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“Visual Studio Maui IOS”

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Reply to Xcode now hangs; SDKs are "status unavailable"
Last post ... I promise ... When I reinstalled Xcode 26.4 again after going through all of the above shenanigans, I chose to NOT install the 26.x line of simulators, nor the Predictive Code Completion Model. As before, Xcode downloaded and installed older simulators anyway, but left the 26.x options uninstalled with their Get buttons primed and ready. I closed down Xcode and did some other stuff. After an hour I launched Xcode to check on things, opened Settings and, lo and behold, the iOS 26.4 and watchOS 26.4 simulators were showing as installed under the Platform Support section of the Components. What is going on? It's as if Xcode is hallucinating.
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Wrong position of searchable component on first render
Hey all, I found a weird behaviour with the searchable component. I created a custom bottom nav bar (because I have custom design in my app) to switch between screens. On one screen I display a List component with the searchable component. Whenever I enter the search screen the first time, the searchable component is displayed at the bottom. This is wrong. It should be displayed at the top under the navigationTitle. When I enter the screen a second time, everything is correct. This behaviour can be reproduced on all iOS 26 versions on the simulator and on a physical device with debug and release build. On iOS 18 everything works fine. Steps to reproduce: Cold start of the app Click on Search TabBarIcon (searchable wrong location) Click on Home TabBarIcon Click on Search TabBarIcon (searchable correct location) Simple code example: import SwiftUI struct ContentView: View { @State var selectedTab: Page = Page.main var body: some View { NavigationStack { ZStack { VStack { switch selectedTab { c
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Reply to iCloud Sync not working with iPhone, works fine for Mac.
Wish I'd reported this weeks ago when my iPad showed this symptom on the iOS beta, but I'd assumed it was due to me using a sandbox user since Apple was so bullish in their WWDC 2023 video about the number of test cases they'd created for CkSyncEngine. I'd also created a feedback before discovering this thread (FB22344526) Easy to reproduce - the Apple sample app fails. Hoping it gets taken seriously.
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Reply to Xcode now hangs; SDKs are "status unavailable"
I filed a similar report yesterday... Xcode 26.4 (17E192) Simulators Keep Showing As Unavailable After Successfully Intalling Them FB22346008 ... with sysdiagnose tarball and screen shots. Am also running Tahoe 26.4. I spent the better part of this evening removing the following items: /Applications/Xcode.app /Library/Developer ~/Library/Developer ~/Caches/com.apple.dt.* ~/Preferences/com.apple.dt.* /private/var/tmp/com.apple.CoreSimulator.SimDevice.* rebooting my machine, and then reinstalling Xcode 26.4 (Apple Silicon) and the command line tools. I then used xcrun simctl to flush all of my devices and runtimes. I spent a lot of time fighting Xcode because after removing old simulators, Xcode automatically downloads them all again (SMH!). Once Xcode seemed to stabilize its downloads (using xcrun simctl list to monitor everything), I then added the iOS, watchOS, and tvOS simulators for 26.4. So far, things seem to be behaving. We'll see whether or not I wake up tomorrow to joy or despair. I have a 20
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Reply to Crashes occur on iOS 26.4
Since updating the OS to 26.4, the app has been crashing more often after I launch it. Please post the full crash log, using the instructions found here. Additional information: The app was developed using Unity. After contacting Unity, they indicated that based on the crash logs, it is highly likely that a “Segmentation Fault” occurred. A Segmentation Fault just means your app attempted to access invalid memory, which doesn't actually tell you very much about why you actually crashed. The document Diagnosing memory, thread, and crash issues early has a good overview of the tools that can help file this sort of issue, followed by some specific examples of what can cause this kind of failure. I suspect the “Segmentation Fault” is caused by insufficient memory. No, not really. Memory exceptions (what a seg fault is) happen because you’re accessing memory that you either never allocated or have already freed, neither of which will happen due to direct lack of memory. Keep in mind that your app can't really run o
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Reply to Previews for SwiftUI views in Packages don't work in Xcode 26.4
