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DTiPhoneSimulatorErrorDomain Code 2

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Reply to DesktopServicesHelper appears to delete or unlink the source file before the ESF auth event deadline is reached, rather than waiting for the full deadline window.
We are seeing this behaviour even with mounted disk images. We will test with AFP server also. We are not seeing this behaviour when we copy using cp or mv terminal commands or any other application. It’s certainly due to some changes in DesktopServicesHelper on macOS Tahoe which triggers file deletion if it takes more than 5 seconds to transfer. We have tried with less than 5 seconds like 4.5 sec or 4.9 seconds and it works as expected. Interesting. I spent some time looking at our code today and, while I wasn't able to find the specific change, there were a number of operation timeouts added to the copy architecture as part of resolving a number of hangs and other issues. None of them exactly match what you're describing, but the Finder's copy implementation is sufficiently complex that it's likely that I simply missed something. A few different comments: I should have asked this earlier, but what's the auth event you’re actually blocking and are you sure it's something you SHOULD be blocking? Nota
Topic: App & System Services SubTopic: Core OS Tags:
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NSPathControl -setURL: crash on macOS Tahoe
I received the following crash: Thread 0 Crashed: libsystem_kernel.dylib __pthread_kill + 8 libsystem_pthread.dylib pthread_kill + 296 (pthread.c:1721) libsystem_c.dylib abort + 124 (abort.c:122) libc++abi.dylib __abort_message + 132 (abort_message.cpp:66) libc++abi.dylib demangling_terminate_handler() + 304 (cxa_default_handlers.cpp:76) libobjc.A.dylib _objc_terminate() + 156 (objc-exception.mm:496) libc++abi.dylib std::__terminate(void (*)()) + 16 (cxa_handlers.cpp:59) libc++abi.dylib __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 88 (cxa_exception.cpp:152) libc++abi.dylib __cxa_throw + 92 (cxa_exception.cpp:299) libobjc.A.dylib objc_exception_throw + 448 (objc-exception.mm:385) Foundation -[NSConcreteMutableAttributedString initWithString:] + 268 (NSAttributedString.m:1049) CloudDocs -[BRCloudPathComponentDisplayMetadata initWithDisplayName:suffix:url:icon:] + 180 (BRCloudPathComponentDisplayMetadata.m:75) CloudDocs -[NSURL(BRCloudPathComponent) br_pathComponentDisplayMetadataWithOptions:]_block_
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Reply to Building a Full Space app that enables sharing a visionOS experience with nearby users.
Hey @sadaotokuyama, It is technically possible to implement the described experience, however, AVPlaybackCoordinator synchronizes the timing of a single AVPlayer object across devices. In your use case you will need to perform the synchronization across multiple AVPlayer objects yourself. Review Synchronizing data during a SharePlay activity to understand how to accomplish this. Consider sending synchronization timing messages frequently as unreliable so that each user sees the same content, however, when a video starts or stops playing due to user interaction use the reliable delivery mode. The supportsGroupImmersiveSpace flag ensures entities with identical transforms appear in the same relative location for all participants, including both nearby and remote participants. For more information please review Configure your visionOS app for sharing with people nearby. Nearby participants appear naturally via passthrough. Nearby participants do not need to register a spatial Persona. You can share with someone
Topic: Spatial Computing SubTopic: General Tags:
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Building a Full Space app that enables sharing a visionOS experience with nearby users.
Hello, I am currently considering developing a Full Space app that enables a shared visionOS experience with nearby users. Intended Features A Mixed Full Space app in which dozens of 3D models are placed in the space. These 3D models may play embedded animations when tapped, be programmatically moved or rotated, or be controlled via Reality Composer Pro timelines. The app also includes audio, spatial audio, videos with audio, and videos without audio, which are rendered as VideoTextures on planes and played back in the space. Some media elements play automatically, while others are triggered by user interaction. However, it is unclear whether AVPlaybackCoordinator supports shared playback across multiple types of media, such as: audio only spatial audio video without audio video with audio I am also unsure whether there are alternative or recommended approaches for synchronizing playback in this scenario. Questions Is it technically possible to implement the experience described above using visionOS? Are ther
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Reply to Activating a Container App from a Custom Keyboard Extension to Enable Continuous Voice Input While Preserving the Original Typing Context
I see the community bringing this up from time to time, and so would like to take this chance to hopefully get it sorted. For the clarify of the discussion, I'd split this question into three parts: Does App Review guideline allow a keyboard extension to launch its container app? If yes, is there any API to do so? Is there any API for the container app to bring the host app back to the foreground? The first part is about App Review policy, and so only the App Review team has the final answer, but looking into the App Review Guideline, you can see the following related to keyboard extensions: 4.4.1 Keyboard extensions have some additional rules. ... They must not: Launch other apps besides Settings; Here the guideline uses other apps, rather than simply apps or any app. I believe that means to say that launching the container app is allowed. To make sure my understanding is correct, I've reached out my App Review colleague, and they've confirmed that launching the container app from a keyboard extension (to do
Topic: App & System Services SubTopic: General Tags:
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Following up on Feedback Assistant reports
