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Reply to Network access blocked by system
Thanks for the post. I wanted to make sure to see as nothing has changed on Xcode, but could be macOS requesting for permission. What version of macOS and build are you using? macOS manages privacy permissions using a system called TCC. When you build and run your app via Xcode, the system checks the app's signature to see if it has permission, and creates a new entry in System Settings. I have an idea, however there are engineers here that will have better suggestions than mine. Looking forward to other developers suggestions. I would personally check and reset the bundle ID. Check System Settings > Privacy & Security > Local Network. Is there anything there? Open the Terminal app on your Mac. You will need your app's Bundle Identifier (e.g., com.yourname.yourapp). You can find this in Xcode by clicking your project file in the navigator and looking under the General tab. Run the following command, replacing [YOUR_BUNDLE_ID] with your actual bundle identifier: tccutil reset LocalN
3w
Network access blocked by system
I’m building an app on macOS 26.4 with Xcode 26.4. When I build and run my app it started prompting me for network access, which it didn’t do before with Xcode 26. It did that repeatedly, and I had been approving the prompts and the app had been working. Now the app’s network features are not working, and I assume its because its being blocked by macOS, even though I accepted the network requests each time. In System Settings - Privacy and Security - Local Network, the app has many repeated entries, like 20, and all of them are turned on.
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Reply to DCDevice last_update_time issue
We believe this might be a bug in DeviceCheck for an edge case you seem to be running into, and the team would appreciate a Bug Report for this in order to investigate the cause and issue a fix or suggest a workaround. We would also require a diagnostic log from the device to see if this is indeed a bug or a device side anomaly. If you can please run your app and/or take the actions for the device to record a last_update_time, and once that is done create a sysdiagnose following these instructions. If the problem devices are only in the hands of your users, then please send as much details and logs from your server side communications. If you are able to provide it, the first time stamp for when update_two_bits was sent for this device and wrong last_update_time returned by the last query_two_bits would be essential information. Once you have created the bug report and added the relevant information, please share the Feedback ID here, and @mention me in your reply so I can pass on the inform
Topic: Privacy & Security SubTopic: General Tags:
3w
Reply to DeviceCheck query_two_bits returns last_update_time in the future — what could cause this?
We believe this might be a bug in DeviceCheck for an edge case you seem to be running into, and the team would appreciate a Bug Report for this in order to investigate the cause and issue a fix or suggest a workaround. We would also require a diagnostic log from the device to see if this is indeed a bug or a device side anomaly. If you can please run your app and/or take the actions for the device to record a last_update_time, and once that is done create a sysdiagnose following these instructions. If the problem devices are only in the hands of your users, then please send as much details and logs from your server side communications. If you are able to provide it, the first time stamp for when update_two_bits was sent for this device and wrong last_update_time returned by the last query_two_bits would be essential information. Once you have created the bug report and added the relevant information, please share the Feedback ID here, and @mention me in your reply so I can pass on the inform
Topic: Privacy & Security SubTopic: General Tags:
3w
Original App Still in Review While a Verbatim Clone Got Approved (Guideline 4.1 Violation)
I need to bring attention to a very suspicious copycat incident that suggests a potential metadata scraping issue. I submitted my original sports insights app, KickPick, for review on April 2nd, 2024. To my shock, I discovered a competitor app already live on the store with same app name and nearly identical app information (descriptions, metadata) and a very similar UI structure. Domain Registration: The infringing developer registered their website domain on the exact same day I submitted my app for review (April 2nd). This is not a coincidence; it points to automated monitoring or scraping of new submissions/metadata. Plagiarized Legal Assets: While the UI has some variations, they have copied my Privacy Policy and Terms of Service verbatim. These documents were custom-written for my specific project logic, yet they appear on their site with only the company name changed. App Information: The app descriptions and store metadata are almost identical to what I provided in my pending submission. It is highly
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HELP please Large gap between proceed & financial report in March
Hi everyone Please i need someone to explain this, I wanted to ask if anyone has experienced something similar with their payments. In March, in App Store Connect → Trends → Proceeds, I can see that my total proceeds are $343. However, in Payments and Financial Reports, Apple shows that they will pay me only $258 USD. (sales 482USD) From what I understand, taxes and Apple’s commission are already deducted when calculating proceeds, so I’m confused about why there is still such a big difference between the proceeds amount and the final payment. Has anyone faced this before or knows what could explain this gap? thanks
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Reply to Does the OS has dedicated volume levels for each AVAudioSessionCategory.
