Search results for

Visual Studio Maui IOS

105,726 results found

Post

Replies

Boosts

Views

Activity

[Regression] Core Location underground positioning inaccurate on iOS 26.1 beta (23B5044i)
Summary While parallel testing Core Location on the new iOS 26.1 beta (23B5044i), I observed what I believe to be a regression of the issue described here: https://developer.apple.com/forums/thread/779192 Specifically, user positioning underground subway stations is noticeably inaccurate on the beta, whereas the same scenarios remain accurate on the unupgraded device below. I work with the MTA (New York City) and work with the OP of that thread. Happy to provide additional testing or details if helpful. Please let me know what else you need. Test Info Riding NYCT from Wall St to 34th St Penn Station on the 2 train carrying two iphones Recording: https://limewire.com/d/dpTWi#pDC3GRYIdE Expected: Consistent underground positioning comparable to prior releases. Actual: Degraded/inaccurate underground positioning on iOS 26.1 beta. Test Devices Left Screen: iPhone 15 Pro Max - iOS 26.1 beta (23B5044i) Right Screen: iPhone 11 - iOS 18.6.2 (22G100) Blue dots show location set by C
3
0
154
3w
xcodebuild -exportLocalizations Fails Due to Cross-Platform Dependencies
I'm working on a large multi-platform iOS project (iOS, iPadOS, watchOS, tvOS, visionOS) and have successfully migrated from legacy .strings files to modern String Catalogs (.xcstrings). However, I'm unable to export localizations using xcodebuild -exportLocalizations due to cross-platform framework dependency issues. (Note: I did have AI help me write this question, so apologies in advance for any errors) Project Structure Main iOS/iPad app with multiple extensions watchOS companion app tvOS app visionOS app 49 .xcstrings files successfully migrated across all targets Uses Swift Package Manager for modularization The Problem When attempting to export localizations using xcodebuild -exportLocalizations, the build fails because it tries to build all targets across all platforms, including watchOS targets that depend on third-party xcframeworks that don't include watchOS slices: xcodebuild -exportLocalizations -project MyProject.xcodeproj -scheme MyApp -localizationPath ./export -
5
0
179
3w
Example of DNS Proxy Provider Network Extension
I am trying to setup a system-wide DNS-over-TLS for iOS that can be turned off and on from within the app, and I'm struggling with the implementation details. I've searched online, searched forums here, used ChatGPT, and I'm getting conflicting information or code that is simply wrong. I can't find example code that is valid and gets me moving forward. I think I need to use NEDNSProxyProvider via the NetworkExtension. Does that sound correct? I have NetworkExtension -> DNS Proxy Capability set in both the main app and the DNSProxy extension. Also, I want to make sure this is even possible without an MDM. I see conflicting information, some saying this is opened up, but things like https://developer.apple.com/documentation/Technotes/tn3134-network-extension-provider-deployment saying a device needs to be managed. How do private DNS apps do this without MDM? From some responses in the forums it sounds like we need to parse the DNS requests that come in to the handleNewFlow function. Is there good sa
10
0
218
3w
XCode 26.0.1/iOS 26 unable to mark class as ObservableObject
Started a new X-Code Project after updating to 26.0.1 and realized that I get an error when trying to mark a class as ObservableObject => Class XYZ does not conform to Protocol 'ObservableObject'. Strange behaviour, because at old projects the code is working even though the build options are the same and other settings like iOS version in Target are the same. There must be something chaged under the hood of XCode? I have to import Combine now, before I could write my class, e.g. CoreData Datamanager: ObservableObject only using CoreData.
4
0
196
3w
Reply to Potential Structural Swift Concurrency Issue: unsafeForcedSync called from Swift Concurrent context
I've seen this error message too when running a very simple SwiftUI app (built using Xcode 26.0 (17A324)) on my device (iPhone 16 running iOS 26.0 (23A341)): Start the app Wait 10 seconds Send the app to the background. No other user interaction is necessary. The LLDB statement you provided does catch the location of the error message. But the stack trace is not helpful, as non of my code is involved. But what I've seen is that the error message is written to the console when the app is sent for the first time to the background. It doesn't appear anymore afterwards. The call stack I've captured is: #0 0x00000001a74e1280 in os_log () #1 0x00000001914d4218 in ___lldb_unnamed_symbol7481 () #2 0x000000018b2855c0 in ___lldb_unnamed_symbol14749 () #3 0x00000001914dc944 in ___lldb_unnamed_symbol7669 () #4 0x00000001914dce24 in ___lldb_unnamed_symbol7677 () #5 0x00000001de688520 in partial apply forwarder for closure #1 (Swift.UnsafeMutablePointer>) -> τ_0_0 in Observation.generateAccessList<τ_0_0&g
