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İOS 26 beta battery %1

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IOS 26.1 isSourceTypeAvailable: UIImagePickerControlSourceTypeCamera method keeps returning true when the camera is unavailable
Prerequisite: After the MDM APP issues the command, the camera on the phone is no longer visible (unusable). After upgrading to iOS 26.1, the isSourceTypeAvailable: UIImagePickerControlSourceTypeCamera method keeps returning true when the camera is unavailable. The isSourceTypeAvailable: UIImagePickerControlSourceTypeCamera method on iOS 26.0.1 is normal, returning false when the camera is unavailable and true when it is available.
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tabViewBottomAccessory in 26.1: View's @State is lost when switching tabs
Any view that is content for the tabViewBottomAccessory API fails to retain its state as of the last couple of 26.1 betas (and RC). The loss of state happens (at least) when the currently selected tab is switched (filed as FB20901325). Here's code to reproduce the issue: struct ContentView: View { @State private var selectedTab = TabSelection.one enum TabSelection: Hashable { case one, two } var body: some View { TabView(selection: $selectedTab) { Tab(One, systemImage: 1.circle, value: .one) { BugExplanationView() } Tab(Two, systemImage: 2.circle, value: .two) { BugExplanationView() } } .tabViewBottomAccessory { AccessoryView() } } } struct AccessoryView: View { @State private var counter = 0 // This guy's state gets lost (as of iOS 26.1) var body: some View { Stepper(Counter: (counter), value: $counter) .padding(.horizontal) } } struct BugExplanationView: View { var body: some View { ScrollView { VStack(alignment: .leading, spacing: 16) { Text((1
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when UIAlertController dismisses app hangup
Before iOS 26.1 our app work fine. but, when some users update to iOS 26.1 our app has very strange issues. Our app has a feature to upload pictures to server, before update pictures we will popup a UIAlertController to let user choose, there are 3 options, album, take a photo, cloud, or cancel. when click option button UIAlertController is hangup here not any response, and Xcode has no useful logs. How can I fix it? This app is work online for 8 years!!
Topic: UI Frameworks SubTopic: UIKit
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ARView ignores multi-touch events
Hi, How to enable multitouch on ARView? Touch functions (touchesBegan, touchesMoved, ...) seem to only handle one touch at a time. In order to handle multiple touches at a time with ARView, I have to either: Use SwiftUI .simultaneousGesture on top of an ARView representable Position a UIView on top of ARView to capture touches and do hit testing by passing a reference to ARView Expected behavior: ARView should capture all touches via touchesBegan/Moved/Ended/Cancelled. Here is what I tried, on iOS 26.1 and macOS 26.1: ARView Multitouch The setup below is a minimal ARView presented by SwiftUI, with touch events handled inside ARView. Multitouch doesn't work with this setup. Note that multitouch wouldn't work either if the ARView is presented with a UIViewController instead of SwiftUI. import RealityKit import SwiftUI struct ARViewMultiTouchView: View { var body: some View { ZStack { ARViewMultiTouchRepresentable() .ignoresSafeArea() } } } #Preview { ARViewMultiTouchView() } // MARK: Represent
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Reply to Trying to remove app groups from my macOS app doesn't seem to work
That makes sense. I think it's not going to be too bad for customers. The data in the containers is basically transient cache and temp files (another reason why this particular App Store restriction is probably inappropriate in this case). The user's programs are stored in NSDocument bundles wherever they put them on disk (these bundles are used by the IDE via security scoped URLs which we bookmark and pass to the XPC service in the new versions of the app). In all app versions, a customer can wipe the app container, even the group container, and as soon as they restart the IDE it's all recreated and works perfectly. I test this use case regularly and it's bullet proof. Financially, the app uses (very cheap) monthly auto renewing expenses. The app itself is free to download (the auto renewing subscription is required for building programs, and comes with a month free trial) and doesn't have any permanent in-app purchases that people would lose. I can work with the new developer (a good friend), customers, etc
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Trying to remove app groups from my macOS app doesn't seem to work
Hi, a short question really, which boils down to... How do I make sure I have removed all usage of app groups in my Mac app store app, such that the Mac app store agrees I have! Fundamentally, what I'm trying to do is transfer my app to another developer. In previous releases of this app on the App Store, I used a shared app group container to communicate between the main app and it's (embedded) XPC service, but this blocks App Store transfer of the app to another developer. So I came up with another approach for the App and XPC service to communicate (using a URL bookmark for security scoped files to be passed to the XPC service). And then tried various things to get the app store to accept that I'm no longer using app groups. So far with no luck... removed the app groups entitlements by hand from the entitlements files used to sign the main app and the XPC service, respectively. when that didn't work, go into the Developer Portal, find the app ids for the main app and the XPC service, make sure those app id
