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Multiline Text not possible in accessoryRectangular widget on lock screen
Filed as FB20766506 I have a very simple use case for a rectangular widget on the iPhone lock screen: One Text element which should fill as much space as possible. However, it only ever does 2 per default and then eclipses the rest of the string. Three separate Text elements work fine, so does a fixedSize modifier hack (with that even four lines are possible!). Am I completely misunderstanding something or why is this not possible per default? Other apps' widgets like Health do it as well. My attempt (background added for emphasis) Health app widget var body: some View { VStack(alignment: .leading) { /// This should span three lines, but only spans 2 which eclipsed text. Text("This is a very long text which should span multiple lines.") // .fixedSize(horizontal: false, vertical: true) /// Using this fixes it as well, but that does not seem like a good default solution. /// Three separate `Text` elements work fine. // Text("This is a very long") // Text("text which should") // Text("span multiple lines.") } .frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .leading) .background(Color.black) /// Added for emphasis of the widget frame }
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How to protect endpoints used by Message Filtering Extension?
Hi, I am just wondering if there is any option to protect my endpoints that will be used by Message Filtering Extension? According to the documentation our API has 2 endpoints: /.well-known/apple-app-site-association /[endpoint setup in the ILMessageFilterExtensionNetworkURL value of the Info.plist file] that the deferQueryRequestToNetwork will request on every message Since all requests to these 2 endpoints are made by iOS itself (deferQueryRequestToNetwork), I don't understand how I can protect these endpoints on my side, like API key, or maybe mTLS. The only way that I found is white list for Apple IP range. Is there other methods for it?
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NFC ISO7816 for ePassport
Hi, I just having an issue with ePassport NFC. When development all requirement setup already included. After build success when trying to scan the passport, it froze there. Nothing happen , look like it not detecting the passport. I check my device and passport no issue. So can help me since its urgent part of the development. It has been blocker since day 1 of the development
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Migrating a Single-View Objective-C Application to the UIKit Scene-Based Life Cycle
Hello! I've been using Objective-C to write a single-view application and have been using AppDelegate for my window setup. However, with the next release of iOS, I need to adopt SceneDelegate into my app for it to work. I'm having trouble getting my main ViewController to show up when the app starts. It just shows up as a black screen. I built this app entirely programmatically. When I go into my info.plist file, I have everything but the Storyboard setup since, obviously, I don't have one. I've left my code below. Thank you! My current AppDelegate: #import "ViewController.h" @interface AppDelegate () @end @implementation AppDelegate #pragma mark - UISceneSession Configuration - (UISceneConfiguration *)application:(UIApplication *)application configurationForConnectingSceneSession:(UISceneSession *)connectingSceneSession options:(UISceneConnectionOptions *)options { // Create the configuration object return [[UISceneConfiguration alloc] initWithName: @"Default" sessionRole: connectingSceneSession.role]; } #pragma mark - Application Configuration - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { return YES; } - (void) dealloc { [super dealloc]; } @end My Current SceneDelegate: #import "SceneDelegate.h" #import "ViewController.h" @interface SceneDelegate () @end @implementation SceneDelegate - (void)scene:(UIScene *)scene willConnectToSession:(UISceneSession *)session options:(UISceneConnectionOptions *)connectionOptions { // Ensure we have a UIWindowScene if (![scene isKindOfClass:[UIWindowScene class]]) { return; } UIWindowScene *windowScene = (UIWindowScene *)scene; // Create and attach the window to the provided windowScene self.window = [[UIWindow alloc] initWithWindowScene:windowScene]; // Set up the root view controller ViewController *homeViewController = [[[ViewController alloc] init] autorelease]; UINavigationController *navigationController = [[[UINavigationController alloc] initWithRootViewController: homeViewController] autorelease]; // Present the window self.window.rootViewController = navigationController; [self.window makeKeyAndVisible]; } @end
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Simulator causing Mac audio distortion
I am experiencing an issue where my Mac's speakers will crackle and pop when running an app on the Simulator or even when previewing SwiftUI with Live Preview. I am using a 16" MacBook Pro (i9) and I'm running Xcode 12.2 on Big Sur (11.0.1). Killing coreaudiod temporarily fixes the problem however this is not much of a solution. Is anyone else having this problem?