I was able to replicate this issue in a very simple way, within a new project created with the standard Xcode template, to which I added a Swift Package as a library (MyLibrary). This is the Package definition: // swift-tools-version: 6.3 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: MyLibrary, platforms: [.iOS(.v18)], products: [ // Products define the executables and libraries a package produces, making them visible to other packages. .library( name: MyLibrary, targets: [MyLibrary] ), ], targets: [ // Targets are the basic building blocks of a package, defining a module or a test suite. // Targets can depend on other targets in this package and products from dependencies. .target( name: MyLibrary, path: Sources/MyLibrary ), ], swiftLanguageModes: [.v6] ) If the target name is equal to library name (MyLibrary) the preview of SwiftUIView works as expected. If I change the target name (for example
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How to load and draw texture with opacity in Metal
The background I'm finally working to convert my very old Mac kaleidoscope application, ScopeWorks, which was written in OpenGL and Objective-C, to a Multiplatform app in SwiftUI and Metal. I'm using the MetalKit MTKView class, wrapped for SwiftUI as an NSViewRepresentable or UIViewRepresentable. I then provide an MTKViewDelegate that provides a draw method. The draw method fetches the current render pass descriptor, creates a command buffer, sets up a render pipeline, and does its drawing. My renderer's makePipeline method looks like this: func makePipeline() { let library = device.makeDefaultLibrary() let pipelineDesc = MTLRenderPipelineDescriptor() pipelineDesc.vertexFunction = library?.makeFunction(name: vertex_main) pipelineDesc.fragmentFunction = library?.makeFunction(name: fragment_main) pipelineDesc.colorAttachments[0].pixelFormat = .bgra8Unorm pipeline = try! device.makeRenderPipelineState(descriptor: pipelineDesc) } And my shaders look like this: struct VertexOut { float4 position [[position]]; floa
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First auto-renewable subscription stuck in “Waiting for Review”, missing “In-App Purchases and Subscriptions” section, and TestFlight shows “The offer is not available yet
Hello, I am trying to ship the first auto-renewable subscription for my iOS app and I am facing what seems to be a workflow / availability issue involving App Store Connect and TestFlight. Product ID: seka_premium_yearly_ Current situation: The subscription exists in App Store Connect. Its status remains “Waiting for Review”. The subscription page says that the first subscription must be submitted with a new app version and attached through the “In-App Purchases and Subscriptions” section on the app version page. 4. However, this section does not appear on my iOS app version page in App Store Connect. 5. In TestFlight, when tapping “Subscribe”, the app shows: “The offer is not available yet. Please try again in a moment.” Additional context: Paid Apps Agreement is active The app uses expo-iap The product ID configured in the app is seka_premium_yearly_ We are not restricting access by storefront, region, or device configuration Sandbox testing has been attempted, but the issue remains reprod
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Unable to reset simulators
I'm unable to reset simulators using the menu or the xcrun simctl tool: == Devices == -- iOS 17.5 -- iPhone SE (3rd generation) (5A06623A-173D-4C96-8DD3-3E9FE39A06F1) (Shutdown) iPhone 15 (iOS 17.5) (F4329E8D-29BB-4EA7-8465-C11A98D04ED7) (Shutdown) -- iOS 18.0 -- iPhone SE (3rd generation) (2DDE8F03-F8E1-4C1B-8E28-CD9B208F3FFA) (Shutdown) iPhone 16 Pro (DE788688-8AC6-40A0-B25C-A56AA423798E) (Shutdown) iPhone 16 Pro Max (1405184C-36A9-40F3-B0D0-4EEB88452883) (Shutdown) iPhone 16 (0CBBA7DB-B20E-4F17-BBC5-910F1F6E1A0A) (Shutdown) iPhone 16 Plus (95421C27-11A0-4FCF-A889-DAAE8557B271) (Shutdown) == Device Pairs == ~/Library`` ❯ xcrun simctl erase 0CBBA7DB-B20E-4F17-BBC5-910F1F6E1A0A An error was encountered processing the command (domain=NSCocoaErrorDomain, code=513): “data” couldn’t be moved because you don’t have permission to access “Deleting-8FEDFF47-5B2F-4534-BCA2-036BBE68CE37”. You don’t have permission. To view or change permissions, select the item in the Finder and choose File
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iOS 26.4: Regressions in Foundation Models
After installing iOS 26.4 the Foundation Models instruction following and tool calling capabilities have been degraded significantly. The model is not usable anymore. Examples: This works: Is the car plugged in? This does not work: Tell me if the car is plugged in Anything with the work frunk (front trunk) triggers Guardrail Violation. Phrases like Lock Pride also trigger Guardrail Violation (Pride is the name of the car). Tool calling only works half the time for really obvious things.
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Reply to Xcode now hangs; SDKs are "status unavailable"
Last post ... I promise ... When I reinstalled Xcode 26.4 again after going through all of the above shenanigans, I chose to NOT install the 26.x line of simulators, nor the Predictive Code Completion Model. As before, Xcode downloaded and installed older simulators anyway, but left the 26.x options uninstalled with their Get buttons primed and ready. I closed down Xcode and did some other stuff. After an hour I launched Xcode to check on things, opened Settings and, lo and behold, the iOS 26.4 and watchOS 26.4 simulators were showing as installed under the Platform Support section of the Components. What is going on? It's as if Xcode is hallucinating.
