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file uri scheme

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Reply to Can't Post On This Forum
Sorry for the delay responding. I’m running out of workdays for 2025, so I can’t address everything upthread. Instead, I want to post some general guidelines. If DevForums blocks you from posting reasonable content with the message “This post contains sensitive language”, I’d appreciate you filing a bug about that. For instructions on how to do that, see the end of this post. After that, you’ll need a workaround. Here’s how to use a binary search to find the problematic text: As part of the bug reporting process, you saved a copy of your post to a text file. Make a copy of that file. Open it in your text editor of choice. Select half of the file and delete it. Copy the remaining text and try to post that. If it works, undo the delete, select the other half, delete that, and go back to step 4. Make sure to click the Edit button next to your post rather than posting a second reply. If it fails, go back to step 3 and continue dividing. Eventually you’ll get down to something s
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Build failed with error in Reality Kit Content
I have an arguably massive project and am not sure if the issue is with the assets or my approach in the code. the error says : Tool terminated due to error SIGNAL 6:Abort trap:6 Basically I have around 15-20 assets (usda files built out of usdz files). In the code i am loading a scene with all the usda files and then have the functions to enable and disable a particular asset when needed. This was working as intended when i am using dummy assets(with less polygons, lesser textures) But when i placed the actual assets the error appears and persists. Do I have a bad approach of loading all the scenes at once? Previously i have used an approach which loads the scenes when needed and that involved some lag before rendering the assets. But my current approach(when using dummies) works like a dime rendering and hiding the assets in realtime with no lag. Kindly suggest any workarounds.
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Error when updating system extension
I'm currently observing a problem similar to this thread https://developer.apple.com/forums/thread/737334 The difference is that this is happening after updating a system extension. Basically same error, sysextd complains it can not check that the system extension is notarized: macOS Error 3 + Error code=-67050. I think macOS (Sequoia 15.3.2 or 15.7.2 if it matters) is wrong in this case for the following reasons: when using spctl assess -t install, the system extension is reported to be correctly notarized. when restarting the Mac, the updated system extension is correctly checked and staged. if I run spctl assess before sysextd tries to check the system extension, it works. I'm currently thinking of 2 reasons why the check does not work: sysextd is somehow trying to work with a cached assessment that has become invalid after the system extension was updated. macOS needs way more time between the update of the files and the request to update the staged extension. I tried adding a 5-second delay. Thi
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Cannot make my app appear in “Share with App” action in Shortcuts – How to allow receiving images from Shortcuts?
Hi, I’m trying to integrate my iOS app with Shortcuts. My goal is: In the Shortcuts app → Create a shortcut → Select an image → Share the image directly to my app for analysis. However, when I try to add the “Share with App” / “Open in App” / “Send to App” action in Shortcuts: My app does NOT appear in the list of available apps. I want my app to be selectable so that Shortcuts can send an image (UIImage / file) to my app. What I have tried My app supports receiving images using UIActivityViewController and Share Extension. I created an App Intents extension (AppIntent + @Parameter(file)...) but the app still does not appear in Shortcuts “Share with App”. I also checked the Info.plist but didn’t find any permission related to Shortcuts. The app is installed on the device and works normally. My question What permission, Info.plist entry, or capability is required so that my app becomes visible in the Shortcuts app as a target for image sharing? More specifically: Which extension type should b
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SPM Traits not working correctly with multiple targets in same Xcode workspace (App + App Clip)
Hi, I've just migrated to Swift Tools 6.2 and package traits, and I'm encountering an issue when using traits with multiple targets in the same Xcode workspace. Setup: Main iOS app target App Clip target Both consume the same local packages (e.g., UIComponents) What I'm trying to achieve: Main app imports packages without the COMPACT_BUILD trait App Clip imports packages with the COMPACT_BUILD trait enabled Package configuration (simplified): // UIComponents/Package.swift let package = Package( name: UIComponents, platforms: [.iOS(.v18)], traits: [ .trait(name: COMPACT_BUILD, description: Minimal build for App Clips), ], // ... targets: [ .target( name: UIComponents, dependencies: [...], swiftSettings: [ .define(COMPACT_BUILD, .when(traits: [COMPACT_BUILD])), ] ), ] ) In the code: #if COMPACT_BUILD // Excluded from App Clip #endif The consumer packages: Main app's package imports without trait: .package(path: ../UIComponents) App Clip's package imports with trait: .package(path: ../UIComponents, traits: [COMP
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Reply to Is there a way to detect a USB Ethernet Adapter even if no IP has been given, Once it connect to an iPhone/iPad
[quote='869071022, JianbinWu, /thread/808040?answerId=869071022#869071022, /profile/JianbinWu'] How does the system detect that the adapter has been connected? [/quote] Settings is a built-in component of iOS and thus not limited to using just APIs. Earlier I wrote: [quote='868933022, DTS Engineer, /thread/808040?answerId=868933022#868933022'] On macOS you have a lot more options, including both System Configuration framework and I/O Kit. [/quote] If you were trying to solve this problem on macOS, it’d be easy to do with those APIs. However, those APIs are not available on iOS [1]. Moreover, I’m skeptical we’ll ever make them available on iOS [2], which is why my suggestion above wasn’t to file an ER for those APIs but rather a bug report against the functional type values. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] The frameworks might be available but the specific APIs you need not. [2] Because of the privacy impact.
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Notifications filtering request - do we need separate approvals for apps belonging in the same account?
