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CoreNFC / NFCTagReaderSession Availability on iPad
Hello, I am currently working on a project that requires the use of the NFCTagReaderSession API to perform read and write operations on NFC tags (ISO15693 and other standard NFC tag types). According to the Apple documentation, CoreNFC and NFCTagReaderSession are fully supported on iPhone devices. However, the behavior and availability on iPad devices are not clearly documented. I would like to request clarification on the following points: Is NFCTagReaderSession officially supported on iPad devices? We have verified that some iPad models equipped with NFC hardware still do not expose support for this API. Is there an up-to-date list of iPad models that support CoreNFC? The documentation currently mentions only “iPhone 7 or later,” with no reference to iPad models. Does Apple plan to enable NFCTagReaderSession on iPad in the future? This information is important for our product roadmap, as several of our deployments rely on tablets. Our goal is to determine whether NFC tag read/write operations are intended to be available exclusively on iPhone, or whether there are existing or upcoming iPad models that will support CoreNFC as well. Thank you in advance for your support and for any clarification you can provide. Kind regards,
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macOS 26.1 Tahoe on ARM: FinderSync extension does not work
When running the currently latest version of macOS (26.1) on a machine with ARM CPU (I could not reproduce the issue with Intel-Based machines) Finder Sync extensions do not work any more in general. Steps to reproduce the problem: In Xcode create a new macOS App project with default settings (in my case I chose XIB for the UI and Objective-C as language, and disabled testing, but that should not make any difference) In Xcode add a new target / "Finder Sync Extension" to the project with default settings, this adds a new Finder Sync Extension with example code to the app. Run the application and open Finder and navigate to "/Users/Shared/MySyncExtension Documents" In the system settings ("Login Items & Extensions") enable the extension (Listed as "File Provider"). On systems where it is working, in the context menu of that folder an entry "Example Menu Item" will appear. On systems where it does not work it is missing. Some findings: Adding the *.appex with "pluginkit -a" registers the extension as expected, it is then visible in the system settings, removing it with "pluginkit -r" is also reflected in the system settings. "pluginkit -m -i " returns the extension on systems where it is working (assuming it is registered while this command is executed), on systems wehre it is not working, nothing is returned, regardless of the registration state. When enabling the extension in the system settings nothing more happens, there is no process started for the extension (unlike as on systems where it is working), and thus no context menu entries and no badges are displayed in Finder. Restarting Finder or the system does not help. Any ideas what I could be missing here?
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Why does game mode not get triggered for my App?
I think I really have tried everything and I did all according to official documentation to support game mode on iOS or iPadOS but it doesn't matter what I do it just doesn't get triggered. Funny enough it works during development when I install it via Xcode but as soon as it is live on the store and when I install it from there game mode doesn't get triggered anymore. What I have atm I have added (even though it is deprecated) <key>GCSupportsGameMode</key> <true/> I have set the (but it seems only supported for macOS) <key>LSApplicationCategoryType</key> <string>public.app-category.games</string> I have added <key>LSSupportsGameMode</key> <true/> It just doesn't work. Is there anything else what needs to be done? Should the flag LSSupportsGameMode not be enough normally? The reason why this is so annoying is that my app is a real time streaming app and I want to profit from minimised background activities for smoother gameplay and more consistent frame rates like mentioned in the documentation.
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Request: Allow Game Mode to be enabled locally for non-game App Store categories
Hi Apple team, Game Mode was introduced in iOS 18. To activate Game Mode, an app must include specific key-value pairs in its *.plist and be categorized as a "Game" on the App Store. My app (https://apps.apple.com/us/app/voidlink/id6747717070) works primarily as a self-hosted game streaming (PC->iPhone/iPad) client. Game Mode provides clear benefits in terms of latency and frame rate stability, but it can currently only be activated when running via Xcode or TestFlight. I am an individual iOS developer based in China, where an additional government license is required for apps to be listed under the "Game" category on the App Store. Obtaining such a license is very difficult for independent developers, so my app has been categorized under "Utilities" instead.(If move the app to game category, it will disappear from Chinese App Store immediately) Expectation / Suggestion: Please consider making Game Mode available as a local, user-controllable option on iOS18/26+, such as through a system “App Pool” where users can choose which apps to enable Game Mode for, regardless of App Store category. This would greatly benefit use cases like streaming clients, benchmarking tools, and remote play utilities, without requiring developers to reclassify their apps as “Games” on App Store.
