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Does Mac Catalyst support Background Processing?
I have an app for macOS that is built using Mac Catalyst. I need to perform some background processing. I'm using BGProcessingTaskRequest to schedule the request. I have also integrated CKSyncEngine so I need that to be able to perform its normal background processing. On iOS, when the user leaves the app, I can see a log message that the request was scheduled and a bit later I see log messages coming from the actual background task code. On macOS I ran the app from Xcode. I then quit the app (Cmd-q). I can see the log message that the request was scheduled. But the actual task is never run. In my test, I ran my app on a MacBook Pro running macOS 26.0. When I quit the app, I checked the log file in the app sandbox and saw the message that the task was scheduled. About 20 minutes later I closed the lid on the MacBook Pro for the night. I did not power down, it just went to sleep. Roughly 10 hours later I opened the lid on the MacBook Pro, logged in, and checked the log file. It had not been updated si
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LLVM Linker Crash on ARM64 with bfloat16 Symbols (Xcode 17.0.0)
LLVM Linker Crash on ARM64 with bfloat16 Symbols (Xcode 17.0.0) We're encountering a critical linker crash in Xcode 17.0.0 (clang-1700.4.4.1) on macOS 15.1.0 (Darwin 25.1.0) with Apple Silicon M3 Max when linking a pybind11 C++ extension against the MLX framework (v0.30.1). The linker consistently crashes with LLVM ERROR: No way to correctly truncate anything but float to bfloat during the linking phase, even though our code uses only integer types (int64, uint32) for BPE tokenization and never directly references bfloat16 types. Error Details: [100%] Linking CXX shared module _metal_trainer.cpython-312-darwin.so LLVM ERROR: No way to correctly truncate anything but float to bfloat clang++: error: unable to execute command: Abort trap: 6 clang++: error: linker command failed due to signal (use -v to see invocation) Reproduction: Install MLX framework: pip install mlx (any version with bfloat16 support) Create a minimal pybind11 extension that links against MLX: Compiler: AppleClang
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Reply to Check whether app is built in debug or release mode
Earlier I wrote: But, honestly, it sounds like a fun weekend project And indeed it was (-: Pasted below is some iOS code that is able to detect how your code is signed using only public APIs. To do this, it uses a sneaky combination of XPC loopback and XPC peer requirement checking. This code comes with a bunch of caveats. Read the doc comment before you use it [1]. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] By my count the doc comments represent well over half the total number of lines (-: import Foundation extension CheckSelfEntitlement { /// Checks whether the current process claims the get-task-allow /// entitlement. /// /// - warning: As explained below, you shouldn’t use this routine but /// instead should use ``isGetTaskAllowTrue()``. This routine exists solely /// to illustrate the following point. /// /// This routine checks for the presence of the entitlement, rather than /// checking for it being present with a particular
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Reply to Mac App Packaging
I'm afraid you'll have to provide a bit more context. Do you have a specific question that someone could answer? Are you talking about building or installing? For building, the standard process is simple. Xcode > Product > Archive. There is no step two. For distribution, you can choose the Mac App Store or direct distribution. If you choose the Mac App Store, you're done with the installer package at that point. For direct distribution, you'll still need to zip the resulting app. You can do that in the Finder with control-click or double-click and choose Compress. Of course, if you're more of a masochist, there are many, many suggestions from the internet on how to make the process more difficult. You're correct that those procedures can get Kafkaesque in no time. But you don't have to do it that way if you don't want. And if you don't like those procedures, then I don't see the point of attempting them.
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CallKit Call Directory database corruption (sqlite Code 11)
Hi everyone, I’ve filed a Feedback report (FB20986470) for a serious issue affecting the Call Directory database when add phone numbers for call blocking. When adding blocking numbers to a Call Directory extension, the system’s CallKit database (/private/var/mobile/Library/CallDirectory/CallDirectory.db) becomes corrupted. The reload call (reloadExtensionWithIdentifier) fails with error code 11 when the system tries to insert blocking entries, and the Console app on macOS shows the following errors: database corruption page 2265525 of /private/var/mobile/Library/CallDirectory/CallDirectory.db at line 81343 of [f0ca7bba1c] database corruption at line 79387 of [f0ca7bba1c] Error Domain=com.apple.callkit.database.sqlite Code=11 sqlite3_step for query 'INSERT INTO PhoneNumberBlockingEntry (extension_id, phone_number_id) VALUES (?, (SELECT id FROM PhoneNumber WHERE (number = ?))), (?, (SELECT id FROM PhoneNumber WHERE (number = ?))),...)' After this happens, CallKit becomes fully corrupted on the device and no fur
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Xcode won't run my app; it runs fine from Finder.
