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İOS 26 beta battery %1

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SwiftData Migration: Objects Created in Custom Migration Aren't Persisted or Queryable
Description: I'm experiencing a critical issue with SwiftData custom migrations where objects created during migration appear to be inserted successfully but aren't persisted or found by queries after migration completes. The migration logs show objects being created, but subsequent queries return zero results. Problem Details: I'm migrating from schema version V2 to V3, which involves: Renaming Person class to GroupData Keeping the same data structure but changing the class name Using a custom migration stage to copy data from old to new schema Migration Code: swift static let migrationV2toV3 = MigrationStage.custom( fromVersion: LinkMapV2.self, toVersion: LinkMapV3.self, willMigrate: { context in do { let persons = try context.fetch(FetchDescriptor()) print(Found (persons.count) Person objects to migrate) // ✅ Shows 11 objects for person in persons { let newGroup = LinkMapV3.GroupData( id: person.id, // Same UUID name: person.name, // ... other properties ) context.insert(newGroup) print(Inserted GroupData:
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List Section with Swipe Action - glitches
Overview I have an iOS project where I have a list with sections. Each cell in the section can be swiped to have some action What needs to be done When swipe button is pressed the cell needs to move from one section to the other without a UI glitch. Problem When I press the swipe action button, there is a UI glitch and some warnings are thrown. UICollectionView internal inconsistency: unexpected removal of the current swipe occurrence's mask view. Please file a bug against UICollectionView. Reusable view: >; Collection view: ; backgroundColor = ; layer = ; contentOffset: {0, -62}; contentSize: {402, 229}; adjustedContentInset: {62, 0, 34, 0}; layout: ; dataSource: <_TtGC7SwiftUI31UICollectionViewListCoordinatorGVS_28CollectionViewListDataSourceOs5Never_GOS_19SelectionManagerBoxS2___: 0x106822a00>>; Swipe occurrence: {length = 2, path = 0 - 0}, state: .triggered, direction: left, offset: 0> Test environment: Xcode 26.0.1 (17A400) iOS 26 Simulator (iPhone 17 P
Topic: UI Frameworks SubTopic: SwiftUI
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Reply to Setting to screen share virtual macOS 15+ machine?
I had an idea. I had thought since the Bonjour stuff was working, and I was able to make outgoing network connections, that my virtual network setup was fine. However, to support multiple machines, I was forced to not use the pre-built in mac address. So I had written a few lines of code to generate one randomly. But I thought, maybe there's rules about the bits in a mac address. So lo and behold, it turns out use a random locally administered address isn't just a good idea, it turns out it's also a function VZMACAddress.randomLocallyAdministered(), and when I created new virtual machines with a mac address generated with that function, then screen sharing works with nothing more than simply flipping the screen sharing switch in the virtual machine settings app. Including when I have a custom machine sharing name set.
Topic: App & System Services SubTopic: Core OS Tags:
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UIBarButtonItem-The background color of UIBarButtonItem is missing?
UIButton *backBtn = [UIButton buttonWithType:UIButtonTypeCustom]; backBtn.frame = CGRectMake(0, 0, 44, 44); [backBtn setImage:[UIImage imageNamed:@back] forState:UIControlStateNormal]; [backBtn addTarget:self action:@selector(gotoBack) forControlEvents:UIControlEventTouchUpInside]; UIBarButtonItem *backItem = [[UIBarButtonItem alloc] initWithCustomView:backBtn]; // backItem.hidesSharedBackground = YES; // backItem.tintColor = [UIColor redColor]; self.navigationItem.leftBarButtonItem = backItem; I am using Xcode 26, which is compatible with iOS 26. After I set up the back button of the navigation bar, why are the background colors of the back buttons on some pages gray? When I pushed the new page, after popping back to the current page, the buttons with the gray background turned back to the white background. This issue will also affect the rightBarButtonItem.
Topic: UI Frameworks SubTopic: UIKit
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Setting to screen share virtual macOS 15+ machine?