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tensorflow-metal fails with tensorflow > 2.18.1
Also submitted as feedback (ID: FB20612561). Tensorflow-metal fails on tensorflow versions above 2.18.1, but works fine on tensorflow 2.18.1 In a new python 3.12 virtual environment: pip install tensorflow pip install tensor flow-metal python -c "import tensorflow as tf" Prints error: Traceback (most recent call last): File "", line 1, in File "/Users//pt/venv/lib/python3.12/site-packages/tensorflow/init.py", line 438, in _ll.load_library(_plugin_dir) File "/Users//pt/venv/lib/python3.12/site-packages/tensorflow/python/framework/load_library.py", line 151, in load_library py_tf.TF_LoadLibrary(lib) tensorflow.python.framework.errors_impl.NotFoundError: dlopen(/Users//pt/venv/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib, 0x0006): Library not loaded: @rpath/_pywrap_tensorflow_internal.so Referenced from: <8B62586B-B082-3113-93AB-FD766A9960AE> /Users//pt/venv/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib Reason: tried: '/Users//pt/venv/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/_pywrap_tensorflow_internal.so' (no such file), '/Users//pt/venv/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/_pywrap_tensorflow_internal.so' (no such file), '/opt/homebrew/lib/_pywrap_tensorflow_internal.so' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/opt/homebrew/lib/_pywrap_tensorflow_internal.so' (no such file)
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Unable to open new build and doesn't receive new invite email
Hi everyone, A new TestFlight build was not automatically updating so we deleted the old version and only have 1 new version available with a new name. This new build didn't show up either, so I stopped testing on the old version and deleted the app. I also deleted the internal testgroup and created a new one (for the new app). Despite all these actions I am not receiving a new invite email and therefor I am unable to download and test the new app. Anyone suggestions or a solution?!
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Read ppse and card info
i'm trying to understand which entitlements i need to ask for in order to be able to read the credit card via NFC. I work for the bank and i'd like the read our card in order to verify there are the bank's credit card. The goal is to be able to use the card as a physical token to verify the user identity. on android we manage to do this without limitation if (await NfcManager.isSupported()) { await NfcManager.requestTechnology(NfcTech.IsoDep) const tag = await NfcManager.getTag() if (tag) toast.success("NFC Tag read successfully", { cancel: undefined, description: tag.id, id }) else toast.error("No NFC Tag found", { cancel: undefined, id }) const ppse = await NfcManager.isoDepHandler.transceive([ 0x00, 0xa4, 0x04, 0x00, 0x0e, 0x32, 0x50, 0x41, 0x59, 0x2e, 0x53, 0x59, 0x53, 0x2e, 0x44, 0x44, 0x46, 0x30, 0x31, 0x00, ]) logger.info("PPSE", ppse.map((c) => fromBase10ToHex(c, 2)).join(" ")) const select = await NfcManager.isoDepHandler.transceive([ 0x00, 0xa4, 0x04, 0x00, 0x07, 0xa0, 0x00, 0x00, 0x00, 0x04, 0x10, 0x10, 0x00, ]) logger.info("Select AID", select.map((c) => fromBase10ToHex(c, 2)).join(" ")) const gpo = await NfcManager.isoDepHandler.transceive([0x80, 0xa8, 0x00, 0x00, 0x02, 0x83, 0x00, 0x00]) logger.info("GPO", gpo.map((c) => fromBase10ToHex(c, 2)).join(" ")) const record = await NfcManager.isoDepHandler.transceive([0x00, 0xb2, 0x01, 0x14, 0x00]) logger.info("record: ", record.map((c) => fromBase10ToHex(c, 2)).join(" ")) logger.info("PAN", findTag(record, [0x5a])) logger.info("expiry", findTag(record, [0x5f, 0x24])?.reverse()) } but on ios we have restricted access and the ppse doesn't work but i can't find which entitlement i need to ask for, since HCE is to make the iphone into a nfc tag himself and the tap to pay is to pay with the iphone, both of those doesn't match my needs and i wouldn't be able to valid the requirement to get them into production. So i am wondering which entitlement i needs to ask for in order to be able to scan the card inside the bank app. We only care about our card
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Request to restore full ICC profile support (LUT-based display profiles) in macOS ColorSync
