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iPadOS 17.7.7

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Reply to M4 iPadOS stuck at Apple Logo on reboot.
I had the same problem with my M2 iPad Air, and ChatGPT told me to do this instantly worked. but you have to follow the instructions Yes — here’s the clean, repeatable fix for an iPad stuck in a reboot loop (Apple logo → restarts → logo again). Start at Step 1 and only move on if it doesn’t work. ⸻ Step 1 — Force restart (fastest, safest) This fixes temporary system crashes. If your iPad has Face ID (no Home button): 1. Quickly press Volume Up → release 2. Quickly press Volume Down → release 3. Press and HOLD Power 4. Keep holding until you see the Apple logo, then let go If your iPad has a Home button: 1. Hold Home + Power together 2. Keep holding until the Apple logo appears 👉 If it boots normally, you’re done. ⸻ Step 2 — Recovery Mode (most common real fix) Use this if it keeps looping. What you need • A Mac or Windows PC • A cable • Finder (Mac) or iTunes (Windows / older macOS) Steps 1. Connect iPad to the computer 2. Force-restart but DO NOT release when the Apple logo appears 3. Keep holding until you
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Reply to Non-consumable IAP app rejected: Pro auto-unlocked for pre-1.0.5 paid users, App Review asks for expired subscription account
Follow-up / Update Update: New rejection – “Unlock Pro not responsive” on iPad, cannot reproduce locally I wanted to provide an update, as the app was rejected again after addressing the previous feedback. New rejection details Apple now reports the following issue: Guideline 2.1 – Performance – App Completeness Bug description: “Unlock Pro is not responsive” Steps to reproduce (per review): Tap “Unlock Pro” No action occurs Review device: iPad Air (5th generation) OS: iPadOS 26.2.1 This is confusing because: The app works correctly on my devices I tested the full purchase flow successfully: on physical iPhone in the iOS Simulator even on an iPad simulator The StoreKit purchase sheet appears as expected when tapping “Unlock Pro” I followed Apple’s advice to: uninstall previous versions reinstall fresh test upgrade paths I still cannot reproduce a state where tapping “Unlock Pro” does nothing. Important technical detail (possible cause) Looking closer at my implementation, I realized there is a silent
Topic: App & System Services SubTopic: StoreKit Tags:
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Reply to screenshot on iOS26
Hello junichi7, I'm happy to have helped you find a working solution! Just one more suggestion about your code- since your app is for iPadOS, it is not recommended for you to fetch the first window of the first window scene and assume it is the current window scene. Because users might be running multiple instances of your app, with potentially multiple windows open for each instance (even if your app doesn't explicitly support multiple scenes), you want to think beyond the very first window scene of the app instance. Rather, it is more useful to consider where is your window scene in the view hierarchy. You would do this by fetching the context of the view relevant to your code- in this case, the view you would like to screenshot. That context is vital for your code to understand which UIWindowScene or UIScreen it is related to. With that context, you can then get the window scene via view.window.windowScene or a similar property. For example, if your app has a presenter layer that calls captureScre
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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DriverKit USB: CreateInterfaceIterator returns empty on iPadOS for vendor-class device
I'm developing a DriverKit USB driver for iPadOS that needs to communicate with a vendor-class USB device (bInterfaceClass = 0xFF) as I need to communicate with a USB device using a custom protocol over IOUSBHostPipe for bulk transfers. Current Configuration: Info.plist: IOProviderClass = IOUSBHostDevice Device: bDeviceClass = 0, bInterfaceClass = 0xFF (vendor-specific) What Works: Driver matches and loads successfully Start_Impl() executes device->Open() succeeds device->SetConfiguration() succeeds The Problem: uintptr_t iterRef = 0; kern_return_t ret = device->CreateInterfaceIterator(&iterRef); Result: ret = kIOReturnSuccess (0x0), but iterRef = 0 (empty iterator) What I've Tried: Matching IOUSBHostInterface directly - Driver is loaded, but extension never executed Current approach (IOUSBHostDevice) - Driver extension loads and starts, but CreateInterfaceIterator returns empty Question: Does iPadOS allow third-party DriverKit extensions to access vendor-class (0xFF) USB device
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Reply to DriverKit USB: CreateInterfaceIterator returns empty on iPadOS for vendor-class device
I'm developing a DriverKit USB driver for iPadOS. So, my first and strongest recommendation is that you shift your development environment from iPadOS to macOS, even if you never intend to ship on macOS. I have a more extended post on this here, but the basic summary is that, in my experience, the higher friction, lower visibility, and lack of critical investigator tools [1] on iPadOS mean that you'll end up wasting far more time trying to figure out “what’s happening on iPadOS than you saved by not getting a minimal macOS implementation working. [1] In particular, I consider IORegistryExplorer to be an absolutely critical tool for driver developers. See this forum post for download instructions and general guidance on using it. That leads to here: Does iPadOS allow third-party DriverKit extensions to access vendor-class (0xFF) USB devices? That is, in iPadOS, is there a way for a third-party DriverKit extension to access IOUSBHostInterface objects for ven
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WebView Exit fullscreen issue on iPadOS
This demonstrates an issue with SwiftUI's WebView on iPadOS. To repro, testing on iPad Simulator OS 26.2, macOS 26.2, Xcode 26.2. Download and unzip this project: https://drive.google.com/file/d/1z3MobjDf_RvvOtriXtinXvrJ7rGHwZRs/view?usp=share_link Set up Signing and Run the swiftui-webview App target on simulator (I'm using iPad Pro 13-inch (M5 simulator) Tap/click the fullscreen [ ] button in the bottom left corner of the webpage. Tap/click the 'X' button in the top left, to exit fullscreen. Result: The WebView exits fullscreen, but there is no content loaded, just a white background. It's also now not possible to visit other URLs - the WebView appears to be unresponsive and not repaint. This does not appear to affect macOS 26.2, just iPadOS.