I have two apps - say A and B in my AppStore account, deployed in the AppStore. App A has obtained the com.apple.developer.usernotifications.filtering entitlement and this is added to my AppStore account by Apple after approval. Note that this is added for the account, and not for the specific app. Now, my app B also wants this functionality. Followed all the steps as done for app A - adding the already approved entitlement to my app B's identifier, regenerating the profiles, adding the key in the entitlements file, calling the completion handler with empty content like - contentHandler(UNNotificationContent()) Still the notifications show, the filtering is not working. Do I have to request the entitlement for App B separately? Even if I do request again, I am not sure if there is going to be any difference in the steps already done. The difference can only be if Apple has a mapping with the app id internally in their system, for the filtering to work? If I have white-labelled versions of apps A or B
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关于 WKWebView 加载本地文件时 localStorage 数据丢失的情况
在 iOS 平台使用 WKWebView 通过file://协议加载本地 HTML 文件时,存储在localStorage中的数据会在 App 后台切换、进程重启后偶尔丢失;但相同代码在安卓 / 鸿蒙平台无此问题。 现在的文档 仅明确了「默认数据存储(defaultDataStore)可将网站数据持久化到磁盘,非持久化存储(nonPersistent)仅存内存」的基础规则; 未提及「file://协议内容即使使用默认持久化存储,也会被归为临时内存存储」这一关键场景限制; 仅在WKURLSchemeHandler关联说明中隐含「自定义 URL 协议可处理 WebKit 原生不支持的 URL 方案」,但未直接关联file://的存储问题。 我找不到如何处理这个问题的官方文档,仅仅有其他的博客说需要增加http/https加载就没有这个问题。 请提供给我官方文档或者官方回复 关于出现这种file:/加载html出现问题的处理办法
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tensorflow-metal error
I'm using python 3.9.6, tensorflow 2.20.0, tensorflow-metal 1.2.0, and when I try to run import tensorflow as tf It gives Traceback (most recent call last): File /Users/haoduoyu/Code/demo.py, line 1, in import tensorflow as tf File /Users/haoduoyu/Code/test/lib/python3.9/site-packages/tensorflow/__init__.py, line 438, in _ll.load_library(_plugin_dir) File /Users/haoduoyu/Code/test/lib/python3.9/site-packages/tensorflow/python/framework/load_library.py, line 151, in load_library py_tf.TF_LoadLibrary(lib) tensorflow.python.framework.errors_impl.NotFoundError: dlopen(/Users/haoduoyu/Code/test/lib/python3.9/site-packages/tensorflow-plugins/libmetal_plugin.dylib, 0x0006): Library not loaded: @rpath/_pywrap_tensorflow_internal.so Referenced from: <8B62586B-B082-3113-93AB-FD766A9960AE> /Users/haoduoyu/Code/test/lib/python3.9/site-packages/tensorflow-plugins/libmetal_plugin.dylib Reason: tried: '/Users/haoduoyu/Code/test/lib/python3.9/site-packages/tensorflow-plugins/../_solib_darwi
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Reply to Zsh kills Python process with plenty of available VM
All the documentation I was able to consult says that macOS is designed to use up to all available storage on the startup disk (which is the one I am using since I have only one disk, and the available space aforementioned reflects this) for swapping when physical RAM is not enough. Sure, that's what the system will do. Strictly speaking, it will actually start warning the user and then automatically terminating processes as it approaches full, but it will basically use all available storage. However... Then why is the process killed long before the swapping area is exhausted? ...the fact that the system is willing to use all available storage doesn't mean that it should let any random process do that. Every process on the system has its own memory limit (both address space and used pages) enforced by the kernel. I'm not sure what the default limit is... once about 40 or so... ...however, 40 GB doesn't seem like a terrible default. Keep in mind that the point of the default isn't simply to prevent the drive f
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Reply to App Store Validation failed (409)
The way I approach issues like this is to work backwards from the contents of the built app to understand why you received an error message, and then keep going backwards from there to see why the app was built that way. For this error, you need to inspect your built app bundle. You can do this by going to the Xcode Organizer, selecting the version of your app receiving this message, right-clicking, and selecting Show in Finder. You'll see a .xcarchive package in Finder, and you select this, right-click, and select Show Package Contents. Inside of this Xcode archive package, you'll see the folders Products/Applications/YourCoolApp.app. Right click on your .app and select Show Package Contents. We're now looking at the inner contents of your app bundle. Take a look at the contents of your Info.plist file inside this bundle, and look at the value of the CFBundleExecutable key — the value of that key is the file name of your main app binary. Does that file exist? A Missing Bundle Execu
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Reply to How to sign a DEXT
Signing a distribution USB or PCI DEXT The issues described above mean that the standard Xcode GUI flow cannot be used to directly export a distribution release of a USB or PCI DEXT. Here is that flow I've found that will work: Note: The instructions below reference macOS-specific documentation, but the flow I'm describing was actually tested using an iOS project. Start by building the final version of your DEXT. On the portal, generate and download a provisioning profile for whatever environment you're going to try to build. Generate a profile for both the DEXT and the app it will be embedded in. Rename the DEXT profile you downloaded in #2 to embedded.provisionprofile”. Show the packaged contents of your DEXT and replace the existing embedded.provisionprofile (development profile) profile with the file from #3 (the release profile). Use this command to resign the DEXT with the final entitlement configuration you'll be shipping. See the Sign each code item section of Creating distribution-signed cod
Topic: App & System Services SubTopic: Drivers Tags:
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