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“Visual Studio Maui IOS”

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Reply to iCloud Sync not working with iPhone, works fine for Mac.
I have the same issue and filed a bug report already: FB22324179 Since updating to iOS 26.4, iCloud remote notifications (CloudKit push notifications) are no longer delivered. The same setup worked reliably on iOS 26.3 without any changes to the app or server configuration, so this a new regression from Apple. didReceiveRemoteNotification: in AppDelegate gets not called anymore.
1w
Reply to Advanced App Clip Experiences stuck in "Received" — never transition to "Published"
Update with new findings: We discovered that our /g/{gameId} App Clip experience works perfectly on fresh devices via QR code scan — every time, first try. But /next-game never works on first scan for fresh devices. Both experiences show Received status in ASC. The /g experience was created earlier than /next-game. Our workaround: we deactivated the /next-game ASC experience. Now QR scans fall through to Safari, where — as you explained — the Smart App Banner reads the meta tag and cross-references the AASA locally, loading the App Clip successfully. Interesting behavior: once a device loads the App Clip binary through the Safari/meta tag path, subsequent QR scans for /next-game invoke the App Clip directly. iOS appears to cache the binary, and the direct invocation works from that point forward. So the binary, AASA, and meta tags are all correct. Something specific to the /next-game experience is preventing first-time invocation via QR scan on fresh devices, while the older /g experience works fine
1w
Custom Capacitor 6 plugin with SPM: "plugin is not implemented on ios" despite being compiled
Hi everyone, I'm building an iOS app using Capacitor 6 with Swift Package Manager (SPM). I have a custom native plugin (AppleIAPPlugin) for StoreKit 2 In-App Purchases that lives in the App target (not as an SPM package). Despite compiling successfully, the JavaScript bridge throws: AppleIAP plugin is not implemented on ios Setup AppleIAPPlugin.swift: swift import Foundation import Capacitor import StoreKit @objc(AppleIAPPlugin) public class AppleIAPPlugin: CAPPlugin, CAPBridgedPlugin { public let identifier = AppleIAPPlugin public let jsName = AppleIAP public let pluginMethods: [CAPPluginMethod] = [ CAPPluginMethod(name: getProducts, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: purchase, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: restorePurchases, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: getCurrentEntitlements, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: openManageSubscriptions, returnType: CAPPluginReturnPromise), ] @objc func
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Xcode 26.4 cannot run app-hosted unit tests on physical iOS 16 devices ("Logic Testing Unavailable")
Summary: After upgrading to Xcode 26.4, app-hosted XCTest execution on physical devices running iOS 16 fails at test-planning time with Logic Testing Unavailable. The same project and same device work under Xcode 26.2. The failure reproduces with a standalone minimal Xcode project, which suggests this is an Xcode regression rather than a project-configuration issue. Environment: Xcode: 26.4 (17E192) macOS: Tahoe 26.4 Failing device: iPhone 11 (iPhone12,1), iOS 16.0.3 Working comparisons: Xcode 26.2 + same iPhone 11 (iOS 16.0.3): works Xcode 26.4 + iPad Pro 11-inch (4th generation) on iOS 26.3: works Regression: Yes. Works on Xcode 26.2. Fails on Xcode 26.4. Same project, same signing setup, same physical iOS 16 device. Minimal reproduction: A minimal sample project with: one iOS app target one app-hosted unit-test target one UI-test target (for comparison; not required to reproduce) Steps for the unit-test repro on a physical device running iOS 16
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Reply to App Clips not working
Update: Even though App Store Connect is saying my domains are valid after correcting the team id, and the cdn cache has what appears to be proper values. App clips are still not working for me - meaning, every time I scan the QR code with the camera when the app isn't installed, it doesn't go to the app clip. If I get App Store to create an app code for me, it says no content to show (though this may be because the App Store is saying received for advanced app clip experiences I wrote). So I checked the CDN here: https://app-site-association.cdn-apple.com/a/v1/akin-server-side-staging.onrender.com, I can see my aasa is proper to my understanding in the CDN cache. I updated the entitlements as recommended: appclips:akin-server-side-staging.onrender.com I also reviewed several Apple Documentation pages including the Fruta, downloaded, Fruta and examined the configuration part by part. Specifically, the entitlements for both the app clips and parent target. On my iOS device, I went to Settings > Dev
Topic: App & System Services SubTopic: General Tags:
1w
Reply to SpeechTranscriber/SpeechAnalyzer being relatively slow compared to FoundationModel and TTS
