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Reply to Background GPU access in iOS 26 for iPhones
When we tried using this feature, we were not able to get it to work on iOS 26. We stumbled upon this ticket (https://developer.apple.com/forums/thread/797538?answerId=854825022#854825022) in the Apple Developer forum, in which possibly an Apple engineer claims it is supported ONLY for iPadOS 26. That engineer would be me, and yes, what I said there is correct. Background GPU access is currently only available on iPads. 96% of the users are on iPhone (compared to iPad), and if we refer to the official documentation above, it claims that this feature should work on iOS 26. What the documentation says is that the APIs themselves are available on iOS and iPadOS and that background GPU access is not available on all devices, both of which are true. This both simplifies the implementation on both platforms and allows for future API evolution without requiring major API revision. This is the same basic pattern most of our APIs use when functionality is only available on some hardware. __ Kevin Ell
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Reply to Apple Music API: Adding To Collaborative playlist gives 500 error
Hello. Before attempting to modify a playlist you must first check the canEdit attribute (see https://developer.apple.com/documentation/applemusicapi/libraryplaylists/attributes-data.dictionary) to discover if it is possible to modify the playlist. If canEdit is false then attempts to modify the playlist will return an error. In the current version of these APIs, collaborative playlists aways have canEdit set to false. If you would like Apple to consider adding the ability to modify collaborative playlists please file an enhancement request asking for this functionality. You can file an enhancement request using the Feedback Assistant. If you file a request, please post the Feedback number here. If you're not familiar with how to file enhancement requests, take a look at Bug Reporting: How and Why?
Topic: Media Technologies SubTopic: General Tags:
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watchOS app with @Published properties fails to compile in Xcode 26.0.1 - "missing import of defining module 'Combine'
I'm developing a watchOS companion app for my iOS app in Xcode 26.0.1 on macOS Sequoia. The watch app uses a simple ObservableObject class with @Published properties for state management, which compiles fine for iOS but fails for the watchOS target. Error: Initializer 'init(wrappedValue:)' is not available due to missing import of defining module 'Combine' Code: swiftimport SwiftUI import WatchConnectivity import Combine // Added explicitly class WatchConnectivityProvider: NSObject, ObservableObject { @Published var distance: Double = 0 @Published var isActive: Bool = false // Additional @Published properties... } Environment: Xcode 26.0.1 (17A400) macOS Sequoia watchOS deployment target: 11.0 Apple Watch Series 11 running watchOS 11.6.1 What I've tried: Adding import Combine explicitly Cleaning build folder Verifying target membership This same code pattern works in the iOS target Is @Published / Combine supported differently in watchOS under Xcode 26? This code worked in previous Xcode versions. Wh
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Reply to Apple-Hosted Background Assets question
Hello! We would like to investigate this issue further. Please file a feedback report with a sysdiagnose (diagnostic logs) from your Apple Vision Pro soon after attempting to install your app from TestFlight and reply to this thread with the feedback ID. You can learn more about filing feedback with Feedback Assistant. We’ll follow up via the feedback report. Thanks!
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How to safely switch between mic configurations on iOS?
I have an iPadOS M-processor application with two different running configurations. In config1, the shared AVAudioSession is configured for .videoChat mode using the built-in microphone. The input/output nodes of the AVAudioEngine are configured with voice processing enabled. The built-in mic is formatted for 1 channel at 48KHz. In config2, the shared AVAudioSession is configured for .measurement mode using an external USB microphone. The input/output nodes of the AVAudioEngine are configured with voice processing disabled. The external mic is formatted for 2 channels at 44.1KHz I've written a configuration manager designed to safely switch between these two configurations. It works by stopping AVAudioEngine and detaching all but the input and output nodes, updating the shared audio session for the desired mic and sample-rates, and setting the appropriate state for voice processing to either true or false as required by the configuration. Finally the new audio graph is constructed by attaching appropriate nod
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Apple Pay 3dSecure Version for Mastercard
We have finished integrating Apple Pay in our app and our payment processor is requiring us to send the 3dSecure version used for apple pay (2.1,2.2,2.3,etc.). I believe this only applies to mastercard but would appreciate if anyone has run into something similar and what you specified. I have not been able to find anything in Apple's documentation specifying the version that is used.
