mac-app | macOS client with Safari extension for SimpleLogin

 by   simple-login Swift Version: Current License: MIT

kandi X-RAY | mac-app Summary

kandi X-RAY | mac-app Summary

mac-app is a Swift library typically used in macOS applications. mac-app has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

macOS client with Safari extension for SimpleLogin
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            kandi-support Support

              mac-app has a low active ecosystem.
              It has 19 star(s) with 6 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 1 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of mac-app is current.

            kandi-Quality Quality

              mac-app has no bugs reported.

            kandi-Security Security

              mac-app has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              mac-app is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              mac-app releases are not available. You will need to build from source code and install.

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            mac-app Key Features

            No Key Features are available at this moment for mac-app.

            mac-app Examples and Code Snippets

            No Code Snippets are available at this moment for mac-app.

            Community Discussions

            QUESTION

            Electron appx default electron icon used in start menu
            Asked 2021-May-27 at 12:53

            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 00:26

            Fixed, I was missing a tile image png file

            Source https://stackoverflow.com/questions/66573176

            QUESTION

            electron ffmpeg mas build "Illegal instruction: 4"
            Asked 2021-Mar-08 at 21:46

            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 21:46

            Turns out in electron you need to pick the output folder directory first with a file browser window before ffmpeg can write any files

            Source https://stackoverflow.com/questions/66286440

            QUESTION

            How can I run ElectronJS app on iPhone Simulator on a Mac?
            Asked 2021-Feb-09 at 23:10

            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 23:05

            It 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).

            Source https://stackoverflow.com/questions/66128516

            QUESTION

            How do I reduce the app size of an Electron app?
            Asked 2020-Oct-08 at 17:36

            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 17:36

            The big size of the asar archive is most likely related to the node modules you are using

            You can extract app.asar like this

            Source https://stackoverflow.com/questions/64266816

            QUESTION

            Xamarin.Forms targeting macOS
            Asked 2020-Jan-16 at 04:45

            I am using Visual Studio for Mac 7.6.6 to create a Xamarin.Forms app targeting macOS (to be shared with something running on Windows). I create a new Project and select

            1. Multiplatform App | Blank Forms App. Click Next
            2. Configure your Blank Forms App. There are target platforms: Android and iOS. (There is nothing for macOS). Since I have not installed the build toolkits for either iOS and android, both of these checkboxes are disabled. Therefore the Next button on this wizard page is disabled.

            How do I proceed? I assume there is no way to use the New Project wizard for this.

            I came across an old post for starting with a Xamarin Cocoa app and using NuGet to put the Xamarin Forms functionality but don't understand the code

            ...

            ANSWER

            Answered 2020-Jan-16 at 04:45

            I would suggest following SushiHangover's suggestion since that is simpler which is what you have done already:

            1. Add a new CocoaApp project to your solution.
            2. Install Xamarin.Forms NuGet package into your CocoaApp.
            3. Reference the shared project or .NET Standard project from your CocoaApp project.
            4. Edit info.plist and remove the source entry (NSMainStoryboardFile).
            5. Change the AppDelegate to derive from Xamarin.Forms.Platform.MacOS.FormsApplicationDelegate.
            6. Update Main.cs to initialize the AppDelegate
            7. In the AppDelegate's DidFinishLaunching add the code to initialize Xamarin.Forms.
            8. Create a new NSWindow which should be returned from the MainWindow property in the AppDelegate.

            Main.cs:

            Source https://stackoverflow.com/questions/52415863

            QUESTION

            AppleScript icon resolution
            Asked 2019-Oct-01 at 18:30

            I could find in different places how to personalize the AppleScript icon: https://apple.stackexchange.com/questions/8299/how-do-i-make-an-applescript-file-into-a-mac-app Customize Applescript app icon

            Apple also talks about the resolution of the different icon in a regular Xcode app: https://developer.apple.com/library/archive/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Optimizing/Optimizing.html

            But what is the recommended resolution of an AppleScript icon app?

            ...

            ANSWER

            Answered 2019-Oct-01 at 18:30

            Icon sizes are used by the system, not by AppleScript, so whatever conventions the system wants for 'regular' app should be used for an AppleScript app as well.

