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Reply to Apple Pay JS API - applePayCapabilities no longer working
This smells like a Safari-side change/regression in the capability probe, not in the payment sheet itself. Treat applePayCapabilities() as advisory only for now. Implement a graceful fallback: always show the button when Apple Pay is supported, then try to launch a session. Use canMakePayments() (and optionally canMakePaymentsWithActiveCard) only to influence prominence, not eligibility. This is consistent with Apple’s guidance and long-standing WebKit advice. File a bug with reproducibles via Feedback Assistant. Assume this is a Safari capability-probe issue (and possibly anti-fingerprinting collateral) rather than your integration. Don’t block Apple Pay on the probe; keep the button visible and let the session tell you the truth. This both fixes your users today and aligns you with Apple/WebKit’s recommended UX.
Topic: Safari & Web SubTopic: General Tags:
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Apple Pay JS API - applePayCapabilities no longer working
We’ve noticed that the ApplePaySession.applePayCapabilities() check has stopped working correctly in Safari over the past couple of days. Behavior observed: 1.) In Safari Private Window, paymentCredentialStatus behaves as expected and case 1 is triggered. 2.) In a normal Safari window, it always triggers case 3 (paymentCredentialsUnavailable), even when the user has active cards provisioned in Wallet. We tested across multiple devices, and the behavior is consistent. if (window.ApplePaySession) { var merchantIdentifier = 'YOUR MERCHANT IDENTIFIER'; var promise = ApplePaySession.applePayCapabilities(merchantIdentifier); promise.then(function(capabilities) { switch (capabilities.paymentCredentialStatus) { case paymentCredentialsAvailable: // Show Apple Pay button as primary option case paymentCredentialStatusUnknown: // Offer Apple Pay case paymentCredentialsUnavailable: // Consider showing Apple Pay button case applePayUnsupported: // Don’t show Apple Pay button } }) } This
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Could not download app from App Store or TestFlight after macOS 26 upgrade
After upgrading to macOS 26, I cannot install or update my app from either the App Store or TestFlight. Other apps update and install normally. Steps: Before upgrading, the app was installed via TestFlight and worked fine. After upgrading, I tried to update the app from the App Store: The update stalls at ~90% and never completes. Other apps update successfully. I launched the already-installed TestFlight version — it worked. After deleting the app, I tried reinstalling from TestFlight and got the error: “The app couldn’t be downloaded. Try again.” I tried rebooting, logging out/in of my Apple ID, and submitting a new TestFlight build — same issue. Environment: Originally built with Xcode 14 Also tried a new build with Xcode 16 App is compatible with macOS 26. Distribution outside the App Store (Developer ID signed and notarized build) runs fine
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Reply to iOS 26 Liquid Glass not showing
You shouldn't need to set the key as it defaults to false. Might want to check out: https://developer.apple.com/documentation/technologyoverviews/adopting-liquid-glass Has very good guides for both UIKit and SwiftUI. Sad that Apple doesn't give a UIKit code example.
Topic: UI Frameworks SubTopic: General Tags:
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Issue in distributint my app on TestFlight.
Hi, yesterday when I was trying to release the TestFlight build of my app the xcode said that it could not authenticate my apple ID. I then came to know that it actually wanted me to complete and aggrement which was Paid Apps Agreement. This agreeemnet is to be made if one has to sell their app on AppStore or make in-app-purchases. I want to ask if it was mandatory for me to sign that agreement? As the solution which I could come across suggested that xcode blocks the distribution if there is a pending agreement.
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Reply to Apple Pay pre-auth: how to not show hold amount (gas-station style) for usage-based rentals?
With card present environments, what's happening there is Apple Pay is sending the DPAN and cryptogram to the terminal, and terminal completes the charge. However, in card not present environments, from a payment processing UX perspective, the user has to see the amount they are confirming for pre-authorization. Otherwise it could lead to fraud cases. You could consider talking to your gateway or bank for Credential On File (COF) if you want to implement something similar to card present environments: You can save the card with a symbolic amount (or zero if the banks allow it) and then use the card you saved for the actual charge. But please beware that Credential On File brings its own set of rules and implementation requirements.
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Reply to Implementing multiple payment gateways on same domain
That could be a little problematic to have all gateways in the same domain because as far as I understand, Apple provides the domain verification files per platform integrator, so the gateway that provided you with the verification file is your integrator. And I am not sure how Apple treats multi-integrator platforms. Is it possible for you to register as a merchant, decrypt the payload as a merchant and then send the transaction to gateways for authorization? That might be a better solution.