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Reply to UISlider valueChanged has uninitialized UIEvent
Same issue here. There is not much to be done until Apple fixed their framework, but I'd like to share my workaround. Unfortunately, using UIControl.Event instead of UIEvent does not work as advertised. The call just typecasts the pointer (UIEvent*)nil to the value UIControl.Event; that explains why the event always results in UIControlEvents(rawValue:0). My event handler used to look like this: @IBAction internal func sliderValueChanged(_ sender: Any, forEvent event: UIEvent) { if let touchEvent = event.allTouches?.first { switch touchEvent.phase { case .began: ... case .moved: ... case .ended: ... default: break } } } Since the event is not much of any help anymore, I've replaced the old handler with three distinct ones: @IBAction internal func sliderValueChanged(_ sender: Any, forEvent event: UIEvent) { ... } @IBAction func sliderDidBeginValueChange(_ sender: Any) { ... } @IBAction func sliderDidEndValueChange(_ sender: Any) { ... } The handler sliderDidBeginValueChange is connected to Touch Down
Topic: UI Frameworks SubTopic: UIKit Tags:
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Reply to Roblox very Laggy on iOS 26.1 23b5044i
Hello, Other developers have reported similar issues. As mentioned in that thread, we're unable to provide support on behalf of Roblox and encourage you to report this behavior to them so they can address it. Generally speaking these forums are for providing code-level guidance for developers using Apple's frameworks.
Topic: Graphics & Games SubTopic: GameKit Tags:
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Reply to ShazamKit for Android and 16 KB native library alignment
Hi @Mattreg, ShazamKit for android 2.1.1 does support 16KB memory page addresses. In branch fix-16k you have correctly imported the latest ShazamKit for android version. I checked this via md5:a6426940b80c4ec5f18a644e4f59193f. As good measure I have also explicitly verified your shazamKit .aar library for 16KB memory compatibility, and I confirm it's 16KB compatible. Steps: unzip the .aar, navigate to the jni folder run (adjust for your environment) ~/android-sdk/ndk/29.0.14033849/toolchains/llvm/prebuilt/darwin-x86_64/bin/llvm-objdump -p libsigx.so | grep LOAD LOAD off 0x0000000000000000 vaddr 0x0000000000000000 paddr 0x0000000000000000 align 2**14 LOAD off 0x000000000005afe0 vaddr 0x000000000005efe0 paddr 0x000000000005efe0 align 2**14 LOAD off 0x000000000005bca0 vaddr 0x0000000000063ca0 paddr 0x0000000000063ca0 align 2**14 2**14 is means it is supporting 16KB pages , see https://developer.android.com/guide/practices/page-sizes. I did also run ~/android-sdk/build-tools/36.0.0/zipalign -v -c -P 16 4
Topic: Media Technologies SubTopic: General Tags:
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Apple Arcade Pitch: Cup Pong Galaxy — 100% Spatial Vision Pro Game
Hello Apple Arcade Team, My partner and I are indie developers building premium spatial games for Apple platforms. We’ve created Cup Pong Galaxy, a 100% spatial game written specifically for Apple Vision Pro and we’d love to have it considered for Apple Arcade. ***** At-a-glance ***** Title: Cup Pong Galaxy Platform: Designed from the ground up for Vision Pro (spatial gameplay) Status: Approved for distribution on the App Store (release on hold pending Arcade interest) TestFlight: https://testflight.apple.com/join/aCBcUUJb (fully functional build) Game Footage: https://www.youtube.com/watch?v=JGoJTfUwTdg https://www.youtube.com/watch?v=CPExWW94ZvQ https://www.youtube.com/watch?v=dJOKXVhRShA ***** Why it stands out for Apple Arcade ***** Original spatial mechanics: Natural throwing using custom hand gestures and a physics-accurate ping pong system built for Vision Pro. Innovative collision system: Each animated alien has per-body-part collision objects that follow t
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Clarification on “Paying Users” by macOS version in App Store Connect
Hello Apple Support Team, We are planning to discontinue support for older macOS versions (macOS 11 and below). However, I have a concern regarding the analytics I see in App Store Connect. When I filter Paying Users by platform version, I see that about 23% of users are on macOS 11 or lower. This is a significant portion of our user base, and I would like to clarify: Does this “platform version” metric reflect the current operating system version that the paying user is running? Or does it reflect the macOS version at the time when the user first purchased a subscription? Thank you in advance for your clarification.
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Reply to [macOS] CoreSpotlight importer using CSImportExtension failing to index
I'd really like to have a way to integrate with Spotlight in the interim. Understood. I supported Spotlight importers back in the day, and as part of that I created infrastructure to make the whole task easier. I never got around to shipping that as sample code that because I expected CSImportExtension would come online and make it redundant. It seems like I was overly optimistic )-: My code was written in Objective-C, but I spent yesterday converting it to Swift [1]. There are two parts to this: QCFPlugIn — This is a generic mechanism for building different types of CFPlugIn implementations [2]. QSpotlightPlugIn — A type-specific subclass that handles Spotlight. QCFPlugIn.txt QSpotlightPlugIn.txt To use this, subclass QSpotlightPlugIn: private final class MySpotlight: QSpotlightPlugIn { override func importFrom(_ url: URL, type contextTypeUTI: UTType, updating attributes: NSMutableDictionary) throws { … your code here … } } and then invoke the infrastructure from your entry point: @_cdecl(MySpotlightFactory)
Topic: App & System Services SubTopic: General Tags:
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