I've been optimizing a similar STT-to-action pipeline on macOS 26 and found a few additional tricks beyond prepareToAnalyze that helped bring the finalization latency down: Use volatileResults aggressively for UI feedback, but trigger your downstream action (FoundationModel call) on the volatile transcript as soon as it stabilizes — don't wait for the finalized event. In my testing, the volatile transcript matches the final one ~95% of the time for short utterances. You can always correct if the final differs. Audio format matters more than you'd expect. If your input is coming through at 48kHz (common from ScreenCaptureKit or external mics), the internal resample to 16kHz adds measurable overhead. Setting up your AVAudioEngine tap at 16kHz mono from the start shaves ~200ms off the pipeline. The large variance Bersaelor observed with prepareToAnalyze (0.05s to 3s) likely correlates with whether the ANE was already warm. If other CoreML workloads are running concurrently (even system ones like Visual
Topic: Media Technologies SubTopic: Audio Tags:
1w
Reply to iOS 18 new RecognizedTextRequest DEADLOCKS if more than 2 are run in parallel
I've been working with the new Swift Vision API's RecognizeTextRequest on iOS 18 and hit this exact deadlock. After profiling with Instruments, I found that the Vision framework internally uses a limited thread pool for its neural engine requests — on most devices this caps at 2 concurrent ANE inference sessions. The workaround I'm using is a semaphore-based concurrency limiter that queues requests: actor OCRPipeline { private let maxConcurrent = 2 private var running = 0 private var pending: [CheckedContinuation] = [] func recognizeText(in image: CGImage) async throws -> [String] { await acquireSlot() defer { Task { await releaseSlot() } } let request = RecognizeTextRequest() let handler = ImageRequestHandler(image) let observations = try await handler.perform(request) return observations.compactMap { $0.topCandidates(1).first?.string } } } This keeps throughput high while never exceeding the 2-concurrent-request limit. In my testing across iPhone 15 Pro and iPad Air M2, this processes ~40 images
Topic: Machine Learning & AI SubTopic: General Tags:
1w
Native Wind Animation Layer for Apple Maps / MapKit
Hey Apple team, I'd love to see a native wind animation layer added to Apple Maps and MapKit. A built-in, system-level wind visualization — similar to the animated weather layers seen in third-party apps — would be an incredibly powerful tool for developers building weather, aviation, marine, outdoor recreation, and navigation apps. Having this baked natively into MapKit would mean smoother performance, better battery efficiency, and a consistent experience across iOS, iPadOS, and macOS — rather than every developer having to reinvent the wheel with custom particle systems or third-party SDKs. Please Apple — this would be a fantastic addition to the Maps ecosystem. 🌬️🗺️
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test NEAppProxyProvider without MDM?
This discussion is for iOS/iPadOS. I've written an NEAppProxyProvider network extension. I'd like to test it. I thought that using the NETestAppMapping dictionary was a way to get there, but when I try to instantiate an NEAppProxyProviderManager to try to install stuff, the console tells me must be MDM managed and I get nowhere. So can someone tell me, can I at least test the idea without needing to first get MDM going? I'd like to know if how I'm approaching the core problem even makes sense. My custom application needs to stream video, via the SRT protocol, to some place like youtube or castr. The problem is that in the environment we are in (big convention centers), our devices are on a LAN, but the connection from the LAN out to the rest of the world just sucks. Surprisingly, cellular has better performance. So I am trying to do the perverse thing of forcing traffix that is NOT local to go out over cellular. And traffic that is completely local (i.e. talking to a purely local server/other devices
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Reply to How to uncheck "Connect via network" on physical device in Xcode 15
I guess that's nice of them to intend to break debugging over USB. I'm still hoping they'll intend to, perhaps, add a new feature to allow unchecking the box to Connect via network, which disables using TCP/IP and re-enables debugging over USB as it used to work. Edit: I now see Xcode 26 has removed the checkbox for devices with iOS >17. I guess my request would now be to put the checkbox back, and enable to to be used with recent iOS releases.
1w
iCloud Sync not working with iPhone, works fine for Mac.
I've been working on an app. It uses iCloud syncing. 48 hours ago everything was working 100%. Make a change on the iPhone it immediately changed on the Mac. Change on the Mac, it immediately changed on the iPhone. I didn't work on it yesterday. I updated to iOS26.4 on the iPhone and 26.4 on the Mac yesterday instead. Today, I pull up the project again. I made NO changes to the code or settings. Make a change on the iPhone it immediately updates on the Mac. Make a change on the Mac, nothing happens on the iPhone. I've waited an hour, and the change never happens. If you leave the iPhone app, then return, it updates as it should. It appears that iCloud's silent notification is to being received by the iPhone. Anyone else having the issue? Is there something new with iOS 26.4 that needs to be adjusted to get this to work? Again, works flawlessly with the Mac, just not with the iPhone.