3w
Reply to SpriteKit framerate drop on iOS 26.0
Hi, any updates on this issue? As I said originally, bug report is private so I cannot follow there. From what I observed on my game, it seems that framerate improves, going back to about 60FPS, only during dragging the the finger touching the screen. Then it goes back to 40 when I am not dragging. I made a screen recording of the Metal HUD if anyone wants to take a look: https://streamable.com/l647a7 Maybe touch is making iOS to add more CPU priority to the app? Not sure. If anybody has any ideas how we could trigger this programatically to walk around FPS drop that would be great. Cheers, Dawid
Topic: Graphics & Games SubTopic: SpriteKit Tags:
3w
Reply to CapturedRoom.Section is missing a lot of information
Hi @X_Sheep, The center property is the location of the section in the frame of reference the room scan is building as the whole building is scanned. Building a visualizer as outlined in the WWDC 22 talk would be a great way to see these elements and debug what is really happening with your app and the data. If that is not what you are seeing a feedback would be great that contains the details of your use case and specifics on what's not working. Thank you
Topic: Spatial Computing SubTopic: General Tags:
3w
Build Failure - Missing Entitlement
I have a build failure problem in my project. The two messages read: Automatic signing failed Xcode failed to provision this target. Please file a bug report at https://feedbackassistant.apple.com and include the Update Signing report from the Report navigator. Provisioning profile iOS Team Provisioning Profile: com.hodge.MeditateMD doesn't include the com.apple.developer.activitykit entitlement. When I look at my entitlements in the signing and capability, I see that the com.apple.activitykit is missing. When I go to my app in the developer website, I can’t find live activities to add to the provisioning profile. I am really stuck and would appreciate any help!
0
0
44
3w
Recover iPadOS MenuBar state from different scenes
I’m building a Flutter plugin to access the new menubar API on iPadOS. Everything works fine with a single scene, but I’m running into issues when adding support for multiple scenes: Only odd-numbered windows (first, third, etc.) build their menus correctly. Even-numbered windows ignore the menus sent from Flutter and fall back to a default menubar. When switching between scenes, the last rendered menu always persists instead of updating to the current focus. So far, I’ve: Implemented the plugin as a singleton. Tried to persist menu state per scene, but without success. What would be the recommended approach here? Should I avoid a singleton and manage state entirely per UIScene instance? The project is open-source, and if anyone is willing to take a look, here are the relevant files: /ios/Classes/IpadOSMenubarPlugin.swift /example/ios/Runner/AppDelegate.swift Any guidance would be much appreciated.
1
0
87
3w
Reply to How to turn off background extension effect in UISplitViewController?
@DTS Engineer What's the point of filing a bug report? Will it actually get fixed? I'm asking a serious question because I've already filed several iOS/iPadOS 26 bug reports related to UISplitViewController and UIKit. Several were reported against beta 1. Those bug reports include trivial sample apps and step-by-step instructions demonstrating the issue. None have been fixed as of iOS/iPadOS 26.0 GM. I also have several outstanding bug reports for broken functionality about UISearchController/UISearchBar under iOS/iPadOS 26. Again, several since beta 1. All include trivial test apps that demonstrate the issue. Again, none have been fixed. All of these outstanding issues are impacting my app. I'm very frustrated and disappointed. I'm sorry but I no longer have the ambition to file more bug reports that will never be fixed. I truly hope Apple gets back to the days of it just works. That era seems to be lost at the moment. Every year iOS and others are updated with lots of new
Topic: UI Frameworks SubTopic: UIKit Tags:
3w
How to detect modifier keys with hardware keyboard in SwiftUI (iOS)?
Hi everyone, In UIKit, I can detect which key and modifier keys are pressed from an external hardware keyboard using the pressesBegan method in a UIResponder: override func pressesBegan(_ presses: Set, with event: UIPressesEvent?) { for press in presses { if let key = press.key { print(Key: (key.charactersIgnoringModifiers ?? )) print(Modifiers: (key.modifierFlags)) } } } I am now working in SwiftUI (iOS), and I couldn’t find a direct equivalent for pressesBegan. What is the recommended way in SwiftUI to detect modifier keys + key presses from an external keyboard? Is there a built-in API, or should I always wrap a UIKit view/controller for this purpose? Thanks in advance!
0
0
38
3w