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HealthKit in React Native + Expo Dev Client: no authorization prompt (and no data)
Hi everyone, I’m building a health app with React Native using Expo Dev Client on a real iPhone. I need to read Apple Health (HealthKit) data, but the authorization sheet never appears—so the app never gets permissions and all queries return nothing. What I’ve already done Enabled HealthKit capability for the iOS target. Added NSHealthShareUsageDescription and NSHealthUpdateUsageDescription to Info.plist. Using a custom dev build (not Expo Go). Tested fresh installs (deleted the app), rebooted device, and checked Settings → Privacy & Security → Health/Motion & Fitness. Tried both packages: react-native-health and @kingstinct/react-native-healthkit. Same behavior: no permission dialog at first use. Ask Is there a known reason why the HealthKit permission sheet would not show on modern iOS when called from a React Native bridge (with Expo Dev Client)? Are there any extra entitlements, signing, or config-plugin steps required beyond HealthKit capability + Info.plist? If you’re successfully fetching Apple Health data from React Native on recent iOS, could you share the exact steps that made the permission sheet appear and data flow (Expo config/plugin used, Xcode capability setup, profile/team settings, build type, bundle ID nuances, any Health app reset steps, etc.)? This would help me and others hitting the same “authorized call but no prompt/no data” issue. Thank you!
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Mergeable Libraries using XCFramework
Hello.

On my app I have the necessity to use mergeable libraries, in my context my libraries are indirect dependency, in other words the dependency isn’t target in my project, and they are XCFramework where they are imported on Framework, Libraries, and Embedded Content session on my app target. Following the documentation on Configuring your project to use mergeable libraries it said. 
  But on Manually configure merging don’t said how to configure to indirect dependencies. 
  So I have tried configure use the linker flag -merge_framework for each XCFramework using -Wl, -merge_framework, {XCFramework_Name}, but I am receiving the following error unknown argument: -merge_framework’ when build the release. 

In app target is set build settings MERGED_BINARY_TYPE = manual; The question is: 
 Is possible using mergeable libraries in XCFramework dependencies ? How I do this? Because on the doc is not clear how to use in indirect dependency like XCFramework. 

 Regards 
Michel Carvalho
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How to keep API requests running in background using URLSession in Swift?
I'm developing an iOS application in Swift that performs API calls using URLSession.shared. The requests work correctly when the app is in the foreground. However, when the app transitions to the background (for example, when the user switches to another app), the ongoing API calls are either paused or do not complete as expected. What I’ve tried: Using URLSession.shared.dataTask(with:) to initiate the API requests Observing application lifecycle events like applicationDidEnterBackground, but haven't found a reliable solution to allow requests to complete when backgrounded Goal: I want certain API requests to continue running or be allowed to complete even if the app enters the background. Question: What is the correct approach to allow API calls to continue running or complete when the app moves to the background? Should I be using a background URLSessionConfiguration instead of URLSession.shared? If so, how should it be properly configured and used in this scenario?
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How to keep API requests running in background using URLSession in Swift?
I'm developing an iOS application in Swift that performs API calls using URLSession.shared. The requests work correctly when the app is in the foreground. However, when the app transitions to the background (for example, when the user switches to another app), the ongoing API calls are either paused or do not complete as expected. What I’ve tried: Using URLSession.shared.dataTask(with:) to initiate the API requests Observing application lifecycle events like applicationDidEnterBackground, but haven't found a reliable solution to allow requests to complete when backgrounded Goal: I want certain API requests to continue running or be allowed to complete even if the app enters the background. Question: What is the correct approach to allow API calls to continue running or complete when the app moves to the background? Should I be using a background URLSessionConfiguration instead of URLSession.shared? If so, how should it be properly configured and used in this scenario?
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DEXT receives zero-filled buffer from DMA, despite firmware confirming data write
Hello everyone, I am migrating a KEXT for a SCSI PCI RAID controller (LSI 3108 RoC) to DriverKit (DEXT). While the DEXT loads successfully, I'm facing a DMA issue: an INQUIRY command results in a 0-byte disk because the data buffer received by the DEXT is all zeros, despite our firmware logs confirming that the correct data was prepared and sent. We have gathered detailed forensic evidence and would appreciate any insights from the community. Detailed Trace of a Failing INQUIRY Command: 1, DEXT Dispatches the Command: Our UserProcessParallelTask implementation correctly receives the INQUIRY task. Logs show the requested transfer size is 6 bytes, and the DEXT obtains the IOVA (0x801c0000) to pass to the hardware. DEXT Log: [UserProcessParallelTask_Impl] --- FORENSIC ANALYSIS --- [UserProcessParallelTask_Impl] fBufferIOVMAddr = 0x801c0000 [UserProcessParallelTask_Impl] fRequestedTransferCount = 6 2, Firmware