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IOS Swift touch screen issue
MyOwnKeyboard Pad app has 4 text views with textfields that use touch screen for editing. There is one view, Compose, that has a textfield and a textview (UIRepresentable). The app enters text into the view using textfield buttons. The app has total control of editing. When entering text if the screen is touched it conflicts the cursor position and creates an out of bounds failure. In that view the app does not need any touch events. I need a method in UIRepresentable to disable the touch event. I am not familiar with UIRepresentable as this code was provided by Apple to solve a 16 bit unicode character issue. What would be the code to disable touch events in the UIRepresentable compose view. The app is free for a while until this problem is fixed. It is for iPads 11+ . The name in the app store is MyOwnKeyboard Pad. I know some great engineer will find the answer. DTS tried. Thanks to all, maybe I'll sell some. Charlie 25mar26
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Text alignment issue in iOS 26.4
There appears to be a serious issue in iOS 26.4 regarding text alignment. All text strings are rendered right-aligned instead of left-aligned, even when explicitly setting the paragraph style to NSTextAlignmentLeft. This behavior is unexpected and seems to indicate a regression in text rendering. Could you please confirm whether this is a known issue in iOS 26.4? I am using the following code in a central function that has been working reliably for years across all my apps. Best regards, Rolf Code: NSMutableParagraphStyle* paragraphLeft = [[NSMutableParagraphStyle alloc] init]; if (paragraphLeft != nil) { paragraphLeft.alignment = NSTextAlignmentLeft; NSDictionary *settings = @{ NSFontAttributeName : font, NSForegroundColorAttributeName : fontclr, NSParagraphStyleAttributeName : paragraphLeft }; [theString drawAtPoint:CGPointMake(x, y - font.ascender) withAttributes:settings]; [paragraphLeft release]; }
Topic: UI Frameworks SubTopic: UIKit
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Reply to iCloud Sync not working with iPhone, works fine for Mac.
I have the same issue and filed a bug report already: FB22324179 Since updating to iOS 26.4, iCloud remote notifications (CloudKit push notifications) are no longer delivered. The same setup worked reliably on iOS 26.3 without any changes to the app or server configuration, so this a new regression from Apple. didReceiveRemoteNotification: in AppDelegate gets not called anymore.
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1w
Reply to Advanced App Clip Experiences stuck in "Received" — never transition to "Published"
Update with new findings: We discovered that our /g/{gameId} App Clip experience works perfectly on fresh devices via QR code scan — every time, first try. But /next-game never works on first scan for fresh devices. Both experiences show Received status in ASC. The /g experience was created earlier than /next-game. Our workaround: we deactivated the /next-game ASC experience. Now QR scans fall through to Safari, where — as you explained — the Smart App Banner reads the meta tag and cross-references the AASA locally, loading the App Clip successfully. Interesting behavior: once a device loads the App Clip binary through the Safari/meta tag path, subsequent QR scans for /next-game invoke the App Clip directly. iOS appears to cache the binary, and the direct invocation works from that point forward. So the binary, AASA, and meta tags are all correct. Something specific to the /next-game experience is preventing first-time invocation via QR scan on fresh devices, while the older /g experience works fine
Replies
Boosts
Views
Activity
1w
Custom Capacitor 6 plugin with SPM: "plugin is not implemented on ios" despite being compiled
Hi everyone, I'm building an iOS app using Capacitor 6 with Swift Package Manager (SPM). I have a custom native plugin (AppleIAPPlugin) for StoreKit 2 In-App Purchases that lives in the App target (not as an SPM package). Despite compiling successfully, the JavaScript bridge throws: AppleIAP plugin is not implemented on ios Setup AppleIAPPlugin.swift: swift import Foundation import Capacitor import StoreKit @objc(AppleIAPPlugin) public class AppleIAPPlugin: CAPPlugin, CAPBridgedPlugin { public let identifier = AppleIAPPlugin public let jsName = AppleIAP public let pluginMethods: [CAPPluginMethod] = [ CAPPluginMethod(name: getProducts, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: purchase, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: restorePurchases, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: getCurrentEntitlements, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: openManageSubscriptions, returnType: CAPPluginReturnPromise), ] @objc func
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34
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1w
Xcode 26.4 cannot run app-hosted unit tests on physical iOS 16 devices ("Logic Testing Unavailable")
