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Reply to NEAppProxyUDPFlow.writeDatagrams fails with "The datagram was too large" on macOS 15.x, macOS 26.x
I’m not sure what’s causing the main error here, but let’s start with endpoints, and specifically my NWEndpoint History and Advice post. This explains the general landscape. NEAppProxyUDPFlow has read and write methods that use Network.NWEndpoint type. See here and here. These are the Swift async versions; there are also equivalent completion handler versions. In terms of how to handle endpoints, it’s best to approach this from the perspective of the client, that is, the DNS client that’s issuing DNS requests to resolve queries. And specifically a BSD Sockets client, which will: Open a socket. Optionally connect the socket to an endpoint (aka address). Send a datagram. If it connected the socket, it can call one of the send routines that doesn’t take an endpoint. If it didn’t connect the socket, it must supply an endpoint at this point. Receive a datagram, along with the source of that datagram. From your perspective steps 1 and 2 result in a new flow. If you want to know what endpoint the client con
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Reply to XPC communication between a sandboxed Network Extension and a privileged MachService
[quote='820631021, Pavel, /thread/820631, /profile/Pavel'] Is it possible for a Network Extension … to act as a client for an XPC service hosted by a Launch Daemon … ? [/quote] Yes. The trick is to use an app group. Sign your client with an app group ID and then, in the MachServices property of the launchd daemon, set the XPC endpoint name to be a ‘child’ of that app group ID. See the discussion in App Groups Entitlement. App groups are a bit tricky on the Mac. See App Groups: macOS vs iOS: Working Towards Harmony for the full backstory. Given that your client is sandboxed, it must claim access to that app group ID. And in that case I strongly recommend that you authorise that claim via a provisioning profile. Your launchd daemon is (presumably) not sandboxed so it doesn’t need to claim access to the app group ID. However, if you decide to make that claim then my recommendation applies there as well: Authorise the claim with a provisioning profile. If you claim access to an app group and don’t authorise that
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to The M5 Pro does not connect to the Wi-Fi AP using RADIUS when NetworkExtension Activiate.
[quote='820695021, blackson, /thread/820695, /profile/blackson'] when NetworkExtension Activiate. [/quote] What do you mean by “NetworkExtension Activiate”? The Network Extension framework has many different subsystems, many of which can affect the Wi-Fi join process, so I need to understand which one is involved before I can offer any guidance. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to App disappeared from App Store Connect - support unresponsive - Case 102841743378
I want to be clear about where things stand. My developer account renewal was processed and payment of £79 cleared my bank on 12 March. I have a bank statement confirming this. The account was therefore active and paid in full — I am not in arrears. Despite this, my app has been removed from App Store Connect and I am now being asked to pay again. This is unacceptable. I will not pay twice for the same membership period. I have two requests: Confirm receipt of the 12 March payment against my account (Team ID: AW699Z7G8H) and restore my app listing immediately. If Apple cannot locate the payment, I will provide my bank statement as proof of transaction and expect the app to be restored upon receipt. If neither of these is actioned, I will have no choice but to dispute the original charge with my bank and submit a formal complaint. I would prefer to resolve this without escalation — but four months of unresolved support and case 102841743378 still open leaves me with limited options. Please es
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swift: Calling "/usr/bin/defaults" returns no data
I'd like to create a small helper app for new students do read/write User default settings. Since it was not possible using the UserDefaults class I decided to use the /usr/bin/defaults. Unfortuntely it seems not to return anything. Debug output shows Got data: 0 bytes Here is a sample code: import SwiftUI func readDefaults(domain : String, key :String) -> String { let cmdPath = /usr/bin/defaults //let cmdPath = /bin/ls let cmd = Process() let pipe = Pipe() cmd.standardOutput = pipe cmd.standardError = pipe cmd.executableURL = URL(fileURLWithPath: cmdPath, isDirectory: false, relativeTo: nil) cmd.arguments = [read, domain, key] //cmd.arguments = [/, /Library] print(Shell command: (cmdPath) (cmd.arguments?.joined(separator: ) ?? )) var d : Data? do { try cmd.run() d = pipe.fileHandleForReading.readDataToEndOfFile() cmd.waitUntilExit() } catch let e as NSError { return ERROR (e.code): (e.localizedDescription) } catch { return ERROR: call failed! } // get pipe output and write is to stdout guard let
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Apps stuck in “Waiting for Review” for over a month – never entering “In Review”
Hello, I’m experiencing a very unusual issue with App Store Connect and I’m wondering if anyone else has encountered something similar. For more than a month now, none of my app submissions are progressing past “Waiting for Review.” Normally my apps enter the “In Review” stage within a few days, but since early February this simply doesn’t happen. As a result: • I cannot release bug fixes • I cannot ship updates • I cannot publish new apps I have already tried: • withdrawing and resubmitting the app • submitting multiple updates • requesting an expedite review However, every submission just stays in Waiting for Review indefinitely. This seems to affect all apps in my developer account, not just a specific app. Has anyone experienced something like this recently? Could this be related to an account-level issue or something on Apple’s side? Any insight would be greatly appreciated. Thanks!
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Reply to Slow launch of app on iOS Simulator 26.4
Same here. Updated xcode & simulator yesterday and out of sudden ios apps when started show a white screen for seconds before the main application screen (i.e. a splashscreen) appears. Added print() to trace but it looks the delay happens not in user code. Looks like loading libs during the startup process takes ages before user code starts running.
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Reply to Xcode 26.4: Regressions in Intelligence features
I can already tell you, nothing works for me anymore. I updated to macOS 26.4. This morning, it updated Xcode to 26.4 as well. As a result, I had to reinstall Codex, which I did. I logged in, and now nothing works at all. I can submit a request in the chat, sometimes I get a short response, and then it starts thinking about something and never stops. I think it is amazing what kind of unfinished mess Apple is delivering once again. This is absolutely unbelievable. I am furious that such a broken system is being provided to us developers. It would be the easiest thing for Apple to simply test Codex. If they are not even providing us with the latest Codex versions and instead releasing outdated versions with their Xcode, it is outrageous that we are given something so completely unfinished and nonfunctional. With macOS 26.3 and Xcode 26.3, I was at least able to program perfectly fine with Codex and developed several apps. Now I wake up in the morning, want to continue working on my apps, and great job
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Reply to ScreenCaptureKit System Audio Capture Crashes with EXC_BAD_ACCESS
I have hit this exact crash pattern in my own ScreenCaptureKit audio capture pipeline. The EXC_BAD_ACCESS in swift_getErrorValue happens because the error object passed to didStopWithError is being deallocated before the delegate method can access it — it is a race condition in the XPC boundary between replayd and your process. The root cause in my case was that the SCStream object was being deallocated (or stopCapture was called) while a pending error was being delivered across the XPC connection. The error object lives in replayd's address space and gets bridged to your process, but if the stream tears down mid-delivery, you get a dangling pointer. Keep a strong reference to the SCStream instance beyond the point where you call stopCapture. Do not nil it out immediately. In your stream delegate, wrap the didStopWithError handler in a DispatchQueue.main.async to ensure the error is fully materialized before you access it: func stream(_ stream: SCStream, didStopWithError error: Error) { let
Topic: Media Technologies SubTopic: Audio Tags:
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ScreenCaptureKit System Audio Capture Crashes with EXC_BAD_ACCESS
Bug Report: ScreenCaptureKit System Audio Capture Crashes with EXC_BAD_ACCESS Summary When using ScreenCaptureKit to capture system audio for extended periods, the application crashes with EXC_BAD_ACCESS in Swift's error handling runtime. The crash occurs in swift_getErrorValue when trying to process an error from the SCStream delegate method didStopWithError. This appears to be a framework-level issue in ScreenCaptureKit or its underlying ReplayKit implementation. Environment macOS Sonoma 14.6.1 Swift 5.8 ScreenCaptureKit framework Detailed Description Our application captures system audio using ScreenCaptureKit's audio capture capabilities. After successfully capturing for several minutes (typically after 3-4 segments of 60-second recordings), the application crashes with an EXC_BAD_ACCESS error. The crash happens when the Swift runtime attempts to process an error in the SCStreamDelegate.stream(_:didStopWithError:) method. The crash consistently occurs in swift_getErrorValue when attempti
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Reply to Mixing ScreenCaptureKit audio with microphone audio
I ran into exactly this problem when building an audio pipeline that mixes system audio (via ScreenCaptureKit) with microphone input for real-time speech processing. The core issue is that mainMixerNode is connected to outputNode by default, which routes everything to speakers. You have two approaches: In manual rendering mode, AVAudioEngine does not play back to hardware — you pull rendered buffers on your own schedule. Enable manual rendering, attach a player node for your SCK audio, connect it to the main mixer, then call renderOffline() to pull mixed audio on demand. The catch: inputNode does not work in offline mode on macOS. The workaround is to capture mic samples separately (via AVCaptureSession or a tap on a separate realtime engine), then schedule those buffers into a second AVAudioPlayerNode. Keep the engine in realtime mode but prevent playback by setting mainMixerNode.outputVolume = 0. Then install a tap on mainMixerNode to capture the mixed audio without speaker feedback. I tried discon
Topic: Media Technologies SubTopic: Audio Tags:
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Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
I have an orphaned asset folder taking up 9.13GB located at: /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset It contains SimulatorRuntimeAsset version 18.5 (Build 22F77). Active Version: My current Xcode setup is using version 26.2 (Build 23C54). I checked the plist files in the directory and found what seems to be the cause of the issue: The Never Collected Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to NeverCollected: __AssetDefaultGarbageCollectionBehavior NeverCollected The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely. What I Have Tried (All Failed) Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI. S
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App regularly getting rejected and then approved after appeal
Hi all, my mac app uses the com.apple.security.temporary-exception.apple-events entitlement. Originally the process was that one is allowed to use such an entitlement as long as one filed a bug to request a scripting target that would allow one to move away from it. Now, my app has been approved for years with that entitlement, but every 5th time or so I submit an update, my app gets rejected because I allegedly shouldn't use that entitlement. I then ask for clarification, repeating the statement about why i am using it, and then the app gets silently approved. Is there a better way to handle this? It is super annoying that every couple of updates I get this random delay and have to dispute stuff just to get my update through. The note for the entitlement already describes why I am using it, but it seems that some reviewers just ignore it and then, upon me repeating that note, the app gets approved... I would also be fine getting an official statement that Apple doesn't support my use of the
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Reply to Memory Leak in new structured concurrency Network Framework API's
[quote='820645021, Np_dev, /thread/820645, /profile/Np_dev'] Raised a feedback assistant request … FB22339653 [/quote] Thanks for that. A bug report is clearly the correct path forward here. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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6d
Reply to NEAppProxyUDPFlow.writeDatagrams fails with "The datagram was too large" on macOS 15.x, macOS 26.x
I’m not sure what’s causing the main error here, but let’s start with endpoints, and specifically my NWEndpoint History and Advice post. This explains the general landscape. NEAppProxyUDPFlow has read and write methods that use Network.NWEndpoint type. See here and here. These are the Swift async versions; there are also equivalent completion handler versions. In terms of how to handle endpoints, it’s best to approach this from the perspective of the client, that is, the DNS client that’s issuing DNS requests to resolve queries. And specifically a BSD Sockets client, which will: Open a socket. Optionally connect the socket to an endpoint (aka address). Send a datagram. If it connected the socket, it can call one of the send routines that doesn’t take an endpoint. If it didn’t connect the socket, it must supply an endpoint at this point. Receive a datagram, along with the source of that datagram. From your perspective steps 1 and 2 result in a new flow. If you want to know what endpoint the client con
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6d
Reply to XPC communication between a sandboxed Network Extension and a privileged MachService
[quote='820631021, Pavel, /thread/820631, /profile/Pavel'] Is it possible for a Network Extension … to act as a client for an XPC service hosted by a Launch Daemon … ? [/quote] Yes. The trick is to use an app group. Sign your client with an app group ID and then, in the MachServices property of the launchd daemon, set the XPC endpoint name to be a ‘child’ of that app group ID. See the discussion in App Groups Entitlement. App groups are a bit tricky on the Mac. See App Groups: macOS vs iOS: Working Towards Harmony for the full backstory. Given that your client is sandboxed, it must claim access to that app group ID. And in that case I strongly recommend that you authorise that claim via a provisioning profile. Your launchd daemon is (presumably) not sandboxed so it doesn’t need to claim access to the app group ID. However, if you decide to make that claim then my recommendation applies there as well: Authorise the claim with a provisioning profile. If you claim access to an app group and don’t authorise that
Topic: App & System Services SubTopic: Core OS Tags:
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6d
Reply to The M5 Pro does not connect to the Wi-Fi AP using RADIUS when NetworkExtension Activiate.
[quote='820695021, blackson, /thread/820695, /profile/blackson'] when NetworkExtension Activiate. [/quote] What do you mean by “NetworkExtension Activiate”? The Network Extension framework has many different subsystems, many of which can affect the Wi-Fi join process, so I need to understand which one is involved before I can offer any guidance. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: Core OS Tags:
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6d
Reply to App disappeared from App Store Connect - support unresponsive - Case 102841743378
I want to be clear about where things stand. My developer account renewal was processed and payment of £79 cleared my bank on 12 March. I have a bank statement confirming this. The account was therefore active and paid in full — I am not in arrears. Despite this, my app has been removed from App Store Connect and I am now being asked to pay again. This is unacceptable. I will not pay twice for the same membership period. I have two requests: Confirm receipt of the 12 March payment against my account (Team ID: AW699Z7G8H) and restore my app listing immediately. If Apple cannot locate the payment, I will provide my bank statement as proof of transaction and expect the app to be restored upon receipt. If neither of these is actioned, I will have no choice but to dispute the original charge with my bank and submit a formal complaint. I would prefer to resolve this without escalation — but four months of unresolved support and case 102841743378 still open leaves me with limited options. Please es
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6d
swift: Calling "/usr/bin/defaults" returns no data
I'd like to create a small helper app for new students do read/write User default settings. Since it was not possible using the UserDefaults class I decided to use the /usr/bin/defaults. Unfortuntely it seems not to return anything. Debug output shows Got data: 0 bytes Here is a sample code: import SwiftUI func readDefaults(domain : String, key :String) -> String { let cmdPath = /usr/bin/defaults //let cmdPath = /bin/ls let cmd = Process() let pipe = Pipe() cmd.standardOutput = pipe cmd.standardError = pipe cmd.executableURL = URL(fileURLWithPath: cmdPath, isDirectory: false, relativeTo: nil) cmd.arguments = [read, domain, key] //cmd.arguments = [/, /Library] print(Shell command: (cmdPath) (cmd.arguments?.joined(separator: ) ?? )) var d : Data? do { try cmd.run() d = pipe.fileHandleForReading.readDataToEndOfFile() cmd.waitUntilExit() } catch let e as NSError { return ERROR (e.code): (e.localizedDescription) } catch { return ERROR: call failed! } // get pipe output and write is to stdout guard let
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5
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140
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Apps stuck in “Waiting for Review” for over a month – never entering “In Review”
Hello, I’m experiencing a very unusual issue with App Store Connect and I’m wondering if anyone else has encountered something similar. For more than a month now, none of my app submissions are progressing past “Waiting for Review.” Normally my apps enter the “In Review” stage within a few days, but since early February this simply doesn’t happen. As a result: • I cannot release bug fixes • I cannot ship updates • I cannot publish new apps I have already tried: • withdrawing and resubmitting the app • submitting multiple updates • requesting an expedite review However, every submission just stays in Waiting for Review indefinitely. This seems to affect all apps in my developer account, not just a specific app. Has anyone experienced something like this recently? Could this be related to an account-level issue or something on Apple’s side? Any insight would be greatly appreciated. Thanks!
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9
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269
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6d
Reply to Slow launch of app on iOS Simulator 26.4
Same here. Updated xcode & simulator yesterday and out of sudden ios apps when started show a white screen for seconds before the main application screen (i.e. a splashscreen) appears. Added print() to trace but it looks the delay happens not in user code. Looks like loading libs during the startup process takes ages before user code starts running.
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6d
Reply to Xcode 26.4: Regressions in Intelligence features
I can already tell you, nothing works for me anymore. I updated to macOS 26.4. This morning, it updated Xcode to 26.4 as well. As a result, I had to reinstall Codex, which I did. I logged in, and now nothing works at all. I can submit a request in the chat, sometimes I get a short response, and then it starts thinking about something and never stops. I think it is amazing what kind of unfinished mess Apple is delivering once again. This is absolutely unbelievable. I am furious that such a broken system is being provided to us developers. It would be the easiest thing for Apple to simply test Codex. If they are not even providing us with the latest Codex versions and instead releasing outdated versions with their Xcode, it is outrageous that we are given something so completely unfinished and nonfunctional. With macOS 26.3 and Xcode 26.3, I was at least able to program perfectly fine with Codex and developed several apps. Now I wake up in the morning, want to continue working on my apps, and great job
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6d
Reply to ScreenCaptureKit System Audio Capture Crashes with EXC_BAD_ACCESS
I have hit this exact crash pattern in my own ScreenCaptureKit audio capture pipeline. The EXC_BAD_ACCESS in swift_getErrorValue happens because the error object passed to didStopWithError is being deallocated before the delegate method can access it — it is a race condition in the XPC boundary between replayd and your process. The root cause in my case was that the SCStream object was being deallocated (or stopCapture was called) while a pending error was being delivered across the XPC connection. The error object lives in replayd's address space and gets bridged to your process, but if the stream tears down mid-delivery, you get a dangling pointer. Keep a strong reference to the SCStream instance beyond the point where you call stopCapture. Do not nil it out immediately. In your stream delegate, wrap the didStopWithError handler in a DispatchQueue.main.async to ensure the error is fully materialized before you access it: func stream(_ stream: SCStream, didStopWithError error: Error) { let
Topic: Media Technologies SubTopic: Audio Tags:
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ScreenCaptureKit System Audio Capture Crashes with EXC_BAD_ACCESS
Bug Report: ScreenCaptureKit System Audio Capture Crashes with EXC_BAD_ACCESS Summary When using ScreenCaptureKit to capture system audio for extended periods, the application crashes with EXC_BAD_ACCESS in Swift's error handling runtime. The crash occurs in swift_getErrorValue when trying to process an error from the SCStream delegate method didStopWithError. This appears to be a framework-level issue in ScreenCaptureKit or its underlying ReplayKit implementation. Environment macOS Sonoma 14.6.1 Swift 5.8 ScreenCaptureKit framework Detailed Description Our application captures system audio using ScreenCaptureKit's audio capture capabilities. After successfully capturing for several minutes (typically after 3-4 segments of 60-second recordings), the application crashes with an EXC_BAD_ACCESS error. The crash happens when the Swift runtime attempts to process an error in the SCStreamDelegate.stream(_:didStopWithError:) method. The crash consistently occurs in swift_getErrorValue when attempti
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804
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Reply to Mixing ScreenCaptureKit audio with microphone audio
I ran into exactly this problem when building an audio pipeline that mixes system audio (via ScreenCaptureKit) with microphone input for real-time speech processing. The core issue is that mainMixerNode is connected to outputNode by default, which routes everything to speakers. You have two approaches: In manual rendering mode, AVAudioEngine does not play back to hardware — you pull rendered buffers on your own schedule. Enable manual rendering, attach a player node for your SCK audio, connect it to the main mixer, then call renderOffline() to pull mixed audio on demand. The catch: inputNode does not work in offline mode on macOS. The workaround is to capture mic samples separately (via AVCaptureSession or a tap on a separate realtime engine), then schedule those buffers into a second AVAudioPlayerNode. Keep the engine in realtime mode but prevent playback by setting mainMixerNode.outputVolume = 0. Then install a tap on mainMixerNode to capture the mixed audio without speaker feedback. I tried discon
Topic: Media Technologies SubTopic: Audio Tags:
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Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
I have an orphaned asset folder taking up 9.13GB located at: /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset It contains SimulatorRuntimeAsset version 18.5 (Build 22F77). Active Version: My current Xcode setup is using version 26.2 (Build 23C54). I checked the plist files in the directory and found what seems to be the cause of the issue: The Never Collected Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to NeverCollected: __AssetDefaultGarbageCollectionBehavior NeverCollected The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely. What I Have Tried (All Failed) Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI. S
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Reply to iOS 26.2 Simulator is not available for download
@HenryToti Thanks — that output shows all of Apple's servers are reachable and not blocked at the network or DNS level, which is what I was looking for. Beyond that, we need the requested bug report and sysdiagnose for a much fuller view of the situation. — Ed Ford,  DTS Engineer
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App regularly getting rejected and then approved after appeal
Hi all, my mac app uses the com.apple.security.temporary-exception.apple-events entitlement. Originally the process was that one is allowed to use such an entitlement as long as one filed a bug to request a scripting target that would allow one to move away from it. Now, my app has been approved for years with that entitlement, but every 5th time or so I submit an update, my app gets rejected because I allegedly shouldn't use that entitlement. I then ask for clarification, repeating the statement about why i am using it, and then the app gets silently approved. Is there a better way to handle this? It is super annoying that every couple of updates I get this random delay and have to dispute stuff just to get my update through. The note for the entitlement already describes why I am using it, but it seems that some reviewers just ignore it and then, upon me repeating that note, the app gets approved... I would also be fine getting an official statement that Apple doesn't support my use of the
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690
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