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“show when run”

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Reply to Keyboard greyed issue
Your screenshot seems to show that the keyboard window was disabled, which may happen when your app has multiple windows (UIWindow) with a higher window level (windowLevel). You can do a quick check if that is your case. Other than that, as my colleague mentioned, it will be very helpful if you can provide a minimal project that demonstrates the issue. Best, —— Ziqiao Chen  Worldwide Developer Relations.
Topic: UI Frameworks SubTopic: UIKit Tags:
2w
Reply to HomeKit support on MacOS
HomeKit is an outlier in that it’s supported on the Mac but only for Mac Catalyst apps. FYI, while the sample project Interacting with a home automation network does not include a specific Mac Catalyst destination, the project can easily be updated to include it. You'll get one build error in its tapAddAccessory method, but that error is because Mac Catalyst does not include addAndSetupAccessories. You can clear that error by simply deleting that code, after which the sample will build and run fine. As a side note, this sample is VERY useful as a general development helper, particularly when run on the Mac. It shows you the full HomeKit layout and configuration of every accessory in the target home, which makes it easier to figure out how an accessory is configured and controlled. It also lets you see that raw configuration at the same time your app is interacting with it, which can help investigating and debugging any issues. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: Hardware Tags:
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HomeKit support on MacOS
I am currently developing an app for MacOS that needs to control HomeKit devices like lights. However, it seems like MacOS is supported on the official documentation, but not when I try to create an app ID on developer.apple.com. On the link https://developer.apple.com/apple-home/, MacOS is clearly showed as supported for MacOS. But when I try to create an app ID, it shows that it is only compatible for iOS, VisionOS and WatchOS. Could this be clarified? Best regards, orangeidle25
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Reply to Blending walk and run animations in RealityKit
Hi Michael, Thank you for quick reply. Yes both animation share the same skeleton. Here are the steps that I followed; I have added T-Pose style rabbit entity to my scene I created an Animation Library and added RabbitWalk and RabbitRun animations respectively. I loaded those animations like entity.availableAnimations[0] & entity.availableAnimations[1] but I have the same error. I then created a new Timeline for the Rabbit entity Create a separate 'Walk' animation and make it recursive. Create a separate 'Run' animation and make it recursive as well. Then I loaded those last 2 animation to my blend animation function but I have the same problem again. Here is the RCP project. Am I missing something? Regards.
Topic: Graphics & Games SubTopic: RealityKit Tags:
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EASession(accessory:forProtocol:) always returns nil — MFI accessory iAP2
EASession(accessory:forProtocol:) always returns nil — MFI accessory iAP2 Platform: iOS 17+ | Hardware: Custom MFI-certified accessory (USB-C, iAP2) | Language: Swift Problem We have a custom MFI-certified accessory communicating over USB-C using ExternalAccessory. The app calls EASession(accessory:forProtocol:) after receiving EAAccessoryDidConnect but it always returns nil. We never get past session creation. What we have verified We captured a sysdiagnose on-device and analysed the accessoryd-packets log. The full iAP2 handshake completes successfully at the OS level: USB attach succeeds MFI auth certificate is present and Apple-issued Auth challenge and response complete successfully IdentificationInformation is accepted by iOS — protocol string and Team ID are correct EAAccessoryDidConnect fires as expected iOS sends StartExternalAccessoryProtocolSession — the OS-level session is established So the hardware, MFI auth, protocol string, and Team ID are all correct. Despite this, EASession(accessory:forProt
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iOS 26: Interactive sheet dismissal causes layout hitch in underlying SwiftUI view
