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Use ibeacon technology to activate the wake up app for Bluetooth connection
Dear Apple developer team, we use ibeacon to wake up and activate the app for Bluetooth connection in app development, but there are some problems, the problems are as follows: 1, called CLLocationManager startRangingBeaconsInRegion and startMonitoringForRegion, open after iBeacon area detection and ranging. After completely leave iBeacon radio range, locationManager: didExitRegion: callback is not timely. When the screen is on, wait 1 minute for the callback. When the phone is in the state of the screen, it needs to wait for more than 3 minutes, and occasionally wait for more than 10 minutes without callback; 2. Can the success rate of ibeacon approach 100%? How to improve the success rate of ibeacon live wake app? 3. Using ibeacon technology, in what scenarios will the app be pulled alive to wake up during user use? 4. How long can the app process its business after it is woken up? 5. Can ibeacon technology and Bluetooth saving and recovery mechanism be used to greatly improve the probability of activating the app for Bluetooth connection, and can cover various use scenarios of users' lives to awaken the activating app?
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Jan ’25
Instruments "Failed to split user provided arguments: working directory doesn't exist"
Trying to examine performance issues in Xcode Instruments using the Animation Hitches instrument in Xcode 16.0 beta 6 (16A5230g). When connected to my iPhone 15 Pro Max and I try to start a run with my app, it has an error “Failed to split user provided arguments: working directory doesn't exist” with timestamp “(Before Run Started)”. When running the app on an iOS simulator, the instrument runs fine—but I want to profile on a real device.
 Instruments > Settings, Recording Location set to Default and that directory does exist.
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Jan ’25
Unable to reset simulators
I'm unable to reset simulators using the menu or the xcrun simctl tool: <output of xcrun simctl list> == Devices == -- iOS 17.5 -- iPhone SE (3rd generation) (5A06623A-173D-4C96-8DD3-3E9FE39A06F1) (Shutdown) iPhone 15 (iOS 17.5) (F4329E8D-29BB-4EA7-8465-C11A98D04ED7) (Shutdown) -- iOS 18.0 -- iPhone SE (3rd generation) (2DDE8F03-F8E1-4C1B-8E28-CD9B208F3FFA) (Shutdown) iPhone 16 Pro (DE788688-8AC6-40A0-B25C-A56AA423798E) (Shutdown) iPhone 16 Pro Max (1405184C-36A9-40F3-B0D0-4EEB88452883) (Shutdown) iPhone 16 (0CBBA7DB-B20E-4F17-BBC5-910F1F6E1A0A) (Shutdown) iPhone 16 Plus (95421C27-11A0-4FCF-A889-DAAE8557B271) (Shutdown) == Device Pairs == ~/Library`` ❯ xcrun simctl erase 0CBBA7DB-B20E-4F17-BBC5-910F1F6E1A0A An error was encountered processing the command (domain=NSCocoaErrorDomain, code=513): “data” couldn’t be moved because you don’t have permission to access “Deleting-8FEDFF47-5B2F-4534-BCA2-036BBE68CE37”. You don’t have permission. To view or change permissions, select the item in the Finder and choose File > Get Info. Underlying error (domain=NSPOSIXErrorDomain, code=1): The operation couldn’t be completed. Operation not permitted Operation not permitted Xcode Version 16.0 (16A242d) MacOS 15.0.1 (24A348)
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1.7k
Jan ’25
Xcode 15.3 Command Line Build of Aggregate Doesn't Respect Derived Data Location
I have an aggregate project that compiles several Xcode projects. All Derived Data locations are set to the default: Xcode > Settings > Locations > Advanced = Unique (the default) Aggregate Project > File > Project Settings... > Derived Data = Default Location Individual Sub Projects > File > Project Settings... > Derived Data = Default Location And yet, when I do a command line build, for each of the sub projects, a "build" folder is created alongside the sub project's xcodeproj file. Note that this project is quite old, going back many Xcode versions. I had previously had Xcode > Settings > Locations > Advanced set to "Legacy", but am shifting these old projects to use the default DerivedData location – this might be part of the problem, given that the Legacy mode always created a "build" folder next to the .xcodeproj file. Can anyone explain this? Best Wishes, Mark
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Jan ’25
Error while reading test baseline file
When running Unit tests on my project, I get an error: Error while reading test baseline file: "The file “05ACE933-24F8-449B-9949-77312B3070BC.plist” couldn’t be opened because there is no such file." at path: "/private/var/folders/qy/g9s46vp88xggk_001s62kxb00000gn/X/54A3BAF3-89F8-52E2-8575-47176446C08E/d/Wrapper/MyApp.app/PlugIns/MyAppTests.xctest/xcbaselines/05ACE933-24F8-449B-9949-77312B3070BC.plist" This happened after a rebase / merge, so I must have accidentally deleted a file from the repository. This only seems to happen on the 'My Mac (Designed for iPad) device. When I run the unit tests on my iPhone, all seems to be well. How can I either remove the reference to the missing file, or reset the baselines in the project? Kind regards, Wouter Wessels
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Jan ’25
Can't compile asset catalog when including iMessage App Icon asset
I'm trying to add an iMessage extension to my app, and upon adding the iMessage App Icon set, I ran into an issue with one specific icon size: 1024x768px, aka 1x 1024x768pt. When I remove this one icon from the icon set, it compiles and runs fine, however I can't push it to the App Store as I get the error: "Asset validation failed. Missing Image Asset. Your app is missing the Large App Icon asset 'AppIcon' in 'Payload/Runner.app/PlugIns/MessagesExtension.appex'." I'm assuming this refers to 1024x768px, as this size placeholder appears upon adding a New Messages Extension Icon to my assets folder, and 1024x1024 is already included and compiles fine with it. However, when I add the 1024x768 icon, and try to run the app, I get the error: "Command CompileAssetCatalog failed with a nonzero exit code" The app icon's filename is correct, it is exactly 1024x768 px, and my contents.json correctly includes : { "filename" : "AppIcon_1024x768.png", "idiom" : "ios-marketing", "platform" : "ios", "scale" : "1x", "size" : "1024x768" } as is the same format for all of my other icons that work. Why am I running into this issue upon inclusion of this one required size? How do I fix it?