We have one more follow up query on this. If we chose to stay in AVAudioSessionCategoryPlayAndRecord And consider our application supports both the output when there is an active call running [Built-In Receiver, Speaker] At any given time, if user choses his preferred output route then the volume level should remain same, that is our expectation. Could you please let us know is there any deviation from Apple frameworks from this? Just to make it clear, if user has set the volume level to say 60% when the output was set to BuiltIn Receiver and then user switches the output to Speaker, we expect the volume level to remain in 60%
Topic: Media Technologies SubTopic: Audio Tags:
3w
D3DMetal Extreme Over Synchronization Issues
Explanation Currently, D3DMetal’s GPU synchronization approach introduces significant compute overhead on the CPU. This specifically affects D3D12 games that use modern rendering pipelines on Apple Silicon. Specifically, I’ve tested Death Stranding 2 On the Beach for how it handles its rendering. And the results are extreme: frame times are suffering from a 42% decrease from synchronization. Although there are obviously other effects at play, such as the overhead introduced by Rosetta and Wine, both of them don’t introduce as much overhead as D3DMetal. This issue isn’t just specific to Death Stranding 2 On the Beach; most games running through D3DMetal suffer from this. Most games still seem to force synchronization to ~30 ms to reach the 30 fps amount. But it could be better with better synchronization, such as how DXMT handles it. Instead of doubling the work, it allows Metal to single-handedly track resource dependencies internally. This is in part due to the unfortunate bad mapping of D3D12 calls
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Reply to Layout recursion error message
I don’t have any good input on the original issue that kicked off this thread, but I wanted to address this: [quote='883180022, -dp, /thread/806471?answerId=883180022#883180022, /profile/-dp'] if someone knows a good solution to disable all system logs while keeping my own [/quote] Xcode 15 introduced a new Console area with excellent integration with the system log. For example, consider this program: import Foundation import Network import os.log let log = Logger(subsystem: , category: ) func main() { let c = NWConnection(host: example.com, port: 80, using: .tls) c.stateUpdateHandler = { newState in log.log(did change state, state: ( (newState) )) } c.start(queue: .main) log.log(will enter main loop) dispatchMain() } main() IMPORTANT This is not meant to work. It tries to connect to the HTTP port using TLS, which won’t end well. The goal is to generate a bunch of log entries from Network framework, which it absolutely does (-: When I run this (Xcode 26.4 on macOS 26.3.1) I see this: will enter main
Topic: UI Frameworks SubTopic: AppKit Tags:
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Apple Developer Program Enrollment Stuck for 3+ Weeks — No Response from Support
I have been waiting over 3 weeks for my Apple Developer Program enrollment to be activated. Here is the full timeline: Submitted individual enrollment and completed payment. Enrollment did not activate. Submitted and paid a second time. Contacted Apple Developer Support by email — was promised a response within 2 business days. No response received. Sent a follow-up email after 2 weeks. Requested a phone callback through the support page — no call received. It has now been over 3 weeks with zero communication from Apple. My account still shows enrollment as pending. I have not received any requests for additional documentation or verification. My Apple ID has two-factor authentication enabled, and my legal name matches my ID exactly. I am an individual developer with a completed app ready for App Store submission. This delay is the only thing preventing me from publishing. I am requesting: — Activation of my developer account — A refund for the duplicate payment — Any explanation for the delay If any
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watchOS 11.2 Debug Tunnel Timeout: iPhone Connected, Watch stuck in "Waiting to Reconnect" (Xcode 16.4)
