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File download not working in Xcode 26.0 RC
Hello Apple Developer Community, I'm experiencing an issue with file download functionality in the iOS Simulator after updating to Xcode 26 RC (Build 17A321). Issue Description: When attempting to download files in the iOS Simulator via Safari, the download prompt appears correctly, but after tapping the 'Download' button, files are not being saved to the Files app. The download appears to do nothing with no error message, no indication of failure, but the file simply doesn't appear in Downloads or anywhere in the Files app. Environment: Xcode Version: 26.0 RC (17A321) iOS Simulator Version: 26.0 RC (23A339) Device Simulated: iPhone Air Steps to Reproduce: Open Safari in the iOS Simulator Navigate to a downloadable file (PDF, ZIP, etc.) Tap to initiate download Download prompt appears as expected Tap the 'Download' button Check the Files app → Downloads folder (empty) Expected Behavior: Files should download normally as they do on physical devices and as they did in previous Xcode versions. Actual Be
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iOS 16, iOS 17, MacOS Sonoma, Safari 17.5, permissionStatus.onchange not working
navigator.permissions.query -> permissionStatus.onchange is Supposed to listen to the event of a change in permissions in the browser settings. This works for all browsers, but in Safari for iOS and MacOS this seems to be broken in the currently recent versions 17.x Example: navigator.permissions.query({ name: 'notifications' }).then((permissionStatus) => { permissions = permissionStatus.state; // this value gets set correctly permissionStatus.onchange = () => { // This will not get executed when permissions have been changed // within the safari settings app, or iOS Settings for PWA or Safari }; }); Can someone from Apple's Webkit Team please comment on this? Thank you. T.
Topic: Safari & Web SubTopic: General Tags:
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Visual Intelligence API SemanticContentDescriptor labels are empty
I'm trying to use Apple's new Visual Intelligence API for recommending content through screenshot image search. The problem I encountered is that the SemanticContentDescriptor labels are either completely empty or super misleading, making it impossible to query for similar content on my app. Even the closest matching example was inaccurate, returning a single label [cardigan] for a Supreme T-Shirt. I see other apps using this API like Etsy for example, and I'm wondering if they're using the input pixel buffer to query for similar content rather than using the labels? If anyone has a similar experience or something that wasn't called out in the documentation please lmk! Thanks.
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Reply to Is It Still Possible for Indie iOS Apps to Thrive in 2025?
Once, the App Store empowered indie creators - small teams could launch great apps Nothing has changed in that respect. There are more opportunities now for people to build low-quality apps by using low-quality, cross-platform frameworks and tools. But people are still able to launch great apps with discipline, intelligence, and hard work. and find users easily This part has changed. There are lots more apps to choose from, a radically different marketplace, and different user expectations. It now takes more work and more time to find users. But in 2025, that era feels long gone, with algorithms, big players, and pay-to-win discoverability reshaping everything. Many things have changed over the past 17 years. Is there still a real chance for indie iOS developers today, or has Apple’s evolving ecosystem made independent success nearly impossible? Many people are having success. They're just focused on their products and providing a great experience for their customers. Posting content on social media
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How can third-party iOS apps obtain real-time waveform / spectrogram data for Apple Music tracks (similar to djay & other DJ apps)?
Hi everyone, I’m working on an iOS MusicKit app that overlays a metronome on top of Apple Music playback. To line the clicks up perfectly I’d like access to low-level audio analysis data—ideally a waveform / spectrogram or beat grid—while the track is playing. I’ve noticed that several approved DJ apps (e.g. djay, Serato, rekordbox) can already: • Display detailed scrolling waveforms of Apple Music songs • Scratch, loop or time-stretch those tracks in real time That implies they receive decoded PCM frames or at least high-resolution analysis data from Apple Music under a special entitlement. My questions: 1. Does MusicKit (or any public framework) expose real-time audio buffers, FFT bins, or beat markers for streaming Apple Music content? 2. If not, is there an Apple program or entitlement that developers can apply for—similar to the “DJ with Apple Music” initiative—to gain that deeper access? 3. Where can I find official documentation or a point of contac
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How can third-party iOS apps obtain real-time waveform / spectrogram data for Apple Music tracks (similar to djay & other DJ apps)?
