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“iPhone 16 pro”

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Reply to When I compile my app I get a funny link error on libsystem_kernel.dylib`__pthread_kill:
I added @main to the AppDelegate and the situation changed; now I have: libswiftCore.dylib`swift_willThrow: -> 0x181cb27ec <+0>: pacibsp 0x181cb27f0 <+4>: str x19, [sp, #-0x20]! 0x181cb27f4 <+8>: stp x29, x30, [sp, #0x10] 0x181cb27f8 <+12>: add x29, sp, #0x10 0x181cb27fc <+16>: adrp x8, 429908 0x181cb2800 <+20>: add x8, x8, #0x660 ; _swift_willThrow 0x181cb2804 <+24>: ldapr x8, [x8] 0x181cb2808 <+28>: cbnz x8, 0x181cb2818 ; <+44> 0x181cb280c <+32>: ldp x29, x30, [sp, #0x10] 0x181cb2810 <+36>: ldr x19, [sp], #0x20 0x181cb2814 <+40>: retab 0x181cb2818 <+44>: mov x0, x21 0x181cb281c <+48>: mov x19, x21 0x181cb2820 <+52>: blraaz x8 0x181cb2824 <+56>: mov x21, x19 0x181cb2828 <+60>: b 0x181cb280c ; <+32>
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Reply to When I compile my app I get a funny link error on libsystem_kernel.dylib`__pthread_kill:
Ok, I clarify myself a bit. There seems the code lacks an entry point, from another part of the crash log: iPuja`abort_could_not_find_entry_point___debug_dylib: 0x102ab1440 <+0>: stp x29, x30, [sp, #-0x10]! 0x102ab1444 <+4>: mov x29, sp 0x102ab1448 <+8>: bl 0x102ab1620 ; symbol stub for: abort Then it seems it keeps on finding a entry point until it crashes. iPuja`getDebugDylibEntryPoint: 0x102ab05d4 <+0>: sub sp, sp, #0x70 0x102ab05d8 <+4>: stp x26, x25, [sp, #0x20] 0x102ab05dc <+8>: stp x24, x23, [sp, #0x30] 0x102ab05e0 <+12>: stp x22, x21, [sp, #0x40] 0x102ab05e4 <+16>: stp x20, x19, [sp, #0x50] 0x102ab05e8 <+20>: stp x29, x30, [sp, #0x60] 0x102ab05ec <+24>: add x29, sp, #0x60 0x102ab05f0 <+28>: adrp x8, 8 0x102ab05f4 <+32>: ldr x8, [x8, #0x8] 0x102ab05f8 <+36>: ldr x8, [x8] 0x102ab05fc <+40>: str x8, [sp, #0x18] 0x102ab0600 <+44>: adrp x24, 12 0x102ab0604 <+48>: ldrb w8, [x24] 0x102ab0608 <+52>:
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App Stuck in “Waiting for Review” for Over 2 Weeks (Since Feb 20)
Hello everyone, I am an iOS developer based in South Korea, and I’m currently experiencing an unusual App Store review delay that I have not been able to resolve through the normal support channels. My app has been stuck in “Waiting for Review” for more than two weeks, and there has been no progress at all during this time. It has not moved to “In Review”, and I have not received any rejection message or request for additional information from the App Review team. App Information Platform: iOS App Name: WOOTA Apple ID: 6759412826 Status: Waiting for Review Submission Date: February 20, 2026 Developer Account Region: South Korea What I Have Already Tried: I have already attempted the following steps: Submitted an inquiry via App Store Connect → Contact Us → App Review Received a response from Developer Support saying they understand my concern and that they contacted the review team However, since then there have been no updates at all. The app status remains “Waiting for Review”, and there are no messages in
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Mac App Review Sudden Delays?
We are an App Developer for past 16 years so have seen a lot happen with App Review over the years (even back when 2 month review times were the norm). However, we have all come to expect app review to take only 48 hours typically. We submitted several macOS Tahoe updates in Feb all approved within 24 to 48 hours, but 2 updates submitted on 25th Feb are stuck in 'waiting for review'. Very strange indeed and checking this forum, it seems many other devs are having the same issue, but from way earlier than us. Is this a known issue currently? I suspect their are different app review queues by region and maybe even app category and popularity of the app, but even accounting for all that, this is unusual. There seems to be no logic to which apps are approved same day vs those kept stuck in 'waiting for review'.