            EDIT

            Per the comments on one of the other answers, here's a script that will create an icns file with all suggested sizes from whatever image you choose:

            Source https://stackoverflow.com/questions/58186668

            QUESTION

            URL is nil or percentage encoded
            Asked 2019-Sep-26 at 13:50

            I have this URL

            ...

            ANSWER

            Answered 2019-Sep-26 at 13:44

            This code works just fine:

            Source https://stackoverflow.com/questions/58117824

            QUESTION

            How to install a missing Xamarin SDK for an existing installation of Visual Studio for Mac?
            Asked 2019-Feb-07 at 16:54

            I want to develop a Mac app using Xamarin. However, when I open the New Project wizard, the Mac templates are nowhere to be found.

            I saw "Missing Project Templates for Mac Apps" on the Xamarin forum, but I could not find much else about this topic online, although the answer in that thread did clear up that I don't have the SDK, but (thankfully) my Xcode path is valid.

            How can I install Xamarin.Mac (or any other Xamarin SDK) for an existing installation of Visual Studio for Mac?

            ...

            ANSWER

            Answered 2019-Feb-07 at 16:54

            After some more searching online, I found Install Visual Studio 2017 for Mac in the Visual Studio docs, which finally cleared everything up:

            Note

            If you chose not to install a platform or tool during the original installation [...] you must run the installer again if you wish to add the components later.

            (The installer itself is around 30 MB, so, not too bad.)

            Source https://stackoverflow.com/questions/54469917

            QUESTION

            Why can electron app be published on MAC App Store?
            Asked 2018-Dec-25 at 05:11

            According to this guideline, electron app can be published to MAC App Store. Electron itself is based on chromium and node.js, and they are both based on v8 js engine which enables JIT. But JIT compiler is not allowed by MAC App Store as far as I know. So how can it bypass this limitation?

            ...

            ANSWER

            Answered 2018-Dec-25 at 05:11

            It's not against Apple's Developer Program guidelines as long as the binary remains the same and the app continues working as advertised in the store.

            https://developer.apple.com/programs/information/Apple_Developer_Program_Information_8_12_15.pdf

            3.3.2 Except as set forth in the next paragraph, an Application may not download or install executable code. Interpreted code may only be used in an Application if all scripts, code and interpreters are packaged in the Application and not downloaded. The only exceptions to the foregoing are scripts and code downloaded and run by Apple's built-in WebKit framework or JavascriptCore, provided that such scripts and code do not change the primary purpose of the Application by providing features or functionality that are inconsistent with the intended and advertised purpose of the Application as submitted to the App Store.

            For OS X Applications submitted to Apple for distribution on the App Store, an Application may install or run interpreted or executable code (e.g., plug-ins and extensions) for use in conjunction with the Application only so long as such code: (a) does not change the Application's submitted binary or would not otherwise be considered an update (as determined in Apple’s sole discretion); and (b) does not change the primary purpose of the Application by providing features or functionality that are inconsistent with the intended and advertised purpose of the Application as submitted to the App Store.

            Source https://stackoverflow.com/questions/53919151

            QUESTION

            Run tests with multiple versions and collect return values in Makefile
            Asked 2018-Nov-27 at 18:39

            I am developing Emacs package that runs from Emacs-22 to Emacs26, and I'd like to confirm that the test passes with these Emacs.

            However, since each log is long, I would like to gather the return value of each test and display it clearly at the end.

            How can I write this in Makefile? The list of Emacs to be tested has been obtained in ALL_EMACS_VERS as array (22.1 23.4 24.5 25.3 26.1), and now I am running the test as follows.

            ...

            ANSWER

            Answered 2018-Nov-27 at 18:39

            The problem has two parts. The first is to give the desired output for one test. If (as the title of your Question suggests) this depends on the return value of the process, this approach will work:

            Source https://stackoverflow.com/questions/53417323

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install mac-app

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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          • HTTPS

            https://github.com/simple-login/mac-app.git

          • CLI

            gh repo clone simple-login/mac-app

          • sshUrl

            git@github.com:simple-login/mac-app.git

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