I'm developing in Objective C with Xcode on a Mac exclusively to run on Mac and all of a sudden when I try to run I get the message: a build only device cannot be used to run this target. If I go to the destination folder, the newly built app is there and runs from Finder, I just can't get it to run from within Xcode, which is inconvenient for testing. What setting am I missing or has changed? Up to now I could build and run with no problem.
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PushToTalk session sometimes returns silence data after activation
Hello! Thank you for bringing the new iPhone experience with the PushToTalk framework. I have a working walkie talkie app based on the PushToTalk framework. Everything works fine except for an intermittent bug that I face from time to time on different devices with different iOS versions, from iOS 18 to iOS 26.2 Beta. Sometimes the app goes into a state where the AVAudioInputNode input node tap returns buffers with a constant size that contain only silence. Leaving and rejoining a channel helps, but relaunching or reinstalling (from Xcode) the app does not. Rebooting the device or deleting and reinstalling the app also helps. I do not activate the audio session in my app. I only configure it on launch using setCategory(.playAndRecord, options: [.defaultToSpeaker, .allowBluetooth]) So the flow is: channelManager?.requestBeginTransmitting(channelUUID: globalChannelUUID) func channelManager( _ channelManager: PTChannelManager, channelUUID: UUID, didBeginTransmittingFrom source: PTChannelTransmitRequestS
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Nov ’25
Reply to UIToolbar + liquid glass = autolayout warnings?
Thank you for sharing your post. Have you attempted using the latest Xcode beta? What version of Xcode are you using? The warnings you are receiving indicate that Auto Layout is attempting to resolve conflicting constraints. Since you have not explicitly used Auto Layout in your code previously, it is likely that Auto Layout is relying on implicit constraints generated from the frames and autoresizing masks of your views. When you create views programmatically and do not intend to set constraints manually, such as in the following example: toolbar.translatesAutoresizingMaskIntoConstraints = false

 https://developer.apple.com/documentation/uikit/uiview/translatesautoresizingmaskintoconstraints If your toolbar is embedded in or interactIn contrast to other views, ensure that those views also have the translatesAutoresizingMaskIntoConstraints property set to false and appropriate constraints added. By adopting explicit Auto Layout usage, you will not only eliminate these warnings but also gain
Topic: UI Frameworks SubTopic: UIKit Tags:
Nov ’25
Screen Time shield not hiding after “Access App” custom button on Shield on TestFlight (works in local debug)
Hi, I am building an iOS app that uses FamilyControls / ManagedSettings to restrict apps. Flow of my app: In my main app, the user chooses which apps to restrict using FamilyActivityPicker (for example, they select Instagram). I save the selection in an App Group. I then use ManagedSettingsStore in the main app to add those app tokens into store.shield.applications, so a Screen Time shield appears when the user opens Instagram. In my ShieldConfigurationExtension, I show a shield UI with a primary button called “Access App”. In my ShieldActionExtension, when the user taps “Access App”, I want to immediately hide the shield and allow Instagram. To hide the shield, I am using this code in my ShieldActionExtension: final class ShieldActionExtension: ShieldActionDelegate { // ... override func handle( action: ShieldAction, for application: ApplicationToken, completionHandler: @escaping (ShieldActionResponse) -> Void ) { switch action { case .primaryButtonPressed: handlePrimaryButton(for: application, completion
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Nov ’25
Xcode 26 + iOS 26 debugging is extremely slow
Since upgrading my iPhone 13 Pro Max to iOS 26, apps have become nearly impossible to debug. The recent update to iOS 26.1 has made this even worse. Going from app start to a fully rendered & responding screen takes <1 second on a Debug build when no debugger is attached, but with the debugger attached I get these times (measured manually with a stopwatch): First render: <1 second without debugger 5 seconds on USB debugger 30 seconds on wireless debugger Data loaded from webserver and UI responding: <1 second without debugger 19 seconds on USB debugger 5 minutes on wireless debugger! Doing an online speed test reports 55 Mbps for the phone and 60 Mbps on the MacBook, so I doubt it's my WiFi. Having a debugger attached used to make minimal difference on iOS 18, but the performance has tanked completely since the last major release. What happened?
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Nov ’25