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[AVFCore] IOS 26.0 EXC_BAD_ACCESS from _customCompositorShouldCancelPendingFrames
Hi, I'm working an a video editing software that lets you composite and export videos. I use a custom compositor to apply my effects etc. In my crash dashboard, I am seeing a report of an EXC_BAD_ACCESS crash from objc_msgSend. Below is the stacktrace. libobjc.A.dylib objc_msgSend libdispatch.dylib _dispatch_sync_invoke_and_complete_recurse libdispatch.dylib _dispatch_sync_f_slow [symbolication failed] libdispatch.dylib _dispatch_client_callout libdispatch.dylib _dispatch_lane_barrier_sync_invoke_and_complete AVFCore -[AVCustomVideoCompositorSession(AVCustomVideoCompositorSession_FigCallbackHandling) _customCompositorShouldCancelPendingFrames] AVFCore _customCompositorShouldCancelPendingFramesCallback MediaToolbox remoteVideoCompositor_HandleVideoCompositorClientMessage CoreMedia __figXPCConnection_CallClientMessageHandlers_block_invoke libdispatch.dylib _dispatch_call_block_and_release libdispatch.dylib _dispatch_client_callout libdispatch.dylib _dispatch_lane_serial_drain libdispatch.dylib _dispatch_lane_in
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Reply to Wifi Aware iOS devices authentication fails after a period of time
Hey @DTS Engineer no a sample project in general. The documentation simply can't be called a project. I suppose a sample application project showing iOS<>iOS will be fine too but a complete project which can be used. I am asking for such a project since it would be much easier to replicate issues on Apple end with a project that was already built by Apple. We can easily drop in issues and discuss the exact places. And since you requested that i suppose it's a good time to touch on this.
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Silent push throttling breaking accessibility app for neurodivergent users
Hello all 👋 We're developing an app for families with neurodivergent members (primarily autistic children) and have run into a critical reliability issue with silent push notifications that breaks core functionality. Our current implementation: When a caretaker updates the person's daily routine/schedule in our system, we send a silent push notification to the user's device. The app wakes, connects to our server, downloads the updated schedule, and creates/updates local notifications for upcoming activities. The problem: Because the app is rarely/never directly interacted with by the end user (the child doesn't open the app - caregivers configure it on their behalf), silent push notifications get progressively throttled and eventually stop being delivered entirely. This means schedule changes made by caregivers never reach the device, breaking the app's core value proposition. Uninstalling and reinstalling doesn't reset the throttling state Questions: Is there any way to reset or mitigate throttling for devi
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Reply to What is the future of Objective-C?
Well Apple has pretty much dropped Objective-C and moved fully to Swift and SwiftUI becuase its faster and better to use. Worth learning it though. Interesting claims. When you say faster are you talking about performance or the speed in which you scratch your code? While it's obvious Apple is recommending Swift all the new AppKit API I'm aware of (or at least care about) for macOS 26.0 is available to Objective-C and I'm grateful or that. And how do you define better to use? Do you think the compiler gives better/more descriptive warning/error fixes in Swift than Objective-C? What about viewing variables in the debugger? What about compiler speed? I will continue to use Objective-C until I can't. My policy is currently this: -Any Swift only frameworks that are required (like Storekit2) must be wrapped inside its own framework or library. -All Swift code must be private API. All public API is Objective-C. -Main project remains Objective-C and continues on like Swift doesn't exist. Do I recom
Topic: Programming Languages SubTopic: General Tags:
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Reply to swift package with arm64e
I’m facing a similar issue with arm64e on macOS. When I turn on the Authenticate Pointers feature for my macOS app target on Xcode 26, the app target prompts requiring the 'arm64e-apple-macos’ target, the same warning message as the original poster, for local swift packages using in the main target and the target is no longer able to build. @WangZiYuan If you received any personal response from Feedback Assistant, could you please share it? @DTS Engineer Is there any way to detour it? Should I create a new post in this forumn/feedback? My environment is: macOS: Version 26.1 Beta (25B5042k) Xcode: Version 26.1 beta (17B5025f)
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[macOS] Custom cursors revert to default when intersecting the top screen edge in full-screen apps
Dear Apple macOS Team, I am writing to report an issue I encountered while developing an Electron-based game on macOS that uses the Chromium engine. When a custom cursor is used within the web view, if the cursor’s outline intersects with the top edge of the screen, it unexpectedly reverts to the default system cursor. This issue significantly affects gameplay experience for some applications. In our case, we require a full-screen immersive gaming experience, where custom cursors are essential for maintaining both immersion and the artistic style of the game. However, this limitation causes the cursor to suddenly change when touching the top boundary. The problem is especially noticeable with large custom cursors, as macOS’s default cursor is relatively small, making the switch even more abrupt and breaking player immersion. I sincerely hope this issue can be addressed, as it currently occurs in both Unity and Electron-based games on macOS. Thank you for considering this feedback. Sincerely, lw404
