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İOS 26 beta battery %1

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Reply to CallKit answer screen video button
Tested on wwdc Speakerbox sample, same code iPhone 15 Pro (iOS 17.4.1) - video button disabled iPhone 14 (iOS 17.6.1) - video button active} What can be the reason of this behavior? If it happens in Speakerbox, then it's a bug. Please file a bug on this and post the bug number back here. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: General Tags:
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CallKit answer screen video button
Hello, currently working on messenger with audio/video calls feature. Have found strange behavior, on some devices after accepting call via Lock Screen video button appears to be disabled. Tested on wwdc Speakerbox sample, same code iPhone 15 Pro (iOS 17.4.1) - video button disabled iPhone 14 (iOS 17.6.1) - video button active Here is my, configuration with supportVideo activated static let providerConfiguration: CXProviderConfiguration = { let configuration = CXProviderConfiguration() configuration.supportsVideo = true configuration.maximumCallGroups = 1 configuration.maximumCallsPerCallGroup = 1 configuration.supportedHandleTypes = [.generic] return configuration }() What can be the reason of this behavior? Thanks
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[iOS 26 Beta] BGTaskScheduler.supportedResources incorrectly reports no GPU support for BGContinuedProcessingTask on capable hardware
Testing Environment: iOS: 26.0 Beta 7 Xcode: Beta 6 Description: We are implementing the new BGContinuedProcessingTask API introduced in iOS 26. We have followed the official documentation and WWDC session guidance to configure our project. The Background Modes (processing) and Background GPU Access capabilities have been added in Xcode. The com.apple.developer.background-tasks.continued-processing.gpu entitlement is present and set to in the .entitlements file. The provisioning profile details viewed within Xcode explicitly show that the Background GPU Access capability and the corresponding entitlement are included. Despite this correct configuration, when running the app on supported hardware (iPhone 16 Pro), a call to BGTaskScheduler.supportedResources.contains(.gpu) consistently returns false. This prevents us from setting request.requiredResources = .gpu. As a result, when the BGContinuedProcessingTask starts without the GPU resource flag, our internal Metal-
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Reply to Huge timeout values from a failed DiskIO call
Bug number: FB20072274 Title: (SMB Disconnect Causes macOS Disk I/O Call open () to Hang for 10 Minutes). You may have already gotten this through bug feedback, but this is actually a side effect of how the volume was mounted. The default when mounting through mount_smbfs is a hard mount which, among other things, ends up using the default response timeout (~10 min). However, you can also mount as a soft mount: mount_smbfs -o soft …at which point syscalls should fail after ~1 min. Soft mount is what the Finder uses (which is why this hadn't come up before), however, if you were mixing mount_smbfs and Finder mounts to the same server. I think the behavior here might actually come from the session itself (not necessarily the individual mount), in which case an existing mount_smbfs might alter the behavior of the Finder mount. Note that this could also be overridden using forcenewsession on the mount. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to When using requestSendPTPCommand to send both commands and data simultaneously, the response timeout occurs and the length of the command and data in the response is 0, need help pls.
Getting back to this a bit late... I don't know if specialData needs to be placed in sendData or sendCommand. I have tried various data structures, but none of them work. Looking over your code, I see two things that concern me: First, I believe command type 2 is for command ack's, so I think that should be 1 instead. I don't think you're accounting for endian-ness. The ISO-15740 spec is written using big endian notation (sensible), but the actual endian format is transport defined (not sensible). In the case of USB, I believe that means everything is little endian. Lastly, we have an old sample project named PTPPassThrough in the documentation archive. I'm not sure how hard it would be to get it working*, but it does provide an example of how to build commands. *Shockingly, the only build error I got was that Xcode couldn't find the 10.6 SDK (yes, SnowLeopard!), but I don't have the hardware at hand to see if it actually works. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
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Urgent help – account flagged for termination without prior notice
Hello everyone, Today we suddenly received a Pending Termination Notice for our Apple Developer account. What makes this situation especially difficult is that there were no prior warnings, rejections, or requests for clarification before this action was taken. Our app was published on September 1, and just a short while ago (September 12) we were notified that the account is flagged for removal and our product was already taken down from the App Store. We submitted a formal appeal to the App Review Board a few minutes ago, but we are extremely concerned. Our company is a U.S.-registered business and we provided all required documentation during enrollment and afterwards. Everything is legitimate, and we strongly believe this is a mistake. For us, every minute matters — we run a large-scale marketing campaign, and each delay is already costing us thousands of dollars in losses. This sudden removal without prior communication feels devastating. Has anyone else faced a similar situation? How long did i
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Reply to Icon composer icon contains alpha channel upload error
Same issue Xcode 26 (17A321), I've added FB20258577 with icon composer file and the inspector settings per layer. By blur do people mean Liquid Glass effects? Otherwise we have normal blend mode. The only way I was able to get a build uploaded today to fix my missing icon on the iPad target was to delete this file altogether. I have no idea why the iPhone target worked at all. Xcode Cloud was building for 2 hours today with no feedback. I finally archived myself and saw the validation errors with the red herring of it being in an asset catalog. So very tired but happy to have worked on betas again. I gave up on that when iOS 5 iCloud builds crashed every other launch and I had to revert three months of work. Not reverting Liquid Glass. It has issues, but it's very pretty when you give it a chance. It was inspiring to work with something beautiful amongst all the ugliness in the world these days.