Hello, I am experiencing a critical blocking issue developing a watchOS app. While the iPhone 15 Pro Max is fully Connected via USB (confirmed green light in Network Settings), the Apple Watch Series 7 (watchOS 11.2) remains unreachable by Xcode. Mac: Mac Mini (macOS 15/16). Devices: iPhone 15 Pro Max (iOS 18+), Apple Watch Series 7 (watchOS 11.2). Xcode: 16.4 / Build 26.4. Hardware: Direct USB-C connection (USB 2.0 480Mb/s protocol). Technical Evidence of Protocol Failure: Missing Staging Folders: ~/Library/Developer/Xcode/watchOS DeviceSupport does not exist, implying the handshake fails before symbol stripping/sync begins. CoreDevice Error: Consistently receiving: Previous preparation error: A connection to this device could not be established.; Timed out while attempting to establish tunnel using negotiated network parameters. Missing Keychain Entries: No com.apple.coredevice keys found in Keychain Access, suggesting the Trusted Host handshake is incomplete. mDNS/Discovery: xcrun devicectl list devices shows
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Reply to Notarization submissions stuck "In Progress" for 24+ hours - new team first submissions
I’m glad you got this sorted, but I don’t think that this is the right explanation: [quote='883178022, duals, /thread/821552?answerId=883178022#883178022, /profile/duals'] Apple's notary service has a known issue with APFS DMGs (Apple DTS: r. 134264492). [/quote] The notary service should be able to handle both APFS and HFS Plus just fine. That bug, which I mentioned on this thread, doesn’t affect APFS. Rather, it was caused by the developer submitting a UDF disk image. The fix was… well… to not do that. I suspect you were actually being routed to the “in-depth analysis” path — I’ve included my standard explanation of that below — and your resubmission as HFS Plus just happen to coincide with that state being cleared. If you want to confirm this, you could revert back to APFS and see if you continue to have problems. Or not, because there’s nothing wrong with shipping an HFS Plus disk image. But if you do run this test, please let me know how you get along because I’m super curious. Share and Enjoy —
Topic: Code Signing SubTopic: Notarization Tags:
3w
Please HELP, $343 proceeds but only $258 paid, what explains the gap?
Hi everyone Please i need someone to explain this, I wanted to ask if anyone has experienced something similar with their payments. In March, in App Store Connect → Trends → Proceeds, I can see that my total proceeds are $343. However, in Payments and Financial Reports, Apple shows that they will pay me only $258 USD. From what I understand, taxes and Apple’s commission are already deducted when calculating proceeds, so I’m confused about why there is still such a big difference between the proceeds amount and the final payment. Has anyone faced this before or knows what could explain this gap? Thanks in advance for your help!
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Clarification on WWDC25 Session 300: Do iPhone 11 and SE (2nd gen) fully support Frame Interpolation & Super Resolution without issues?
Hello everyone, I have a question regarding the Ultra-Low Latency Frame Interpolation and Super Resolution features introduced in WWDC 2025 Session 300 (https://developer.apple.com/videos/play/wwdc2025/300/). In the video, it was mentioned that these features run on any device as long as it has iOS 26.0 or later and an Apple Silicon chipset. Based on the official support guide (https://support.apple.com/ko-kr/guide/iphone/iphe3fa5df43/ios), the iPhone 11 and iPhone SE (2nd generation) are listed as supported devices. I just want to double-check and confirm: since they meet the criteria mentioned in the video, do these features actually run without any performance issues or limitations on the iPhone 11 and iPhone SE (2nd gen)? I want to make sure I understand the exact hardware capabilities before proceeding with development. Thanks for your help!
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Reply to Xcode 26.4 refuses to pair with my Series 4 iWatch
Now it's even worse - I deleted the watch from the Xcode Devices window, thought I'd add it again, but I can't get it to show up. iPhone connected via wire, all three devices on the same WiFi network.
