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Reply to App Attest – DCAppAttestService.isSupported == false on some devices (~0.23%)
@Engineer Hi Argun, Thanks for the follow-up. Behavior: On affected devices, DCAppAttestService.isSupported appears to be stuck false permanently (not intermittent). Current impact is small (~0.23%), but persistent for those users. Tried: We haven’t yet asked users to restart or delete & reinstall the app. We will do that next and report back. Devices: All affected devices are customer devices; we don’t have any of them on hand. Could you advise what remote logs would be most useful for you? For example: specific Console.app subsystems/keywords to capture (e.g., com.apple.devicecheck, DCAppAttestService), and whether a sysdiagnose from an affected device would help (and which components to focus on). If there are any known system/SEP conditions that can keep isSupported false until a DFU restore, please let us know so we can guide users appropriately. Happy to provide any additional app details you need (Bundle ID / Team ID / build type). Thanks again.
Topic: Privacy & Security SubTopic: General Tags:
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PDFKit Zoom Performance Issue with Many Annotations
Hello, I’m using PDFKit to display PDFs with a large number of annotations. However, when there are many annotations, I’m experiencing serious performance issues while zooming in/out with PDFView. • During pinch zoom, it seems like continuous re-rendering occurs. • Memory usage spikes dramatically while zooming, then drops back down repeatedly. • As a result, zooming feels laggy and not smooth. What I’d like to achieve is the following: 1. Prevent unnecessary re-rendering while zooming is in progress. 2. Trigger a single re-render only once the zoom gesture ends (e.g., in scrollViewDidEndZooming). 3. At the very least, avoid the memory spikes during zoom. Is there any way to control how annotations are re-drawn during zooming in PDFKit, or to throttle/debounce rendering so it happens only after the gesture completes? I’d really appreciate any advice from others who have encountered similar issues, or guidance from Apple on the recommended approach. Thanks in advance!
Topic: UI Frameworks SubTopic: UIKit Tags:
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Reply to XCode 26.0.1/iOS 26 unable to mark class as ObservableObject
Just so we’re clear, ObservableObject isn’t part of Observation but part of Combine. I tried this out here in my office: Using Xcode 26.0.1, I created a new project from the macOS > Command Line Tool template. I changed main.swift to this code: import Combine class XYZ: ObservableObject { } I chose Product > Build and it compiled just fine. I’m not sure what’s going on in your case but it’s clearly context dependent. My advice is that you repeat the above steps to see if you can get the basics working. After that you can then explore why your original project is behaving differently from this test project. [quote='802686021, Gatti, /thread/802686, /profile/Gatti'] after updating to 26.0.1 [/quote] Upgrading from what? Xcode 26.0? Or Xcode 16.4? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Apple Pay JS API - applePayCapabilities no longer working
We’ve noticed that the ApplePaySession.applePayCapabilities() check has stopped working correctly in Safari over the past couple of days. Behavior observed: 1.) In Safari Private Window, paymentCredentialStatus behaves as expected and case 1 is triggered. 2.) In a normal Safari window, it always triggers case 3 (paymentCredentialsUnavailable), even when the user has active cards provisioned in Wallet. We tested across multiple devices, and the behavior is consistent. if (window.ApplePaySession) { var merchantIdentifier = 'YOUR MERCHANT IDENTIFIER'; var promise = ApplePaySession.applePayCapabilities(merchantIdentifier); promise.then(function(capabilities) { switch (capabilities.paymentCredentialStatus) { case paymentCredentialsAvailable: // Show Apple Pay button as primary option case paymentCredentialStatusUnknown: // Offer Apple Pay case paymentCredentialsUnavailable: // Consider showing Apple Pay button case applePayUnsupported: // Don’t show Apple Pay button } }) } This
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How to handle required @relationship optionals in SwiftData CloudKit?
Hi all, As you know, when using SwiftData Cloudkit, all relationships are required to be optional. In my app, which is a list app, I have a model class Project that contains an array of Subproject model objects. A Subproject also contains an array of another type of model class and this chain goes on and on. In this type of pattern, it becomes really taxxing to handle the optionals the correct way, i.e. unwrap them as late as possible and display an error to the user if unable to. It seems like most developers don't even bother, they just wrap the array in a computed property that returns an empty array if nil. I'm just wondering what is the recommended way by Apple to handle these optionals. I'm not really familiar with how the CloudKit backend works, but if you have a simple list app that only saves to the users private iCloud, can I just handwave the optionals like so many do? Is it only big data apps that need to worry? Or should we always strive to handle them the correct way? If that's the case
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iTunes Search API no longer returning explicit results?