Hi everyone, I’m working on an iOS MusicKit app that overlays a metronome on top of Apple Music playback. To line the clicks up perfectly I’d like access to low-level audio analysis data—ideally a waveform / spectrogram or beat grid—while the track is playing. I’ve noticed that several approved DJ apps (e.g. djay, Serato, rekordbox) can already: • Display detailed scrolling waveforms of Apple Music songs • Scratch, loop or time-stretch those tracks in real time That implies they receive decoded PCM frames or at least high-resolution analysis data from Apple Music under a special entitlement. My questions: 1. Does MusicKit (or any public framework) expose real-time audio buffers, FFT bins, or beat markers for streaming Apple Music content? 2. If not, is there an Apple program or entitlement that developers can apply for—similar to the “DJ with Apple Music” initiative—to gain that deeper access? 3. Where can I find official documentation or a point of contac
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LockedCameraCapture Does Not Launch The App from Lock Screen
My implementation of LockedCameraCapture does not launch my app when tapped from locked screen. But when the same widget is in the Control Center, it launches the app successfully. Standard Xcode target template: Lock_Screen_Capture.swift @main struct Lock_Screen_Capture: LockedCameraCaptureExtension { var body: some LockedCameraCaptureExtensionScene { LockedCameraCaptureUIScene { session in Lock_Screen_CaptureViewFinder(session: session) } } } Lock_Screen_CaptureViewFinder.swift: import SwiftUI import UIKit import UniformTypeIdentifiers import LockedCameraCapture struct Lock_Screen_CaptureViewFinder: UIViewControllerRepresentable { let session: LockedCameraCaptureSession var sourceType: UIImagePickerController.SourceType = .camera init(session: LockedCameraCaptureSession) { self.session = session } func makeUIViewController(context: Self.Context) -> UIImagePickerController { let imagePicker = UIImagePickerController() imagePicker.sourceType = sourceType imagePicker.mediaTypes = [UTType.image.identifier, U
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Email from app_notification@apple.com (“DPLA”) violation
Hello everyone, I recently received an email from Apple titled Notification of Apple Developer Program License Agreement (“DPLA”) violation: stating that I may have violated Section 11.2 (Termination) of the agreement. The specific clause mentioned relates to engaging in or encouraging misleading, fraudulent, improper, or dishonest acts, such as manipulating App Store rankings or reviews. I’m unsure what triggered this notification as I have always adhered to Apple’s guidelines. Recently, I ran a promotional campaign for my app, where it was made temporarily free, leading to a significant spike in downloads. I suspect this may have raised a flag, but everything was done transparently and without intent to violate any rules. I’ve reached out to Apple Support for clarification, but I wanted to ask here if anyone has experienced something similar or could provide insights into resolving this. I value my membership in the Apple Developer Program and want to ensure ever
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Performance degradation of HTTP/3 requests in iOS app under specific network conditions
Hello Apple Support Team, We are experiencing a performance issue with HTTP/3 in our iOS application during testing. Problem Description: Network requests using HTTP/3 are significantly slower than expected. This issue occurs on both Wi-Fi and 4G networks, with both IPv4 and IPv6. The same setup worked correctly in an earlier experiment. Key Observations: The slowdown disappears when the device uses: · A personal hotspot. · Network Link Conditioner (with no limitations applied). · Internet sharing from a MacBook via USB (where traffic was also inspected with Wireshark without issues). The problem is specific to HTTP/3 and does not occur with HTTP/2. The issue is reproducible on iOS 15, 18.7, and the latest iOS 26 beta. HTTP/3 is confirmed to be active (via assumeHttp3Capable and Alt-Svc header). Crucially, the same backend endpoint works with normal performance on Android devices and using curl with HTTP/3 support from the same network. I've checked the CFNetwork logs in the Console but haven't found
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Reply to Avoid hallucinations and information from trainning data
Thanks a lot for your super-fast advice! My results have increased quality. I only need a bit more of information about when is a best practique incorporate a description for a Guided attribute. @Generable struct SearchSuggestions { @Guide(description: A list of suggested search terms, .count(4)) var searchTerms: [String] } Listening the WWDC25 session Deep dive into Foundation Generation Models from min 9:00 to 9:15: Multiline Foundation Models will even automatically include details about your Generable type in the prompt, in a specific format that the model has been trained on. You don’t have to tell it about what fields your Generable type has BlockQuote I interpret that with an auto-descriptive name to the attribute like SearchSuggestions write a description is overwork because the model already may infer what must be the content. Am I right? If my state is true, go deeper and learn what must be set in the description. Some examples would be the best to set clearly best practiques 😀
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