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Reply to Network access blocked by system
Thanks for the post. I wanted to make sure to see as nothing has changed on Xcode, but could be macOS requesting for permission. What version of macOS and build are you using? macOS manages privacy permissions using a system called TCC. When you build and run your app via Xcode, the system checks the app's signature to see if it has permission, and creates a new entry in System Settings. I have an idea, however there are engineers here that will have better suggestions than mine. Looking forward to other developers suggestions. I would personally check and reset the bundle ID. Check System Settings > Privacy & Security > Local Network. Is there anything there? Open the Terminal app on your Mac. You will need your app's Bundle Identifier (e.g., com.yourname.yourapp). You can find this in Xcode by clicking your project file in the navigator and looking under the General tab. Run the following command, replacing [YOUR_BUNDLE_ID] with your actual bundle identifier: tccutil reset LocalN
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3w
Network access blocked by system
I’m building an app on macOS 26.4 with Xcode 26.4. When I build and run my app it started prompting me for network access, which it didn’t do before with Xcode 26. It did that repeatedly, and I had been approving the prompts and the app had been working. Now the app’s network features are not working, and I assume its because its being blocked by macOS, even though I accepted the network requests each time. In System Settings - Privacy and Security - Local Network, the app has many repeated entries, like 20, and all of them are turned on.
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2
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0
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126
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3w
Reply to DCDevice last_update_time issue
We believe this might be a bug in DeviceCheck for an edge case you seem to be running into, and the team would appreciate a Bug Report for this in order to investigate the cause and issue a fix or suggest a workaround. We would also require a diagnostic log from the device to see if this is indeed a bug or a device side anomaly. If you can please run your app and/or take the actions for the device to record a last_update_time, and once that is done create a sysdiagnose following these instructions. If the problem devices are only in the hands of your users, then please send as much details and logs from your server side communications. If you are able to provide it, the first time stamp for when update_two_bits was sent for this device and wrong last_update_time returned by the last query_two_bits would be essential information. Once you have created the bug report and added the relevant information, please share the Feedback ID here, and @mention me in your reply so I can pass on the inform
Topic: Privacy & Security SubTopic: General Tags:
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3w
Reply to DeviceCheck query_two_bits returns last_update_time in the future — what could cause this?
We believe this might be a bug in DeviceCheck for an edge case you seem to be running into, and the team would appreciate a Bug Report for this in order to investigate the cause and issue a fix or suggest a workaround. We would also require a diagnostic log from the device to see if this is indeed a bug or a device side anomaly. If you can please run your app and/or take the actions for the device to record a last_update_time, and once that is done create a sysdiagnose following these instructions. If the problem devices are only in the hands of your users, then please send as much details and logs from your server side communications. If you are able to provide it, the first time stamp for when update_two_bits was sent for this device and wrong last_update_time returned by the last query_two_bits would be essential information. Once you have created the bug report and added the relevant information, please share the Feedback ID here, and @mention me in your reply so I can pass on the inform
Topic: Privacy & Security SubTopic: General Tags:
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3w
Original App Still in Review While a Verbatim Clone Got Approved (Guideline 4.1 Violation)
I need to bring attention to a very suspicious copycat incident that suggests a potential metadata scraping issue. I submitted my original sports insights app, KickPick, for review on April 2nd, 2024. To my shock, I discovered a competitor app already live on the store with same app name and nearly identical app information (descriptions, metadata) and a very similar UI structure. Domain Registration: The infringing developer registered their website domain on the exact same day I submitted my app for review (April 2nd). This is not a coincidence; it points to automated monitoring or scraping of new submissions/metadata. Plagiarized Legal Assets: While the UI has some variations, they have copied my Privacy Policy and Terms of Service verbatim. These documents were custom-written for my specific project logic, yet they appear on their site with only the company name changed. App Information: The app descriptions and store metadata are almost identical to what I provided in my pending submission. It is highly
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1
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0
Views
97
Activity
3w
HELP please Large gap between proceed & financial report in March
Hi everyone Please i need someone to explain this, I wanted to ask if anyone has experienced something similar with their payments. In March, in App Store Connect → Trends → Proceeds, I can see that my total proceeds are $343. However, in Payments and Financial Reports, Apple shows that they will pay me only $258 USD. (sales 482USD) From what I understand, taxes and Apple’s commission are already deducted when calculating proceeds, so I’m confused about why there is still such a big difference between the proceeds amount and the final payment. Has anyone faced this before or knows what could explain this gap? thanks
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0
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0
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102
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3w
Reply to Does the OS has dedicated volume levels for each AVAudioSessionCategory.