I’ve been investigating a noticeable animation hitch when interactively dismissing a sheet over a SwiftUI screen with moderate complexity. This was not the case on iOS 18, so I’m curious if others are seeing the same on iOS 26 or have found any mitigations. When dismissing a sheet via the swipe gesture, there’s a visible hitch right after lift-off. The hitch comes from layout work in the underlying view (behind the sheet) The duration scales with the complexity of that view (e.g. number of TextFields/layout nodes) The animation for programmatic dismiss (e.g. tapping a “Done” button) is smooth, although it hangs for a similar amount of time before dismissing, so it appears that the underlying work still happens. SwiftUI is not reevaluating the body during this (validated with Self._printChanges()), so that is not the cause. Using Instruments, the hitch shows up as a layout spike on the main thread: 54ms UIView layoutSublayersOfLayer 54ms └─ _UIHostingView.layoutSubviews 38ms └─ SwiftUI.ViewGraph.updat
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Reply to Blending walk and run animations in RealityKit
Hey @WishGrantingFactory, This error occurs because your walk and run animations are loaded from two separate entities. Even if both USDZ files use the same skeleton, each Entity load creates its own animation timeline — and BlendTreeAnimation requires all sources to share the same timeline. Can you author your content so that both animations exist on a single entity? Attach both animation clips to one entity in Reality Composer Pro so they both appear in rabbit.availableAnimations. Then you can build the blend tree from that shared source. Let me know if this helps. Thanks, Michael
Topic: Graphics & Games SubTopic: RealityKit Tags:
2w
Kernel panic when using fclonefileat from ES
Hi, I am developing instant snapshot backup solution for macOS using Endpoint Security. We have stumbled upon a Kernel Panic when using fclonefileat API. We are catching a kernel panic on customer machines when attempting to clone the file during ES sync callback: panic(cpu 0 caller 0xfffffe002c495508): apfs_io_lock_exclusive : Recursive exclusive lock attempt @fs_utils.c:435 I have symbolized the backtrace to know it is related to clone operation with the following backtrace: apfs_io_lock_exclusive apfs_clone_internal apfs_vnop_clonefile I made a minimal repro that boils down to the following operations: apfs_crash_stress - launch thread to do rsrc writes static void *rsrc_write_worker(void *arg) { int id = (int)(long)arg; char buf[8192]; long n = 0; fill_pattern(buf, sizeof(buf), 'W' + id); while (n < ITERATION_LIMIT) { int file_idx = n % NUM_SOURCE_FILES; int fd = open(g_src_rsrc[file_idx], O_WRONLY | O_CREAT, 0644); if (fd >= 0) { off_t off = ((n * 4096) % RSRC_DATA_SIZE); pwrite(fd, buf, sizeof(buf
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Live Activity creates successfully but never displays on lock screen or Dynamic Island ( iOS 26.4.1, Xcode 26.4)
Environment: Xcode 26.4 (17E192) iOS 26.4.1 iPhone 15 Pro Project uses PBXFileSystemSynchronizedRootGroup (Xcode 26 format) Setup: Widget Extension target named ModusWidgetExtension Bundle ID: com.calvin.Modus.ModusWidget NSSupportsLiveActivities = YES in both main app and widget extension Info.plist Live Activities enabled in Settings → Modus Live Activities enabled in Settings → Face ID & Passcode → Allow Access When Locked Background App Refresh enabled Push Notifications capability on both targets ActivityAttributes struct added to both targets via file target membership Behaviour: ActivityAuthorizationInfo().areActivitiesEnabled returns true Activity.request() succeeds and returns a valid activity ID No error is thrown Nothing appears on lock screen or Dynamic Island in foreground or background Widget preview in Xcode renders correctly for all presentations (compact, minimal, expanded, lock screen) Console output from liveactivitiesd filtered logs: Foreground process is permitted to update activity X
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SwiftData property marked ephemeral getting persisted in CloudKit
Am I misunderstanding the expected behavior here, or is there a bug in the behavior of @Attribute(.ephemeral) tagged SwiftData model properties? The documentation for .ephemeral says Track changes to this property but do not persist. I started using .ephemeral because @Transient was inhibiting SwiftUI from reacting to changes to the property through @Observable. I am updating the value of my @Attribute(.ephemeral) property about once a second and I am seeing corresponding console log output showing the property as part of the generated CKRecord object. I then confirmed in the CloudKit dev portal that the .ephemeral property was added to the Record schema and contains real values. The behavior seems as though the .ephemeral property is being completely ignored. This is observed in a new Xcode project using SwiftData with CloudKit, Xcode 16.2, macOS 15.3.1 and during Build & Run testing on physical devices.
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Reply to Does Review team have a right to demand video?