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[HELP] Xcode unable to connect to multiple devices, stuck on "Connecting to 's iPhone"
Hello, I've been searching online for ways to remedy this issue for the past 3 days and this is my last resort. The Issue Build on device fails to connect to the device. The prompt will permanently be stuck loading in that screen. Finder is able to connect to the device, just that Xcode is unable to. Xcode does prompt for passcode on the device, and I have entered it accordingly. I note that i AM on VPN, but even disabling VPN and turning off Wifi does not fix the issue. This was working until several days ago. Not sure what the issue is. Fixes Attempted Tried with a different cable, and USB ports Tried with different devices (multiple devices both iPad and iPhone has the same issue) Turn Off and On developer mode on devices. Clear Trusted Computers on devices. Updating both devices to the latest iOS version. Quitting Xcode Clearing derived cache Restarting Macbook Updating to the latest iOS version on Macbook Reinstalling Xcode toggling signing certificates I was trying other fixes like pkill usbmux
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On M4 macmini, Xcode 26 cannot debug iOS 12 on iPhone 6
As stated in the title, my device is M4 macmini, running macOS 26, with Xcode version 26.1. The error message is : retrying debugserver without secure proxy due to error: Error Domain=com.apple.dtdevicekit Code=811 UserInfo={NSUnderlyingError=0xc42b07930 {Error Domain=com.apple.dt.MobileDeviceErrorDomain Code=-402653150 UserInfo={MobileDeviceErrorCode=, com.apple.dtdevicekit.stacktrace=, DVTRadarComponentKey=261622, NSLocalizedDescription=}}, NSLocalizedRecoverySuggestion=Please check your connection to your device., DVTRadarComponentKey=261622, NSLocalizedDescription=}, the official documentation does state that debugging is supported for devices running at least iOS 15. However, my 2019 MacBook Pro, with macOS 15.7.2 and Xcode 26.1 installed, can debug iOS 12 devices normally. The product manager has asked me to identify the issue, but I am at a loss. If anyone can provide a solution or confirm that support for iOS 12 is no longer available, we would be very grateful. Additionally, iOS 13 devices c
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Reply to Frequent providerDidReset Callbacks in Production
We're seeing a high rate of providerDidReset callbacks in production across a large user base (iOS 16, 17, 18, and 26). How frequent is frequent? The documentation states that providerDidReset signals the provider has been reset and all calls should be considered terminated. Should we be calling CXProvider.invalidate() on the old instance before creating a new one? Or is assigning a new CXProvider to cxProvider (which releases the old instance) sufficient? My recommendation would be that you destroy all existing call infrastructure (both CXProvider and all other CallKit crashes), call invalidate as well, then recreate a new CXProvider and recreate all other call infrastructure. Having said that, the EXACT details of that process generally don't matter all that much. All existing CallKit objects will be non-functional; most VoIP apps don't persist long enough that issues like small amounts of leaked memory actually become relevant. What could be causing providerDidReset to fire so frequently, and how
Topic: App & System Services SubTopic: Core OS Tags:
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Frequent providerDidReset Callbacks in Production
Hello, We're seeing a high rate of providerDidReset callbacks in production across a large user base (iOS 16, 17, 18, and 26). I'd like to understand both the correct way to handle this delegate method and strategies to reduce its frequency. Background The callback occurs across all iOS versions we support and is not isolated to a specific device or region. The callback can occur in any app state (foreground, background, inactive), however it is most dominant in the background state — particularly during VoIP push notification handling. The callback is more prevalent during long app sessions — for example, when the app has been running continuously for a day or overnight. We do not call CXProvider.invalidate() anywhere in our codebase explicitly. After providerDidReset fires, subsequent transactions fail with CXErrorCodeRequestTransactionErrorUnknownCallUUID (error code 4). Re-initializing the provider via initializeProvider() resolves this error. Our Implementation We use a singleton proxy class (Ca