We have one more follow up query on this. If we chose to stay in AVAudioSessionCategoryPlayAndRecord And consider our application supports both the output when there is an active call running [Built-In Receiver, Speaker] At any given time, if user choses his preferred output route then the volume level should remain same, that is our expectation. Could you please let us know is there any deviation from Apple frameworks from this? Just to make it clear, if user has set the volume level to say 60% when the output was set to BuiltIn Receiver and then user switches the output to Speaker, we expect the volume level to remain in 60%
Topic: Media Technologies SubTopic: Audio Tags:
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3w
D3DMetal Extreme Over Synchronization Issues
Explanation Currently, D3DMetal’s GPU synchronization approach introduces significant compute overhead on the CPU. This specifically affects D3D12 games that use modern rendering pipelines on Apple Silicon. Specifically, I’ve tested Death Stranding 2 On the Beach for how it handles its rendering. And the results are extreme: frame times are suffering from a 42% decrease from synchronization. Although there are obviously other effects at play, such as the overhead introduced by Rosetta and Wine, both of them don’t introduce as much overhead as D3DMetal. This issue isn’t just specific to Death Stranding 2 On the Beach; most games running through D3DMetal suffer from this. Most games still seem to force synchronization to ~30 ms to reach the 30 fps amount. But it could be better with better synchronization, such as how DXMT handles it. Instead of doubling the work, it allows Metal to single-handedly track resource dependencies internally. This is in part due to the unfortunate bad mapping of D3D12 calls
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1
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0
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323
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3w
Reply to Layout recursion error message
I don’t have any good input on the original issue that kicked off this thread, but I wanted to address this: [quote='883180022, -dp, /thread/806471?answerId=883180022#883180022, /profile/-dp'] if someone knows a good solution to disable all system logs while keeping my own [/quote] Xcode 15 introduced a new Console area with excellent integration with the system log. For example, consider this program: import Foundation import Network import os.log let log = Logger(subsystem: , category: ) func main() { let c = NWConnection(host: example.com, port: 80, using: .tls) c.stateUpdateHandler = { newState in log.log(did change state, state: ( (newState) )) } c.start(queue: .main) log.log(will enter main loop) dispatchMain() } main() IMPORTANT This is not meant to work. It tries to connect to the HTTP port using TLS, which won’t end well. The goal is to generate a bunch of log entries from Network framework, which it absolutely does (-: When I run this (Xcode 26.4 on macOS 26.3.1) I see this: will enter main
Topic: UI Frameworks SubTopic: AppKit Tags:
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Apple Developer Program Enrollment Stuck for 3+ Weeks — No Response from Support
I have been waiting over 3 weeks for my Apple Developer Program enrollment to be activated. Here is the full timeline: Submitted individual enrollment and completed payment. Enrollment did not activate. Submitted and paid a second time. Contacted Apple Developer Support by email — was promised a response within 2 business days. No response received. Sent a follow-up email after 2 weeks. Requested a phone callback through the support page — no call received. It has now been over 3 weeks with zero communication from Apple. My account still shows enrollment as pending. I have not received any requests for additional documentation or verification. My Apple ID has two-factor authentication enabled, and my legal name matches my ID exactly. I am an individual developer with a completed app ready for App Store submission. This delay is the only thing preventing me from publishing. I am requesting: — Activation of my developer account — A refund for the duplicate payment — Any explanation for the delay If any
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0
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0
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67
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3w
