mac-app | Official ProtonVPN macOS app | VPN library
kandi X-RAY | mac-app Summary
kandi X-RAY | mac-app Summary
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QUESTION
We do receive customer support request for our Mac App Store version where they report only getting an alert "Appname" is damaged and can't be opened. Deleting the app and downloading it fresh from the Mac App Store doesn't solve the problem. A reboot of the system seems to help, but the error seems to reappear after some time.
Mac App Development: "***.app" is damaged and can't be opened is unrelated as it is about development and/or testing of an app. This also seems to break on every uneven macOS release.
So far we where not able to find a common cause for this Mac App Store issue.
We are using receipt validation code from Apples Receipt Validation Programming Guide.
...ANSWER
Answered 2022-Feb-27 at 08:54Exit If Validation Fails in macOS
If validation fails in macOS, call exit with a status of 173. This exit status notifies the system that your application has determined that its receipt is invalid. At this point, the system attempts to obtain a valid receipt and may prompt for the user’s iTunes credentials.
If the system successfully obtains a valid receipt, it relaunches the application. Otherwise, it displays an error message to the user, explaining the problem.
Do not display any error message to the user if validation fails. The system is responsible for trying to obtain a valid receipt or informing the user that the receipt is not valid.
So it seems the receipt validation fails on a valid receipt and the app calls exit with a status of 173. The system successfully obtains a receipt, it relaunches the application, and again the app calls exit with a status of 173.
Now we are presented with the "Appname" is damaged and can't be opened. alert.
Note that the system seems to cache this result, after double 173 exit, no further launch will be attempted when you double click the app, it will just show the alert again.
The reason for the receipt validation error appears to be a missing MAC address (computer’s GUID).
Without a changelog or tech note it is hard to tell exactly, but based on the Wayback Machine it seems that Apple added new Validating Receipts on the Device sometime around Sept 2021. The new code does seem to address the issue.
Compared with the code from the legacy documentation, the new code is does not only look for build-in en0
, but also falls back to en1
or non-build-in en0
.
QUESTION
I feel a bit embarrassed for asking this, but after more than a day trying I'm stuck. I've had a few changes on the code based on replies to other issues. The latest code essentially selects the items on a list based on the UUID.
This has caused my delete function to stop working since I was working with passing an Int
as the selected element to be deleted. I was originally implementing things like this.
Code follows, I'm still trying to figure out my way around SwiftUI, but question is, how can I now delete items on a list (and on the array behind it) based on a UUID as opposed to the usual selected item.
In case it makes a difference, this is for macOS Big Sur.
Code:
...ANSWER
Answered 2021-Aug-18 at 11:19could you try this:
QUESTION
so this is basically a Hail Mary, but I'm really out of ideas as to what could be causing this:
I have a small mac-app that uses the default WindowGroup
, which according to the documentation ensures that.
"Each window created by the group maintains an independent state. For example, for each new window created from the group, new memory is allocated for any
State
orStateObject
variables instantiated by the scene's view hierarchy."
Nevertheless, the NavigationView
shows the same selected list across all windows. Put differently, selectedLabel
shares and updates across multiple windows, even tho in my humble understanding this is not supposed to happen.
Another problem, which I don't know if it's related, is that both windowStyle
and windowToolbarStyle
set on this WindowGroup
are ignored.
It may be a minor issue, but I'm really stuck here, so any help would be appreciated!
My MainApp (simplified):
...ANSWER
Answered 2021-Jul-26 at 16:12You're storing your selectedLabel
at the WindowGroup
level and passing it to each sidebar. You should store that state in the SidebarView
if you want it to be different.