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Not precise scroll in XCTest
I'm working on UI automation tests using XCUITest for an iOS application (iPhone). My goal is to programmatically scroll a view by a very precise number of pixels (e.g., exactly 500 points down). I understand the scroll(byDeltaX:deltaY:) method is not supported on iPhone, so I'm using the coordinate-based drag method as an alternative. Specifically, I am using XCUICoordinate.press(forDuration:thenDragTo:withVelocity:thenHoldForDuration:) to simulate a drag gesture. I calculate a start and end coordinate with a specific vertical offset in points, expecting the view to scroll by that exact amount. However, I'm observing that the resulting scroll offset is not perfectly accurate. There's a consistent error of several pixels, making the scroll amount unpredictable for precise test assertions. Is there a known limitation to the accuracy of coordinate-based dragging for simulating programmatic scrolling? Are there any alternative methods or best practices within XCUITest to achieve a more reliable
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Reply to SecurityAgent taking focus for plugin in macOS 26.1
We're seeing this same behavior in our enterprise environment and have been able to isolate it to a specific mechanism in SecurityAgent's launch sequence. Environment: macOS Tahoe 26.3 MDM-managed Macs (Jamf Pro) Non-admin user accounts Admin By Request 5.2.0 (authorization plugin: AbrAuth) What we found: We built a lightweight detection tool using NSWorkspace activation notifications and a CGEvent tap to catch the moment focus shifts, then captured unified logs (±5 seconds around each event) filtered to the authorization subsystem, process lifecycle, and WindowServer. The logs show a consistent chain: A LaunchDaemon (mdmclient, JamfDaemon, or AssetSonar in our case) requests system.privilege.admin authd evaluates the right and walks the authorization plugin chain SecurityAgent spawns to host the plugin evaluation (AbrAuth:invoke) SecurityAgent registers with WindowServer (SLSSetFrontProcessWithInfo with window=0) Focus transfers to SecurityAgent — despite no window being displayed The authorization
Topic: Privacy & Security SubTopic: General Tags:
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SpriteKit framerate drop on iOS 26.0
Hello, I have noticed a performance drop on SpriteKit-based projects running on iOS 26.0 (23A341). Below is a SpriteKit scene used to test framerate on different devices: import SpriteKit import SwiftUI class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let roundedSquare = SKShapeNode(rectOf: CGSize(width: 150, height: 75), cornerRadius: 12) roundedSquare.fillColor = .systemRed roundedSquare.strokeColor = .black roundedSquare.lineWidth = 3 addChild(roundedSquare) let action = SKAction.rotate(byAngle: .pi, duration: 1) roundedSquare.run(.repeatForever(action)) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } #Preview { BareboneSceneView() } The scene is very simple, yet framerate drops to ~40 fps as shown by the Metal HUD. Tested on: iPhone 13, iOS 26.0: framerate drops to 40 fps. Sometimes it run
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App Clips Causing CPSErrorDomain error 2 on Non App Clip URLs
Unexpected behavior encountered when scanning NFC tags. Imagine a link shortener web service where users can create lots of different URLs that are hosted on the same domain eg, https://short.com/unique-path The service has optional App Clip capability -- users can select any of their links and have the service create an App Clip for the selected link(s). Users can encode their URLs into NFC tags and have their customers scan NFC tags. Let's take just two URLs for example: https://short.com/foo https://short.com/bar The /foo link does have an App Clip associated with it while /bar does not have it. Each link has been encoded into appropriate NFC tag. Expected behavior when scanning from an iPhone: /foo -- shows an App Clip popup. /bar -- shows a Open in Safari default notification. What's actually happening /foo -- opens App Clip poput with correct metadata (title, subtitle, image) which is totally expected behavior. /bar (the one that doesn't have app clip associated with it) -- opens an App-Clip-li