watchOS 11.2 Debug Tunnel Timeout: iPhone Connected, Watch stuck in "Waiting to Reconnect" (Xcode 16.4)
Hello, I am experiencing a critical blocking issue developing a watchOS app. While the iPhone 15 Pro Max is fully Connected via USB (confirmed green light in Network Settings), the Apple Watch Series 7 (watchOS 11.2) remains unreachable by Xcode. Mac: Mac Mini (macOS 15/16). Devices: iPhone 15 Pro Max (iOS 18+), Apple Watch Series 7 (watchOS 11.2). Xcode: 16.4 / Build 26.4. Hardware: Direct USB-C connection (USB 2.0 480Mb/s protocol). Technical Evidence of Protocol Failure: Missing Staging Folders: ~/Library/Developer/Xcode/watchOS DeviceSupport does not exist, implying the handshake fails before symbol stripping/sync begins. CoreDevice Error: Consistently receiving: Previous preparation error: A connection to this device could not be established.; Timed out while attempting to establish tunnel using negotiated network parameters. Missing Keychain Entries: No com.apple.coredevice keys found in Keychain Access, suggesting the Trusted Host handshake is incomplete. mDNS/Discovery: xcrun devicectl list devices shows
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47
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3w
Reply to Notarization submissions stuck "In Progress" for 24+ hours - new team first submissions
I’m glad you got this sorted, but I don’t think that this is the right explanation: [quote='883178022, duals, /thread/821552?answerId=883178022#883178022, /profile/duals'] Apple's notary service has a known issue with APFS DMGs (Apple DTS: r. 134264492). [/quote] The notary service should be able to handle both APFS and HFS Plus just fine. That bug, which I mentioned on this thread, doesn’t affect APFS. Rather, it was caused by the developer submitting a UDF disk image. The fix was… well… to not do that. I suspect you were actually being routed to the “in-depth analysis” path — I’ve included my standard explanation of that below — and your resubmission as HFS Plus just happen to coincide with that state being cleared. If you want to confirm this, you could revert back to APFS and see if you continue to have problems. Or not, because there’s nothing wrong with shipping an HFS Plus disk image. But if you do run this test, please let me know how you get along because I’m super curious. Share and Enjoy —
Topic: Code Signing SubTopic: Notarization Tags:
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Please HELP, $343 proceeds but only $258 paid, what explains the gap?
Hi everyone Please i need someone to explain this, I wanted to ask if anyone has experienced something similar with their payments. In March, in App Store Connect → Trends → Proceeds, I can see that my total proceeds are $343. However, in Payments and Financial Reports, Apple shows that they will pay me only $258 USD. From what I understand, taxes and Apple’s commission are already deducted when calculating proceeds, so I’m confused about why there is still such a big difference between the proceeds amount and the final payment. Has anyone faced this before or knows what could explain this gap? Thanks in advance for your help!
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2
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0
Views
130
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3w
Clarification on WWDC25 Session 300: Do iPhone 11 and SE (2nd gen) fully support Frame Interpolation & Super Resolution without issues?
Hello everyone, I have a question regarding the Ultra-Low Latency Frame Interpolation and Super Resolution features introduced in WWDC 2025 Session 300 (https://developer.apple.com/videos/play/wwdc2025/300/). In the video, it was mentioned that these features run on any device as long as it has iOS 26.0 or later and an Apple Silicon chipset. Based on the official support guide (https://support.apple.com/ko-kr/guide/iphone/iphe3fa5df43/ios), the iPhone 11 and iPhone SE (2nd generation) are listed as supported devices. I just want to double-check and confirm: since they meet the criteria mentioned in the video, do these features actually run without any performance issues or limitations on the iPhone 11 and iPhone SE (2nd gen)? I want to make sure I understand the exact hardware capabilities before proceeding with development. Thanks for your help!
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371
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