Dear Apple Color Management Team, I’m a professional visual creator working on color-critical photo and graphic projects using macOS (currently 26.1 Tahoe). In recent macOS releases, LUT-based ICC display profiles (such as XYZ LUT + Matrix types generated by DisplayCAL or professional spectrophotometers) can no longer be installed or activated via ColorSync. This limitation significantly affects professional workflows in photography, graphic design, prepress, and video color grading — fields that rely on precise display profiling. The current workaround (converting LUT profiles to simple shaper/matrix ICC v2) results in less accurate tone response and color reproduction, particularly in the dark range and wide-gamut displays. I kindly request Apple to restore or re-enable the ability to install and use ICC v2/v4 LUT-based display profiles under ColorSync, as was possible on macOS Monterey and Ventura. This would allow professionals to continue using trusted calibration tools such as DisplayCAL, X-Rite i1Profiler, and Calibrite Profiler to achieve accurate color management. macOS is widely used in professional creative industries, and restoring this feature would be a huge help for countless photographers, designers, and colorists. Thank you for your attention and commitment to professional users. Best regards, Richárd Deutsch Professional Photographer https://riccio.hu/ MacBook Pro (M4 Pro, macOS 26.1)
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App mysteriously crashing in CFNetwork.LoaderQ queue
I’m stuck with repeated production crashes in my SwiftUI app and I can’t make sense of the traces on my own. The symbolicated reports show the same pattern: Crash on com.apple.CFNetwork.LoaderQ with EXC_BAD_ACCESS / PAC failure Always deep in CFNetwork, most often in URLConnectionLoader::loadWithWhatToDo(NSURLRequest*, _CFCachedURLResponse const*, long, URLConnectionLoader::WhatToDo) No frames from my code, no sign of AuthManager or tokens. What I’ve tried: Enabled Address Sanitizer, Malloc Scribble, Guard Malloc, Zombies. Set CFNETWORK_DIAGNOSTICS=3 and collected Console logs. Stress-tested the app (rapid typing, filter switching, background/foreground, poor network with Network Link Conditioner). Could not reproduce the crash locally. So far: Logs show unrelated performance faults (I/O on main thread, CLLocationManager delegate), but no obvious CFNetwork misuse. My suspicion is a URLSession lifetime or delegate/auth-challenge race, but I can’t confirm because I can’t trigger it. Since starting this investigation, I also refactored some of my singletons into @State/@ObservedObject dependencies. For example, my app root now wires up AuthManager, BackendService, and AccountManager (where API calls happen using async/await) as @State properties: @State var authManager: AuthManager @State var accountManager: AccountManager @State var backendService: BackendService init() { let authManager = AuthManager() self._authManager = .init(wrappedValue: authManager) let backendService = BackendService(authManager: authManager) self._backendService = .init(wrappedValue: backendService) self._accountManager = .init(wrappedValue: AccountManager(backendService: backendService)) } I don’t know if this refactor is related to the crash, but I am including it to be complete. Apologies that I don’t have a minimized sample project — this issue seems app-wide, and all I have are the crash logs. Request: Given the crash location (URLConnectionLoader::loadWithWhatToDo), can Apple provide guidance on known scenarios or misuses that can lead to this crash? Is there a way to get more actionable diagnostics from CFNetwork beyond CFNETWORK_DIAGNOSTICS to pinpoint whether it’s session lifetime, cached response corruption, or auth/redirect? Can you also confirm whether my dependency setup above could contribute to URLSession or backend lifetime issues? I can’t reliably reproduce the crash, and without Apple’s insight the stack trace is effectively opaque to me. Thanks for your time and help. Happy to send multiple symbolicated crash logs at request. Thanks for any help. PS. Including 2 of many similar crash logs. Can provide more if needed. Atlans-2025-07-29-154915_symbolicated (cfloader).txt Atlans-2025-08-08-124226_symbolicated (cfloader).txt
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Enable FSKit module globally pre-login
I've developed a custom FSKit module which all seems to work OK when tested with a dummy test FSResource. However, the end goal is to mount a user's entire home directory via my FSKit module. I obviously need the mount to occur before that user logs in for the first time, since that is when their home directory will be first populated. I also have to perform the mount as the user in question since their home directory must be owned by them. I have written a LaunchDaemon module to call /sbin/mount, running as that user, however I notice that whether FSKit modules are enabled or disabled seems to be a per-user setting. If I enable my FSKit module as User A in 'System Settings > Login Items and Extensions' and then log in as User B and go into Login Items and Extensions, the module shows as disabled. Is there a way to enable my FSKit module globally so that it is enabled for all users without each user having to go into System Settings and manually enable it? Or a way of enabling it via command line that I can run with "sudo -u" ? And would this enable me to mount a filesystem before any user has logged in?