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Reply to When I compile my app I get a funny link error on libsystem_kernel.dylib`__pthread_kill:
I added @main to the AppDelegate and the situation changed; now I have: libswiftCore.dylib`swift_willThrow: -> 0x181cb27ec <+0>: pacibsp 0x181cb27f0 <+4>: str x19, [sp, #-0x20]! 0x181cb27f4 <+8>: stp x29, x30, [sp, #0x10] 0x181cb27f8 <+12>: add x29, sp, #0x10 0x181cb27fc <+16>: adrp x8, 429908 0x181cb2800 <+20>: add x8, x8, #0x660 ; _swift_willThrow 0x181cb2804 <+24>: ldapr x8, [x8] 0x181cb2808 <+28>: cbnz x8, 0x181cb2818 ; <+44> 0x181cb280c <+32>: ldp x29, x30, [sp, #0x10] 0x181cb2810 <+36>: ldr x19, [sp], #0x20 0x181cb2814 <+40>: retab 0x181cb2818 <+44>: mov x0, x21 0x181cb281c <+48>: mov x19, x21 0x181cb2820 <+52>: blraaz x8 0x181cb2824 <+56>: mov x21, x19 0x181cb2828 <+60>: b 0x181cb280c ; <+32>
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Reply to When I compile my app I get a funny link error on libsystem_kernel.dylib`__pthread_kill:
Ok, I clarify myself a bit. There seems the code lacks an entry point, from another part of the crash log: iPuja`abort_could_not_find_entry_point___debug_dylib: 0x102ab1440 <+0>: stp x29, x30, [sp, #-0x10]! 0x102ab1444 <+4>: mov x29, sp 0x102ab1448 <+8>: bl 0x102ab1620 ; symbol stub for: abort Then it seems it keeps on finding a entry point until it crashes. iPuja`getDebugDylibEntryPoint: 0x102ab05d4 <+0>: sub sp, sp, #0x70 0x102ab05d8 <+4>: stp x26, x25, [sp, #0x20] 0x102ab05dc <+8>: stp x24, x23, [sp, #0x30] 0x102ab05e0 <+12>: stp x22, x21, [sp, #0x40] 0x102ab05e4 <+16>: stp x20, x19, [sp, #0x50] 0x102ab05e8 <+20>: stp x29, x30, [sp, #0x60] 0x102ab05ec <+24>: add x29, sp, #0x60 0x102ab05f0 <+28>: adrp x8, 8 0x102ab05f4 <+32>: ldr x8, [x8, #0x8] 0x102ab05f8 <+36>: ldr x8, [x8] 0x102ab05fc <+40>: str x8, [sp, #0x18] 0x102ab0600 <+44>: adrp x24, 12 0x102ab0604 <+48>: ldrb w8, [x24] 0x102ab0608 <+52>:
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App Stuck in “Waiting for Review” for Over 2 Weeks (Since Feb 20)
Hello everyone, I am an iOS developer based in South Korea, and I’m currently experiencing an unusual App Store review delay that I have not been able to resolve through the normal support channels. My app has been stuck in “Waiting for Review” for more than two weeks, and there has been no progress at all during this time. It has not moved to “In Review”, and I have not received any rejection message or request for additional information from the App Review team. App Information Platform: iOS App Name: WOOTA Apple ID: 6759412826 Status: Waiting for Review Submission Date: February 20, 2026 Developer Account Region: South Korea What I Have Already Tried: I have already attempted the following steps: Submitted an inquiry via App Store Connect → Contact Us → App Review Received a response from Developer Support saying they understand my concern and that they contacted the review team However, since then there have been no updates at all. The app status remains “Waiting for Review”, and there are no messages in
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2
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0
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142
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4w
Mac App Review Sudden Delays?
We are an App Developer for past 16 years so have seen a lot happen with App Review over the years (even back when 2 month review times were the norm). However, we have all come to expect app review to take only 48 hours typically. We submitted several macOS Tahoe updates in Feb all approved within 24 to 48 hours, but 2 updates submitted on 25th Feb are stuck in 'waiting for review'. Very strange indeed and checking this forum, it seems many other devs are having the same issue, but from way earlier than us. Is this a known issue currently? I suspect their are different app review queues by region and maybe even app category and popularity of the app, but even accounting for all that, this is unusual. There seems to be no logic to which apps are approved same day vs those kept stuck in 'waiting for review'.
