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Visual Studio Maui IOS

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Reply to `onTapGesture` not triggered on `Map` views
An update regarding the state of this issue as of iOS 26.1 beta 1 Using 26.1 beta 1 (23B5044k), I tested this issue using the sample code provided with the original post, and there's a partial fix in this build of iOS 26.1, but there's a noticeable performance issue that folks will likely want to keep in mind. There's a significant regression between the responsive UI experience that was present in iOS 18.6 and the high-latency UI experience now present in iOS 26.1. I'll try to summarize how the behavior varies across OS versions: iOS 18.6: onTapGesture triggers callback nearly instantly iOS 26.0: onTapGesture fails to trigger callback at all iOS 26.1: onTapGesture eventually triggers callback, but there's a significant delay that causes the app to feel unresponsive Demo The attached gif attempts to show the delay, but it feels much more apparent when you're using an app yourself and you sense the delay between when you personally tap on the scree
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Reply to UI resizing / realigning issue in iOS 26 device building in xcode 26
I think you will need to update to iOS 26 and have this on UISceneDelegate: func windowScene( _ windowScene: UIWindowScene, didUpdateEffectiveGeometry previousGeometry: UIWindowScene.Geometry) { It completely messes up my app, which was a full-screen app with fixed orientation. I will post a repo in a few days with a possible solution - which, in my case, will be to letter-box the landscape-only or portrait-only content. Remove all animations when transitioning screen, assume the screen can change to any size at any time.
Topic: UI Frameworks SubTopic: UIKit Tags:
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iPhone 17, IOS 26 - No option to enable ‘Processor Trace’
According to the documentation for Processor Trace, it should be available on the iPhone 16 or later. Going off of the Optimize CPU performance with Instruments WWDC session, the toggle for it should be under Developer > Performance, but I don’t see this option anywhere on my iPhone 17. I can’t run a Processor Trace in Instruments without this feature turned on, because it claims my iPhone’s CPU is unsupported. Has anyone else managed to enable Processor Trace on the A19 chips?
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How to implement background notifications with action buttons (Accept/Decline) in iOS Flutter app?
I am developing a Flutter app for food delivery (a multivendor e-commerce restaurant app). In the vendor app (Android), I successfully implemented a background notification that stays active until the vendor responds with either Accept or Decline. This works fine on Android, but I cannot get the same functionality working on iOS. My requirements: Vendor should receive a background notification. The notification should include action buttons (Accept / Decline). It should remain active until the vendor takes action. My questions: Is this possible to implement in iOS with Flutter? If yes, what is the recommended way (e.g., firebase_messaging, flutter_local_notifications, flutter_foreground_task, or native iOS integration)? Are there any iOS restrictions I should consider compared to Android background services? I built this for Android using firebase_messaging + flutter_foreground_task + flutter_local_notifications. On iOS, I tried setting up firebase_messaging and fl
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Reply to Incorrect color for inline navigation bar title when dark mode AND reduce transparency ON.
I came across the same bug: When in .dark mode AND reduced transparency, OS picks in the assets the Any Luminosity variant instead of the dark one for the inline title (not the large title). I have a Color with 4 variants: light/dark x normal/high-contrast. I apply it to navigationTitle with a UIKit function: .onAppear { setTitleMyColor(.text) } // apply TextColor from the assets And I used the following workaround in this UIKit function: import UIKit import SwiftUI /// A function relying on UIKit to force the navigation title color @MainActor func setTitleUIColor(_ color:UIColor) { // iOS bug workAround: if reducedTransparency and dark mode are both enabled, // For the inline title only (not the largeTitle) // iOS picks in the assets the Any Luminosity variant instead of the dark one let colorFixed = UIAccessibility.isReduceTransparencyEnabled ? .systemGray: color let appearance = UINavigationBarAppearance() appearance.titleTextAttributes = [.foregroundColor: colorFixed] appearance.largeTit
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Custom font ok on iOS, fuzzy on OSX
Hi! I am adding MacOS to a SwiftUI based multiplatform app in XCode, and have noticed an effect on the OTF font I am using. When started for a MacOSX target, the font looks a bit fuzzy, or too bold for the same display: Above is the display running in an iPhone 13 mini simulator, below the macOS version running for the My Mac target. The font is in both cases just fetched with static let tkDisplayFont = Font.custom(Segment7Standard, size: 38) Same applies in dark mode: This makes the numbers and especially the decimal point a bit harder to read. The same happens with the system font, but it is not such a problem there: I guess this is handled a bit differently between UIFont and NSFont underneath. Is there a way to tell the font to behave the same way as on iOS?
