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Reply to How to add icon and thumbnail image for a Screensaver ?
I would not have noticed this issue in macOS 15 because I was not changing the icon, and it had been previously cached. With Mac OS 26 and the new glass icons I decided to make an icon upgrade to an App and its associated Screen Saver, that’s when I first became aware of the issue. So I suppose I’m reporting a regression, or simply “hey it’s broke, I want some glass”. The Screen Saver docs do not mention the System Setting thumbnail, but it seems I learned to include two thumbnail files: thumbnail.png 90x58 px thumbnail@2x.png 180x116 px The saver installer then takes these two files and creates thumbnail.tiff, a single file that includes these two PNGs (never knew that was possible!). When I modified the two PNGs there was no change in appearance in the System Settings thumbnail. So the installer was using a cached thumbnail, but I haven’t located where it is. For the test saver in FB21094920 I was never able to set its icon/thumbnail, and it used the blue swirl (I assume) because
Topic: App & System Services SubTopic: General Tags:
Nov ’25
Reply to How to add icon and thumbnail image for a Screensaver ?
Thanks for the extra info. And that’s for filing FB21094920. That’s likely to be the best path forward with this. The behaviour you’ve described seems to match that on macOS 15. So, it’s not clear to me whether you’re reporting a regression? Or just a general issue with the API? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: General Tags:
Nov ’25
LLDB and environment variables in Xcode
Hey! I am writing type formatting scripts in Python for lldb, as described in https://lldb.llvm.org/use/variable.html#python-scripting. I'm trying to pass an environment variable to lldb from Xcode to determine the path to the scripts in the project root, so the project is not bound to some predetermined path. I am having trouble doing this in Xcode. What I have tried: lldbinit file Create a .lldbinit file in $(SRCROOT) with the following content: platform shell echo $SRCROOT. Set the path to the .lldbinit file in Edit Scheme... > Info > LLDB Init File ($(SRCROOT)/.lldbinit). Set the SRCROOT environment variable to $(SRCROOT) in Edit Scheme... > Arguments > Environment Variables. entry-point breakpoint Add a breakpoint to the entry-point of the application. Set the Automatically continue after evaluating actions option. Add the action platform shell $(SRCROOT) or platform shell $SRCROOT. Set the SRCROOT environment variable to $(SRCROOT) in Edi
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Nov ’25
Reply to LLDB and environment variables in Xcode
I tried the solution today and would like to post a correction: Using the --relative-to-command-file or -c flag will then expect a Python module name, which needs to be located directly next to the command file. Demonstrating with examples: $(SRCROOT)/.lldbinit with the following content: command script import --relative-to-command-file ./lldb/type_formatters.py Will result in an error: error: module importing failed: Python does not allow dots in module names: ./lldb/type_formatters $(SRCROOT)/lldb/.lldbinit with the following content: command script import --relative-to-command-file type_formatters Will result in a successful import $(SRCROOT)/.lldbinit with the following content: command script import lldb Will succeed if $(SRCROOT)/lldb is a Python module, denoted with a __init__.py file at $(SRCROOT)/lldb/__init__.py Further python modules then can be imported with command script import which live under $(SRCROOT)/lldb
Nov ’25
Apple-hosted managed asset pack not found on macOS
Hi all, I have set up a trivial test project to try Apple-hosted background assets following the instructions in the three articles at https://developer.apple.com/documentation/backgroundassets. When I run the local mock server with xcrun ba-serve and set the URL override in Settings as described in the Testing asset packs locally article, I am able to download a test pack on my iOS devices. On the Mac that I use to run the mock server, however, the same call to AssetPackManager.shared.assetPack(withID: TestAssetPack) that works on iOS always reports The asset pack with the ID “TestAssetPack” couldn’t be looked up: No asset pack with the ID “TestAssetPack” was found. even when not running the mock server, which led me to believe that it may not be hitting it at all. In fact, the macOS app will download asset packs uploaded to App Store Connect even when running the local server and setting the xcrun ba-serve url-override to the exact same string as in Settings on iOS. My initial suspicion was that something i
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Nov ’25
Reply to good morning having trouble testing my ckshare code in testflight
It isn't quite clear to me what you are really asking... Did you mean that the system alerts you that it can't open a CloudKit share (CKShare) when you click the share's link, even though your app exists on the device? If yes, you might check if your app’s Info.plist file needs to contain the CKSharingSupported key with a value of true, as mentioned in the note here. Best, —— Ziqiao Chen  Worldwide Developer Relations.
Nov ’25
Reply to CoreData not documented UserInfo Notification
Thanks for sharing the scenario that can lead to invalid objects in the userInfo of the NSManagedObjectContextObjectsDidChange notification, which indeed is something need to be cautious when using the notification to detect changes. Do you have a feedback report against the lack of documentation yet? If not, would you mind to file one and share your report ID here? I can file a report as well, but you represent the developer community and have a concrete use case. Thanks. Best, —— Ziqiao Chen  Worldwide Developer Relations.