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Reply to Hide sensitive data on watchOS with WidgetKit
It's a user's preference whether they want privacy-sensitive information to be redacted. This is similar to the preference that allows a user to decide if iMessage notifications on their iOS Lock Screen should show the actual message. On watchOS, a user can set their preference at Settings -> Clock -> Show Data When Locked for Lock Screen, and at Settings -> Display & Brightness -> Always On > Show Complication Data for Always On. The settings are on by default, and I guess that is why you don't see privacySensitive() working. Please confirm if that is your case, if you don't mind. For Always On, you can overwrite the user's preference by providing a different appearance based on the isLuminanceReduced environment variable. That explains why your code works when the device is in that state. If you'd really like to overwrite the user's preference for Lock Screen, you can add the Data Protection entitlement to your widget extension, and set it to NSFileProtectionComplete or NSFilePro
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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EXC_BAD_ACCESS (code=EXC_I386_GPFLT) when using RegisterEventHotKey + SwiftUI AppDelegate
Hi everyone, I’m working on a macOS SwiftUI app that integrates a global keyboard shortcut using the old Carbon API (RegisterEventHotKey, InstallEventHandler, etc.). Everything works fine initially, but I’m running into a consistent EXC_BAD_ACCESS (code=EXC_I386_GPFLT) crash when the app is reopened, or sometimes even while drawing on my SwiftUI canvas view. Setup Here’s the relevant setup (simplified): private let hotKeySignature: FourCharCode = 0x626c6e6b // 'blnk' private weak var hotKeyDelegate: AppDelegate? private func overlayHotKeyHandler( _ callRef: EventHandlerCallRef?, _ event: EventRef?, _ userData: UnsafeMutableRawPointer? ) -> OSStatus { guard let appDelegate = hotKeyDelegate else { return noErr } return appDelegate.handleHotKey(event: event) } final class AppDelegate: NSObject, NSApplicationDelegate { private var hotKeyRef: EventHotKeyRef? private var eventHandlerRef: EventHandlerRef? override init() { super.init() hotKeyDelegate = self } func applicationDidFinishLaunching(_ notification: Not
Topic: UI Frameworks SubTopic: SwiftUI
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Reply to How to speed up build time when placing large USDZ files in RCP scenes
Hello @sadaotokuyama ! Thank you for your question. Could you please submit feedback using Feedback Assistant? And then share the ticket number here. I think understanding your usecase would be helpful for us, and you'll be able to receive updates about any changes or improvements in the future. It is true that when you modify content inside your RealityKitContent package, the entire package will need to be rebuilt. This is inconvenient, especially when you need to make frequent changes during development. For now, I recommend focusing on ways to reduce the frequency of changes you make to the asset itself that would require a rebuild in the first place. For example, are there ways you could verify changes in an external DCC? One thing you could do now: try placing your large USDZ file outside the RealityKitContent package, and inside a separate bundle, like the main bundle. Then, when you make changes to the large USDZ file, your entire RealityKitContent package won't need to be rebuilt. Depending o
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Reply to App Packaging: bundle format unrecognized, invalid, or unsuitable
Quinn, Thank you very much for the prompt and detailed reply. Do you happen to know if the problem might be caused by a plugin that is no longer being used but may still be referenced within my app? I ask because the only difference between the first version of my app (that sailed through to the launch file stage) and the one that fell at the first hurdle is that I added a plugin to the latter; then removed it. I tried removing all plugins from my runtime, and signing it again, but it made no difference. Thanks again.
Topic: Code Signing SubTopic: Notarization Tags:
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Reply to Some issues and questions regarding the use of the BGContinuedProcessingTask API
I tried different device models, and some could trigger the task normally, such as the 15 Pro Max and 12 Pro Max. However, there were also some models, such as the 17 Pro, 15 Pro, and 15, that could not trigger the task properly. Moreover, there was no additional error information to help locate the issue. I assume you're doing this on device and not the simulator, right? And did you check the Console logs to see if an error was reported there? (look for the dasd process) I also just wanted to reiterate your other points about the BGContinuedProcessingTask API, in case someone from Apple is listening: I agree that the experience on non-Dynamic Island devices is not great. The task notification banner thing is a obtrusive and redundant. My app already displays a progress bar, so displaying another progress indicator is redundant. Moreover, the banner obscures my app's UI and does not disappear automatically like normal notifications. This leaves the user uncertain if they can safely dismiss it, or if dismissin
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