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4
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132
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[HELP] Xcode unable to connect to multiple devices, stuck on "Connecting to 's iPhone"
Hello, I've been searching online for ways to remedy this issue for the past 3 days and this is my last resort. The Issue Build on device fails to connect to the device. The prompt will permanently be stuck loading in that screen. Finder is able to connect to the device, just that Xcode is unable to. Xcode does prompt for passcode on the device, and I have entered it accordingly. I note that i AM on VPN, but even disabling VPN and turning off Wifi does not fix the issue. This was working until several days ago. Not sure what the issue is. Fixes Attempted Tried with a different cable, and USB ports Tried with different devices (multiple devices both iPad and iPhone has the same issue) Turn Off and On developer mode on devices. Clear Trusted Computers on devices. Updating both devices to the latest iOS version. Quitting Xcode Clearing derived cache Restarting Macbook Updating to the latest iOS version on Macbook Reinstalling Xcode toggling signing certificates I was trying other fixes like pkill usbmux
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1
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57
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On M4 macmini, Xcode 26 cannot debug iOS 12 on iPhone 6
As stated in the title, my device is M4 macmini, running macOS 26, with Xcode version 26.1. The error message is : retrying debugserver without secure proxy due to error: Error Domain=com.apple.dtdevicekit Code=811 UserInfo={NSUnderlyingError=0xc42b07930 {Error Domain=com.apple.dt.MobileDeviceErrorDomain Code=-402653150 UserInfo={MobileDeviceErrorCode=, com.apple.dtdevicekit.stacktrace=, DVTRadarComponentKey=261622, NSLocalizedDescription=}}, NSLocalizedRecoverySuggestion=Please check your connection to your device., DVTRadarComponentKey=261622, NSLocalizedDescription=}, the official documentation does state that debugging is supported for devices running at least iOS 15. However, my 2019 MacBook Pro, with macOS 15.7.2 and Xcode 26.1 installed, can debug iOS 12 devices normally. The product manager has asked me to identify the issue, but I am at a loss. If anyone can provide a solution or confirm that support for iOS 12 is no longer available, we would be very grateful. Additionally, iOS 13 devices c
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127
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Reply to On M4 macmini, Xcode 26 cannot debug iOS 12 on iPhone 6
Hi, has this problem been resolved? I've encountered the same issue with debugging on iPhone 6P(iOS12.4.4), but the error messages aren't exactly the same. https://developer.apple.com/forums/thread/817661
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Reply to Frequent providerDidReset Callbacks in Production
We're seeing a high rate of providerDidReset callbacks in production across a large user base (iOS 16, 17, 18, and 26). How frequent is frequent? The documentation states that providerDidReset signals the provider has been reset and all calls should be considered terminated. Should we be calling CXProvider.invalidate() on the old instance before creating a new one? Or is assigning a new CXProvider to cxProvider (which releases the old instance) sufficient? My recommendation would be that you destroy all existing call infrastructure (both CXProvider and all other CallKit crashes), call invalidate as well, then recreate a new CXProvider and recreate all other call infrastructure. Having said that, the EXACT details of that process generally don't matter all that much. All existing CallKit objects will be non-functional; most VoIP apps don't persist long enough that issues like small amounts of leaked memory actually become relevant. What could be causing providerDidReset to fire so frequently, and how
Topic: App & System Services SubTopic: Core OS Tags:
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Frequent providerDidReset Callbacks in Production
Hello, We're seeing a high rate of providerDidReset callbacks in production across a large user base (iOS 16, 17, 18, and 26). I'd like to understand both the correct way to handle this delegate method and strategies to reduce its frequency. Background The callback occurs across all iOS versions we support and is not isolated to a specific device or region. The callback can occur in any app state (foreground, background, inactive), however it is most dominant in the background state — particularly during VoIP push notification handling. The callback is more prevalent during long app sessions — for example, when the app has been running continuously for a day or overnight. We do not call CXProvider.invalidate() anywhere in our codebase explicitly. After providerDidReset fires, subsequent transactions fail with CXErrorCodeRequestTransactionErrorUnknownCallUUID (error code 4). Re-initializing the provider via initializeProvider() resolves this error. Our Implementation We use a singleton proxy class (Ca
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1
