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Reply to How to disable StoreKit / Sandbox within Xcode?
If, on the other hand, I go with the Sandbox - ie, I set an apple ID in Settings -> App Store -> Sandbox Account - then when I launch the app I get an error code: Error enumerating unfinished transactions for first transaction listener: Error Domain=ASDErrorDomain Code=500 "(null)" UserInfo={NSUnderlyingError=0x30250f810 {Error Domain=AMSErrorDomain Code=301 "Invalid Status Code" AMSServerPayload={ errorCode = 4040004; errorMessage = "App not found. Please try again."
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Mar ’24
Reply to Unable to install “myapp”
I have absolutely no idea, but at some point (for my production app) it began working again. And now today (on an apple documentation sample app), it’s back. No idea what previously made my production app work - just tried one more build and it magically worked. This is incredibly frustrating, as last time when this occurred, I lost several days of productivity. Today, I’m trying to build the app from developer.apple.com/documentation/avfaudio/audio_engine/audio_units/creating_a_custom_speech_synthesizer and the same error occurs again. Today, I’ve tried building with GA Xcode 15.0 (15A2240d) plus with Xcode 15.1 beta (15C5028h). As before, other apps can be built & installed to my iPhone using either version of XCode - but this one app cannot be installed on my iPhone. And also as before, I’ve deleted the app and restarted everything multiple times. I’ve cleared out both /Users/me/Library/Developer/Xcode/DerivedData/ as well as /Users/me/Library/MobileDevice/Provisioning Profiles/. Nothing works. I suspect that the error message is a red herring, but as a result I’ve no path forward.
Oct ’23
Reply to Localizable.xcstrings FAILS on iOS 17 beta 7
Update: I've continued to build / deploy my project to my iPhone, and suddenly, SOME of the localizable strings are showing up, but others are still just showing the key. It is completely random - as I have ONE func that provides the content of each line in a List - and some of them are the key, and some are the localized strings. Again, all of this is true ONLY for my iPhone. My other devices are 100% working as expected. I hope someone can offer some helpful insight...
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Aug ’23
Reply to RealityView update closure
Here’s a simple implementation of my Graph object. Basic ideas are just this: the Graph class conforms to @ObservableObject and contains an @Published Float called position. My app can manipulate this and RealityKit will reposition the object based upon this. the renew() function creates an AnchorEntity, loads a jpg to be used as a Material, creates a box Entity using .generateBox(), and then adds this as a child of the anchor renew() also resets / re-creates an array of all Entities used (called all) by appending each child of the anchor defined in step (2). I manually maintain this array to facilitate app logic outside of the RealityView update: closure Again, this is a simplified implementation but it shows how I’m manually creating the RealityView scene with each call to the update: closure. Surely this isn’t the most efficient way to update a scene, but it’s all I can figure with existing documentation. import SwiftUI import RealityKit class Graph: ObservableObject { // step 1: define an @Published var @Published var position:   Float = -1.0 var anchor: AnchorEntity = AnchorEntity() var all: [Entity] = [] static let singleton = Graph() init() { renew() } func renew() { // step 2: manually create the scene // create / recreate anchor anchor = AnchorEntity() // load a jpg to paint the cube guard let resource = try? TextureResource.load(named: "gates") else { fatalError("Unable to load texture.") } var material = UnlitMaterial() material.color = .init(texture: .init(resource)) // create a box and add material to it. let entity = Entity() entity.components.set(ModelComponent( mesh: .generateBox(size: 0.4, cornerRadius: 0.05), materials: [material] )) entity.name = "box" // use the @Published var to position in the scene entity.position.z = position // add the entity as a child to the anchor anchor.addChild(entity) // step 3: maintain my own array of all entities to facilitate my own app’s logic all = [] for e in anchor.children { all.append(e) } } }
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Jul ’23
Reply to Xcode 16.1 beta 3 unable to connect to my Watch
I finally came across this older thread which contained a variety of comments with similar strategies. Trial and error found one variation which worked for me.
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Oct ’24
Reply to Xcode 16.1 beta 3 unable to connect to my Watch
There's another dialog box too - which states: Browsing on the local area network for MyOld iPhone 13 Pro Even though this phone is no longer using my AppleID
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Oct ’24
Reply to Can't install any apps on my new iPhone 16 Pro with iOS 18 from XCode
Here's what worked for me: install Xcode 16.1 beta build to my iPhone (16 pro w/ iOS 18.1 beta 4) Lousy error message (are you listening, Apple?) - but the cause was simple enough: Xcode 16 cannot install to an iPhone 16 w/ iOS beta 18.1 - I needed Xcode 16.1
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Sep ’24
Reply to macOS 15.1 beta 2 not downloading
I discovered the reason my downloads were not working: my HD didn't have enough space. An alert from the OS would have been nice, would have saved me tons of time. Just passing this along - hope it helps others.
Topic: App & System Services SubTopic: Core OS Tags:
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Aug ’24
Reply to macOS 15.1 beta 2 not downloading
even continued attempts to download directly from https://developer.apple.com/download/ results in an instantaneous Zero KB of 15.87 GB -- stopped
Topic: App & System Services SubTopic: Core OS Tags:
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Aug ’24
Reply to macOS 15.1 beta 2 not downloading
this has been going on for days. Again last night - waiting in System Settings' Software Updates... Again this morning, a reboot, again the Cylon...
