WANT TO ACHIEVE I need a reliable solution to ensure that the background color (RoundedRectangle) renders behind the HStack content. The current behavior makes the text content completely unreadable since it's hidden behind the colored background. Has anyone found a workable solution for this seemingly basic layering problem in SwiftUI on macOS? Thank you for any help, Benjamin
Replies
3
Boosts
0
Views
133
Activity
Apr ’25
App Unable to Archive After Xcode Update
Hi! I am having trouble getting my app to build successfully or archive since an xcode update a few months ago. Below is the error that shows in the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder]. Command PhaseScriptExecution failed with a nonzero exit code
Replies
0
Boosts
0
Views
75
Activity
May ’25
My SwiftUI project failed to run when upgrading from Xcode 14.0 to Xcode 16.3
Build succeed,but app startup failed.
Replies
5
Boosts
0
Views
85
Activity
Apr ’25
Mac (Designed for iPad) not been able to install on Mac testflight
Hi I developed an iPhone app but now I want to release the same app for iPad and Mac (Design for iPad). I made the changes below but I still not been able to install the app on my Mac. It says the app is incompatible but my Mac is MacBook Pro M2 which fills the requirements to install it. Things I did so my iPhone app could have support for iPad and Mac Added iPad and Mac (Designed for iPad) for the supported destinations Change the Status Bar Style to Require full screen Changed iOS minimum Deployments iOS to 17.6 Updated the launch screen logo so stays in the middle Xcode version 16.2 See the sccreenshots of the Xcode configuration and of the TestFlight on my MacBook Pro M2 Is there anything else I need to do? Thanks.
Replies
0
Boosts
0
Views
93
Activity
May ’25
"package" documents on iCloud Drive don't work in Simulator
Running macOS 15.4.1, Simulator 16.0 (1042.1), various iOS devices (iPhone 16, iPad 13" M4) I log into iCloud and enable iCloud Drive. Running the Files app, I noticed that I can click on "flat" documents (PDF, JPEG, etc) and they work. However, when I click on "package" documents (e.g. represented by a directory behind the scenes), I get a normal download progress, but then an alert "The operation could not be completed. No such file or directory". This seems to happen with all package documents, e.g. Keynote documents or Reality Composer objcap documents. It does not happen on actual devices logged into the same account. I've tried completely deleting and rebuilding the simulator instances in question, with no success.
Replies
0
Boosts
0
Views
77
Activity
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
Replies
2
Boosts
0
Views
128
Activity
Apr ’25
cannot update system time on AppleWatch using simctl
I am attempting to generate screenshots at various logical times using a watchOS 11 simulator. % xcrun simctl status_bar "Apple Watch Series 10 (46mm)" override --time 9:06 An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=45): Simulator device failed to complete the requested operation. Operation not supported Underlying error (domain=NSPOSIXErrorDomain, code=45): Status bar overrides not supported on this platform. Operation not supported Using WatchOS Clock Settings gives me at most 59 minutes in which to succeed. Even if I had a physical watch for every series and size, I would have to wait up to 23 hours before being able to generate my marketing screenshots to support various user scenarios. With three settings variations, a minimal wait time to get to good marketable content would be on the order of 1 month per app version.
Replies
0
Boosts
0
Views
72
Activity
May ’25
Weatherkit - quota usage
where can i find the account quota usage for WeatherAPI?
Replies
1
Boosts
0
Views
101
Activity
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.
Replies
1
Boosts
0
Views
142
Activity
May ’25
How to run XCode 15.2 on Sequoia?
Hi, I have a project that is based on a GPL library. The GPL library has some issue since early 2024 that requires it to be run on XCode 15.2. Any XCode above 15.2 will only give you "Invalid MinimumOSVersion." and "Missing Info.plist value." errors. So I installed 15.2 again. But now I have another problem because it can only run on Ventura. How do I run XCode 15.2 on my Sequoia MacOS? I hate to reinstall the OS all again. Thank you.
Replies
2
Boosts
0
Views
164
Activity
Apr ’25
no option for "Extended Runtime Session"
How can I enable "Extended Runtime Sessions" for a companion watch app? Here https://aninterestingwebsite.com/documentation/watchkit/using-extended-runtime-sessions in targets under 'Signing & Capabilities' I checked "Audio" and Session Type 'Mindfulness', I created an ExtendedRuntimeManager.swift file. When running a simulation the error message says "Extended Runtime Session ungültig: Reason=-1, Error=This application does not have appropriate permissions to schedule a session." How does the app get the 'appropriate permissions'?
Replies
1
Boosts
0
Views
175
Activity
May ’25
Xcode Test Pane for TDD and Unit Tests?
At the last place I worked it took roughly 5 minutes to do an application build. Which in turn made doing any sort of TDD or ever just regular Unit Tests extremely painful to do as the cycle time was simply too long. But that got me thinking. In recent versions of Xcode, Apple added Previews for SwiftUI Views that basically showed code changes to the View in real time. And Previews were made possible by extremely targeted compilation of the view in question. So... what if instead of a Preview pane in the Xcode IDE there was a Test pane the could be displayed such that Tests for a piece of code could be created and run almost immediately? Perhaps by adding a #Testing section to your code #Testing(MyService.self) // Define the entity to be tested. If you could drop the turnaround time AND provide a test playground for service level code that could speed development of such code greatly... and encourage interactive test development at the same time. What do you think?
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165
Activity
Apr ’25
CMMovemnt Disorder Library
Info.plist contained no UIScene configuration dictionary (looking for configuration named "Default Configuration") {"msg":"Usage of CMMovementDisorderManager requires a special entitlement. Please see for more information https://aninterestingwebsite.com/documentation/coremotion/cmmovementdisordermanager", "event":"assert", "condition":"isEntitled"} /Library/Caches/com.apple.xbs/Sources/CoreLocationFramework/Framework/CoreMotion/Health/CMMovementDisorderManager.mm:208: assertion failure in +[CMMovementDisorderManager initialize] . I have the entitlement, I sent the request yesterday. I have added in Info.plist Privacy - Motion Usage Description message. But nothing changes. It always crashes . Added also everything to Entitlements File to watch. It crashes on private let manager = CMMovementDisorderManager()
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69
Activity
May ’25