Hi,
I have an app developed with Go and Fyne and would like to test that on a few physical iOS devices. It runs fine with the simulator. I have created a Certificate and Identifier, registered a couple of devices and create a Provisioning Profile.
I somehow ended up with two teams in Xcode, a Personal Team (whatever that means) and a "company" team. I think the company team is being used with the associated certificate but that is not obviously trivial (to me).
No matter what I try, I can't get that Provisioning Profile installed (in Xcode I presume). It fails with "Failed to install one or more provisioning profiles on the device. Please ensure the provisioning profile is configured for this device. If not, please try to generate a new profile". I am absolutely sure that I generated that Provisioning Profile for the couple of devices I registered. I assume that "device" is the device currently selected in the Devices and Simulators window of Xcode.
I have tried it so many times now getting the exact same result that I am getting concerned that I'm now qualify for Einstein's description of insanity.
I don't have a "native" Xcode project as the app is generated with/by Fyne so I used codesign to sign the app.
Any suggestions how I can keep my sanity are most welcome :-)
Testing
RSS for tagDetect issues like logic failures, UI problems, and performance regressions by running tests on your app.
Posts under Testing tag
107 Posts
Sort by:
Post
Replies
Boosts
Views
Activity
Hello everyone! I have encountered a problem that the print function does not work correctly in any browser on devices with iOS, if you save a web page in PDF format, then the hyperlinks from this page are not saved, they just disappear, maybe this is not very important problem for everyone, but I find this an inconvenient problem.
Helo, I'm trying to upload my React Native App to test with TestFlight but in the archives when I validate the app I received the following error:
Missing signing identifier at "/var/folders/72/pp85df852gxbzn51b2b34blw0000gn/T/XcodeDistPipeline.~~~PCbJ98/Root/Payload/
Failed to cloud sign "/var/folders/72/pp85df852gxbzn51b2b34blw0000gn/T/XcodeDistPipeline.~~~PCbJ98/Root/Payload/Click+". Please file a bug report at https://feedbackassistant.apple.com.
Yesterday 08/07/2024 we started to have a lot of NO_CRASH_STACK on our app released trough testflight, the release was created and released on the 07/30/2024 and is widely used by the beta testers. But for some reason this crash started to happen yesterday and we are not sure what the root cause is, we haven't made available any new builds under the same version or something, the only thing we did was to release a new version so the users can update from but it doesn't seem that the crash is happening on this new version only on the one from the 30th.
Any idea what could be happening??
Hi all,
I have a UI Automation Test suite with a large number of test cases, that typically takes me 7 hours to run. When I setup the workflow on XCode cloud, I received the following error - "Build has exceeded the maximum allotted time. Each build can run for up to 120 minutes. If a build has not yet finished at this time, all incomplete actions will be cancelled."
Is there any way to extend the build time?
What is a build? I have two actions in my workflow. Build Action (that took 3 minutes) and the test step that took 2 hour 4 minutes. Am not clear how the 120 minute window is calculated.
This is an ue5 generated xcode project that I have released to test flight. However the app isnt operating as it should. The app closes out when I try to open the main level. The tutorial opens with ease and my store to buy characters opens sometimes. I havent been able to get the main level to open without crashing but I have heard the sound of the main level opening sometimes before it crashes. The crashes aren't consistent and happen when trying to open levels in my game such as the store, tutorial, etc. This is what the crash log said on the right. Is it a shader issue?
so im testing my app on testflight and i have this update button that will redirect me to the appstore, so i click that then i'll be redirected to appstore and my app on appstore will show this install icon that will let me install the current app on my appstore so then ill install it then when i open it, it crashes and upon checking my console on my mac these are the errors im getting:
Error: Cannot make a deep link into a standalone app with no custom scheme defined, js engine: hermes Unhandled JS Exception: Error: Cannot make a deep link into a standalone app with no custom scheme defined, js engine: hermes
I tried to debug it on my npx expo start -c, at first im getting the same error but then ive managed to removed it so im confident that it will work, but then it still crashes
This error no solution is available.
Topic:
App Store Distribution & Marketing
SubTopic:
TestFlight
Tags:
StoreKit Test
TestFlight
Testing
From downloading Beta 18 (public) I have the following sever issues:
Cellar Network dips and has weakened (wife & kids on same network with no issues.)
Wi-Fi stability has become horrendous
AirDrop is a nightmare
zooming in on emails or other document documents cuts the page off and it becomes unmovable
battery drains significantly quicker than ever before
please tell me I’m not alone!
@Apple - would be great if uninstalling beta was easier with out the risk and time the current process is annotated!
We are currently doing our beta testing for our application and we are having some issues with universal links. The issues can be seen below:
we are using auth0 for authentication. In this process, after users verify their email addresses they should be redirected back to the application. For some users, they are directed back to a page that shows error 404. For other users where it works, they are directed back to the application. What could be my issue?
Our app-site- association file is hosted in the link below for reference.
https://yourmomentshub.com/.well-known/apple-app-site-association
I am able to reproduce this also in a minimal example.
Here is my setup:
a Hello World app and a UI test target.
a Test Plan which executes the UI test target
test plan configures application language as German for sanity testing whether changing the test configuration via the test plan in general works -> this works perfectly
test plan configures launch arguments and Environment variables in the shared settings "Arguments passed on launch"
In the ContentView of the app I try to access these values via ProcessInfo:
print(ProcessInfo.processInfo.arguments)
print(ProcessInfo.processInfo.environment)
Now I run the test plan
Expected:
my custom launch arguments appear in arguments
my custom env vars appear in environment
Actual: none of them appear.
What am I doing wrong here?