Topic: App & System Services SubTopic: Core OS Tags:
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Aug ’24
Reply to How to disable StoreKit / Sandbox within Xcode?
If, on the other hand, I go with the Sandbox - ie, I set an apple ID in Settings -> App Store -> Sandbox Account - then when I launch the app I get an error code: Error enumerating unfinished transactions for first transaction listener: Error Domain=ASDErrorDomain Code=500 "(null)" UserInfo={NSUnderlyingError=0x30250f810 {Error Domain=AMSErrorDomain Code=301 "Invalid Status Code" AMSServerPayload={ errorCode = 4040004; errorMessage = "App not found. Please try again."
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Mar ’24
Reply to Unable to install “myapp”
I have absolutely no idea, but at some point (for my production app) it began working again. And now today (on an apple documentation sample app), it’s back. No idea what previously made my production app work - just tried one more build and it magically worked. This is incredibly frustrating, as last time when this occurred, I lost several days of productivity. Today, I’m trying to build the app from developer.apple.com/documentation/avfaudio/audio_engine/audio_units/creating_a_custom_speech_synthesizer and the same error occurs again. Today, I’ve tried building with GA Xcode 15.0 (15A2240d) plus with Xcode 15.1 beta (15C5028h). As before, other apps can be built & installed to my iPhone using either version of XCode - but this one app cannot be installed on my iPhone. And also as before, I’ve deleted the app and restarted everything multiple times. I’ve cleared out both /Users/me/Library/Developer/Xcode/DerivedData/ as well as /Users/me/Library/MobileDevice/Provisioning Profiles/. Nothing works. I suspect that the error message is a red herring, but as a result I’ve no path forward.
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Oct ’23
Reply to AppClipCodeGenerator - unable to create with parameters
Further elaboration - my use case is that I want each app clip code to differ from the others just by the integer value of the ’u’ parameter. I’m wanting to use the command line tool to generate the AppClip .svg files, and then distribute these to each individual who I’ve identified as a marketing partner. Is this possible?
Topic: App & System Services SubTopic: General Tags:
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Aug ’23
Reply to Localizable.xcstrings FAILS on iOS 17 beta 7
Update: I've continued to build / deploy my project to my iPhone, and suddenly, SOME of the localizable strings are showing up, but others are still just showing the key. It is completely random - as I have ONE func that provides the content of each line in a List - and some of them are the key, and some are the localized strings. Again, all of this is true ONLY for my iPhone. My other devices are 100% working as expected. I hope someone can offer some helpful insight...
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Aug ’23
Reply to WatchOS NavigationSplitView never shows detail: { }
Also, I just tried to simplify by removing the dependency upon CloudKit and instead hard-coding my array of exercises: [Squats] - but no difference. NavigationSplitView does not yet appear to work on WatchOS - using all the latest beta releases as of today (Sonoma / Xcode / iOS / WatchOS).
Topic: App & System Services SubTopic: Core OS Tags:
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Aug ’23
Reply to NavigationSplitView does not work on beta 1 or 2
I’ve found the same roadblock in my development efforts - using beta 4
Topic: UI Frameworks SubTopic: General Tags:
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Aug ’23
Reply to Apple Watch cannot reconnect
Done! FB12845184
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Aug ’23
Reply to RealityView update closure
Here’s a simple implementation of my Graph object. Basic ideas are just this: the Graph class conforms to @ObservableObject and contains an @Published Float called position. My app can manipulate this and RealityKit will reposition the object based upon this. the renew() function creates an AnchorEntity, loads a jpg to be used as a Material, creates a box Entity using .generateBox(), and then adds this as a child of the anchor renew() also resets / re-creates an array of all Entities used (called all) by appending each child of the anchor defined in step (2). I manually maintain this array to facilitate app logic outside of the RealityView update: closure Again, this is a simplified implementation but it shows how I’m manually creating the RealityView scene with each call to the update: closure. Surely this isn’t the most efficient way to update a scene, but it’s all I can figure with existing documentation. import SwiftUI import RealityKit class Graph: ObservableObject { // step 1: define an @Published var @Published var position:   Float = -1.0 var anchor: AnchorEntity = AnchorEntity() var all: [Entity] = [] static let singleton = Graph() init() { renew() } func renew() { // step 2: manually create the scene // create / recreate anchor anchor = AnchorEntity() // load a jpg to paint the cube guard let resource = try? TextureResource.load(named: "gates") else { fatalError("Unable to load texture.") } var material = UnlitMaterial() material.color = .init(texture: .init(resource)) // create a box and add material to it. let entity = Entity() entity.components.set(ModelComponent( mesh: .generateBox(size: 0.4, cornerRadius: 0.05), materials: [material] )) entity.name = "box" // use the @Published var to position in the scene entity.position.z = position // add the entity as a child to the anchor anchor.addChild(entity) // step 3: maintain my own array of all entities to facilitate my own app’s logic all = [] for e in anchor.children { all.append(e) } } }
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Jul ’23
Reply to Can apps made with Xcode 15 be submitted for Approval
You cannot. You must use the publicly available versions of not just Xcode, but also of the MacOS. (Side note: I believe that beta RC candidates are the only exception to this.) For this reason, I use this dual-boot setup: https://support.apple.com/en-us/HT208891 and it works like a charm.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Jul ’23