I have filed 27 bug reports against macOS using Feedback Assistant and none have had any sort of follow-up. I'm wondering if anyone at Apple looks at these reports? A few of these involve accessibility features that are not working (for example: speak announcements doesn't work -- and yes, my feedback is much more detailed than doesn't work). I would have thought issues with accessibility would be a high priority for Apple to fix quickly. Another report is that Grapher uses black text on dark gray making it very difficult to see the formula you enter. This should be a one-line code fix. These two, and 25 other bug reports have seemingly been ignored. Several of these reports indicate more than 10 similar reports, yet go unfixed. Leading me back to my opening question -- does anyone at Apple read these reports? I'd like to think I'm helping Apple to deliver a more perfect product but I feel like I'm wasting my time writing detailed bug reports. Is there another way to bring these to Apple's a
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Reply to init(), .onAppear and .onChange(of: scenePhase) Not Working when Opening App After Being Quitted
Below is compilable code: struct ContentView: View { var body: some View { Text(Text) .onAppear() { print(test) } } } test is printed in the console after a new build, and when I go to the Home Screen and return to the app, but if I swipe up from the bottom, and then swipe up from the menu of apps to close the app, it does not print upon opening the app again. What would be an example of code that does run under the circumstance of fully quitting the app and opening it again?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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iOS Simulators Fail Download
I've been going through different fixes for a few weeks and nothing seems to work. Prior to updating everything to iOS 26 and OS 26, everything worked normally except for the predictive code which wouldn't download. Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = 2026-01-02 23:41:12 +0000; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 49 User Info: { checkConfiguration = 1; } System Information macOS Version 26.0 (Build 25A354) Xcode 26.2 (24553) (Build 17C52) Timestamp: 2026-01-02T16:41:12-07:00 What I've Tried Cleared caches Restarted my machine Reinstalled Xcode Installed
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When trying to run SwiftUI previews, it fails with "SimulatorShutdownUnexpectedlyError - Simulator was shutdown during an update"
My main app target builds fine and can run on Simulator without issue. Whenever I try to run a Preview, I get this error: == DATE: Monday, November 3, 2025 at 2:52:23 PM Pacific Standard Time 2025-11-03T22:52:23Z == PREVIEW UPDATE ERROR: SimulatorShutdownUnexpectedlyError: Simulator was shutdown during an update Simulator [F85A5AF1-F52C-4662-AFCD-762F87AF537D] failed to boot and may have crashed. This seems like it started happening after updating to MacOS 26. I've tried reinstalling all Simulators, tried on Xcode 26, deleted derived data, restarted Xcode and my Mac several times. What other troubleshooting steps can I take?
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Reply to Unable to download iOS simulator runtime 26.x on Xcode
Thanks for your post. It appears that you are experiencing difficulties downloading the iOS 26 simulator runtime, which is hindering your ability to compile and test your code. Are you utilizing the most recent version of Xcode from the App Store? The versions on your log file show that you are. The issue seems to be related to a network connection. As it seems can dns com.apple.MobileAsset.iOSSimulatorRuntime? Please ensure that your network connection is stable and that there are no firewalls or network settings obstructing access to Apple’s servers. The error messages indicate a failure to establish a connection to a host, which may be attributed to network-related issues. Although your setup appears compatible, it is advisable to verify that macOS 26.1 and Xcode 26.2 are fully updated. Occasionally, point updates can resolve unforeseen issues with downloads or simulator installations. Attempt restarting your router, modem, and Mac to eliminate any temporary network glitches that may be interferin
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Too large clock size on iOS 26 Lock Screen.
The clock on the lock screen is too big. This is very noticeable on the serif font, the maximum size goes beyond the frame, and rests on the frame of the phone display. (Screenshot 1 & Screenshot 3) This is especially evident if you use the enlarged interface (using the Large Text function), here the time goes completely out of the frame and conflicts with the frame of the phone screen. (Screenshot 2 & Screenshot 4)
Topic: Design SubTopic: General Tags:
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RealityKit / visionOS – Memory not released after dismissing ImmersiveSpace with USDZ models
Hi everyone, I’m encountering a memory overflow issue in my visionOS app and I’d like to confirm if this is expected behavior or if I’m missing something in cleanup. App Context The app showcases apartments in real scale using AR. Apartments are heavy USDZ models (hundreds of thousands of triangles, high-resolution textures). Users can walk inside the apartments, and performance is good even close to hardware limits. Flow The app starts in a full immersive space (RealityView) for selecting the apartment. When an apartment is selected, a new ImmersiveSpace opens and the apartment scene loads. The scene includes multiple USDZ models, EnvironmentResources, and dynamic textures for skyboxes. When the user dismisses the experience, we attempt cleanup: Nulling out all entity references. Removing ModelComponents. Clearing cached textures and skyboxes. Forcing dictionaries/collections to empty. Despite this cleanup, memory usage remains very high. Problem After dismissing the ImmersiveSpace, memory does not return to
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iOS React Native: Can two WebRTC stacks (Wazo & Jitsi) share media?
Hi everyone, I’m building a React Native iOS app where I’m integrating Wazo (native WebRTC) and Jitsi (WebView / WebRTC). Use case: Wazo is used to maintain a background call session (mainly signaling + audio keep-alive). Jitsi is used in the foreground for video calls. Problem: When Jitsi starts, it takes control of the microphone and camera. The Wazo call disconnects after ~5 minutes (likely due to media / audio session conflict). Even if Wazo audio/video is muted or tracks are disabled, the session still drops. My questions: Is it officially supported or recommended to run two WebRTC stacks (Wazo + Jitsi) simultaneously on iOS? Can Wazo stay connected without active audio/video tracks while Jitsi uses mic/camera? Is there a way to release Wazo media streams temporarily (but keep signaling alive) while Jitsi is loading or active? Are there any AVAudioSession / background mode limitations on iOS that make this impossible by design? If this is not supported, what is the recommended architecture (sing
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