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Issue with Custom Error Message on invalidate in CoreNFC APDU Tag Reader Session
Hi everyone, I'm working on an NFC-related app using CoreNFC with APDU commands to read and write tags. I’ve encountered an issue when trying to handle the scenario where the user cancels the NFC session. Here’s what’s happening: When a user cancels the NFC session manually (e.g., by tapping "Cancel"), I see an error log indicating tagReaderSession|userCancelled. However, when I explicitly call session.invalidate(errorMessage: "No NFC tag found") in my code to handle a scenario where no tag is detected, the session still shows the error as userCancelled instead of my custom error message. This behavior is confusing both in terms of debugging and for providing feedback to users, as I expect my custom message to appear instead of the generic "user cancelled" message. func tagReaderSessionDidBecomeActive(_ session: NFCTagReaderSession) { // Session becomes active } func tagReaderSession(_ session: NFCTagReaderSession, didDetect tags: [NFCTag]) { // Handle tag detection logic } func tagReaderSession(_ session: NFCTagReaderSession, didInvalidateWithError error: Error) { print("Session invalidated with error: \(error.localizedDescription)") } func handleNoTagDetected(session: NFCTagReaderSession) { session.invalidate(errorMessage: "No NFC tag found") } I call handleNoTagDetected(session:) explicitly when no tag is detected, expecting the custom error message to show. However, the system still shows the cancellation error. Has anyone else experienced this behavior? Is this the intended behavior for CoreNFC, or am I missing something in my implementation? Any guidance would be appreciated. Thanks in advance!
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415
Jan ’25
Unable to deploy app from Visual Studio on Windows 11 to iOS device
I am trying to get my app deployed to an iOs device (iphone 14) from Visual Studio on Windows 11. If the device I am trying to deploy to is included in https://developer.apple.com/account/resources/devices/list then I see below error in Visual Studio logs. Xamarin.Messaging.IDB.AppleProvisioningManager Error: 0 : Xamarin.MacDev.AppleSigning.AppleServerException: A device with number '0000xxxx-0014093926Bxxxx' already exists on this team. at Xamarin.MacDev.AppleSigning.AppStoreDeveloperPortal.d__42.MoveNext() in D:\a_work\1\s\External\maciostools\Xamarin.MacDev.AppleSigning\AppleDeveloperPortal\AppStoreDeveloperPortal.cs:line 913 If I disable it I see below error in Visual Studio logs: Xamarin.Messaging.Client.MessagingClient Error: 0 : An error occurred on the receiver while executing a post for topic xvs/idb/auto-provision and client vs26896sv3 Xamarin.Messaging.Exceptions.MessagingRemoteException: An error occurred on client xxxxxxx while executing a reply for topic xvs/idb/auto-provision ---> Newtonsoft.Json.JsonSerializationException: Error converting value {null} to type 'System.DateTime'. Path 'data.attributes.addedDate', line 6, position 24 I am seeing no option to completely remove the device from the list. How can this issue be fixed?
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268
Jan ’25
Unable to preview on latest Xcode
I'm new to Xcode and decided to give it a try, however, I'm unable to preview even the default "hello, world" message. I've tried downloading Xcode on the App Store on Mac and from the official website, but I couldn't go pass the "Preparing (Automatic) iPhone Simulator." I've also tried the following line of code on Terminal, but nada: xcrun simctl erase all Here's what I see for almost two hours now (it makes no sense): My system specs: iMac Retina 4K, 21.5-inch, 2019, 3 GHz Intel Core i5 6-Core, Radeon Pro 560X 4 GB, 8 GB 2667 MHz DDR4 (two 4gb core each), 1TB SSD. I've coded way bigger web projects using various applications, but Xcode can't even preview the sample file? Please, help. I would really like to code using Swift. :)
