I am trying to import an Automator workflow into the Shortcuts app. I have tried all the methods [suggested by Apple] but all fail with this error:
I have copied the workflow to various folders and tried again with the same result.
Is this a permissions issue ?
I'm on macOS 14.1 Sonoma with Shortcuts 7.0.
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I'm working through Apple's SwiftUI tutorials. At one point it says:
Experiment – Adjust the Dynamic Type slider in the Canvas Device Settings
The Canvas Device Settings pop-up in Xcode doesn't show the Dynamic Type slider:
How can I make the Dynamic Type slider visible ?
There is a volunteer run group on GitHub who maintain a well known public domain cross-platform Python script. They build binaries for Linux, Windows and macOS. The macOS binaries are only ad-hoc signed. Thus, in macOS 15, they are rejected by Gatekeeper – requiring user intervention to be used. There are a lot of components each of which must be approved in "Settings" with admin credentials.
It would be best if these binaries were code signed. However, the core group of devs changes over time and so, using one person's name might not be ideal.
Can such a volunteer group apply for a developer certificate so that they can sign the macOS binaries ? I ask because Apple's requirements for enrolling in the Development Program include that an organisation be a legal entity and this group is not a legal entity.
Thnaks.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Developer ID
Developer Program
I can't get my app's logo to show in the "About" box nor in the app switcher.
I have:
created "Assets.xcassets"
created "AppIcon"
added 10 image files of the logo to the AppIcon image well [? right terminology ?]
saved and built the project – there are no errors or warnings
When I run the project, I still get the default image showing in the About box and in the app switcher.
Because first attempt failed, I changed "applet" to "AppIcon" in "App Icons and Launch Screen" in "General" settings. That did not change the result. I also toggled "Include all app icon assets" which also did not change the result.
Weirdly, my app's logo DOES show beside the app name in every item of "Build Settings".
Do I need to do something else to change the default image in the "About" box ?
Thanks.
[Xcode 16.2 on macOS 15.3.2.]
AppleScript's Scripting Additions dictionary contains a number of useful dialogs (e.g. "display dialog", "choose file", "choose from list"). As with most dialogs, the user can cancel and go on with something else. But, when the user presses the "Cancel" button or presses the "esc" key, the dialog returns an error -128.
Why is it so ?
This can be controlled with some dialogs by defining the buttons to be e.g. "No" and "Yes". The AppleScript code can then respond appropriately to the "No". That avoids the issue but at least, then, there is no need to put the "display dialog" into a try block.
But, the buttons on some dialogs cannot be customised e.g. "choose file name". So, every time those dialogs are used, they must be wrapped in a try block so that the script can deal with the user's cancelling of the dialog.
Instead, why not return a "Cancel" or a boolean "false" ? If the user presses the "Cancel" button why not return something to indicate that instead of banging an error that has to be trapped ? For example for display dialog it could be {button returned:"Cancel", gave up:false} and for choose file it would be [missing].
I guess that changing this after so many years of people crafting scripts around it would be risky. But, why do those dialogs have to return an error ?
My AppleScript applet is localized for French, German, Italian and Spanish. The applet displays text in the correct language if the preferred language is changed in the "General" pane of the Language & Region preferences. That is, the applet correctly works in all four languages.
However, the "Apps" pane shows Spanish, German and Italian but, does not show French. For example:
Why would the "Apps" pane not show all languages for which the applet is localized ?
Thanks
late 2015 iMac 27", macOS 12.2.1
Topic:
Accessibility & Inclusion
SubTopic:
General
Tags:
Localization
Internationalization
AppleScript
When I select a picture in the Desktop picture pref pane, the pane shifts its display up about 15% and so crops off the top 15% of its area. This is on a Mac Studio Max running macOS 12.3.1. This does not occur on a late 2015 iMac using the same desktop picture files and also running 12.3.1. See attached example:
I would like to distribute a Shortcut with my AppleScript applet (currently the work is done by an Automator Service). I have two questions:
Is it possible to automate the installation for users ? It seems that the only way a shortcut can be installed is via the Shortcuts app. So, when they ask for the Shortcut to be installed, the app must be opened and then users have to respond to the install shortcut dialog and, at least, click on "Add Shortcut".
Can that process be automated ?
A shortcut can be run from a URL, which is very useful. The URL looks like this:
shortcuts://run-shortcut?name=[name of shortcut]
However, running a shortcut from a URL always opens the Shortcuts app before running the shortcut. This breaks my code which is expecting a web browser to be active.
Is there a way of using at the shortcuts URL scheme run the shortcut in place i.e. without opening the shortcuts app ? Or, can the URL scheme be used to call the Shortcuts Event app ?
Thanks.
I have tried to manually install binaries using Finder by clicking and dragging from the Desktop into "/usr/local/bin/". The binaries come with a collection of frameworks etc. All the binaries are adhoc signed. macOS asks for Admin credentials which is fine. But then, when I execute the binaries in Terminal, Gatekeeper shows the now expected "'[binary"] Not Opened Apple could not verify ........" etc. It shows that dialog for every component and requires user input 2-3 times to allow each component of which there are perhaps dozens.
BUT, none of that happens if I install those binaries using AppleScript. So, it might have a call like this:
do shell script "curl -L " & download_URL & " -o " & download_binary_zip with administrator privileges
do shell script "unzip -o " & download_binary_zip & " -d " & usr_bin_folder with administrator privileges
The resulting installs work perfectly.
Is this intended ? Using both install methods requires Admin credentials. Why does using a script work but using Finder does not ?
My app needs to run on macOS 11+. It has one window of fixed size i.e. it should NOT be resizable.
.windowResizability(.contentSize) is only available in macOS 13+.
How can window resizability be disabled in macOS 11 and 12 ?
I'm running Xcode 16.2 on macOS 15.3.2.
Thanks.
I'm a beginner so please forgive my use of wrong terminology.
I have been working through the Apple tutorial on SwiftUI. I tried to edit the PreviewProvider in "ContentView.swift" made a mistake and tried to revert back. I have checked that the code is now as it was when it worked.
But, the code in that file is not showing the same as before – it has none of the colours which show that Xcode has parsed and checked the code. Thus, the canvas is not showing. The code looks like this:
Nonetheless, the project builds and runs without error.
How can I make Xcode parse a file and thus show the canvas ?
My AppleScript applet has a user guide in its resources folder. The guide is in PDF format. To show the guide, my applet has this code:
set path_to_Applet_alias to path to me as alias
set help_file to (path to resource "Help.pdf" in bundle path_to_Applet_alias) as string
tell application "Finder"
open file help_file
end tell
That code works. The applet is localised for a few languages. When I set the language in my applet to another language, e.g. French, that code punches an error:
"The application "Preview" can't be opened" -1703
According to Apple, the "-1703" error means "The wrong data type was detected". But, the data type hasn't changed.
I suspect something is going on with the translation but, I can't figure out what.
Any ideas ?