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Spatial Computing, ARPointCloud (rawFeaturePoints)
https://developer.apple.com/documentation/arkit/arpointcloud https://developer.apple.com/documentation/arkit/arframe/rawfeaturepoints The point cloud (collection of points/features) main intention is a debug visualization to what the underlying tracking algorithm processes and is not designed for additional algorithms on top of that. But, we are utilizing information contained in the points/features collected by ARKit. Currently, the range of rawfeaturepoints is limited to about 10 meter from the device. We see a great chance if the range is unlock. The global localization will be more robust and accurate. ARPointCloud - Apple ARKit - FindSurface YouTube SIdQRiLj2jY
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Push notifications don't deliver when device is idle on iOS 18.7 and 26.0
There's a list of bug reports: FB19778882 FB19813796 FB19852724 FB19767262 FB20378888 FB20379383 FB20394663 Me and many other users have issue with push notifications. To reproduce this you should do this steps: Lock iPhone and make it idle for 10+ minutes; Send any message from other device via third-party app that uses push notifications (WhatsApp, Telegram and etc.); After few attempts you can see, that messages don't deliver. They delivers immediately when I unlock iPhone or go to the app. This bug reproduces on iOS 18.7 and 27. As I think iPhone goes to deep sleep after 10+ minutes after it locked and don't get push notifications. I've tried everything: many of settings, DFU without backup, but nothing helps to resolve this issue. Pay attention, please, cause this bug is very annoying and present on iOS 18.7 (that is the last for many devices) and latest iOS 26. Thanks!
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playSoundFileNamed not working on Tahoe?
I have published a number of games that use SpriteKit for everything important. Since the release of macOS Tahoe, I've had a lot of end user reports saying that sound effects have stopped working in many (but not all) of my titles. I'm not doing anything unusual here – typical code is: sndGameOver = [SKAction playSoundFileNamed:@Audio/GameOver.wav waitForCompletion:YES]; Then at the appropriate time: [self runAction:sndGameOver]; Has anyone else encountered this? The code still works fine on previous operating systems, and appears to be fine on iOS too. Has something changed in macOS Tahoe? I'm at a bit of a loss. There's nothing obviously different between the titles that do work and the titles that don't. Suggestions welcomed! Thanks
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How to enable the "Paste and Match Style" context menu in a UITextView?
The UIResponderStandardEditActions protocol includes pasteAndMatchStyle:. UITextView conforms to UIResponderStandardEditActions. But I can't find a way to get that menu to appear. I get the standard Paste menu. I've tried overriding pasteAndMatchStyle: in a subclass of UITextView. I've overridden canPerformAction:withSender: but it never gets called with the pasteAndMatchStyle: selector. I've implemented the textView:editMenuForTextInRange:suggestedActions: delegate method. It's called but the suggested actions do not include the Paste and Match Style action (key command). I came up with an ugly hack that involved overriding buildMenuWithBuilder: and adding my own key command after the paste command. But this shouldn't be necessary considering it's supposed to be a standard edit action. So what's the trick to make the Paste and Match Style edit menu appear properly in a UITextView? I'm testing with iOS 17, 18, and 26.
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After uninstalling the app, ManagedSettingsStore.shield is still active — seems to be an Apple system behavior
I’m using the shielding API, my code: let store = ManagedSettingsStore() let whitelist = SharedDefaults.whitelistApplications store.shield.applicationCategories = .all(except: whitelist) And to clear the shield, my code is: store.shield.applications = nil store.shield.applicationCategories = nil The issue: Some users report that after uninstalling my app, the shield is still active, and the UI changes to the default iOS system interface. Even after restarting the device, the apps on the phone remains locked, so the user has no way to remove the shield. Recently I’ve received several complaints on social media and App Store comments, accusing my app of being malicious software. This is not a 100% reproducible bug, but it happens frequently enough. I was also able to reproduce it myself by uninstalling the app during an active lock session. Could Apple engineers please look into this issue and advise how to ensure that once the user uninstalls the app, the device is no longer locked?
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Reply to Fatal safeAreaInsets Error on Certain iOS/iPadOS 26 Devices
I tested this after writing the message above. When all iPhone devices are rotated horizontally, the safeAreaInsets.top value is 20.0. Up until iOS 18, it was displayed as 0.0. Even with iOS 26, the top status bar is not displayed in apps on iPhones when the device is rotated horizontally. Is this intentional on Apple's part? Or is it an OS bug or error?
Topic: UI Frameworks SubTopic: UIKit Tags:
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Reply to BGContinuedProcessingTask launchHandler invocation
Thanks Kevin! So I need to think about this a little differently then. Instead of performing the work once you get a BGContinuedProcessingTask, just begin performing the work (the exact same way you do in iOS 18), if a BGContinuedProcessingTask starts persist it and update it as the work completes, and reset state when the work finishes or gets canceled. I actually think both of those are perfectly reasonable approaches. The right answer here really depends on the what you're actually trying to do what what fits within your app's architecture. I put together code to demonstrate this approach. Did I understand correctly, this should be all good with this simple counting demo? Sure, I don't have any issue with that general approach. There are details I could argue about in a real application (notably, you're manipulating UIKit from a background thread), but that's not really relevant here. This seems to work, minus some behavior I did not expect: The Live Activity appears upon Start Counting while the
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