I want to know all settings that need to be set in a macOS 15+ virtual mac in order to successfully screen share into it from the physical machine. Also any virtual machine configuration settings I may not understand. I have successfully set up screen sharing into an macOS 15 M2 mac studio that sits in the corner, on which I am running a cooked up variant of the sample code from apple about virtualizing a mac on a mac. I'm screen sharing into it from my macOS 15 M2 laptop. So I know I have at least one set of screen sharing settings correct. I have also successfully set up a macOS 14 virtual machine in that app into which I am able to screen share into from the mac studio. However, when I set up macOS 15 (and macOS 26) virtual machines, connections for screen sharing and file access don't succeed after 1 minute (I get the aqua-colored cylon / knight-rider -style progress bar for a minute, and then a connection failure dialog). I don't get the prompt to choose standard or enhanced. a
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Reply to [DEXT Migration Issue] IOUserSCSIParallelInterfaceController fails to handle low-level I/O from `diskutil`
Hi Kevin, We conducted a test in our legacy KEXT environment, and the results indicate a behavioral difference between the KEXT and DriverKit frameworks in handling I/O requests. Test Scenario (KEXT Environment): We executed a 10MB raw I/O write command to an rdisk node: sudo dd if=/dev/zero of=/dev/rdisk7 bs=10m count=1 Observations: This command is a single 10MB write request. Our KEXT logs show that the driver did not receive one 10MB request, but instead received 20 sequential WRITE(10) commands. Upon analysis, we confirmed that the size of each request was 512KB. Evidence 1: DataLength The DataLength for each request in the log is 0x00080000, which is 524,288 bytes (512KB). Evidence 2: CDB Content In the CDB of the first request, the transfer length is 0x0400 blocks (1024 blocks). 1024 blocks * 512 bytes/block = 512KB. The LBAs of subsequent requests were sequential (LBA 0, LBA 1024, LBA 2048, ...). Partial log for reference: [AME_DAS_SCSI_Prepare] --- [KEXT FINAL DUMP] AME_SCS
Topic: App & System Services SubTopic: Drivers Tags:
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Reply to App waiting for review for 9 days
Thank you for your post. We recommend that you sign up for a session with App Review during the weekly Meet with Apple event. Sign in with your Developer ID and select Request a one-on-one App Review consultation. A member of the App Review team will help you with your questions regarding the review process and the App Review Guidelines. Albert Pascual
  Worldwide Developer Relations.
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Can an IP address manually be entered into Xcode to wirelessly connect to an iOS device?
I often use a Wi-Fi network where: Whatever mechanism Xcode uses to automatically discover a previously paired iOS device seems to be blocked (the Devices and Simulators window shows Browsing on the local area network for [iPhone] and never proceeds), but I can connect to the iOS device from my Mac if I know its IP address, such as by pinging it The same hardware/software configuration works with wireless Xcode connections on a different Wi-Fi network. Thus I'm wondering if there's any functionality that allows the IP address to be manually entered into Xcode to avoid needing to connect a cable from my Mac to my iPhone during development. Searching around seems to suggest this existed at some point in the past but I can no longer find this in a current version of Xcode. Or if there are any other workarounds, although I can't modify the network itself as it's not my network.