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Whether SSC can be connected to the iPad real machine with Xcode to run the evaluation
👋Hi This problem is related to SSC. I remember that the form submitted last year needed to be filled in with Xcode or Playground test, and it seems that it was also mentioned: • If you use Xcode, the judges may use Simulator to run. • If you use Playground, it's a real machine. But my work this time will encounter two limitations: It will use the framework/API only available in iPadOS 26 (so if it is a Playground environment, it may not run, playground can't use iPadOS 26 SDK) It will also use some content that must be real to run (such as ARKit), which means that Xcode Simulator is not good. So I would like to ask: Does this year's review allow you to compile and connect the iPad to the real machine? Or did I misremember last year's regulations? If the judge's environment is fixed (for example, only Playground or only Simulator), how should I adjust the submission method or implement the scheme? Looking forward to your reply, thank you.
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Reply to Catalyst: determine the device information when running on Mac
[quote='873863022, DTS Engineer, /thread/813853?answerId=873863022#873863022'] may I ask you to file a bug with that project? [/quote] Before you do that, I’d like to clarify what you mean by this: [quote='813853021, OC_s, /thread/813853, /profile/OC_s'] How do I determine the real values? [/quote] What specific information are you looking for here? And what do you plan to do with that information? This matters because Mac Catalyst is returning values that make sense in the iOS-ish environment that’s expected by such apps. It is possible to get ‘real’ values, but the best way to do that depends on your specific setup. For example, the systemName property is uninteresting in a Mac Catalyst app because the real system name is macOS. So you can do this [1]: let systemName: String #if targetEnvironment(macCatalyst) systemName = macOS #else systemName = device.systemName #endif However, that’s just one of these properties. The best path for the other properties varies based your the specific property and your ulti
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to TextEditor scroll to selection
SwiftUI.TextEditor doesn't currently provide a way to scroll to a certain position within its content. To do so, consider using UITextView + UIViewRepresentative or NSTextView + NSViewRepresentative, which provide the scrollRangeToVisible(_:) method here and here. SwiftUI.TextEditor should automatically scroll to make the cursor visible (or avoid the keyboard on iOS / iPadOS) though. If you don't see that happening, I'd be interested in taking a closer look. Best, —— Ziqiao Chen  Worldwide Developer Relations.
Topic: UI Frameworks SubTopic: SwiftUI
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Reply to App Logout / Termination Behavior When Changing Bluetooth Settings With and Without Multitasking
When changing Bluetooth settings from the system Settings app without using multitasking, the app does not terminate but instead logs the user out. However, when changing Bluetooth settings while using multitasking, the app terminates completely. I'm not sure what you're actually referring to here. What do you mean by while using multitasking? Are you talking about iPadOS's multitasking interface? Or something else entirely? In terms of the question here: Whether there is any system behavior that causes the app to refresh or restart when Bluetooth settings are changed No, the system doesn't do anything special/unusual with this setting. Generally speaking I wouldn't expect toggling the bluetooth state to have any effect on apps, however, that actual behavior would depend on the details of the apps involved (particularly memory use). __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: General Tags:
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Reply to TestFlight on Mac
Thanks for the post. I believe the issue you're encountering stems from attempting to install an iOS app build, even though it's marked as Designed for iPad, on a Mac. While Apple Silicon Macs can run iOS and iPadOS apps natively, there are nuances in TestFlight's handling of these builds that might cause installation issues if not configured correctly. I am not in the TestFlight team so I need to make sure this is the most accurate answer, I have invited the TestFlight team to post their answer in this thread however, they are not actively monitoring the forums. To make sure, ensure that the build settings in Xcode explicitly support macOS as a destination under Supported Destinations or via Universal Control settings for Apple Silicon. Open your Xcode project. Navigate to your target settings, and under the General tab, ensure that Deployment Info specifies iOS as the platform. For Universal apps, make sure Supported Destinations includes My Mac (Designed for iPad) if you specifically intend to run
Jan ’26
UIMainMenuSystem: remove "Paste and Match Style" item from Edit menu
The default app menu on iPadOS 26 includes an Edit menu with items (among others) Cut, Copy, Paste, Paste and Match Style. I want to remove the last one. I tried the following but nothing worked: let configuration = UIMainMenuSystem.Configuration() configuration.textFormattingPreference = .removed UIMainMenuSystem.shared.setBuildConfiguration(configuration) { builder in builder.remove(action: .pasteAndMatchStyle) if let command = builder.menu(for: .edit)?.children.first(where: { ($0 as? UICommand)?.action == #selector(UIResponderStandardEditActions.pasteAndMatchStyle(_:)) }) as? UICommand { command.attributes.insert(.hidden) } }
Topic: UI Frameworks SubTopic: UIKit Tags:
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Jan ’26