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146
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4w
Not precise scroll in XCTest
I'm working on UI automation tests using XCUITest for an iOS application (iPhone). My goal is to programmatically scroll a view by a very precise number of pixels (e.g., exactly 500 points down). I understand the scroll(byDeltaX:deltaY:) method is not supported on iPhone, so I'm using the coordinate-based drag method as an alternative. Specifically, I am using XCUICoordinate.press(forDuration:thenDragTo:withVelocity:thenHoldForDuration:) to simulate a drag gesture. I calculate a start and end coordinate with a specific vertical offset in points, expecting the view to scroll by that exact amount. However, I'm observing that the resulting scroll offset is not perfectly accurate. There's a consistent error of several pixels, making the scroll amount unpredictable for precise test assertions. Is there a known limitation to the accuracy of coordinate-based dragging for simulating programmatic scrolling? Are there any alternative methods or best practices within XCUITest to achieve a more reliable
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1
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126
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Reply to SecurityAgent taking focus for plugin in macOS 26.1
We're seeing this same behavior in our enterprise environment and have been able to isolate it to a specific mechanism in SecurityAgent's launch sequence. Environment: macOS Tahoe 26.3 MDM-managed Macs (Jamf Pro) Non-admin user accounts Admin By Request 5.2.0 (authorization plugin: AbrAuth) What we found: We built a lightweight detection tool using NSWorkspace activation notifications and a CGEvent tap to catch the moment focus shifts, then captured unified logs (±5 seconds around each event) filtered to the authorization subsystem, process lifecycle, and WindowServer. The logs show a consistent chain: A LaunchDaemon (mdmclient, JamfDaemon, or AssetSonar in our case) requests system.privilege.admin authd evaluates the right and walks the authorization plugin chain SecurityAgent spawns to host the plugin evaluation (AbrAuth:invoke) SecurityAgent registers with WindowServer (SLSSetFrontProcessWithInfo with window=0) Focus transfers to SecurityAgent — despite no window being displayed The authorization
Topic: Privacy & Security SubTopic: General Tags:
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Reply to macOS 26.4 Dev Beta 2 Install Fails
Am seeing similar behavior with 26.4 Dev Beta 3. M3 Pro MacBook Pro. Safe Mode has worked now for 26.4 Dev Betas 2 and 3. I have also disconnected external devices, save power.
Topic: Community SubTopic: Apple Developers Tags:
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SpriteKit framerate drop on iOS 26.0
Hello, I have noticed a performance drop on SpriteKit-based projects running on iOS 26.0 (23A341). Below is a SpriteKit scene used to test framerate on different devices: import SpriteKit import SwiftUI class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let roundedSquare = SKShapeNode(rectOf: CGSize(width: 150, height: 75), cornerRadius: 12) roundedSquare.fillColor = .systemRed roundedSquare.strokeColor = .black roundedSquare.lineWidth = 3 addChild(roundedSquare) let action = SKAction.rotate(byAngle: .pi, duration: 1) roundedSquare.run(.repeatForever(action)) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } #Preview { BareboneSceneView() } The scene is very simple, yet framerate drops to ~40 fps as shown by the Metal HUD. Tested on: iPhone 13, iOS 26.0: framerate drops to 40 fps. Sometimes it run
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Reply to SpriteKit framerate drop on iOS 26.0
I'm developing a game using SpriteKit and I also see this behavior. Running on iPhone XS with iOS 18.7.5 I get 60 FPS non-stop. When running on iPhone 16e on iOS 26.3 I can see stuttering/hiccups when interacting with the screen (more noticeable on taps than swipes).
Topic: Graphics & Games SubTopic: SpriteKit Tags:
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App Clips Causing CPSErrorDomain error 2 on Non App Clip URLs
Unexpected behavior encountered when scanning NFC tags. Imagine a link shortener web service where users can create lots of different URLs that are hosted on the same domain eg, https://short.com/unique-path The service has optional App Clip capability -- users can select any of their links and have the service create an App Clip for the selected link(s). Users can encode their URLs into NFC tags and have their customers scan NFC tags. Let's take just two URLs for example: https://short.com/foo https://short.com/bar The /foo link does have an App Clip associated with it while /bar does not have it. Each link has been encoded into appropriate NFC tag. Expected behavior when scanning from an iPhone: /foo -- shows an App Clip popup. /bar -- shows a Open in Safari default notification. What's actually happening /foo -- opens App Clip poput with correct metadata (title, subtitle, image) which is totally expected behavior. /bar (the one that doesn't have app clip associated with it) -- opens an App-Clip-li
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