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Implementing multiple payment gateways on same domain
Hi Everyone, My team is working on an online marketplace for FMBs in Saudi Arabia (with a plan to expand to other markets later). We are currently working on integrating multiple payment gateways with embedded Apple Pay support into our platform. We’ve encountered an issue with the apple-developer-merchantid-domain-association file. Based on advice from one of our payment partners, we've ensured that the domain association file is uploaded in the correct format. This works successfully with our first payment gateway. However, for the additional payment gateways we are integrating, we would also like to enable Apple Pay with embedded support. The challenge is that each payment gateway requires its own domain verification, but the verification file uses the same file name. This prevents us from supporting multiple gateways on the same domain. Has anyone in the house been able to implement a similar solution, or know how we can best implement this? Please, I'll appreciate advise on how
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Reply to Xcode Version 26.0.1 (17A400) Model assets are unavailable
I do not think it is related to China as I live in Europe and get the same problem on my work MacBook Pro. The weird thing is that I get mixed results from a playground in Xcode (see attached pictures). Both ready to go and Model assets are unavailable. My managed macBook Pro has a profile that blocks only two things from Apple Intelligence: Allow integration with external intelligence services (macOS 15.2 or later) Allow Apple Intelligence: external intelligence workspace IDs (macOS 15.3 or later) I'm on Tahoe 26.0.1 and Apple M2 Pro. Any suggestion to allow me to run Foundation Models on my Mac? (At home, on my private MacBook Pro, everything works as expected)
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AlarmKit plays system error tone instead of custom sound files (iOS 26.0)
AlarmKit custom sounds are universally broken in iOS 26.0 stable - instead of playing your custom sound, it plays a system error/timeout beep. I've spent days investigating why custom sounds result in what sounds like an error beep (like when you cancel an operation or hit a timeout) instead of the actual audio file. I can now prove this is an Apple bug, not implementation error. Evidence: Test 1: My Implementation Followed Apple's documentation exactly Tried both bundle and Library/Sounds (as documented) Result: System error beep (not my audio) Test 2: Professional Apps Tested ADHDAlarms (popular AlarmKit example by jacobsapps) https://github.com/jacobsapps/ADHDAlarms Their airhorn.mp3 custom sound: same error beep (not an airhorn) Their default sound: works perfectly Test 3: Device Testing Physical iPhone (iOS 26.0 - 23A341): broken iOS Simulator: broken Not device-specific Files are found correctly, but the actual audio file is never played. Instead, you hear what sounds like a system err
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Reply to Safe areas ignored after navigating a WebView/WebPage back in a NavigationStack
I filed a bug report (FB20465338) but I also want to note some more details here in case this is useful to someone: When navigating back/forward in a WebView or WKWebView, the page suddenly jumps up. The reason appears to be that WebKit automatically adds some padding to the top of the webpage to account for the unsafe nav bar area, but it then forgets to account for this padding when navigating back/forward. The effect is especially pronounced if you swipe back/forward. When swiping you see a static preview of the incoming page, but when you release the swipe, the page suddenly jumps up. As far as I can tell, this has always been an issue, but before iOS 26 it wasn't really a problem because the WebView would usually be flush against a solid nav bar. However, in iOS 26, this bug is problematic because Apple is asking us to flow the web content behind the nav bar; indeed, this is the default behavior of a WebView. There's effectively no good solution in iOS 26 because you basically have two choices:
Topic: Safari & Web SubTopic: General Tags:
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Reply to codesign stubbornly failing
[quote='860620022, dreisicht, /thread/802464?answerId=860620022#860620022, /profile/dreisicht'] the project is open source anyway. [/quote] Yeah, but if you send me a binary then I don’t have to mess around with build systems (-: [quote='860620022, dreisicht, /thread/802464?answerId=860620022#860620022, /profile/dreisicht'] Here is the zipped .app [/quote] Thank you! This layout is much what I’d expected: mach-o-images.txt Note I’m using the FindMachO.sh script from here. Or, as a hierarchy: hierarchy.txt That is, you have a vast array of code embedded within the Contents/Resources directory. It’s feasible to sign and distribute this. It doesn’t follow the rules in Placing content in a bundle, but this particular structure is tolerable, at least for the moment [1]. So, to sign this you need to generate a list of these code items, sort them in dependency order, and sign each one in that order. This is pretty much the process described in Creating distribution-signed code for macOS. Share and Enjoy — Quinn “The
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Reply to Potential Structural Swift Concurrency Issue: unsafeForcedSync called from Swift Concurrent context
interferon, It’s better to reply as a reply, rather than in the comments; see Quinn’s Top Ten DevForums Tips for this and other titbits. You wrote: How much should I worry about this error? That depends on what the backtrace looks like. If the backtrace leads to your code, that’s something you should worry about. If the backtrace only shows system code, that makes this log noise, as defined here. [quote='860615022, pi80223, /thread/802423?answerId=860615022#860615022, /profile/pi80223'] I've seen this error message too when running a very simple SwiftUI app [/quote] I tried that here in my office and didn’t see the log. Specifically: Using Xcode 26.0.1 on macOS 15.6.1, I created a new project from the macOS > App target, choosing SwiftUI as the language. I ran that on my iOS 26.0 (23A341) test device (by a strange coincidence, it’s also an iPhone 16). I waited for 10 seconds. Then swiped up from bottom to send it to the background. And it’s a bummer I can’t reproduce it because I might be able to learn mor
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