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5d
Wrong position of searchable component on first render
Hey all, I found a weird behaviour with the searchable component. I created a custom bottom nav bar (because I have custom design in my app) to switch between screens. On one screen I display a List component with the searchable component. Whenever I enter the search screen the first time, the searchable component is displayed at the bottom. This is wrong. It should be displayed at the top under the navigationTitle. When I enter the screen a second time, everything is correct. This behaviour can be reproduced on all iOS 26 versions on the simulator and on a physical device with debug and release build. On iOS 18 everything works fine. Steps to reproduce: Cold start of the app Click on Search TabBarIcon (searchable wrong location) Click on Home TabBarIcon Click on Search TabBarIcon (searchable correct location) Simple code example: import SwiftUI struct ContentView: View { @State var selectedTab: Page = Page.main var body: some View { NavigationStack { ZStack { VStack { switch selectedTab { c
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Reply to Wrong position of searchable component on first render
The problem still exists on iOS 26.4
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Reply to iCloud Sync not working with iPhone, works fine for Mac.
Wish I'd reported this weeks ago when my iPad showed this symptom on the iOS beta, but I'd assumed it was due to me using a sandbox user since Apple was so bullish in their WWDC 2023 video about the number of test cases they'd created for CkSyncEngine. I'd also created a feedback before discovering this thread (FB22344526) Easy to reproduce - the Apple sample app fails. Hoping it gets taken seriously.
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5d
Reply to Xcode now hangs; SDKs are "status unavailable"
I filed a similar report yesterday... Xcode 26.4 (17E192) Simulators Keep Showing As Unavailable After Successfully Intalling Them FB22346008 ... with sysdiagnose tarball and screen shots. Am also running Tahoe 26.4. I spent the better part of this evening removing the following items: /Applications/Xcode.app /Library/Developer ~/Library/Developer ~/Caches/com.apple.dt.* ~/Preferences/com.apple.dt.* /private/var/tmp/com.apple.CoreSimulator.SimDevice.* rebooting my machine, and then reinstalling Xcode 26.4 (Apple Silicon) and the command line tools. I then used xcrun simctl to flush all of my devices and runtimes. I spent a lot of time fighting Xcode because after removing old simulators, Xcode automatically downloads them all again (SMH!). Once Xcode seemed to stabilize its downloads (using xcrun simctl list to monitor everything), I then added the iOS, watchOS, and tvOS simulators for 26.4. So far, things seem to be behaving. We'll see whether or not I wake up tomorrow to joy or despair. I have a 20
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5d
Reply to iCloud Sync not working with iPhone, works fine for Mac.
Exactly same issue here since iOS26.4. Mac works as expected, on iOS not getting updates on cloud sync. Filed the feedback FB22353668
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Reply to Does your Canvas in Xcode crash all the time due to AXRemoteElement-BackgroundFetch?
I guess our only two options till the next version are: a) revert to an iOS 26.2 simulator b) just preview everything in the actual Simulator and never click on the Canvas no matter what
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Reply to Crashes occur on iOS 26.4
Since updating the OS to 26.4, the app has been crashing more often after I launch it. Please post the full crash log, using the instructions found here. Additional information: The app was developed using Unity. After contacting Unity, they indicated that based on the crash logs, it is highly likely that a “Segmentation Fault” occurred. A Segmentation Fault just means your app attempted to access invalid memory, which doesn't actually tell you very much about why you actually crashed. The document Diagnosing memory, thread, and crash issues early has a good overview of the tools that can help file this sort of issue, followed by some specific examples of what can cause this kind of failure. I suspect the “Segmentation Fault” is caused by insufficient memory. No, not really. Memory exceptions (what a seg fault is) happen because you’re accessing memory that you either never allocated or have already freed, neither of which will happen due to direct lack of memory. Keep in mind that your app can't really run o
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Reply to Choosing Minimum Deployment Targets
A good rule of thumb is to set your minimum deployment target based on what you're able to test on a device. The simulator is a great development aid, but it's not a replacement for fully testing your app on a device with all of the major iOS versions that you intend to support.