Issue:
I am facing a situation where multiple reviews from some users display the same titles, body, and author names in my admin panel, but they have different review IDs and review submission dates. For example, User A might have a review titled "Great App!" with the same content and author name, but different review IDs (123 and 456) and submission dates (June 1st and June 15th). This inconsistency appears when users update their reviews in the app or when reviews are deleted and then resubmitted through the App Store.
Reason:
When users update their feedback or delete and resubmit their reviews in the app or through the App Store, each action creates a new review entry in our database due to the different review IDs assigned by the platform, leading to these discrepancies.
Technical Details:
Fetching Reviews: I fetch the latest reviews from the App Store using a scheduled task that retrieves up to 200 reviews per hour. These reviews are retrieved using the App Store Connect API: https://api.appstoreconnect.apple.com/v1/apps/{id}/customerReviews?include=response&sort=-createdDate&limit=200.
Admin Panel Technology: My admin panel is developed using the Laravel framework (PHP).
Our Concern:
I want to ensure that our database stores only unique reviews and that our admin panel displays only unique reviews to avoid confusion and maintain data integrity.
I'm seeking guidance on how to handle this scenario correctly within my admin panel to ensure accurate representation of user reviews. Any insights or best practices on how to manage and display user reviews under these circumstances would be greatly appreciated.
Thank you.
when ever I try to use a feature on any it keeps asking for my permission and when ever I try to activate it. it keeps crashing the app and takes me to the home screen instantly. 2nd problem sometimes my phone heats up and the apps don’t open and my phone freezes.
From the Documentation of .timeLimit(_:):
Test timeouts do not support high-precision, arbitrarily short durations due to variability in testing environments. The time limit must be at least one minute, and can only be expressed in increments of one minute.
Unit Tests are usually considered too long when they take more than 0.1 seconds. So a minimal time limit of on minute is completely useless for unit tests.
Is there a similar trait in Swift Testing to handle millisecond time limits?
Hello colleagues, this is the first time this has happened to me, and I don't know what to do, I have done research and I have not found a solution for this, I am compiling my application only for iPhone, and when it is up to send it for review, it tells me that it is also for iPhone/iPad, and I'm frustrated, because my application has never been uploaded for iPad.
In my xcode, I put in the Target Device, iPhone only, and it uploads as if it were compatible with iPad. Did it happen to someone else?
We currently try to run tests on 4 physically attached iPhones all on ios 17. When tests are concurrently running we occasionally get failures that look like this:
Testing failed:
Failed to install the app on the device.
SwiftUITests-Runner encountered an error (Failed to install or launch the test runner. (Underlying Error: Failed to install the app on the device. (Underlying Error: Connection with the remote side was unexpectedly closed : { count = 1, transaction: 0, voucher = 0x0, contents =
"XPCErrorDescription" => { length = 22, contents = "Connection interrupted" }
}. Unhandled error domain IXRemoteErrorDomain, code 6))
I noticed that when relying on xcodebuild to install the target app and test runner it cannot install concurrently/parallel on all 4 devices but instead does each device sequentially causing the test to hang. The same behavior can be exhibited when trying to install an app concurrently on 4 different phones with xcrun devicectl as well.
STEPS TO REPRODUCE
Trigger a test with xcodebuild on 4 different phones at the same time where xcodebuild also needs to install the target apps.
Currently using Xcode15.2 and iOS 17.5.1
I am currently testing Apple Pay integration on my sandbox environment and I am in need of test cards for failed cases such as insufficient balance. Does anyone have access to or know where I can find Apple Pay test cards specifically for scenarios where transactions fail due to reasons like insufficient balance? Any help or guidance on this matter would be greatly appreciated. Thank you.
I have added a UI test that uses the newish app.performAccessibilityAudit() on each of the screens in my SwiftUI app.
I get a handful of test failures for various accessibility issues. Some of them are related to iOS issues (like the "legal" button in a map view doesn't have a big enough tappable are; and, I think, there is a contrast issue with selected tabs in a tab bar, or maybe it is a false positive).
Two of the error type I get are around Text elements that use default font styles (like headline) but that apparently get clipped at times and apparently "Dynamic Type font sizes are unsupported".
For some of the errors it supplies a screenshot of the whole screen along with an image of the element that is triggering the error. For these text errors it only provides the overall image. After looking at the video I saw that part of the test runs the text size all the way up and I could see that at the largest size or two the text was getting cut off despite using default settings for the frames on all the Text elements.
After a bit of trial and error I managed to get the text to wrap properly even at the largest of sizes and most of the related errors went away running on an iPhone simulator. I switched to an iPad simulator and the errors re-appeared even though the video doesn't show the text getting clipped.
Does anyone have any tips for actually fixing these issues? Or am I in false positive land here? Also, is there any way to get more specific info out of the test failures? Looking at the entire screen and trying to guess where the issue is kinda sucks.
After the ios 18 beta 2 update, when listening to music in carplay, the sound quality is very bad and I can't turn down the volume of the music. it acts like a voice assistant instead of music. when turning the volume down and up, it's like adjusting the volume of the voice assistant when it should turn up the volume of the music. So instead of music, it acts like the voice assistant is activated.
I'm unable to reproduce an issue which only seems to occur on App Review devices. It's mainly stuck at a loading screen when trying to sign in with GameCenter.
I'm using Microsoft Azure PlayFab as a game backend. I've tested my game on two iPads and three different iPhone models. They're all able to connect to the server. No debug build was installed on those devices via Xcode. I used the same build which was rejected, freshly installed via TestFlight on the internal test track.
Looking at my server logs, I can't even find one single request sent from the App Review device. This can only mean that there is some connectivity issue between their device and the server (e.g. a firewall or proxy).
I've also implemented a retry mechanism so in case the request times out, it would try it again and after three retries it would eventually display an error message and further details.
How shall I figure this issue out, if the only thing the reviewers provided me is a screenshot of the loading screen?