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1.2k
Jan ’25
Metal Integration with SwiftUI
Hello! I have asked this question in previous years, but I want to make sure I can be safe as each challenge could be different. Are applicants for the Swift Student Challenge allowed to use the features and technologies involved with Metal/MetalKit? Last year, the answer was yes. I have seen a few people here and there use it with Swift and won. I would like to know if we can use it for the 2025 challenge for this year as well. Thanks! :)
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515
Feb ’25
Xcode Preview Not Working - JITError, XOJITError
Diagnostics I'm able to build my project and run it on a simulator. I generate my project with xcodegen which I've added a bunch of things to in attempting to fix this but failed! This is my project.yml file: name: Ecstasy options: deploymentTarget: iOS: 17.0 xcodeVersion: "15.2" developmentLanguage: en targets: Ecstasy: type: application platform: iOS sources: - path: Sources - path: Resources info: path: Configurations/Info.plist properties: CFBundleDevelopmentRegion: "$(DEVELOPMENT_LANGUAGE)" CFBundleExecutable: "$(EXECUTABLE_NAME)" CFBundleIdentifier: "$(PRODUCT_BUNDLE_IDENTIFIER)" CFBundleInfoDictionaryVersion: "6.0" CFBundleName: "$(PRODUCT_NAME)" CFBundlePackageType: "APPL" CFBundleShortVersionString: "1.0" CFBundleVersion: "1" UILaunchStoryboardName: "" UIViewControllerBasedStatusBarAppearance: true UIStatusBarHidden: false UIRequiresFullScreen: true UISupportedInterfaceOrientations: - UIInterfaceOrientationPortrait UIUserInterfaceStyle: Light settings: base: DEVELOPMENT_TEAM: MLJ2C965T7 PRODUCT_BUNDLE_IDENTIFIER: com.raw-e.Ecstasy SWIFT_OPTIMIZATION_LEVEL: "-O" SWIFT_COMPILATION_MODE: wholemodule ENABLE_PREVIEWS: YES DEBUG_INFORMATION_FORMAT: dwarf-with-dsym CLANG_ENABLE_MODULES: YES SWIFT_VERSION: 5.0 TARGETED_DEVICE_FAMILY: 1 ENABLE_BITCODE: NO SWIFT_ACTIVE_COMPILATION_CONDITIONS: DEBUG SWIFT_EMIT_LOC_STRINGS: YES SWIFT_STRICT_CONCURRENCY: complete ENABLE_USER_SCRIPT_SANDBOXING: YES configs: debug: SWIFT_OPTIMIZATION_LEVEL: "-Onone" SWIFT_COMPILATION_MODE: incremental ENABLE_TESTABILITY: YES GCC_OPTIMIZATION_LEVEL: 0 ONLY_ACTIVE_ARCH: YES DEBUG_INFORMATION_FORMAT: dwarf ENABLE_PREVIEWS: YES SWIFT_ACTIVE_COMPILATION_CONDITIONS: "DEBUG PREVIEW" release: SWIFT_OPTIMIZATION_LEVEL: "-O" SWIFT_COMPILATION_MODE: wholemodule ENABLE_TESTABILITY: NO GCC_OPTIMIZATION_LEVEL: s ONLY_ACTIVE_ARCH: NO dependencies: - package: APITime - package: GUITime - package: LoggingTime - package: Shares packages: APITime: { path: "/Users/raw-e/Desktop/Useful Swift Things/My Packages/APITime" } GUITime: { path: "/Users/raw-e/Desktop/Useful Swift Things/My Packages/GUITime" } LoggingTime: { path: "/Users/raw-e/Desktop/Useful Swift Things/My Packages/LoggingTime" } Shares: { path: "/Users/raw-e/Desktop/Useful Swift Things/My Packages/Shares" }
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261
Jan ’25
Unable to Access Organization Developer Account – “Join Now” Appears
Our organization has an active Apple Developer membership, but since last month, we’ve been unable to access our team information or manage certificates. Our apps are still active in App Store Connect, but we cannot update them. On the Developer account page, a “Join Now” button appears, but clicking it results in the message: “Your Apple Account is already associated with the account holder of a membership.” Additionally, this account was originally registered with an older email when it was used to create a personal developer account in 2015—nearly 10 years ago. We do not know if this is causing the issue. We have contacted Apple many times but no reply within one month. Any guidance or assistance would be greatly appreciated. Thanks!
