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Any way to prevent macOS from repositioning my window?
My app has a utility window that can live anywhere on screen, including over the menu bar, or in the top region of a screen with a notch when the main screen is not the built-in display. If I drag the window into these areas, it sits there just fine. I have drag handlers in a subclass of NSWindow that call -setFrame: (yeah, this is Obj-C code). If the screen gets reconfigured, my code tries to remember where the window was, and calls -setFrame: to put it back there. But in this case, macOS moves my window down out of the menu bar/notch area at the top of the screen. Is there any way to prevent this behavior?
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648
Jan ’22
Configuring a LaunchDaemon for a server process
I've developed a specialized web server in Swift using Vapor. I want to set it up to run reliably on macOS using a LaunchDaemon. It should start at boot and be restarted if it crashes. I'm having trouble finding a good guide to the latest flavor of launchctl, and how to use system domains. This is my plist: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>Debug</key> <true/> <key>Label</key> <string>com.latencyzero.FurnaceController</string> <key>Program</key> <string>/Users/rmann/Desktop/Run</string> <key>ProgramArguments</key> <array> <string>serve</string> <string>--hostname</string> <string>0.0.0.0</string> <string>--port</string> <string>80</string> </array> <key>KeepAlive</key> <true/> <key>Listeners</key> <dict> <key>SockServiceName</key> <string>http</string> <key>SockType</key> <string>tcp</string> <key>SockFamily</key> <string>IPv4</string> </dict> </dict> </plist> And I'm trying to invoke it like this: $ sudo enable system/com.latencyzero.FurnaceController But nothing happens. If I try kickstart, I get an error: $ sudo launchctl kickstart -p system/com.latencyzero.FurnaceController Could not find service "com.latencyzero.FurnaceController" in domain for system $ sudo launchctl kickstart -p uid/501/com.latencyzero.FurnaceController Unrecognized target specifier. Usage: launchctl kickstart [-k] [-p] <service-target>         -k      Terminates the service if it is already running.         -p      Prints the PID of the service that was started.         -s      Starts the service suspended so that a debugger may attach. <service-target> takes a form of <domain-target>/<service-id>. Please refer to `man launchctl` for explanation of the <domain-target> specifiers. Bootstrap also doesn't work as I'd expect: $ sudo launchctl bootstrap system/com.latencyzero.FurnaceController Usage: launchctl bootstrap <domain-target> [service-path, service-path2, ...] <service-target> takes a form of <domain-target>/<service-id>. Please refer to `man launchctl` for explanation of the <domain-target> specifiers. The plist is in /Library/LaunchDaemons/com.latencyzero.FurnaceController.plist I'd rather not have to launch this in a user domain, as I'm handing this app off to my client, and the fewer customization needed, the better.
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1.9k
Aug ’22
SCNSceneRendererDelegate example in SwiftUI?
I've got a Game @StateObject in my app that's passed to my main ContentView. I'm trying to figure out how best create a SCNSceneRendererDelegate instance that has a reference to the Game state, and then pass that to the SceneView inside my ContentView. I'm trying to do it like this, but obviously this doesn't work because self isn't available at init time: struct ContentView : View { let game : Game var scene = SCNScene(named: "art.scnassets/ship.scn") var cameraNode : SCNNode? { self.scene?.rootNode.childNode(withName: "camera", recursively: false) } var rendererDelegate = RendererDelegate(game: self.game) // Cannot find 'self' in scope var body: some View { SceneView(scene: self.scene, pointOfView: self.cameraNode, delegate: self.rendererDelegate) } } The intent is that in my renderer delegate, I'll update my game's simulation state. Because my game state is an ObservableObject, everything else (I have a bunch of SwiftUI) should update.
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727
Sep ’22
building for macOS-x86_64 but attempting to link with file built for macOS-arm64 on M1 Mac with "build for active arch only" set
I'm not sure why, but it seems my Xcode project is trying to build for x86 (on my M1 Mac), even though both Debug and Release configurations have ONLY_ACTIVE_ARCH = YES. It's clearly trying to build for x86, as evidenced by the -target x86_64-apple-macos13.0 in the invocation. But I can't figure out why. The full link stage output: Ld /Users/me/Library/Developer/Xcode/DerivedData/MyProject-fbzxsemlztqkmsgdutlriortdmmd/Build/Products/Debug/MyProject.app/Contents/MacOS/MyProject normal (in target 'MyProject' from project 'MyProject')     cd /Users/me/Projects/MyProject     /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -target x86_64-apple-macos13.0 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.0.sdk -L/Users/me/Library/Developer/Xcode/DerivedData/MyProject-fbzxsemlztqkmsgdutlriortdmmd/Build/Intermediates.noindex/EagerLinkingTBDs -L/Users/me/Library/Developer/Xcode/DerivedData/MyProject-fbzxsemlztqkmsgdutlriortdmmd/Build/Products/Debug -L/opt/homebrew/opt/llvm/lib -F/Users/me/Library/Developer/Xcode/DerivedData/MyProject-fbzxsemlztqkmsgdutlriortdmmd/Build/Intermediates.noindex/EagerLinkingTBDs -F/Users/me/Library/Developer/Xcode/DerivedData/MyProject-fbzxsemlztqkmsgdutlriortdmmd/Build/Products/Debug -filelist /Users/me/Library/Developer/Xcode/DerivedData/MyProject-fbzxsemlztqkmsgdutlriortdmmd/Build/Intermediates.noindex/MyProject.build/Debug/MyProject.build/Objects-normal/x86_64/MyProject.LinkFileList -dead_strip -Xlinker -object_path_lto -Xlinker /Users/me/Library/Developer/Xcode/DerivedData/MyProject-fbzxsemlztqkmsgdutlriortdmmd/Build/Intermediates.noindex/MyProject.build/Debug/MyProject.build/Objects-normal/x86_64/MyProject_lto.o -Xlinker -export_dynamic -Xlinker -no_deduplicate -fobjc-arc -fobjc-link-runtime -framework Cocoa -lcurses -lLLVMAnalysis -lLLVMBitReader -lLLVMCodeGen -lLLVMCore -lLLVMExecutionEngine -lLLVMMC -lLLVMObject -lLLVMRuntimeDyld -lLLVMScalarOpts -lLLVMSelectionDAG -lLLVMSupport -lLLVMTarget -lLLVMTransformUtils -lLLVMX86CodeGen -lLLVMX86Desc -lLLVMX86Info -lz -Xlinker -no_adhoc_codesign -Xlinker -dependency_info -Xlinker /Users/me/Library/Developer/Xcode/DerivedData/MyProject-fbzxsemlztqkmsgdutlriortdmmd/Build/Intermediates.noindex/MyProject.build/Debug/MyProject.build/Objects-normal/x86_64/MyProject_dependency_info.dat -o /Users/me/Library/Developer/Xcode/DerivedData/MyProject-fbzxsemlztqkmsgdutlriortdmmd/Build/Products/Debug/MyProject.app/Contents/MacOS/MyProject ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMAnalysis.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMBitReader.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMCore.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMExecutionEngine.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMCodeGen.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMMC.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMRuntimeDyld.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMObject.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMX86Info.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMTarget.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMSupport.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMScalarOpts.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMSelectionDAG.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMTransformUtils.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMX86CodeGen.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: warning: ignoring file /opt/homebrew/opt/llvm/lib/libLLVMX86Desc.a, building for macOS-x86_64 but attempting to link with file built for macOS-arm64 ld: in '/opt/homebrew/opt/llvm/lib/libunwind.dylib', building for macOS-x86_64 but attempting to link with file built for macOS-arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation) If I change the ARCHS to just arm64, then it builds fine.
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3.4k
Nov ’22
What is BUNDLE_EXECUTABLE_FOLDER_PATH?
What is BUNDLE_EXECUTABLE_FOLDER_PATH? I came across this in a freshly-created iOS project (Xcode 14.2). In the unit tests target it created, it set TEST_HOST to $(BUILT_PRODUCTS_DIR)/MyApp.app/$(BUNDLE_EXECUTABLE_FOLDER_PATH)/MyApp As far as I can tell, nothing sets BUNDLE_EXECUTABLE_FOLDER_PATH, and I can’t find it in any of the existing Xcode build settings. It's not set for Run Scripts, either, although these are close (and yes, this is an iOS project, not sure why one is MacOS): export BUNDLE_EXECUTABLE_FOLDER_NAME_deep\=MacOS export BUNDLE_EXTENSIONS_FOLDER_PATH\=Extensions A project I created several years ago does not have the TEST_HOST predefined that way.
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1.3k
May ’23
App runs fine, but preview complains executeFetchRequest:error: A fetch request must have an entity..
I'm migrating my app from Obj-C to Swift. It uses Core Data, and most of the entities are implemented in Obj-C. I just took a stab at converting one of my views to SwiftUI, and it runs correctly, but Preview crashes with executeFetchRequest:error: A fetch request must have an entity.. I've tried declaring the fetch request both with and without the entity: argument: @FetchRequest(entity: NewsItem.entity(), sortDescriptors: []) var newsItems : FetchedResults&lt;NewsItem&gt;
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819
Jun ’23
Xcode commit color meaning?
In the abominable new commit line diff view, I have no idea what the colors mean. Some text is highlighted in a cream color, other text in purple. Googling just turns up people hating the view, as I do. I haven't found anything in the Xcode docs that explains the coloring. Looking at my files, I think cream is a deleted line and purple is added lines. Is that right? Light mode.
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916
Jan ’24
Does StoreKit2 not reliably report available purchases shortly after login?
My app is a login item that gets registered as a background agent using SMAppService. On launch it checks to see that the user has an active subscription, and when I run it from Xcode, this works fine. But it seems that if I restart my machine and it is run from launchd right at login, StoreKit doesn't return any purchases. This results in my app throwing up a window to tell the user to subscribe. It’s hard to be sure this is the behavior, because I can't really use a debugger, and for whatever reason, OSLog is not persisting messages (despite being configured to do so). Does anyone know if it takes a while after restart or login for Store Kit to reliably return purchases?
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609
Feb ’24
Simulating cross-device passkey sign in?
It seems cross-device passkey authentication isn't supported by the Simulator, is that right? I can't tell if it's the simulator not supporting it, or my app/server failing. My app, running in the Simulator, presents a QR code during sign-in flow. I scan that with my phone, and it just spins "connecting…". Can anyone confirm that the Simulator just doesn't support this? What are my options for testing this flow? I guess I need another device not sign in to my AppleID.
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1.1k
Mar ’24
Trouble direct-distributing macOS app
I don't know why we’re up to Xcode 16 and this stuff is still so damn difficult. First of all, I don't know why I can't just send a .app I built for my M1 MacBook Pro to my friend who also has an M1 MacBook Pro. But even after going through the quarantine steps, he gets an alert saying the app can't be opened. So I'm trying to do direct distribution of an archive. But that gives me two errors: There is a problem with the request entity You already have a current Developer ID Application Managed (With Kext) certificate or a pending certificate request. No profiles for 'com.latencyzero.VideoBox' were found Xcode couldn't find any Developer ID provisioning profiles matching 'com.latencyzero.VideoBox'. The signing is managed by Xcode. CloudKit access works.
Topic: Code Signing SubTopic: General
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729
Aug ’24