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missing code signing entitlements
Validation failed (409) Missing Code Signing Entitlements. No entitlements found in bundle 'com.seeyon.yiboyun.child' for executable 'Payload/M3.app/PlugIns/CMPSharePublish.appex/CMPSharePublish'." (ID: 6e5429ed-b896-45a0-ab23-bb8fcb472072)
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iOS 26 - Identify network switch
Currently in our app, to identify a network switch in device we are doing NEHotspotHelper.register and then NEHotspotHelperHandler block. When the command type is evaluate and if the network.didJustJoin, we are identifying it as a network switch. As a part of moving our code base to iOS 26, if is found that NEHotspotHelper is deprecated. What is the proper replacement for this?
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Mergeable Library Bundle Hooking Does Not Work When Frameworks Is Merged Into Container Framework
Problem When we merge FeatureModuleA.framework into IntegrationContainer.framework instead of HostApp_Main.app, the magic method Bundle(for: FeatureAProvider.self) does not work and this will trigger crash. When FeatureModuleA is merged into HostApp, Bundle(for: FeatureAProvider.self) will return: HostApp_Main.App/Frameworks/DomainFeatureA.framework instead of HostApp_Main.App/, although the FeatureAProvider class is actually in the merged main app binary So we can use the returned FeatureModuleA bundle get the nested resource. If we merge the frameworks into our IntegrationContainer.framework, the result will be: for release: PrototypeApp.app for debug: PrototypeApp.app/Frameworks/IntegrationContainer.framework/ReexportedBinaries/DomainFeatureA.framework Apple has not considered the case that frameworks are merged into independent framework. And other methods like bundle(for: identifier) does not work for both destination cases: merge into main app or a container framework.
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Идея для технического усовершенствования продуктов apple
Сегодня столкнулась с проблемой, что у телефона разъем лайтнинг, а у наушников тайпси. Не все владельцы айфонов имеют в распоряжении наушники этого же производителя и разъемы не всегда совпадают. Начала изучать реверсивную зарядку, думаю, это было ы отличной идеей для следующих продуктов
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iPhone push notifications stop: DeviceTokenNotForTopic
We are facing an issue: push notifications are not being received. We are using the Marketing Cloud SDK for push notifications. On install, the app correctly registers for push notifications. We pass the required information to Marketing Cloud — for example, contact key, token, etc. Marketing Cloud also confirms that the configuration is set up, and we have tried sending push notifications with proper delivery settings. The issue is that after some time, the device gets automatically opted out in the Marketing Cloud portal. When we consulted their team, they said this is caused by the “DeviceTokenNotForTopic” error received from APNs. I have verified the certificates and bundle ID from my end — everything looks correct. Device: iPhone 15, iPhone 17 iOS: 18.7.2, 26.1
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What actionable strategies are most effective for optimizing an app’s ranking on the App Store?
Getting early traction can be challenging for a retail app. Beyond running ads, work on improving your App Store and Play Store presence through better screenshots, descriptions and keyword choices. You can also promote the app directly to existing customers with in store QR codes, social media and small influencer partnerships to get your first new users.
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App status stuck on “Waiting for Review” for 2+ days — any timeline guidance?
Hello everyone, I recently submitted my new app “Bitcoin Miner – Mining Pool” for App Review. The app was submitted under my Apple Developer account (Account Holder: Harshil Patel). However, the status has been “Waiting for Review” for over 2 days without any movement. Details: Submission platform: App Store Connect Metadata & screenshots uploaded correctly No compliance warnings or “Missing Information” alerts No previous rejections for this version I understand the review process time may vary, but I’m unsure whether this delay is normal or if there’s something more I should check on my side. Questions for the community / Apple Team Is there a typical timeline for apps currently showing “Waiting for Review”? My only goal is to ensure the submission process is moving correctly. Any guidance or suggestions will be highly appreciated. Thank you! — Harshil Patel
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