I'm experiencing an issue with PDFKit where page.removeAnnotation(annotation) successfully removes the annotation from the page's data structure, but the PDFView no longer updates automatically to reflect the change visually. Issue Details: The annotation is removed (verified by checking page.annotations.count) The PDFView display doesn't refresh to show the removal This code was working correctly before and suddenly stopped working No code changes were made on my end
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Hi, I am just wondering if there is any option to protect my endpoints that will be used by Message Filtering Extension? According to the documentation our API has 2 endpoints: /.well-known/apple-app-site-association /[endpoint setup in the ILMessageFilterExtensionNetworkURL value of the Info.plist file] that the deferQueryRequestToNetwork will request on every message Since all requests to these 2 endpoints are made by iOS itself (deferQueryRequestToNetwork), I don't understand how I can protect these endpoints on my side, like API key, or maybe mTLS. The only way that I found is white list for Apple IP range. Is there other methods for it?
It is now possible to save the incredibly realistic Gaussian splat format in USDZ file format. Yet iOS cannot display them. This is a massive gap in content flexibility and use case for users of iOS. Apple’s quick look would be a perfect fit for AR and model view of digital twins of products and buildings etc, enabling millions of users to have extended user experiences and designers extended platforms to display gaussian splats. Android can already display Gaussian splats in AR, it’s crazy that apple should restrict this format either from the website viewers, or by linked usdz file. I hope the Apple dev team will consider expanding this functionality to hugely improve user experiences, and allow a global platform to developers and marketplaces to create better digital twins, and product marketplaces.
I developed a XCode project using Flutter (v. 3.35.6). The application basically has a IntentExtension to handle intents donation and the related business logic. We decided to go with ShortcutExtension in place of AppIntents because it fits with our app's use case (where basically we need to dynamically donate/remove intents). We have an issue building the project, and it is due to the presence of the IntentExtension .appex file in the Build Phases --> Embed Foundation Extensions. If we remove it , the project builds however the IntentHandling is not invoked in the Shortcuts app. Build issue: Generated error in the console: Cycle inside Runner; building could produce unreliable results. Cycle details: → Target 'Runner' has copy command from '/Users/federico.gatti/Documents/comfort-mobile-app/apps/comfort/ios/DerivedData/Runner/Build/Products/Release-quality-iphoneos/ShortcutsExtension.appex' to '/Users/federico.gatti/Documents/comfort-mobile-app/apps/comfort/ios/DerivedData/Runner/Build/P
I need the USB Host Controller Interface Specification for Apple Silicon to develop low-level USB communication on iOS,could you send me the link to the document?
The provided workarounds appear to no longer work on iOS 26. Anyone else experiencing the same?
Topic:
UI Frameworks
SubTopic:
SwiftUI
Tags:
However, we are trying our hardest to maintain a unified codebase going forward, so we are very much trying to prioritize finding a way to make the original python build work. That's all well and good. But Apple's priority is obviously Swift apps for iOS. I have no reason to think that the workflow is the source of this issue I didn't say the workflow is the source of the issue. I said the workflow is the easy part. The difficult part will be getting the Python app to run once it's been notarized. That's a significantly different runtime environment. I wasn't able to find any resources in the documentation about the nuances of notarizing python apps. And you won't. You can search this forum for either python or any variant of notarized and find dozens of posts about notarizing Python apps. Apple Developer support usually tries very hard to help, but it's always painful.
Topic:
Code Signing
SubTopic:
Notarization
Tags:
I installed iOS 26.1 Beta 4, hoping the SpriteKit issues were fixed. But alas, they're still there. You can try this additional test: on any SpriteKit scene with a running animation, place a SwiftUI Menu on top. Each time the menu is opened, SpriteKit drops frames. This makes SwiftUI unusable alongside SpriteKit when the scene is animated or live-recorded. SpriteKit used to run predictably and efficiently. iOS 26 has broken too much in terms of performance and usability. The current state of things isn’t reassuring at all.
Topic:
Graphics & Games
SubTopic:
SpriteKit
Tags:
Hi All, We're a studio building an app and as part of a scene we have a 3D asset with a smoke particle emitter and a curved mesh that plays video. I notice that when the video alone is played or the particle effect alone is done then the scene works fine but the frame rate drops drastically when both are turned on. How do I solve this because this is an important storytelling feature.
To stop receiving iOS betas, see Unenroll your Devices. If you need any other help managing storage on iPhone, please ask the Apple Support Community as the Apple Developer Forums are for questions about APIs and features intended specifically for developers.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Ha. got an iOS version of the app together. Validated OK. Took a long time to upload but completed OK. Remember this includes the modified model in the app bundle. Got an email from App Store Connect. Please correct the following issues and upload a new binary to App Store Connect. ITMS-90558: Thinned app size is too large - The “/Payload/PK-LLM.app” app bundle in the universal variant is 4 GB, which exceeds the maximum allowable size. Looks like I'm going to upload the specialized model to HuggingFace. Also, the current macOS version give an error after compiling (but not always). Could not launch “PK-LLM” Runningboard has returned error 5. Please check the system logs for the underlying cause of the error. The logs are full of a lot of stuff I don't understand. Maybe uploading to HuggingFace is the way to go.
Topic:
Machine Learning & AI
SubTopic:
Core ML
Tags:
This is slightly different on iOS 26.1 beta 4. The initial page load still displays the same issue, but if you tap a link somewhere on the page and navigate, the blur updates to extend down to the bottom of the bar view.
Topic:
UI Frameworks
SubTopic:
UIKit
Tags:
[Also submitted as FB20756013] A popoverTip does not display for toolbar menu buttons in iOS 26.1 (23B5073a). The same code displays tips correctly in iOS 18.6. The issue occurs both in the simulator and on a physical device. Repro Steps Build and run the Sample Code below on iOS 26.1. Observe that the popoverTip does not display. Repeat on iOS 18.6 to confirm expected behavior. Expected popoverTips should appear when attached to a toolbar menu button, as they do in iOS 18.6. Actual No tip is displayed on iOS 26.1. System Info macOS 15.7.1 (24G231) Xcode 26.1 beta 3 (17B5045g) iOS 26.1 (23B5073a) Screenshot Screenshot showing two simulators side by side—iOS 18.6 on the left (tip displayed) and iOS 26.1 on the right (no tip displayed). Sample code import SwiftUI import TipKit struct PopoverTip: Tip { var title: Text { Text(Menu Tip) } var message: Text? { Text(This tip displays on iOS 18.6, but NOT on iOS 26.1.)
Good evening, thanks so much for your reply. That however is also not an issue for me, as I can still code and test the older structured app by using Xcode 12 for that and an Apple Watch Series 5 with watchOS 6.2 I have for such testing purposes. Once that is done I won't change that version by much anymore, I just need to import it to the existing project for compatibility with the basic functions. As the core of my app will be a pretty basic but for some people daily used functionality I want to have as much compatibility as possible so everyone can use it, not only people with reasonably new hardware. More special features that are not as important for the core function can still be implemented for newer versions, and that will be where my attention is going to be for future development. Debugging of the storyboard version won't be necessary once it is in that project, as nothing will really change for that. I just want to have that base line of functionality for everyone. Maybe I could explain my motivati
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
I got the same issue after updating to Tahoe. I haven't changed anything in the project, and it still makes a sound in iOS 26, but it doesn't work on Tahoe. The sound works if I use AVAudioPlayer.
Topic:
Graphics & Games
SubTopic:
SpriteKit
Tags: