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Reply to HID Device Access / Mode Switch
Is there any way at all to do this on macOS? I'm not sure exactly which APIs you're interacting with and how that translates to the specific failure you're seeing, so I'm going to outline what should work. Give it a try and then we can dig into the specifics of any issue you run into. Getting into the details: You should be using the IOUSBHost Framework, which is the modern framework for interacting with USB devices from user space. I'll assume you already know how to find your target in the IORegistry, but please let me know if you need guidance on that. You should be looking and connecting to the IOUSBHostDevice, NOT the https://developer.apple.com/documentation/iousbhost/iousbhostinterface?language=objc. That gives you full control over the accessory and removes all other drivers, which is what you want for a firmware updater. When you create your host object, you'll need to pass in the IOUSBHostObjectInitOptionsDeviceCapture option. You can also try IOUSBHostObjectInitOptionsDeviceSeize, but I th
Topic: App & System Services SubTopic: Drivers Tags:
1w
SceneKit shader compile and cache issues? :(
I'm making an apple watch game and it's running so smooth and nice while developing but I ran into a showstopping problem that I wouldn't even have noticed until i deleted the app and reinstalled... Every first-run on a freshly installed copy of the game has major frame hitches as it loads assets. Every run after that has ZERO hitches and runs like butter. Even if i install a new version on top of the old one (which is why i never noticed this problem in my almost finished game) it runs smooth. Framerate issues come back if I delete and reinstall. I think it's compiling shaders or caching geometry but I haven't been able to trick it into doing the hard work during non-critical moments in the game. I've tried preloading assets in the main menu, loading at the start of the level, loading and rendering in a tiny part of the screen, rendering behind dialog boxes... it seems no matter what i can only get rid of the frame hitches after the game has been played through on
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Reply to SceneKit shader compile and cache issues? :(
Your diagnosis is correct — this is Metal shader compilation and GPU resource setup. SceneKit compiles pipeline states and uploads textures and geometry buffers lazily the first time a particular combination of geometry, materials, and lighting reaches the GPU. SceneKit caches the compiled results to disk, which is why every subsequent launch is smooth and why installing over an existing copy doesn't trigger the problem. If you want to confirm this, you can profile a first-launch run in Instruments using the Metal System Trace template — you'll see pipeline state compilation happening on the GPU timeline right at the moments the frame hitches occur. But based on what you're describing (first install hitches, smooth after that, returns after delete/reinstall) this is almost certainly what's happening. In watchOS, the tools available for prewarming are limited. SCNRenderer (which offers offscreen rendering and snapshots) is not available in watchOS. What you do have are the prepare methods on the SCNSc
Topic: Graphics & Games SubTopic: SceneKit Tags:
1w
HCE not working in Testflight Builds
We have enabled the Host Card Emulation (HCE) capability for our app and successfully implemented and tested the functionality during development. When running the app directly from Xcode, HCE-related flows work as expected. However, we are observing different behavior in the distributed build. In particular, the following check consistently evaluates to false: guard await CardSession.isEligible else { return } After distributing the app via TestFlight, HCE functionality is not available for external testers. The CardSession.isEligible property always returns false, even when tested on supported devices and in supported regions. We are using the same bundle identifier for both development and distribution builds, and the provisioning profiles include the required capability. Could you please clarify the following: Are there any additional entitlements, approvals, or configuration steps required for HCE to function in TestFlight or distribution builds? Are there known region, device, or account-relate
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Reply to HCE not working in Testflight Builds
TestFlight distribution and testers have the same requirements as your end users who would be downloading your app from the App Store. This means the testers will have to be: physically be in the EEA logged on to their phones with an iCloud account based in the EEA As explained in the documentation HCE-based contactless NFC transactions for apps in the European Economic Area (EEA), if you have testers outside the EEA, you cannot use TestFlight builds. Testing requirements Apple has developed a solution which allows HCE Developers to develop and test HCE Payment Apps outside the EEA. The new solution allows development and testing on a device through known and well-used means such as Xcode and provisioning of profiles used for testing on devices within a developer’s organization. Developers will be able to have up to 100 test devices outside the EEA. To test HCE-based contactless transactions, you’ll need to test with an iPhone and NFC hardware. CardSession requires the presence of an NFC reader, which isn’t s
1w
Reply to SystemLanguageModel.Adapter leaks ~100MB of irrecoverable APFS disk space per call
Thanks for confirming this! A follow-up question: when you say specific to command line tools, what is the distinction exactly? My CLI (hunch) is a Swift executable compiled with swiftc, no app bundle, no NSApplication. Each invocation is a new process that loads the adapter, runs one inference, and exits. Is the difference that: App bundles (.app with NSApplication) store adapter caches in a different location that gets cleaned up on termination? Or is there a cleanup callback tied to the app lifecycle (applicationWillTerminate, etc.) that CLI tools never trigger? Would wrapping the same code in a minimal .app bundle avoid the issue?
1w
Reply to How to reset user preference for crypto token kit access
My main goal was to use Authentication Services but it requires the device to be managed via mobile device management. For non-managed devices, I was looking to create an extension that all apps on the device can talk to silently using CTK for tokens in the CTK host app's possession. In iOS, with the sandbox restrictions, as you pointed out, only apps hosting their extensions can talk to it via XPC. iOS26 introduced some APIs in extensionKit to add an interactive view for users. I was hoping, as a developer I can control the messaging in the consent prompt that shows up when an app tries to access tokens using CTK the first time. The best path would be to open up XPC communication across apps using extensionKit in iOS but that is Apple's decision to make :) Or remove the device management prequisite to use Single-sign on extension in Authentication Services.
Topic: Privacy & Security SubTopic: General Tags:
1w
I made the payment for Apple Developer Program, but my membership is still not activated
I made the payment for the Apple Developer Program, but my membership is still not activated. On the website, it still said: “Purchase your membership. To continue your enrollment, complete your purchase now.” Since it still showed that message, I thought there might be an error. I clicked “Complete your purchase” again, but then I canceled it because I had already paid before and did not want to be charged twice. Now my membership is still not active, and I am confused about whether my original payment is still being processed or whether I caused a problem by clicking and canceling the purchase flow. I emailed to apple support but still didn't get any answers. Idk what to do.
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Problem removing NSUserTrackingUsageDescription from App Store Connect
Hi, we have an app which used DeviceID to track users. We had implemented ATT and setup our privacy declaration in ASC accordingly. Now in our new version we decided to not track users anymore. We removed NSUserTrackingUsageDescription, removed ATT permission code and submitted the new version. Now, reviewer has complained that our privacy declaration in ASC still says we are tracking users and refused app acceptance. They told us to update the privacy declaration in ASC. We tried to do so, but ASC does not allow us to remove device ID tracking. It is showing a warning that our app still uses NSUserTrackingUsageDescription and in fact that is true for the production version. We are now in a chicken egg problem. We can't change our privacy declaration in ASC because the production version still uses the feature AND we do not get the new version accepted as long as our privacy declaration is not changed. How can we fix that ? Pls advise !
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Reply to NSLocalizedDescription = \"Peer removed pairing information\";
What is it that triggers iOS to show my device as a paired device on the Bluetooth settings screen after it is paired? I have managed to make it appear once or twice and seems to depend on the advertising data and scan response. It looks like I must have the Complete Name in the advertising data (not the scan response) but there is some other switch as well. It is working sporadically for me at the moment. Could someone tell me what the heuristic is?
Topic: App & System Services SubTopic: Hardware Tags:
1w
autologin required inconsistent for virtualization
Hi, I have two issues going on: Creation of macOS VMs requires autologin is enabled: Mon Apr 13 11:27:18 20 anka.log (ankahv) 511: pid 511: installing /Users/veertu/Library/Application Support/Veertu/Anka/img_lib/UniversalMac_15.6.1_24G90_Restore.ipsw... Mon Apr 13 11:27:20 40 anka.log (install) 511: (null): installation failed: Error Domain=VZErrorDomain Code=10007 The virtual machine failed to start. UserInfo={NSLocalizedFailure=An error occurred during installation., NSLocalizedFailureReason=The virtual machine failed to start., NSUnderlyingError=0xca2c0ced0 {Error Domain=VZErrorDomain Code=-9 The virtual machine encountered a security error. UserInfo={NSLocalizedFailure=Unable to access security information., NSLocalizedFailureReason=The virtual machine encountered a security error., NSUnderlyingError=0xca3029320 {Error Domain=NSPOSIXErrorDomain Code=22 Invalid argument UserInfo={NSLocalizedFailureReason=Failed to get current host key., NSUnderlyingError=0xca30292f0 {Error Domain=NSPOSIXErrorDomain Code=2
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1w
Smart card access is blocked in Safari and other WebKit browsers during passkey sign-in when the site offers the “Security Key” option
On macOS 26, when a passkey sign-in flow is started in Safari or another WebKit-based browser (for example, DuckDuckGo browser), smart cards become inaccessible as soon as the password manager selection UI is shown, but only if the website offers “Security Key” as one of the passkey storage/authentication options. At that moment, it appears the system starts polling connected smart cards and does not properly release the transaction/session. As a result, other applications and libraries can no longer communicate with the smart card until the passkey UI is dismissed, and in practice the card may remain unavailable until the passkey sign-in flow is fully completed. This does not happen in Chrome. This does not happen if the website does not offer the “Security Key” option. This does not happen during passkey registration; the issue affects sign-in only. From our investigation, Safari/WebKit appears to open communication with connected smart cards and keep the transaction/session active. Because of that: • our o
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1w
Wrong value for storekit custom purchase link allowed regions entitlement
Greetings fellow devs, After accepting the Alternative Terms Addendum for Apps in the EU and adding the Storekit External Purchases or Offers capability via App Store Connect in our app identifier, the entitlement showing up in xcode is com.apple.developer.storekit.custom-purchase-link.allowed-regions and has the value 'jp'. How can we change the value for that entitlement to 'gr'? We tried changing it in xcode, but we get the error . In Certificates, Identifiers and Profiles in the developer account there is no way to configure that capability. We sent a request to support and they only gave a link to documentation and to the forum here. We have a completed every business agreement requested and we have chosen Greece as the organisation region and the app's availability region wherever possible. We haven't found anywhere that Japan would be chosen to explain the entitlement given. So where can this entitlement about allowed regions be configured? Xcode version is 16.4 and iOS minimum deployments is
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Reply to HID Device Access / Mode Switch
Is there any way at all to do this on macOS? I'm not sure exactly which APIs you're interacting with and how that translates to the specific failure you're seeing, so I'm going to outline what should work. Give it a try and then we can dig into the specifics of any issue you run into. Getting into the details: You should be using the IOUSBHost Framework, which is the modern framework for interacting with USB devices from user space. I'll assume you already know how to find your target in the IORegistry, but please let me know if you need guidance on that. You should be looking and connecting to the IOUSBHostDevice, NOT the https://developer.apple.com/documentation/iousbhost/iousbhostinterface?language=objc. That gives you full control over the accessory and removes all other drivers, which is what you want for a firmware updater. When you create your host object, you'll need to pass in the IOUSBHostObjectInitOptionsDeviceCapture option. You can also try IOUSBHostObjectInitOptionsDeviceSeize, but I th
Topic: App & System Services SubTopic: Drivers Tags:
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1w
SceneKit shader compile and cache issues? :(
I'm making an apple watch game and it's running so smooth and nice while developing but I ran into a showstopping problem that I wouldn't even have noticed until i deleted the app and reinstalled... Every first-run on a freshly installed copy of the game has major frame hitches as it loads assets. Every run after that has ZERO hitches and runs like butter. Even if i install a new version on top of the old one (which is why i never noticed this problem in my almost finished game) it runs smooth. Framerate issues come back if I delete and reinstall. I think it's compiling shaders or caching geometry but I haven't been able to trick it into doing the hard work during non-critical moments in the game. I've tried preloading assets in the main menu, loading at the start of the level, loading and rendering in a tiny part of the screen, rendering behind dialog boxes... it seems no matter what i can only get rid of the frame hitches after the game has been played through on
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126
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1w
Reply to SceneKit shader compile and cache issues? :(
Your diagnosis is correct — this is Metal shader compilation and GPU resource setup. SceneKit compiles pipeline states and uploads textures and geometry buffers lazily the first time a particular combination of geometry, materials, and lighting reaches the GPU. SceneKit caches the compiled results to disk, which is why every subsequent launch is smooth and why installing over an existing copy doesn't trigger the problem. If you want to confirm this, you can profile a first-launch run in Instruments using the Metal System Trace template — you'll see pipeline state compilation happening on the GPU timeline right at the moments the frame hitches occur. But based on what you're describing (first install hitches, smooth after that, returns after delete/reinstall) this is almost certainly what's happening. In watchOS, the tools available for prewarming are limited. SCNRenderer (which offers offscreen rendering and snapshots) is not available in watchOS. What you do have are the prepare methods on the SCNSc
Topic: Graphics & Games SubTopic: SceneKit Tags:
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1w
HCE not working in Testflight Builds
We have enabled the Host Card Emulation (HCE) capability for our app and successfully implemented and tested the functionality during development. When running the app directly from Xcode, HCE-related flows work as expected. However, we are observing different behavior in the distributed build. In particular, the following check consistently evaluates to false: guard await CardSession.isEligible else { return } After distributing the app via TestFlight, HCE functionality is not available for external testers. The CardSession.isEligible property always returns false, even when tested on supported devices and in supported regions. We are using the same bundle identifier for both development and distribution builds, and the provisioning profiles include the required capability. Could you please clarify the following: Are there any additional entitlements, approvals, or configuration steps required for HCE to function in TestFlight or distribution builds? Are there known region, device, or account-relate
Replies
1
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0
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57
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1w
Reply to HCE not working in Testflight Builds
TestFlight distribution and testers have the same requirements as your end users who would be downloading your app from the App Store. This means the testers will have to be: physically be in the EEA logged on to their phones with an iCloud account based in the EEA As explained in the documentation HCE-based contactless NFC transactions for apps in the European Economic Area (EEA), if you have testers outside the EEA, you cannot use TestFlight builds. Testing requirements Apple has developed a solution which allows HCE Developers to develop and test HCE Payment Apps outside the EEA. The new solution allows development and testing on a device through known and well-used means such as Xcode and provisioning of profiles used for testing on devices within a developer’s organization. Developers will be able to have up to 100 test devices outside the EEA. To test HCE-based contactless transactions, you’ll need to test with an iPhone and NFC hardware. CardSession requires the presence of an NFC reader, which isn’t s
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Views
Activity
1w
Reply to SystemLanguageModel.Adapter leaks ~100MB of irrecoverable APFS disk space per call
Thanks for confirming this! A follow-up question: when you say specific to command line tools, what is the distinction exactly? My CLI (hunch) is a Swift executable compiled with swiftc, no app bundle, no NSApplication. Each invocation is a new process that loads the adapter, runs one inference, and exits. Is the difference that: App bundles (.app with NSApplication) store adapter caches in a different location that gets cleaned up on termination? Or is there a cleanup callback tied to the app lifecycle (applicationWillTerminate, etc.) that CLI tools never trigger? Would wrapping the same code in a minimal .app bundle avoid the issue?
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1w
Reply to SystemLanguageModel.Adapter leaks ~100MB of irrecoverable APFS disk space per call
Thanks all for the feedback reports, those were super helpful tracking down the issue! We've identified this is a current bug specific to command line tools. So you will see this adapter memory leak from a CLI on macOS, but not if you load the adapter into a running Swift app.
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Reply to How to reset user preference for crypto token kit access
My main goal was to use Authentication Services but it requires the device to be managed via mobile device management. For non-managed devices, I was looking to create an extension that all apps on the device can talk to silently using CTK for tokens in the CTK host app's possession. In iOS, with the sandbox restrictions, as you pointed out, only apps hosting their extensions can talk to it via XPC. iOS26 introduced some APIs in extensionKit to add an interactive view for users. I was hoping, as a developer I can control the messaging in the consent prompt that shows up when an app tries to access tokens using CTK the first time. The best path would be to open up XPC communication across apps using extensionKit in iOS but that is Apple's decision to make :) Or remove the device management prequisite to use Single-sign on extension in Authentication Services.
Topic: Privacy & Security SubTopic: General Tags:
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1w
I made the payment for Apple Developer Program, but my membership is still not activated
I made the payment for the Apple Developer Program, but my membership is still not activated. On the website, it still said: “Purchase your membership. To continue your enrollment, complete your purchase now.” Since it still showed that message, I thought there might be an error. I clicked “Complete your purchase” again, but then I canceled it because I had already paid before and did not want to be charged twice. Now my membership is still not active, and I am confused about whether my original payment is still being processed or whether I caused a problem by clicking and canceling the purchase flow. I emailed to apple support but still didn't get any answers. Idk what to do.
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4
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0
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109
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1w
Problem removing NSUserTrackingUsageDescription from App Store Connect
Hi, we have an app which used DeviceID to track users. We had implemented ATT and setup our privacy declaration in ASC accordingly. Now in our new version we decided to not track users anymore. We removed NSUserTrackingUsageDescription, removed ATT permission code and submitted the new version. Now, reviewer has complained that our privacy declaration in ASC still says we are tracking users and refused app acceptance. They told us to update the privacy declaration in ASC. We tried to do so, but ASC does not allow us to remove device ID tracking. It is showing a warning that our app still uses NSUserTrackingUsageDescription and in fact that is true for the production version. We are now in a chicken egg problem. We can't change our privacy declaration in ASC because the production version still uses the feature AND we do not get the new version accepted as long as our privacy declaration is not changed. How can we fix that ? Pls advise !
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1
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999
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1w
Reply to NSLocalizedDescription = \"Peer removed pairing information\";
What is it that triggers iOS to show my device as a paired device on the Bluetooth settings screen after it is paired? I have managed to make it appear once or twice and seems to depend on the advertising data and scan response. It looks like I must have the Complete Name in the advertising data (not the scan response) but there is some other switch as well. It is working sporadically for me at the moment. Could someone tell me what the heuristic is?
Topic: App & System Services SubTopic: Hardware Tags:
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1w
autologin required inconsistent for virtualization
Hi, I have two issues going on: Creation of macOS VMs requires autologin is enabled: Mon Apr 13 11:27:18 20 anka.log (ankahv) 511: pid 511: installing /Users/veertu/Library/Application Support/Veertu/Anka/img_lib/UniversalMac_15.6.1_24G90_Restore.ipsw... Mon Apr 13 11:27:20 40 anka.log (install) 511: (null): installation failed: Error Domain=VZErrorDomain Code=10007 The virtual machine failed to start. UserInfo={NSLocalizedFailure=An error occurred during installation., NSLocalizedFailureReason=The virtual machine failed to start., NSUnderlyingError=0xca2c0ced0 {Error Domain=VZErrorDomain Code=-9 The virtual machine encountered a security error. UserInfo={NSLocalizedFailure=Unable to access security information., NSLocalizedFailureReason=The virtual machine encountered a security error., NSUnderlyingError=0xca3029320 {Error Domain=NSPOSIXErrorDomain Code=22 Invalid argument UserInfo={NSLocalizedFailureReason=Failed to get current host key., NSUnderlyingError=0xca30292f0 {Error Domain=NSPOSIXErrorDomain Code=2
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12
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248
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Reply to I made the payment for Apple Developer Program, but my membership is still not activated
I'm going through the same issue. I made the payment on April 12, showing on my credit card, and my account is still pending. It's asking to pay again. I created a ticket on April 13 and I haven't heard anything.
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1w
Smart card access is blocked in Safari and other WebKit browsers during passkey sign-in when the site offers the “Security Key” option
On macOS 26, when a passkey sign-in flow is started in Safari or another WebKit-based browser (for example, DuckDuckGo browser), smart cards become inaccessible as soon as the password manager selection UI is shown, but only if the website offers “Security Key” as one of the passkey storage/authentication options. At that moment, it appears the system starts polling connected smart cards and does not properly release the transaction/session. As a result, other applications and libraries can no longer communicate with the smart card until the passkey UI is dismissed, and in practice the card may remain unavailable until the passkey sign-in flow is fully completed. This does not happen in Chrome. This does not happen if the website does not offer the “Security Key” option. This does not happen during passkey registration; the issue affects sign-in only. From our investigation, Safari/WebKit appears to open communication with connected smart cards and keep the transaction/session active. Because of that: • our o
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1
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0
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486
Activity
1w
Wrong value for storekit custom purchase link allowed regions entitlement
Greetings fellow devs, After accepting the Alternative Terms Addendum for Apps in the EU and adding the Storekit External Purchases or Offers capability via App Store Connect in our app identifier, the entitlement showing up in xcode is com.apple.developer.storekit.custom-purchase-link.allowed-regions and has the value 'jp'. How can we change the value for that entitlement to 'gr'? We tried changing it in xcode, but we get the error . In Certificates, Identifiers and Profiles in the developer account there is no way to configure that capability. We sent a request to support and they only gave a link to documentation and to the forum here. We have a completed every business agreement requested and we have chosen Greece as the organisation region and the app's availability region wherever possible. We haven't found anywhere that Japan would be chosen to explain the entitlement given. So where can this entitlement about allowed regions be configured? Xcode version is 16.4 and iOS minimum deployments is
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143
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1w