Receives IOVA and Prepares Correct Data: A probe in our firmware confirms that the hardware successfully received the correct IOVA and the 6-byte length requirement. The firmware then prepares the correct 6-byte INQUIRY response in its internal staging buffer. Firmware Logs: -- [FIRMWARE PROBE: INCOMING DMA DUMP] -- Host IOVA (High:Low) = 0x00000000801c0000 DataLength in Header = 6 (0x6) --- [Firmware Outgoing Data Dump from go_inquiry] --- Source Address: 0x228BB800, Length: 6 bytes 0x0000: 00 00 05 12 1F 00 3, Hardware Reports a Successful Transfer, but Data is Lost: After the firmware initiates the DMA write to the Host IOVA, the hardware reports a successful transfer of 6 bytes back to our DEXT. DEXT Completion Log: [AME_Host_Normal_Handler_SCSI_Request] [TaskID: 200] COMPLETING... [AME_Host_Normal_Handler_SCSI_Request] Hardware Transferred = 6 bytes [AME_Host_Normal_Handler_SCSI_Request] - ReplyStatus = SUCCESS (0x0) [AME_Host_Normal_Handler_SCSI_Request] - SCSIStatus = SUCCESS (0x0) The Core Contradiction: Despite the firmware preparing the correct data and the hardware reporting a successful DMA transfer, the fDataBuffer in our DEXT remains filled with zeros. The 6 bytes of data are lost somewhere between the PCIe bus and host memory. This "data-in-firmware, zeros-in-DEXT" phenomenon leads us to believe the issue lies in memory address translation or a system security policy, as our legacy KEXT works perfectly on the same hardware. Compared to a KEXT, are there any known, stricter IOMMU/security policies for a DEXT that could cause this kind of "silent write failure" (even with a correct IOVA)? Alternatively, what is the correct and complete expected workflow in DriverKit for preparing an IOMemoryDescriptor* fDataBuffer (received in UserProcessParallelTask) for a PCI hardware device to use as a DMA write target? Any official documentation, examples, or advice on the IOMemoryDescriptor to PCI Bus Address workflow would be immensely helpful. Thank you. Charles
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Why don’t the dinosaurs in “Encounter Dinosaurs” respond to real-world light intensity?
I have a question about Apple’s preinstalled visionOS app “Encounter Dinosaurs.” In this app, the dinosaurs are displayed over the real-world background, but the PhysicallyBasedMaterial (PBM) in RealityKit doesn’t appear to respond to the actual brightness of the environment. Even when I change the lighting in the room, the dinosaurs’ brightness and shading remain almost the same. If this behavior is intentional — for example, if the app disables real-world lighting influence or uses a fixed lighting setup — could someone explain how and why it’s implemented that way?
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App Still Waiting for Review
Hello, Our app (App ID: 6753726496), submitted on October 15, 2025, at 10:19 PM, is still waiting for review with no status change in App Store Connect. We have also requested an expedited review and have an open support case regarding this submission (Case ID: 102728891684). Could someone from the App Review team please check if this app might be stuck in the review queue or let us know if any action is required from our side? Thank you for your time and assistance.
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SwiftUI document based app: weird NavBar colors since iOS 26
I have multiple document based SwiftUI apps without any NavigationBar customization. Since upgrading to iOS 26 , when these apps launch, sometimes their navigation bar icons appear grey (as if only the button shadows were showing) and the document title is white, so it’s invisible. One of the apps has an Inspector: here, whenever the Inspector appears, the colors are correct. This behavior has been consistent since the first iOS 26 developer beta and can be reproduced on iOS 26.1 beta 23B5064e. So far I have only managed to reproduce this in light mode.
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ARKit: Keep USDZ node fixed after image tracking is lost (prevent drifting)
0 I’m using ARKit + SceneKit (Swift) with ARWorldTrackingConfiguration and detectionImages to place a 3D object (USDZ via SCNScene(named:)) when a reference image is detected. While the image is tracked, the object stays correctly aligned. Goal: When the tracked image is no longer visible, I want the placed node to remain visible and fixed at its last known pose (no drifting) as I move the camera. What works so far: Detect image → add node → track updates When the image disappears → keep showing the node at its last pose Problem: After the image is no longer tracked, the node drifts as I move the device/camera. It looks like it’s still influenced by the (now unreliable) image anchor or accumulating small world-tracking errors. Question: What’s the correct way in ARKit to “freeze” the node at its last known world transform once ARImageAnchor stops tracking, so it doesn’t drift?
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Navigation bar push animation glitch in iOS 26
At a high level, my app’s view hierarchy is a UISplitViewController, where the secondary column contains a UITabBarController that contains several UINavigationControllers. With this particular setup, I’m noticing every time a view controller is pushed, the navigation bar animation glitches. Notice how the back button and navigation title slightly slide left on each push, before abruptly resetting their positions. This issue only occurs when Liquid Glass is enabled. The issue does not occur if the UIDesignRequiresCompatibility key is added with a value of YES. I assume this is a UIKit bug, so I’ve filed FB20751418. But wondering if anyone is aware of any workarounds in the meantime as this animation glitch is quite distracting.
Topic: UI Frameworks SubTopic: UIKit
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