@Tomato, I should mention that I already provided them a video, voluntarily, showing my app on my watch via screen sharing. So the fact they demand more is a sign of a shark strategy. They feel my desire to comply (blood) and attack with endless requirements. If I agree they'd demand another video with different equipment, and so on and so forth. Another problem is fully practical. The video requires Apple Watch + equipment (e.g. Mac Book) + camera. I simply can't do it in a good enough quality with my two hands. I need to hire a professional for that which is hard for an Individual Developer. Much easier would be reject and reapply hoping for a different reviewer. And finally I would note that I have competitors who perform worse than HeartBLE and I doubt any of them was forced to make a video. The real problem which blows their mind is the monetization. I selected the XX-day Trial + non-consumable model. Just wanted to give it a try, get some experience. Turns out reviewers hate it (or simply not f
2w
Reply to A new coder wanting to learn
[quote='884303022, ParinK124, /thread/822456?answerId=884303022#884303022, /profile/ParinK124'] it is a bit slow. [/quote] Which bit? The Swift Playground app? Or your code running within the Swift Playground app? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
2w
Reply to Port forwarding with VZVmnetNetworkDeviceAttachment
[quote='822658021, rbmanian75, /thread/822658, /profile/rbmanian75'] Is there anything i am doing wrong? [/quote] It’s hard to say without more context. Specifically: What network have you assigned to the interface? Has the guest successfully acquired an IP address? Does that IP address match the IP address you’re passing in here (ipAddr)? What value as you using for guestPort? Are you sure that the guest is listening on the port? If you run a command on the guest to connect to it’s IP address and port (so ipAddr and guestPort), does that go through? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: Core OS Tags:
2w
Calling SecKeychainUnlock with a locked keychain and an invalid password returns errSecSuccess on macOS 26.4
Hi, In the app I’m working on, we rely on SecKeychainUnlock to verify that a password can be used to unlock the login keychain. When macOS 26.4 rolled out, we started getting bug reports that led me to a discovery that makes me think SecKeychainUnlock behavior was changed. I’m going to illustrate my findings with a sample code: #include #include #include #include #include #pragma clang diagnostic ignored -Wdeprecated-declarations int main(void) { char password[100]; printf(password: ); scanf(%s, password); struct passwd *home = getpwuid(getuid()); if (!(home && home->pw_dir)) return 1; char path[1024]; strcat(path, home->pw_dir); strcat(path, /Library/Keychains/login.keychain-db); SecKeychainRef keychain = NULL; OSStatus result = SecKeychainOpen(path, &keychain); if (result != errSecSuccess) { fprintf(stderr, SecKeychainOpen failed (error %d)n, result); return 1; } SecKeychainStatus status = 0; result = SecKeychainGetStatus(keychain, &status); if (result != errSecSuccess) { fprintf(
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Reply to Keyboard greyed issue
Your screenshot seems to show that the keyboard window was disabled, which may happen when your app has multiple windows (UIWindow) with a higher window level (windowLevel). You can do a quick check if that is your case. Other than that, as my colleague mentioned, it will be very helpful if you can provide a minimal project that demonstrates the issue. Best, —— Ziqiao Chen  Worldwide Developer Relations.
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
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Views
Activity
2w
Reply to HomeKit support on MacOS
HomeKit is an outlier in that it’s supported on the Mac but only for Mac Catalyst apps. FYI, while the sample project Interacting with a home automation network does not include a specific Mac Catalyst destination, the project can easily be updated to include it. You'll get one build error in its tapAddAccessory method, but that error is because Mac Catalyst does not include addAndSetupAccessories. You can clear that error by simply deleting that code, after which the sample will build and run fine. As a side note, this sample is VERY useful as a general development helper, particularly when run on the Mac. It shows you the full HomeKit layout and configuration of every accessory in the target home, which makes it easier to figure out how an accessory is configured and controlled. It also lets you see that raw configuration at the same time your app is interacting with it, which can help investigating and debugging any issues. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: Hardware Tags:
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2w
HomeKit support on MacOS
I am currently developing an app for MacOS that needs to control HomeKit devices like lights. However, it seems like MacOS is supported on the official documentation, but not when I try to create an app ID on developer.apple.com. On the link https://developer.apple.com/apple-home/, MacOS is clearly showed as supported for MacOS. But when I try to create an app ID, it shows that it is only compatible for iOS, VisionOS and WatchOS. Could this be clarified? Best regards, orangeidle25
Replies
2
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0
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190
Activity
2w
Reply to Blending walk and run animations in RealityKit
Hi Michael, Thank you for quick reply. Yes both animation share the same skeleton. Here are the steps that I followed; I have added T-Pose style rabbit entity to my scene I created an Animation Library and added RabbitWalk and RabbitRun animations respectively. I loaded those animations like entity.availableAnimations[0] & entity.availableAnimations[1] but I have the same error. I then created a new Timeline for the Rabbit entity Create a separate 'Walk' animation and make it recursive. Create a separate 'Run' animation and make it recursive as well. Then I loaded those last 2 animation to my blend animation function but I have the same problem again. Here is the RCP project. Am I missing something? Regards.