Summary: After upgrading to Xcode 26.4, app-hosted XCTest execution on physical devices running iOS 16 fails at test-planning time with Logic Testing Unavailable. The same project and same device work under Xcode 26.2. The failure reproduces with a standalone minimal Xcode project, which suggests this is an Xcode regression rather than a project-configuration issue. Environment: Xcode: 26.4 (17E192) macOS: Tahoe 26.4 Failing device: iPhone 11 (iPhone12,1), iOS 16.0.3 Working comparisons: Xcode 26.2 + same iPhone 11 (iOS 16.0.3): works Xcode 26.4 + iPad Pro 11-inch (4th generation) on iOS 26.3: works Regression: Yes. Works on Xcode 26.2. Fails on Xcode 26.4. Same project, same signing setup, same physical iOS 16 device. Minimal reproduction: A minimal sample project with: one iOS app target one app-hosted unit-test target one UI-test target (for comparison; not required to reproduce) Steps for the unit-test repro on a physical device running iOS 16
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1
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0
Views
252
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1w
Reply to App Clips not working
Update: Even though App Store Connect is saying my domains are valid after correcting the team id, and the cdn cache has what appears to be proper values. App clips are still not working for me - meaning, every time I scan the QR code with the camera when the app isn't installed, it doesn't go to the app clip. If I get App Store to create an app code for me, it says no content to show (though this may be because the App Store is saying received for advanced app clip experiences I wrote). So I checked the CDN here: https://app-site-association.cdn-apple.com/a/v1/akin-server-side-staging.onrender.com, I can see my aasa is proper to my understanding in the CDN cache. I updated the entitlements as recommended: appclips:akin-server-side-staging.onrender.com I also reviewed several Apple Documentation pages including the Fruta, downloaded, Fruta and examined the configuration part by part. Specifically, the entitlements for both the app clips and parent target. On my iOS device, I went to Settings > Dev
Topic: App & System Services SubTopic: General Tags:
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1w
Reply to SpeechTranscriber/SpeechAnalyzer being relatively slow compared to FoundationModel and TTS
I've been optimizing a similar STT-to-action pipeline on macOS 26 and found a few additional tricks beyond prepareToAnalyze that helped bring the finalization latency down: Use volatileResults aggressively for UI feedback, but trigger your downstream action (FoundationModel call) on the volatile transcript as soon as it stabilizes — don't wait for the finalized event. In my testing, the volatile transcript matches the final one ~95% of the time for short utterances. You can always correct if the final differs. Audio format matters more than you'd expect. If your input is coming through at 48kHz (common from ScreenCaptureKit or external mics), the internal resample to 16kHz adds measurable overhead. Setting up your AVAudioEngine tap at 16kHz mono from the start shaves ~200ms off the pipeline. The large variance Bersaelor observed with prepareToAnalyze (0.05s to 3s) likely correlates with whether the ANE was already warm. If other CoreML workloads are running concurrently (even system ones like Visual
Topic: Media Technologies SubTopic: Audio Tags:
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1w
Reply to iOS 18 new RecognizedTextRequest DEADLOCKS if more than 2 are run in parallel
I've been working with the new Swift Vision API's RecognizeTextRequest on iOS 18 and hit this exact deadlock. After profiling with Instruments, I found that the Vision framework internally uses a limited thread pool for its neural engine requests — on most devices this caps at 2 concurrent ANE inference sessions. The workaround I'm using is a semaphore-based concurrency limiter that queues requests: actor OCRPipeline { private let maxConcurrent = 2 private var running = 0 private var pending: [CheckedContinuation] = [] func recognizeText(in image: CGImage) async throws -> [String] { await acquireSlot() defer { Task { await releaseSlot() } } let request = RecognizeTextRequest() let handler = ImageRequestHandler(image) let observations = try await handler.perform(request) return observations.compactMap { $0.topCandidates(1).first?.string } } } This keeps throughput high while never exceeding the 2-concurrent-request limit. In my testing across iPhone 15 Pro and iPad Air M2, this processes ~40 images
Topic: Machine Learning & AI SubTopic: General Tags:
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Reply to Clipboard issues with simulators
This issue happens in the latest iOS 17, 18, and 26 simulators. I have not tested older simulators like iOS 15 or 16. I am using Xcode 26.4 (17E192), Simulator 16.0 (1063.2) (SimulatorKit 955.7, CoreSimulator 1051.49) and macOS Tahoe 26.4.
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Native Wind Animation Layer for Apple Maps / MapKit
Hey Apple team, I'd love to see a native wind animation layer added to Apple Maps and MapKit. A built-in, system-level wind visualization — similar to the animated weather layers seen in third-party apps — would be an incredibly powerful tool for developers building weather, aviation, marine, outdoor recreation, and navigation apps. Having this baked natively into MapKit would mean smoother performance, better battery efficiency, and a consistent experience across iOS, iPadOS, and macOS — rather than every developer having to reinvent the wheel with custom particle systems or third-party SDKs. Please Apple — this would be a fantastic addition to the Maps ecosystem. 🌬️🗺️
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50
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Reply to iCloud Sync not working with iPhone, works fine for Mac.