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281
Feb ’25
Empty canvas in Swift Playgrounds Mac 15.1
Hi, First post and I am a total newbie when it comes to Ipads & Macs... And also this forum, so sorry if I post in wrong section. My son use Ipad at school and they use Swift Playground there. To be able to do some programming at home, I have set up Vmware with Sequoia 15.1. I installed the app Swift Playground and try to run the playground Get Started with Code and some other education playgrounds. If I understand correctly, it should be some landscape and a figure on the canvas... For me it is only a blue area. I installed XCode, but could not figure out how to run the learning examples there. Tips? Is it possible to run the education playgrounds there? I removed Swift Playgrounds and installed it again, same issue. I also installed IOS 18.1 (?) but I am not sure it is needed. Any suggestion of how I can get contents to show on the canvas? Except of bying an Ipad. ;)
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708
Jan ’25
Flutter IOS deep links
Hello all, I am trying to build a Flutter app that supports a link the opens the app. I would like the link to be sent by email, and when clicked I would like to app to open. On android all works fine, but on IOS it doesnt. I currently have: A link that does open the app but doesnt navigate to the correct screnn - it just shows the last screen that app was on. I have tried following the tutorial on https://docs.flutter.dev/cookbook/navigation/set-up-universal-links to the letter but still doesnt work I am using: Flutter 3.22.3 Go Router 14.2.7 Thanks in advance
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1k
Feb ’25
[Xcode:BuildSettings] Keep some warnings as warnings while the rest as errors
We have a big iOS project and we are using .xcconfig files to define our compiler options and build settings. We have our SWIFT_TREAT_WARNINGS_AS_ERRORS set to YES so that all Swift related warnings will be reported as errors. Now, we are trying to migrate to Xcode 16.1 and set 'targeted' in the 'Strict Concurrency Checking' flag. This produces some errors that are related to Swift's concurrency checks. We are now planning to have an approach where we still want to keep SWIFT_TREAT_WARNINGS_AS_ERRORS as is but we want all concurrency related warnings to be still treated as warnings while the rest will get reported as errors. We found this new compiler option - https://forums.swift.org/t/warnings-as-errors-exceptions/72925. It looks like the one we want but I think it is still not out yet and we need to wait until Swift 6.1 (correct me if im wrong). Or is there any other way to do what we want to achieve?
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363
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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Jan ’25
Can not use or do anything on the Playgrounds app on iPad Air M2 running iPadOS 18.3 beta
Hi, I have recently downloaded the app to start learning how to code in swift and so on. On my first try I have gotten the error stating that ”.swiftpm files cannot be opened”. I have followed some forum posts. I restarted my iPad several times and redown the app several times. I tried to disable the iCloud sync but I think I deleted the iCloud directory entirely that just results in the app closing on any action taken. (such as pressing the “New App” option or choosing the quick actions to make apps). Is there a way to fix this? Any help is appreciate, please ask me to provide any extra needed information.
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498
Jan ’25
Crash:Exceeded system-wide per-process Port Limit
Hi everyone, I’m encountering a crash in my app and need help understanding what’s causing it and how to resolve it. As stated in the crash report, the issue is caused by exceeding the system-wide per-process port limit. Can you tell me how to locate and identify why this is happening? Below are the full report of the crash log: crash.log Summary of Crash: ------------------------------------- Translated Report (Full Report Below) ------------------------------------- Incident Identifier: B509FF2B-C8D8-4E9F-B664-E24464CFD5F8 CrashReporter Key: b390cfe931a83efde49bd8b523023a275b55ef64 Hardware Model: iPhone14,2 Process: MyApp [22515] Path: /private/var/containers/Bundle/Application/F73212A7-4CB9-485A-A8B7-8114F4E9A9AB/MyApp.app/MyApp Identifier: com.beeasy.app.id.enterprise Version: 3.41.38-ID-MySDKMemory-12261114 (3.41.38-ID-MySDKMemory-12261114) Code Type: ARM-64 (Native) Role: Foreground Parent Process: launchd [1] Coalition: com.beeasy.app.id.enterprise [515] Date/Time: 2024-12-29 01:29:48.3023 +0800 Launch Time: 2024-12-26 16:38:36.7895 +0800 OS Version: iPhone OS 16.6.1 (20G81) Release Type: User Baseband Version: 2.80.01 Report Version: 104 Exception Type: EXC_RESOURCE (SIGKILL) Exception Codes: 0x000000000001c1d6, 0x0000000000000000 Termination Reason: PORT_SPACE 14123288431433990614 (Limit 115158 ports) Exceeded system-wide per-process Port Limit Triggered by Thread: 64 Thread 64 name: AURemoteIO::IOThread Thread 64 Crashed: 0 libsystem_kernel.dylib 0x20ce5eca4 mach_msg2_trap + 8 1 libsystem_kernel.dylib 0x20ce71b74 mach_msg2_internal + 80 2 libsystem_kernel.dylib 0x20ce71e4c mach_msg_overwrite + 540 3 libsystem_kernel.dylib 0x20ce5f1e8 mach_msg + 24 4 libEmbeddedSystemAUs.dylib 0x238bb2148 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, AURemoteIO::IOThread::IOThread(AURemoteIO&, caulk::thread::attributes const&, caulk::mach::os_workgroup_managed const&)::'lambda'(), std::__1::tuple<>>>(void*) + 556 5 libsystem_pthread.dylib 0x22dcda6b8 _pthread_start + 148 6 libsystem_pthread.dylib 0x22dcd9b88 thread_start + 8