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iOS 26: UITabBarItem.isEnabled = false no longer prevents selection (works on iOS 18)
Code that disables a tab bar item via UITabBarItem.isEnabled = false used to both grey out the item and block taps on iOS 18. On iOS 26, the item often remains tappable and selectable, even though isEnabled is set to false. This looks like a behavior change or regression. func disableTabbarItems(tabbar: UITabBarController, isEnable: Bool, index: Int) { if let tabItems = tabbar.tabBar.items, index < tabItems.count { let tabItem = tabItems[index] tabItem.isEnabled = isEnable } } iOS 18 iOS 26
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Why is using clonefile for a folder strongly discouraged?
As a part of the video editing app I’m working on, I want to efficiently copy a folder of resources on the same (local) filesystem. Because iOS is on APFS, cloning (CoW) is an option. I read the documentation for clonefile(2) which states that cloning a folder works but is strongly discouraged. I did a small sample project which demonstrates that using clonefile on a folder works correctly and is 10× faster than using FileManager’s copyItem method. My questions: The main one I’m interested in: Why is using clonefile for a folder strongly discouraged? Is FileManager using cloning behind the scenes? Or more exactly how guaranteed are we it will use it? (I know it does, I tried manually cping the resources and it was thousands of times slower.)
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Insight into BaseBoard/FrontBoardServices Crashes Needed
We're seeing a sharp uptick in BaseBoard/FrontBoardServices crashes since we migrated from UIApplicationDelegate to UIWindowSceneDelegate. Having exhausted everything on my end short of reverse engineering BaseBoard or making changes without being able to know if they work, I need help. I think all I need to get unstuck is an answer to these questions, if possible: What does -[BSSettings initWithSettings:] enumerate over? If I know what's being enumerated, I'll know what to look for in our app. What triggers FrontBoardServices to do this update? If I can reproduce the crash--or at least better understand when it may happen--I will be better able to fix it Here's two similar stack traces: App_(iOS)-crashreport-07-30-2025_1040-0600-redacted.crash App_(iOS)-crashreport-07-30-2025_1045-0600-redacted.crash Since these are private trameworks, there is no documentation or information on their behavior that I can find. There are other forum posts regarding this crash, on here and on other sites. How
Topic: UI Frameworks SubTopic: General Tags:
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Button Touch Not Canceled in ScrollView on Modal in SwiftUI for iOS 18
When displaying a view with a Button inside a ScrollView using the sheet modifier, if you try to close the sheet by swiping and your finger is touching the Button, the touch is not canceled. This issue occurs when building with Xcode 16 but does not occur when building with Xcode 15. Here is screen cast. https://drive.google.com/file/d/1GaOjggWxvjDY38My4JEl-URyik928iBT/view?usp=sharing Code struct ContentView: View { @State var isModalPresented: Bool = false var body: some View { ScrollView { Button { debugPrint(Hello) isModalPresented.toggle() } label: { Text(Hello) .frame(height: 44) } Button { debugPrint(World) } label: { Text(World) .frame(height: 44) } Text(Hoge) .frame(height: 44) .contentShape(Rectangle()) .onTapGesture { debugPrint(Hoge) } } .sheet(isPresented: $isModalPresented) { ContentView() } } }
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Reply to Button Touch Not Canceled in ScrollView on Modal in SwiftUI for iOS 18
Good day everyone! On Xcode 26 apple make worse Gesture's now! So now my hack doesn't work. But, for iOS 26 I found a new hack, so I updated my prevous solution: public extension View { func resetTappedButtonWhenScrolled() -> some View { modifier(ResetTappedButtonWhenScrolled()) } } private struct ResetTappedButtonWhenScrolled: ViewModifier { @State private var isScrolling = false @ViewBuilder func body(content: Content) -> some View { if #available(iOS 18, *) { content .disabled(isScrolling) .background(ScrollGestureObserver(isScrolling: $isScrolling)) } else { content } } } private struct ScrollGestureObserver: UIViewRepresentable { @Binding var isScrolling: Bool func makeCoordinator() -> Coordinator { Coordinator(isScrolling: $isScrolling) } func makeUIView(context: Context) -> UIView { let view = UIView() DispatchQueue.main.async { if let scrollView = view.enclosingScrollView() { scrollView.panGestureRecognizer.addTarget( context.coordinator, action: #select
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Reply to Invalid Swift Support Upon Submit to Testflight/AppStore
I’m facing the following issue while submitting my Flutter iOS app to App Store Connect: ITMS-90429: Invalid Swift Support - The files libswiftDarwin.dylib, libswiftMetal.dylib, libswiftCoreAudio.dylib, libswiftsimd.dylib, libswiftQuartzCore.dylib, libswiftos.dylib, libswiftObjectiveC.dylib, libswiftDispatch.dylib, libswiftCoreGraphics.dylib, libswiftCoreFoundation.dylib, libswiftUIKit.dylib, libswiftCoreMedia.dylib, libswiftCore.dylib, libswiftFoundation.dylib, libswiftCoreImage.dylib aren’t at the expected location /Payload/Runner.app/Frameworks. Move the file to the expected location, rebuild your app using the current public (GM) version of Xcode, and resubmit it. My project is a Flutter iOS application that uses a static C++ .a library, which I integrated via a custom .podspec file. However, the project does not contain any Swift code. Could you please help me understand why these Swift libraries are being included in the IPA build? Also, how should I properly configure the Podspec or X
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