My app has been using the iTunes Search API (itunes.apple.com/search) for a few years now, but at some point over the last week or so (late Sept. 2025) it is no longer returning track results with explicit content, regardless of whether I provide explicit=Yes (which is the default anyway, according to the API documentation - https://performance-partners.apple.com/search-api). Has anyone else experienced this with this API and have you figured out a workaround? FYI, I do also use the more robust Apple Music API in another part of my app, which isn't going through this issue, so I know it's technically an alternative. I just need to stick with iTunes Search API in this particular case. Thanks.
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Multiple-frames BlendShape (failed) Animation in Reality Composer Pro
Goal: To render in an apple vision pro app, the solid-mechanics 3D simulation results coming form an FEA code. Starting point: I have surface vtks with deformations on each node. Each time step has a a mesh with the nodal coordinates. This is straighforward translatable to a usd MeshSequence. Unfortunately, the results cannot be simplified to a scaling o linear transformation as you would do with other game-oriented animations. Tools: Right now, I am using Xcode and reality composer pro (RCP) to build the scenes. Technical limitations: I am aware that RCP can do animations with BlendMesh and skeletons and that MeshSequence is not a problem. Progress: Coverting to the sequence of vtk meshes to a usd MeshSequence is straighforward. This animates correctly in Preview and Blender (see screenshot). I managed to convert from MeshSequence to multiple keys and BlendMesh. This also animates correctly in Blender and preview. Unfortunately, the BlendMesh of multiple blended meshes shows a zero animation time in
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xcodebuild -exportLocalizations Fails Due to Cross-Platform Dependencies
I'm working on a large multi-platform iOS project (iOS, iPadOS, watchOS, tvOS, visionOS) and have successfully migrated from legacy .strings files to modern String Catalogs (.xcstrings). However, I'm unable to export localizations using xcodebuild -exportLocalizations due to cross-platform framework dependency issues. (Note: I did have AI help me write this question, so apologies in advance for any errors) Project Structure Main iOS/iPad app with multiple extensions watchOS companion app tvOS app visionOS app 49 .xcstrings files successfully migrated across all targets Uses Swift Package Manager for modularization The Problem When attempting to export localizations using xcodebuild -exportLocalizations, the build fails because it tries to build all targets across all platforms, including watchOS targets that depend on third-party xcframeworks that don't include watchOS slices: xcodebuild -exportLocalizations -project MyProject.xcodeproj -scheme MyApp -localizationPath ./export -configuration Debug Error:
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Reply to Safe areas ignored after navigating a WebView/WebPage back in a NavigationStack
Are you able to reproduce this problem using the following sample? https://github.com/WebKit/WebKit/blob/cb619a3e3f54e69f1b46d36645b46606f9d12c9c/Tools/SwiftBrowser/Source/Views/ContentView.swift#L29 If you are then our engineering teams need to investigate this issue, as resolution may involve changes to Apple's software. Please file a bug report, include a small Xcode project and some directions that can be used to reproduce the problem, and post the Feedback number here once you do. If you post the Feedback number here I'll check the status next time I do a sweep of forums posts where I've suggested bug reports. If you're not familiar with how to file enhancement requests, take a look at Bug Reporting: How and Why?
Topic: Safari & Web SubTopic: General Tags:
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Apple Pay pre-auth: how to not show hold amount (gas-station style) for usage-based rentals?
We’re building a usage-based rental flow. The final charge is only known after the session ends (like gas pumps). We want the same Apple Pay UX that gas stations like at a gas station has: the user does not see a pre-authorization amount up front; they only see “approved” and later the final posted amount on the statement. What we observe (gas stations / desired UX) When paying at gas station with Apple Pay (card-present), the user confirms their card (double-tap) but no pre-auth amount is shown in Wallet/notification UI. The small notification is from the bank (not the merchant) and shows only bank + merchant name, no total. After fueling ends, the final amount appears on the statement from the merchant. What happens in our flow (current behavior) Platform: Apple Pay via Stripe (Apple Pay on the Web with QR → mobile Safari Wallet sheet). When a user confirms payment, the pre-authorization amount is shown immediately to the user (appears like a charge from the user’s perspe
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