Topic: UI Frameworks SubTopic: General
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Issue with Top-Up Flow on iPhone 14 Pro Max (iOS 18.6.2) in TestFlight
Hi Apple Team and Developers, I’ve been testing the Top-up flow in our app via the TestFlight environment. Across multiple devices (around 10 tested), everything works fine with no issues. However, on one specific device — iPhone 14 Pro Max running iOS 18.6.2 — I’ve noticed an intermittent issue: When performing a Top-up, the Apple UI first shows a successful purchase confirmation. Immediately afterward, another UI prompt appears asking the player to re-enter their Apple ID password. At the same time, Apple returns a ghost string that we cannot use to verify the user’s package bundle ID. This creates potential confusion for users, as they see both a success confirmation and an unexpected password prompt. I’m unsure if this behavior is expected or if there’s a recommended way to handle or prevent this issue. Has anyone else encountered something similar, or does Apple have a suggested fix/workaround for this? For reference, here’s a short video of the issue in actio
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Apple Watch Ultra exercise app and activity rings won’t connect after charging
Since upgrading to iOS 26 beta on my Apple Watch Ultra and iPhone 16 Pro Max, my exercise app and activity rings have sporadically not connected after charging. Several recent mornings, when I’ve put my watch on, the activity rings are grayed out and when I click on them, they will show no activity, even though I have been active. Similarly, when I attempt to select the activity app, it will open, but when I select an activity, it will not start the workout. I’ve tried starting and restarting the watch and phone. I’ve checked permissions, and both the watch and phone are running the latest iOS. The only fix seems to be unpairing and repairing the watch and phone which is an absolute pain. Any assistance on how to permanently fix this would be greatly appreciated.
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Passing Referral Codes in iOS App Installs
The use case that I want to implement is as follows: user A has the app, user B doesn't have the app yet. User A wants to referral user B to get points. User B scans the QR code present in user A's app. User B gets redirected to the App Store and when downloads the app, the code will be automatically present in the sign up request (so the referral code will be cashed during first launch of the app). In Android it was implemented using Google Play Install Referrer. Based on my research, in Apple apparently there isn't an alternative, can you please confirm me this.
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Shopify Apple Pay Domain Verification - Need Direct File Access Solution
I need to verify my domain for Apple Pay but I'm on Shopify. Domain: blissta.co File IS accessible: https://blissta.co/.well-known/apple-developer-merchantid-domain-association But verification fails because it's a redirect, not direct hosting. Shopify doesn't allow .well-known folder creation. Has anyone solved this? Need either: Way to make Apple accept redirects Shopify workaround for direct file hosting Manual verification from Apple Using Authorize.net gateway. Case #102711828925
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Can you delete a MTLLibrary once shaders are placed into pipeline?
Hello, I am quite new to using the metal API and was wondering if it was common (or even possible) if you knew that, when a pipeline was created, you never needed to make another one with the same shaders again, if it is safe to release the library the was used to reference the shaders? Only asking because this is possible in other apis, but apple never mentions (as far as I have found) if this is safe or not safe to do.
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Recorded video looks blurry, color-washed, low bitrate, compressed using ScreenCaptureKit
Hello everyone, I am trying to implement ScreenCaptureKit into my project, I am using MacOs 26 for the target version and followed this official project from apple regarding the screencapture kit. https://developer.apple.com/documentation/ScreenCaptureKit/capturing-screen-content-in-macos I used the official exact code and implemented in my app, but the results are not good. The video look blurry, unclear, lost colors and its like 720p honestly. The 1st video frame t is result when I integrate it in my app. After that, I used another app ( which was built in electron, they were using screencapturekit as well ) and there results were a lot better. The 2nd video frame is when I recorded using their application. It appears as close to as system display I tried multiple things, but no impressive results. For my purpose, I want to the final recorded video to be as good as the display quality of the system. I also applied .hdr local display and coronolicial, but no help with that as well. Changed codecs to
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