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Reply to Previews for SwiftUI views in Packages don't work in Xcode 26.4
I was able to replicate this issue in a very simple way, within a new project created with the standard Xcode template, to which I added a Swift Package as a library (MyLibrary). This is the Package definition: // swift-tools-version: 6.3 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: MyLibrary, platforms: [.iOS(.v18)], products: [ // Products define the executables and libraries a package produces, making them visible to other packages. .library( name: MyLibrary, targets: [MyLibrary] ), ], targets: [ // Targets are the basic building blocks of a package, defining a module or a test suite. // Targets can depend on other targets in this package and products from dependencies. .target( name: MyLibrary, path: Sources/MyLibrary ), ], swiftLanguageModes: [.v6] ) If the target name is equal to library name (MyLibrary) the preview of SwiftUIView works as expected. If I change the target name (for example
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6d
How to load and draw texture with opacity in Metal
The background I'm finally working to convert my very old Mac kaleidoscope application, ScopeWorks, which was written in OpenGL and Objective-C, to a Multiplatform app in SwiftUI and Metal. I'm using the MetalKit MTKView class, wrapped for SwiftUI as an NSViewRepresentable or UIViewRepresentable. I then provide an MTKViewDelegate that provides a draw method. The draw method fetches the current render pass descriptor, creates a command buffer, sets up a render pipeline, and does its drawing. My renderer's makePipeline method looks like this: func makePipeline() { let library = device.makeDefaultLibrary() let pipelineDesc = MTLRenderPipelineDescriptor() pipelineDesc.vertexFunction = library?.makeFunction(name: vertex_main) pipelineDesc.fragmentFunction = library?.makeFunction(name: fragment_main) pipelineDesc.colorAttachments[0].pixelFormat = .bgra8Unorm pipeline = try! device.makeRenderPipelineState(descriptor: pipelineDesc) } And my shaders look like this: struct VertexOut { float4 position [[position]]; floa
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697
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First auto-renewable subscription stuck in “Waiting for Review”, missing “In-App Purchases and Subscriptions” section, and TestFlight shows “The offer is not available yet
Hello, I am trying to ship the first auto-renewable subscription for my iOS app and I am facing what seems to be a workflow / availability issue involving App Store Connect and TestFlight. Product ID: seka_premium_yearly_ Current situation: The subscription exists in App Store Connect. Its status remains “Waiting for Review”. The subscription page says that the first subscription must be submitted with a new app version and attached through the “In-App Purchases and Subscriptions” section on the app version page. 4. However, this section does not appear on my iOS app version page in App Store Connect. 5. In TestFlight, when tapping “Subscribe”, the app shows: “The offer is not available yet. Please try again in a moment.” Additional context: Paid Apps Agreement is active The app uses expo-iap The product ID configured in the app is seka_premium_yearly_ We are not restricting access by storefront, region, or device configuration Sandbox testing has been attempted, but the issue remains reprod
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54
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Unable to reset simulators
I'm unable to reset simulators using the menu or the xcrun simctl tool: == Devices == -- iOS 17.5 -- iPhone SE (3rd generation) (5A06623A-173D-4C96-8DD3-3E9FE39A06F1) (Shutdown) iPhone 15 (iOS 17.5) (F4329E8D-29BB-4EA7-8465-C11A98D04ED7) (Shutdown) -- iOS 18.0 -- iPhone SE (3rd generation) (2DDE8F03-F8E1-4C1B-8E28-CD9B208F3FFA) (Shutdown) iPhone 16 Pro (DE788688-8AC6-40A0-B25C-A56AA423798E) (Shutdown) iPhone 16 Pro Max (1405184C-36A9-40F3-B0D0-4EEB88452883) (Shutdown) iPhone 16 (0CBBA7DB-B20E-4F17-BBC5-910F1F6E1A0A) (Shutdown) iPhone 16 Plus (95421C27-11A0-4FCF-A889-DAAE8557B271) (Shutdown) == Device Pairs == ~/Library`` ❯ xcrun simctl erase 0CBBA7DB-B20E-4F17-BBC5-910F1F6E1A0A An error was encountered processing the command (domain=NSCocoaErrorDomain, code=513): “data” couldn’t be moved because you don’t have permission to access “Deleting-8FEDFF47-5B2F-4534-BCA2-036BBE68CE37”. You don’t have permission. To view or change permissions, select the item in the Finder and choose File
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How to access Reminder sections and list groups via EventKit?
I'm building an app that integrates with Reminders using EventKit, but I can't find a way to access two important structures from EventKit: The groups that contain reminder lists The sections inside each reminder list (available since iOS 17) Any help or guidance would be appreciated.
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iOS 26.4: Regressions in Foundation Models
After installing iOS 26.4 the Foundation Models instruction following and tool calling capabilities have been degraded significantly. The model is not usable anymore. Examples: This works: Is the car plugged in? This does not work: Tell me if the car is plugged in Anything with the work frunk (front trunk) triggers Guardrail Violation. Phrases like Lock Pride also trigger Guardrail Violation (Pride is the name of the car). Tool calling only works half the time for really obvious things.
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3
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411
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