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781
Jan ’25
dyld: Symbol not found ... certain MeshResource APIs on iOS 17.x
I submitted feedback as FB16463501 -- posting here for others to see, or maybe for Apple to share any help if there are workarounds, etc.: Targets below iOS 18.x fail to launch app due to dyld[xxxxx]: Symbol not found: errors when referencing: MeshResource.init(from:) async - https://developer.apple.com/documentation/realitykit/meshresource/init(from:)-b7hb i.e. dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC MeshResource.replace(with:) async - https://developer.apple.com/documentation/realitykit/meshresource/replace(with:)-8uvri i.e. dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF Targets tested that exhibit issue: (DYLD errors) Device: iOS 17.7.2, iPhone 14 Pro Max Simulator: iOS 17.5 (21F79), iPhone 15 System Information: macOS Version 15.3 (Build 24D60) Xcode 16.2 (23507) (Build 16C5032a) MRE -- include this code in your app: (no need to invoke, just reference) static func addOrUpdateEntityModel_MRE(_ entity: ModelEntity) async { let descriptor = MeshDescriptor(name: "MyDescriptor") do { if let modelComponent = entity.model { // update existing ModelComponent if let model = try? MeshResource.Model(id: "MyModelId", descriptors: [descriptor]) { var contents = MeshResource.Contents() contents.models = .init([model]) try await modelComponent.mesh.replace(with: contents) /// `dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF` } } else { //create new ModelComponent /// Comment-out the 2 lines below == dyld error for above `MeshResource.replace(with:)` let meshRes = try await MeshResource(from: [descriptor]) /// `dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC` entity.model = .init(mesh: meshRes, materials: [SimpleMaterial()]) } } catch { fatalError() } }
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517
Feb ’25
Development and testing on different machines
Hi developers, I'm searching for a kind of way of working to develop my apps on a different machine than testing and final building. For development I have a MacBook Pro m4 and for testing I want to outsource this to a Mac mini m1. I was searching for a solution and also contacted the support, but the answer wasn't really helpful. Any ideas how to setup this configuration to automate this kind of tests? Thanks a lot!
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348
Jan ’25
Provisioning profile "iOS Team Provisioning Profile: com.xfinity.mobile.spamfilter" doesn't include the currently selected device . But there is no selected/built for device
I'm attempting make to make a distribution build of an app. In the Xcode target the supported destinations has only iPhone and build active architectures only is set to NO. I created an archive, then selected Distribute App/ Debugging, but then got this error: Provisioning profile "iOS Team Provisioning Profile: com.abc.def" doesn't include the currently selected device "DT-iPad-XXXX" (identifier YYYY-YYYYYY). I've no idea what this device is, it's nothing to do with me, somebody must have added it to the provisioning profile. But that should be beside the point shouldn't it? Because this device has never ever been connected to my Mac/Xcode and so can't be "the currently selected device". So I tried again. I changed build active architectures to YES and connected an iPhone to the Mac/Xcode and created an archive again. But it was the exact same error. What's going on, why is Xcode saying this iPad is the currently selected device when attempting to make a distribution?
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609
Jan ’25
Is it possible to send pushes through the Apple production server to an app running in Xcode?
I can sucessfully send pushes to an app (which has been installed/run via Xcode) when the pushes are going through the Apple sandbox server. However I want to test the server is configured correctly to send them through the Apple production server. In the Xcode scheme I tried to change the build configuration to release (and ticked debug executable off) ,however the pushes still only work when sent through the sandbox. Is there a way of installing/running the app using Xcode such that its compatible with the push production environment? Does the APS Environment entitlement come into play here? this only ever says development. (The app is on behalf of a 3rd party company, they've added me to their apple developer account but with limited powers, I can't upload to Testflight nor make an ad-hoc release with with to test with)
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288
Jan ’25