Topic: Graphics & Games SubTopic: RealityKit Tags:
Replies
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Views
Activity
2w
EASession(accessory:forProtocol:) always returns nil — MFI accessory iAP2
EASession(accessory:forProtocol:) always returns nil — MFI accessory iAP2 Platform: iOS 17+ | Hardware: Custom MFI-certified accessory (USB-C, iAP2) | Language: Swift Problem We have a custom MFI-certified accessory communicating over USB-C using ExternalAccessory. The app calls EASession(accessory:forProtocol:) after receiving EAAccessoryDidConnect but it always returns nil. We never get past session creation. What we have verified We captured a sysdiagnose on-device and analysed the accessoryd-packets log. The full iAP2 handshake completes successfully at the OS level: USB attach succeeds MFI auth certificate is present and Apple-issued Auth challenge and response complete successfully IdentificationInformation is accepted by iOS — protocol string and Team ID are correct EAAccessoryDidConnect fires as expected iOS sends StartExternalAccessoryProtocolSession — the OS-level session is established So the hardware, MFI auth, protocol string, and Team ID are all correct. Despite this, EASession(accessory:forProt
Replies
8
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0
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448
Activity
2w
iOS 26: Interactive sheet dismissal causes layout hitch in underlying SwiftUI view
I’ve been investigating a noticeable animation hitch when interactively dismissing a sheet over a SwiftUI screen with moderate complexity. This was not the case on iOS 18, so I’m curious if others are seeing the same on iOS 26 or have found any mitigations. When dismissing a sheet via the swipe gesture, there’s a visible hitch right after lift-off. The hitch comes from layout work in the underlying view (behind the sheet) The duration scales with the complexity of that view (e.g. number of TextFields/layout nodes) The animation for programmatic dismiss (e.g. tapping a “Done” button) is smooth, although it hangs for a similar amount of time before dismissing, so it appears that the underlying work still happens. SwiftUI is not reevaluating the body during this (validated with Self._printChanges()), so that is not the cause. Using Instruments, the hitch shows up as a layout spike on the main thread: 54ms UIView layoutSublayersOfLayer 54ms └─ _UIHostingView.layoutSubviews 38ms └─ SwiftUI.ViewGraph.updat
Replies
1
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0
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197
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2w
Reply to Blending walk and run animations in RealityKit
Hey @WishGrantingFactory, This error occurs because your walk and run animations are loaded from two separate entities. Even if both USDZ files use the same skeleton, each Entity load creates its own animation timeline — and BlendTreeAnimation requires all sources to share the same timeline. Can you author your content so that both animations exist on a single entity? Attach both animation clips to one entity in Reality Composer Pro so they both appear in rabbit.availableAnimations. Then you can build the blend tree from that shared source. Let me know if this helps. Thanks, Michael
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Detect hardware keyboard with SwiftUI
In an application we are developing, we would like to show a (non-interactable) textfield when a hardware keyboard is connected to the iPad. Therefore my question: Using SwiftUI, is it possible to detect the presence of a hardware keyboard and store that state inside a boolean like isHardwareKeyboardConnected?
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1
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0
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147
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2w
Kernel panic when using fclonefileat from ES
Hi, I am developing instant snapshot backup solution for macOS using Endpoint Security. We have stumbled upon a Kernel Panic when using fclonefileat API. We are catching a kernel panic on customer machines when attempting to clone the file during ES sync callback: panic(cpu 0 caller 0xfffffe002c495508): apfs_io_lock_exclusive : Recursive exclusive lock attempt @fs_utils.c:435 I have symbolized the backtrace to know it is related to clone operation with the following backtrace: apfs_io_lock_exclusive apfs_clone_internal apfs_vnop_clonefile I made a minimal repro that boils down to the following operations: apfs_crash_stress - launch thread to do rsrc writes static void *rsrc_write_worker(void *arg) { int id = (int)(long)arg; char buf[8192]; long n = 0; fill_pattern(buf, sizeof(buf), 'W' + id); while (n < ITERATION_LIMIT) { int file_idx = n % NUM_SOURCE_FILES; int fd = open(g_src_rsrc[file_idx], O_WRONLY | O_CREAT, 0644); if (fd >= 0) { off_t off = ((n * 4096) % RSRC_DATA_SIZE); pwrite(fd, buf, sizeof(buf
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5
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0
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194
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2w
Live Activity creates successfully but never displays on lock screen or Dynamic Island ( iOS 26.4.1, Xcode 26.4)