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750
Jan ’25
Preview Start Problem
Hello Apple Developer Community. I have a Problem with Xcode Preview. The Problem is that when I try to start the Preview in Xcode (Not Simulator) It crashes and when I try to click Reopen, it says that I must Update my Mac OS, but my Mac OS is Up-to-Date. Can you help me with this? Thank you :D
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Jan ’25
Email from app_notification@apple.com - Phishing?
Hi, a few weeks ago I received this email: "Notification of Apple Developer Program License Agreement (PLA) violation" by app_notification @apple.com. Content was: "We are writing to inform you that your company is not in compliance with the Apple Developer Program License Agreement (PLA). Section 11.2 (Termination) states: (g) if You engage, or encourage others to engage, in any misleading, fraudulent, improper, unlawful or dishonest act relating to this Agreement, including, but not limited to, misrepresenting the nature of Your Application (e.g., hiding or trying to hide functionality from Apple’s review, falsifying consumer reviews for Your Application, engaging in payment fraud, etc.). Be aware that manipulating App Store chart rankings, user reviews or search index may result in the loss of your developer program membership. Please address this issue promptly." and indeed, there was a problem with an app, which I then fixed. But then it started to become a little bit weird, which makes me think it could be a phishing attempt. I asked them for more information, which app they are talking about, etc., but I only received this reply: "Hello, We would like to speak with you about your apps on the App Store.  Please provide a number where you can be reached and we will contact you at our next opportunity.  Sincerely,  Apple" I replied to them I am currently on holiday and would like to clarify this via email and that I fixed the problems (they didn't tell me which app or what exactly was wrong, but I checked it by myself) What was their reply? Exactly the same as above: "Hello, We would like to speak with you about your apps on the App Store.  Please provide a number where you can be reached and we will contact you at our next opportunity.  Sincerely,  Apple" So, I replied again and asked them if they could just tell me what is wrong and if this problem still exists, etc. Their reply: "Hello, We would like to speak with you about your apps on the App Store.  Please provide a number where you can be reached and we will contact you at our next opportunity.  Sincerely,  Apple" They basically sent me the exact same email 3x in a row without answering any of my questions or telling me any details. At this point, I am really not sure anymore if this legit or not. I opened a support ticket with Apple and ask them if it's legit, but no reply so far. Did someone made any similar experience on here?
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3.8k
Jan ’25
Xcode 16.2 cannot run old projects
I use a 2020 Intel MacBook Pro with 14.7.2 (23H311) system. I have been using Xcode 15.4 to develop and publish games. Since new games need to be developed and published using Xcode 16.2, I recently installed two versions of Xcode on my computer. I can run the project normally with Xcode 15.4, but it keeps reporting errors with Xcode 16.2 and cannot run. The error is in UIKit's UIFocusSystem.h file, with the following message: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator18.2.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIFocusSystem.h:46:27 Expected ')' This makes me very confused. Is there something wrong? I thought it was because the computer could not have two Xcodes, so I uninstalled both Xcodes and then downloaded the 16.2 version of Xcode from the AppStore. However, after running it, it still reported the error Expected ')'
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756
Jan ’25
Undefined time_t in openssl
I'm having trouble compiling my project for the iOS 18.2 simulator. I'm getting the following error: `Missing '#include <sys/_types/_time_t.h>'; 'time_t' must be declared before it is used` The error points to to simulartor-iOS 18.2 > user/include/sys/_types/_time_t.h #ifndef _TIME_T #define _TIME_T #include <machine/types.h> /* __darwin_time_t */ typedef __darwin_time_t time_t; #endif /* _TIME_T */ This suggests that the time_t type should be defined, but the compiler isn't seeing it. I suspect there might be a problem with preprocessor definitions. Is there anything I set wrong? I am using OpenSSL.xcframework.
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228
Jan ’25
Error Apple Git-154
I have an error when I use Apple Git-154 to clone the repository: My OS version: Sequoia 15.2 tannguyen@Mys-MacBook-Pro ~ % git -v git version 2.39.5 (Apple Git-154) tannguyen@Mys-MacBook-Pro ~ % git clone https://github.com/nestjs/nest.git Cloning into 'nest'... remote: Enumerating objects: 187515, done. remote: Counting objects: 100% (118/118), done. remote: Compressing objects: 100% (42/42), done. error: inflate: data stream error (incorrect data check)10 MiB/s fatal: pack has bad object at offset 212760331: inflate returned -3 fatal: fetch-pack: invalid index-pack output
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362
Jan ’25
Connecting xcode with real my visionpro
Currently, the id of my actual visionpro device is different from the xcode that works on my macmini. I added a visionpro id to xcode, but I can't build it with my visionpro. Can I log out of the existing login to xcode and log in with the same ID as visionpro? However, the appleID created for visionpro does not have an Apple Developer membership, so there is no certificate that makes it run on the actual device. How can I add my visionpro ID from the ID with my apple developer membership to run the xcode project app on visionpro? This is the first time this is the first time.
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6.5k
Jan ’25