For debugging purpose, would you mind to check if it's that the macOS app failed to export data to CloudKit, or that the iOS app failed to import from CloudKit? The detailed steps to do the check are documented here. Best, —— Ziqiao Chen  Worldwide Developer Relations.
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test NEAppProxyProvider without MDM?
This discussion is for iOS/iPadOS. I've written an NEAppProxyProvider network extension. I'd like to test it. I thought that using the NETestAppMapping dictionary was a way to get there, but when I try to instantiate an NEAppProxyProviderManager to try to install stuff, the console tells me must be MDM managed and I get nowhere. So can someone tell me, can I at least test the idea without needing to first get MDM going? I'd like to know if how I'm approaching the core problem even makes sense. My custom application needs to stream video, via the SRT protocol, to some place like youtube or castr. The problem is that in the environment we are in (big convention centers), our devices are on a LAN, but the connection from the LAN out to the rest of the world just sucks. Surprisingly, cellular has better performance. So I am trying to do the perverse thing of forcing traffix that is NOT local to go out over cellular. And traffic that is completely local (i.e. talking to a purely local server/other devices
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120
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1w
Reply to How to uncheck "Connect via network" on physical device in Xcode 15
I guess that's nice of them to intend to break debugging over USB. I'm still hoping they'll intend to, perhaps, add a new feature to allow unchecking the box to Connect via network, which disables using TCP/IP and re-enables debugging over USB as it used to work. Edit: I now see Xcode 26 has removed the checkbox for devices with iOS >17. I guess my request would now be to put the checkbox back, and enable to to be used with recent iOS releases.
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1w
iCloud Sync not working with iPhone, works fine for Mac.
I've been working on an app. It uses iCloud syncing. 48 hours ago everything was working 100%. Make a change on the iPhone it immediately changed on the Mac. Change on the Mac, it immediately changed on the iPhone. I didn't work on it yesterday. I updated to iOS26.4 on the iPhone and 26.4 on the Mac yesterday instead. Today, I pull up the project again. I made NO changes to the code or settings. Make a change on the iPhone it immediately updates on the Mac. Make a change on the Mac, nothing happens on the iPhone. I've waited an hour, and the change never happens. If you leave the iPhone app, then return, it updates as it should. It appears that iCloud's silent notification is to being received by the iPhone. Anyone else having the issue? Is there something new with iOS 26.4 that needs to be adjusted to get this to work? Again, works flawlessly with the Mac, just not with the iPhone.
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4.7k
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1w
IOS Swift touch screen issue
MyOwnKeyboard Pad app has 4 text views with textfields that use touch screen for editing. There is one view, Compose, that has a textfield and a textview (UIRepresentable). The app enters text into the view using textfield buttons. The app has total control of editing. When entering text if the screen is touched it conflicts the cursor position and creates an out of bounds failure. In that view the app does not need any touch events. I need a method in UIRepresentable to disable the touch event. I am not familiar with UIRepresentable as this code was provided by Apple to solve a 16 bit unicode character issue. What would be the code to disable touch events in the UIRepresentable compose view. The app is free for a while until this problem is fixed. It is for iPads 11+ . The name in the app store is MyOwnKeyboard Pad. I know some great engineer will find the answer. DTS tried. Thanks to all, maybe I'll sell some. Charlie 25mar26
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118
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1w
Text alignment issue in iOS 26.4
There appears to be a serious issue in iOS 26.4 regarding text alignment. All text strings are rendered right-aligned instead of left-aligned, even when explicitly setting the paragraph style to NSTextAlignmentLeft. This behavior is unexpected and seems to indicate a regression in text rendering. Could you please confirm whether this is a known issue in iOS 26.4? I am using the following code in a central function that has been working reliably for years across all my apps. Best regards, Rolf Code: NSMutableParagraphStyle* paragraphLeft = [[NSMutableParagraphStyle alloc] init]; if (paragraphLeft != nil) { paragraphLeft.alignment = NSTextAlignmentLeft; NSDictionary *settings = @{ NSFontAttributeName : font, NSForegroundColorAttributeName : fontclr, NSParagraphStyleAttributeName : paragraphLeft }; [theString drawAtPoint:CGPointMake(x, y - font.ascender) withAttributes:settings]; [paragraphLeft release]; }
Topic: UI Frameworks SubTopic: UIKit
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