Environment: Xcode 26.4 (17E192) iOS 26.4.1 iPhone 15 Pro Project uses PBXFileSystemSynchronizedRootGroup (Xcode 26 format) Setup: Widget Extension target named ModusWidgetExtension Bundle ID: com.calvin.Modus.ModusWidget NSSupportsLiveActivities = YES in both main app and widget extension Info.plist Live Activities enabled in Settings → Modus Live Activities enabled in Settings → Face ID & Passcode → Allow Access When Locked Background App Refresh enabled Push Notifications capability on both targets ActivityAttributes struct added to both targets via file target membership Behaviour: ActivityAuthorizationInfo().areActivitiesEnabled returns true Activity.request() succeeds and returns a valid activity ID No error is thrown Nothing appears on lock screen or Dynamic Island in foreground or background Widget preview in Xcode renders correctly for all presentations (compact, minimal, expanded, lock screen) Console output from liveactivitiesd filtered logs: Foreground process is permitted to update activity X
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1
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115
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2w
SwiftData property marked ephemeral getting persisted in CloudKit
Am I misunderstanding the expected behavior here, or is there a bug in the behavior of @Attribute(.ephemeral) tagged SwiftData model properties? The documentation for .ephemeral says Track changes to this property but do not persist. I started using .ephemeral because @Transient was inhibiting SwiftUI from reacting to changes to the property through @Observable. I am updating the value of my @Attribute(.ephemeral) property about once a second and I am seeing corresponding console log output showing the property as part of the generated CKRecord object. I then confirmed in the CloudKit dev portal that the .ephemeral property was added to the Record schema and contains real values. The behavior seems as though the .ephemeral property is being completely ignored. This is observed in a new Xcode project using SwiftData with CloudKit, Xcode 16.2, macOS 15.3.1 and during Build & Run testing on physical devices.
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3
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896
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2w
Reply to Does Review team have a right to demand video?
@Tomato, I should mention that I already provided them a video, voluntarily, showing my app on my watch via screen sharing. So the fact they demand more is a sign of a shark strategy. They feel my desire to comply (blood) and attack with endless requirements. If I agree they'd demand another video with different equipment, and so on and so forth. Another problem is fully practical. The video requires Apple Watch + equipment (e.g. Mac Book) + camera. I simply can't do it in a good enough quality with my two hands. I need to hire a professional for that which is hard for an Individual Developer. Much easier would be reject and reapply hoping for a different reviewer. And finally I would note that I have competitors who perform worse than HeartBLE and I doubt any of them was forced to make a video. The real problem which blows their mind is the monetization. I selected the XX-day Trial + non-consumable model. Just wanted to give it a try, get some experience. Turns out reviewers hate it (or simply not f
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Views
Activity
2w
Reply to A new coder wanting to learn
[quote='884303022, ParinK124, /thread/822456?answerId=884303022#884303022, /profile/ParinK124'] it is a bit slow. [/quote] Which bit? The Swift Playground app? Or your code running within the Swift Playground app? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Reply to Port forwarding with VZVmnetNetworkDeviceAttachment
[quote='822658021, rbmanian75, /thread/822658, /profile/rbmanian75'] Is there anything i am doing wrong? [/quote] It’s hard to say without more context. Specifically: What network have you assigned to the interface? Has the guest successfully acquired an IP address? Does that IP address match the IP address you’re passing in here (ipAddr)? What value as you using for guestPort? Are you sure that the guest is listening on the port? If you run a command on the guest to connect to it’s IP address and port (so ipAddr and guestPort), does that go through? 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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Calling SecKeychainUnlock with a locked keychain and an invalid password returns errSecSuccess on macOS 26.4
Hi, In the app I’m working on, we rely on SecKeychainUnlock to verify that a password can be used to unlock the login keychain. When macOS 26.4 rolled out, we started getting bug reports that led me to a discovery that makes me think SecKeychainUnlock behavior was changed. I’m going to illustrate my findings with a sample code: #include #include #include #include #include #pragma clang diagnostic ignored -Wdeprecated-declarations int main(void) { char password[100]; printf(password: ); scanf(%s, password); struct passwd *home = getpwuid(getuid()); if (!(home && home->pw_dir)) return 1; char path[1024]; strcat(path, home->pw_dir); strcat(path, /Library/Keychains/login.keychain-db); SecKeychainRef keychain = NULL; OSStatus result = SecKeychainOpen(path, &keychain); if (result != errSecSuccess) { fprintf(stderr, SecKeychainOpen failed (error %d)n, result); return 1; } SecKeychainStatus status = 0; result = SecKeychainGetStatus(keychain, &status); if (result != errSecSuccess) { fprintf(
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