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Reply to AsyncRenderer causes crashes in ForEach when in Swift 6 language mode
Hey. Having the same issue. We are accessing a MainActor Observable model object from the body, and somehow this being executed off the main thread and throwing the error com.apple.SwiftUI.AsyncRenderer: EXC_BREAKPOINT (code=1, subcode=0x100ecaf18) %sBlock was %sexpected to execute on queue [%s (%p)] public var body: some View { ForEach(model.items) { item in content(item) } }
Topic: UI Frameworks SubTopic: SwiftUI
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Reply to TipKit popoverTip repeatedly showing when switching tabs on iOS 26 (regression from previous versions)
The same code behaves as expected on older iOS versions (for example, iOS 17 or 18), where the tip is displayed only once, as documented. This could be regression in iOS 26, please file a Feedback Report using Feedback Assistant. Once you’ve submitted the request, kindly share the Facebook number here. To control the frequency with which tips display, define an Option and set the frequency for the tip display there. For example: private struct HomeTip: Tip { let id = HomeTip let title = Text(Test Tool Tip) var options: [Option] { MaxDisplayCount(1) } } This is ensure that the first time the view appears, the tip displays once. Afterward, the tip no longer appears until reset or the app reinstalls on the device.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Game Controller Input Limitations in visionOS Volumetric Windows - Need Clarification
Game Controller Input Limitations in visionOS Volumetric Windows Hello Apple Developer Community, I'm developing a game for visionOS and have encountered significant limitations with game controller input when using volumetric windows (WindowGroup with .volumetric style). I'd appreciate clarification on whether this is expected behavior and any guidance on best practices. 🧩 Issue Summary When using a DualSense controller with a volumetric window in visionOS, only a subset of controller inputs are available to the app. The remaining inputs appear to be reserved by the system for UI navigation. ✅ Working Inputs (Volumetric Window) D-Pad (all directions) L3 (left thumbstick button click) R3 (right thumbstick button click) Menu button Options button ❌ Not Working Inputs (Volumetric Window) Left thumbstick analog movement (used for UI scrolling instead) Right thumbstick analog movement (used for UI scrolling instead) Face buttons (Cross, Circle, Square, Triangle / A, B, X, Y) Shoulder buttons (L1, R1) Triggers (L
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Reply to XPC Service Installed Outside App Doesn't Set Responsible
Sorry I didn't respond to this more quickly, I signed up for notifications (watch), but never got one. I'm using the terminology from an older document (at Daemons and Services Programming Guide) which says: Note: For communicating with XPC services outside your app bundle, you can also configure an XPC connection with the initWithMachServiceName: method. For details, see the documentation for that method. To my thinking, if the bundle is a completely valid XPC bundle (extension, structure, Info.plist keys, usage, etc), then it should be validate-able as XPC when determining the Responsible process. I'm also not completely out in left field, because this was advice I got from a Security engineer at WWDC this year, as we're trying to move this service from being required and PKG-installed (admin permissions) to optional and user-installable without escalation. I was advised to set it up as XPC (IPC was different before), place it outside the app bundle, set Launch Constraints, and XPC peer constraints
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Reply to TCC Permission Inheritance Failure: Swift Parent -> Python Child
Hi, Thank you for the clarification request. You are correct in your assumption. 1. Daemon Clarification We are using the term daemon in the general sense of a persistent background helper process, not a system-wide launchd daemon (it is not registered in /Library/LaunchDaemons or managed by SMAppService). 2. Child Process (Python) Launch The Python process is launched directly as a child process of the main Swift application. As detailed in the Python Daemon Launch section of our document, we are using Swift's high-level Process API (which, as you noted, is layered on top of technologies like posix_spawn). The specific code used is: let process = Process() process.executableURL = URL(fileURLWithPath: pythonExecutablePath) // path is AthenaSentry.app/Contents/Helpers/AthenaSentry.app/Contents/MacOS/AthenaSentry process.environment = /* ... */ try process.run() 3. Parent Process (Swift) Launch The parent process is the main Swift wrapper application, AthenaSentry.app (Bundle ID com.athena.AthenaSentry
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AVAssetExportSession ignores frameDuration 60fps and exports at 30fps, but AVPlayer playback is correct
Hey everyone, I'm stuck on a really frustrating AVFoundation problem. I'm building a video editor that uses a custom AVVideoCompositor to add effects, and I need the final output to be 60 FPS. So basically, I create an AVMutableComposition to sequence my video clips. I create an AVMutableVideoComposition and set the frame rate to 60 FPS: videoComposition.frameDuration = CMTime(value: 1, timescale: 60) I assign my CustomVideoCompositor class to the videoComposition. I create an AVPlayerItem with the composition and video composition. The Problem: Playback Works: When I play the AVPlayerItem in an AVPlayer, it's perfect. It plays at a smooth 60 FPS, and my custom compositor's startRequest method is called 60 times per second. Export Fails: When I try to export the exact same composition and video composition using AVAssetExportSession, the final .mp4 file is always 30 FPS (or 29.97). I've logged inside my custom compositor during the export, and it's definitely being called 30 times per second, so it's
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