QUESTION
I am trying to submit my electron app to the windows store but whenever I do It gets rejected for this reason:
...ANSWER
Answered 2021-Mar-18 at 00:26Fixed, I was missing a tile image png file
QUESTION
I am trying to release an electron app on the Mac Apple Store (mas), my electron app uses ffmpeg to render videos. In order to release my app on the mac apple store, It needs to be sandboxed, and by default ffmpeg makes calls to external libraries so I need to statically build ffmpeg and package it with my app. My code is on the 'mas-ffmpeg-fix' branch: https://github.com/MartinBarker/digify/tree/mas-ffmpeg-fix
My static ffmpeg build works before I build my app, but after running electron-builder build --mac
, the ffmpeg executable now fails with Illegal instruction: 4
This is the full timeline of building/packaging/submitting my app to the mac apple store and where the error first appears:
In Digify repo:
clone, configure, and build static ffpmeg: “sudo rm -rf ffmpeg-mac/ && npm run download-ffmpeg”
download-ffmpeg command is inside package.json and runs this:
git clone https://git.ffmpeg.org/ffmpeg.git ffmpeg-mac && cd ffmpeg-mac && ./configure pkg_config='pkg-config --static' --pkg-config-flags='--static' --libdir=/usr/local/lib --extra-version=ntd_20150128 --disable-shared --disable-lzma --enable-gpl --enable-pthreads --enable-nonfree --enable-libass --enable-libfdk-aac --enable-libmp3lame --enable-libx264 --enable-static --enable-filters --enable-runtime-cpudetect && make && cd ..
Check if any dylibb files in the static ffmpeg build with command: “otool -L ffmpeg-mac/ffmpeg | grep /usr/local”
If there are any, move them to folder in desktop, run ‘otool’ again to ensure there are no dynamic libraries, rebuild static ffmpeg.
there will now be a folder 'ffmpeg-mac' which contains static versions of ffmpeg and ffprobe
Using ffmpeg with electron UI: works
Using Ffmpeg with command-line command:
/Users/martinbarker/Documents/projects/digify-new/ffmpeg-mac/ffmpeg -h
Works
- Build mac mass app with “npm run build-mas“
- When this command finishes it will output two files inside the /dist/mas/ folder: Digify.app and Digify-01.20.pkg (or whatever version number it is) Ffmpeg command-line check: /Users/martinbarker/Documents/projects/digify-new/dist/mas/Digify.app/Contents/Resources/ffmpeg -h Illegal instruction: 4
This is the first place the error appears, after building my mac mac-apple-store app, ffmpeg fails with this err.
- Sign built app with .sh file: “sh mas-sign-script.sh”
view .sh file here
- the .sh file will output Digify-mac.pkg
- Easier command to both build & sign: “sudo rm -rf dist/mas/ && npm run build-mas && sh mas-sign-script.sh”
- Upload the outputted “Digify-mac.pkg” file & submit to apple for review
Once this app gets published in the store, if you download it and try to run an ffmpeg command with the electron UI, it fails with this error:
...ANSWER
Answered 2021-Mar-08 at 21:46Turns out in electron you need to pick the output folder directory first with a file browser window before ffmpeg can write any files
QUESTION
I'm planning on working through the guide to deploy my ElectronJS app to the app store.
However, I'd like to test my app on a iPhone first and I have a Mac, Xcode and iPhone Simulators available.
ElectronJS App On Simulator?
I'd like to know the steps to run my Electron app on the simulator so I can test it.
I have googled but not found anything, except this (related to Swift app).
I know how to run a normal Swift app from Xcode in a Simulator, but I'm unsure how to run the Electron app.
...ANSWER
Answered 2021-Feb-09 at 23:05It does not seem that it is possible at this time to run an Electron App on an iPhone or iPad device ( and in turn not on a simulator either).
I didn't notice until after I posted my question, but the Electron documentation seems to be for the Mac App Store, not the App Store (for iphones and ipads).
QUESTION
I use the latest Electron version 10.0.3
and created a target for app
and mas
(mac-app-store) and I struggle with the size of the app it created.
I found already a few blog posts which cover the topics, but my app size is so unusually high, that I couldn't pinpoint the cause for my situation.
Here is a list of the sizes:
target: app
- Electron Framework (130 MB)
- app.asar (462 MB)
target: mas
:
- Electron Framework (130 MB)
- app.asar (1.1GB)
Please note, that in the mas
build the app.asar
is double the size. First I assumed it now also compiles for the new arm64
architecture, but it's just the x86_64
. What could be the reason for these huge app sizes, and why is mas
double the size?
ANSWER
Answered 2020-Oct-08 at 17:36The big size of the asar archive is most likely related to the node modules you are using
You can extract app.asar like this
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install mac-app
Clone this repository
Clone the vpncore repo at the same directory level as this repo
Run pod install first in vpncore and then this repository
Configure code signing for all targets with a paid Apple developer account (required due to VPN entitlements) and change the bundle identifiers to something unique
Clean build folder in Xcode (Cmd+Shift+K)
Build app twice
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