Nov ’25
Reply to DEXT (IOUserSCSIParallelInterfaceController): Direct I/O Succeeds, but Buffered I/O Fails with Data Corruption on Large File Copies
Hi Kevin, The data corruption issue has been resolved! Special thanks for asking the key question: So what's IS there? This prompted us to shift our focus from high-level hash verification to inspecting the raw bytes written to the disk. This investigation revealed that the root cause was not related to cache flushing, but rather a hardware limitation regarding single transfer lengths. Here is a summary of our findings and the solution: By using a Python script to verify the data on disk byte-by-byte, we discovered: When macOS coalesced writes into 2MB chunks (as we had previously set maxTransferSize to 128MB), data corruption consistently began exactly at Offset 1MB + 16KB within the command (manifesting as 0x00 or garbage data). The LSI 3108 controller/firmware seems cannot correctly handle a single SCSI command with a data length exceeding 1MB in the DEXT environment. We implemented a two-layer fix: In UserGetDMASpecification, we explicitly set maxTransferSize to 1MB (1,048,576 bytes). This forces macOS to
Topic: App & System Services SubTopic: Drivers Tags:
Nov ’25
SwiftUI toolbar with IDs crash since macOS 15
I understand this is a known issue, but it’s truly unacceptable that it remains unresolved. Allowing users to customize toolbars is a fundamental macOS feature, and it has been broken since the release of macOS 15. How is it possible that this issue persists even in macOS 15.3 beta (24D5040f)? FB15513599 import SwiftUI struct ContentView: View { @State private var showEditItem = false var body: some View { VStack { VStack { Text(Instructions to reproduce the crash) .font(.title) .padding() Text( 1. Click on Toggle Item 2. In the menu go to File > New Window 3. In new window, click on Toggle Item ) } .padding() Button { showEditItem.toggle() } label: { Text(Toggle Item) } } .padding() .toolbar(id: main) { ToolbarItem(id: new) { Button { } label: { Text(New…) } } if showEditItem { ToolbarItem(id: edit) { Button { } label: { Text(Edit…) } } } } } }
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Nov ’25
Reply to SwiftData not loading under iOS 26.1
SharedModelContainer.txt Folks who filed their feedback report may have gotten responses from the feedback system. For people who see the same issue but haven't yet filed any feedback report, I'd like to share our investigation here to hopefully help. To give you more context, SwiftData (with DefaultStore) uses Core Data as its underlying storage mechanism. At runtime, SwiftData converts the schema to an in-memory Core Data model (NSManagedObjectModel), and uses the model to load and persist the data store. Before system 26.1, when handling an attribute of an array type, SwiftData converts the array type to Binary Data. On system 26.1, it instead converts the type to Transformable. This change leads to a difference between the in-memory model and the model used in the persisted data store, triggering a migration error with the following message: Error Domain=NSCocoaErrorDomain Code=134140 Persistent store migration failed, missing mapping model.” To work around the issue, you might consider
Nov ’25
StoreKit 2: currentEntitlements always returns empty on Restore...
I tried deleting the configuration file, but I ended up with an alert asking me to sign in with my sandbox ID. I did, and it returned an error: Request Canceled. It is as if the purchase function doesn't update the currentEntitlements. This is my purchase function. Am I doing something wrong? func purchase(_ product: Product) async throws { let result = try await product.purchase() switch result { case .success(let verificationResult): switch verificationResult { case .verified(let transaction): // Successful purchase - deliver content await updatePurchasedProducts() await transaction.finish() // Go back to the map integratePlanAhead() case .unverified(_, let error): // Purchase failed verification throw error } case .userCancelled: // User cancelled the purchase break case .pending: // Purchase is pending (e.g., parental approval needed) break @unknown default: break } } It looks like purchases are never updated for my sandbox user... Thanks for any help :)
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Nov ’25
Reply to ScreenCaptureKit sample initially omits application with NSWindowSharingType NSWindowSharingNone
Our engineering teams need to investigate this issue, as resolution may involve changes to Apple's software. Please file a bug report, include a small Xcode project and some directions that can be used to reproduce the problem, and post the Feedback number here once you do. If you post the Feedback number here I'll check the status next time I do a sweep of forums posts where I've suggested bug reports. Bug Reporting: How and Why? has tips on creating your bug report.
Topic: UI Frameworks SubTopic: General Tags:
Nov ’25
Reply to VisionOS Enterprise API Not Working
Hi @vision_pro_developer2000 I'm unable to reproduce the no camera frames issue when building the app with a valid Enterprise.license file. However, I can reproduce the issue when any of the following conditions occur. Verify that none of these apply to your setup Expired or outdated license: Ensure you're using the most recently issued Enterprise.license file, not an expired version. Incorrect filename: The file must be named exactly Enterprise.license (case-sensitive, no variations). License not properly replaced: The placeholder Enterprise.license must be completely replaced with your actual license file; copying and pasting the file's contents into the placeholder file will not work. Team mismatch: Confirm you're building the app using the same Apple Developer team that the license was issued to. Test your license setup Add the snippet below to your app to confirm your app has main camera API access. Refer to this video for a detailed walkthrough. // A
Topic: Spatial Computing SubTopic: ARKit Tags:
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VisionOS Enterprise API Not Working
My development team admin requested the Enterprise API for camera access on the vision pro. We got that granted, got a license for usage, and got instructions for integrating it with next steps. We did the following: Even when I try to download and run the sample project for Accessing the Main Camera, and follow all the exact instructions mentioned here: https://developer.apple.com/documentation/visionos/accessing-the-main-camera I am just unable to receive camera frames. I added the capabilities, created a new provisioning profile with this access, added the entitlements to info.plist and entitlements, replaced the dummy license file with the one we were sent, and also have a matching bundle identifier and development certificate, but it is still not showing camera access for some reason. Main Camera Access shows up in our Signing & Capabilities tab, and we also added the NSMainCameraDescription in the Info.plist and allow access while opening the app. None of this works. Not on my app, and not
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