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DTiPhoneSimulatorErrorDomain Code 2

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Reply to Does UNCalendarNotificationTrigger fire at the same time everyday even if user changes his timezone ?
That is not the behavior I see. When I schedule a local notification with UNCalendarNotificationTrigger and only specify the hour and minute in the date component it still locks to an absolute time based on the timezone when scheduled. For example, I set the phone's timezone to PST and schedule a local notification to fire at 9:00 AM - the date component only sets hours and minutes. When I change the phone's timezone to MST, the notification will not fire at 9:00 AM MST and instead will fire at 10:00 AM MST (which is 9am PST). Afaik, there is no way to schedule a local notification to always fire at 9:00 AM regardless of timezone without extra coding to detect a timezone change and update the scheduled local notifications.
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Metal debug log in Swift Package
My goal is to print a debug message from a shader. I follow the guide that orders to set -fmetal-enable-logging metal compiler flag and following environment variables: MTL_LOG_LEVEL=MTLLogLevelDebug MTL_LOG_BUFFER_SIZE=2048 MTL_LOG_TO_STDERR=1 However there's an issue with the guide, it's only covers Xcode project setup, however I'm working on a Swift Package. It has a Metal-only target that's included into main target like this: targets: [ // A separate target for shaders. .target( name: MetalShaders, resources: [ .process(Metal) ], plugins: [ // https://github.com/schwa/MetalCompilerPlugin .plugin(name: MetalCompilerPlugin, package: MetalCompilerPlugin) ] ), // Main target .target( name: MegApp, dependencies: [MetalShaders] ), .testTarget( name: MegAppTests, dependencies: [ MegApp, MetalShaders, ] ] So to apply compiler flag I use MetalCompilerPlugin which emits debug.metallib, it also allows to define DEBUG macro for shaders. This code compiles: #ifdef DEBUG logger.log_error(Hello There!); os_log
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Reply to XCode26 - Unable to launch Image in storyboard for landscape picture in Portrait orientation
I had updated the github code here for the setting . Please advise the specific setting The configuration that I see in the GitHub repository looks correct now in terms of overall configuration of your Launch Storyboard and the overall keys. However, I will reiterate what I said earlier to make sure that the contents of your launch screen match the Human Interface Guidelines. — Ed Ford,  DTS Engineer
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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AKAuthenticationError Code=-7026
I want to add the Sign In with Apple feature to my iPadOS application. I've already done the following: Include com.apple.developer.applesignin in mobileprovision Include com.apple.developer.applesignin in entitlements However, I'm getting the following errors: `Authorization failed: Error Domain=AKAuthenticationError Code=-7026 (null) UserInfo={AKClientBundleID=xxxx} LaunchServices: store (null) or url (null) was nil: Error Domain=NSOSStatusErrorDomain Code=-54 process may not map database UserInfo={_LSLine=72, _LSFunction=_LSServer_GetServerStoreForConnectionWithCompletionHandler, _LSFile=LSDReadService.mm, NSDebugDescription=process may not map database} Attempt to map database failed: permission was denied. This attempt will not be retried. Failed to initialize client context with error Error Domain=NSOSStatusErrorDomain Code=-54 process may not map database UserInfo={_LSLine=72, _LSFunction=_LSServer_GetServerStoreForConnectionWithCompletionHandler, _LSFile=LSDReadService.mm, N
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Reply to How can I configure the application or environment to suppress this repeated permission prompt?"
Hi @Ankita-Shrivastava, These forums for intended for code-level questions from our Developer community. This question is about a user-facing feature of macOS. Please see the following support page for more details about Full Disk Access: Mac User Guide: Change Privacy & Security settings on Mac https://support.apple.com/guide/mac-help/change-privacy-security-settings-on-mac-mchl211c911f/15.0/mac/15.0#:~:text=Full%20Disk%20Access Cheers, Paris X Pinkney |  WWDR | DTS Engineer
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Reply to Multi-machine Code Signing
Thanks for the replies. You are both quite right that I should have provided more information. When I say that notarization succeeds, I mean that I submit the dmg file produced by the build to the Apple notarization service and receive a status of 'Accepted'. I take this to mean all is well. When I say that notarization fails, I mean that the notarization step produces a status of 'Invalid'. Retrieving the notarization log indicates that the binaries were not signed. I've just gone through this again with my two machines. The build here is performed by scripts that are maintained in source code control and forced to be identical in both setups. The build infrastructure is also the same for both. Before beginning, both machines were powered off for a period of time. Power up one machine. Ensure the source tree is up-to-date. Run the build to produce a signed dmg. Submit it for notarization. The submission produces a status of Accepted. Power down the first machine. Power up the second machine
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Reply to Extend Measurement to support inverse units
Dimension can be subclassed to create the custom units. You probably don't want to subclass Dimension for reciprocal units since there's no good way to convert between measurements of different Dimension types. Instead, you can extend the existing classes to add the new reciprocal units, and then conversion will work like usual. subclass [UnitConverter] to something like UnitConverterInverse Yep you'll need that. Interestingly, there's already a reciprocal unit buried in the existing measurement API. It uses a reciprocal converter that is exactly what you need, but unfortunately isn't part of the public API. Check this out: Welcome to Apple Swift version 6.2.3 (swiftlang-6.2.3.3.21 clang-1700.6.3.2). Type :help for assistance. 1> import Foundation 2> print(UnitFuelEfficiency.litersPer100Kilometers.converter) <_NSStatic_NSStaticUnitConverterLinear_NoConst: 0x20761bfc8> coefficient = 1.000000, constant = 0.000000 3> print(UnitFuelEfficiency.milesPerGallon.converter) reciprocalValue = 23
Topic: App & System Services SubTopic: General Tags:
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Unable to profile Metal app on M2 Ultra (profiling works on M3 Pro)
On MacBook Pro M3 14 I can profile the Metal App performance by running it, then clicking on the M icon and choosing profile after replay. On Mac Studio M2 Ultra I cannot: the profiler starts and crashes. I have tried everything including reinstalling the OS, Xcode, the Metal SDK, you name it. The app uses the Metal 4 API. The content of the replayer errorinfo report is shown at the end. Any ideas what is going on here and/or what else I can do do root cause this and fix it? FWIW, it was worse on 26.1 (Xcode just reported Metal 4 profiling not available). In 26.2 Xcode attempts to profile and invariably crashes. === Error summary: === 1x DYErrorDomain (512) - guest app crashed (512) 1x com.apple.gputools.MTLReplayer (100) - Abort trap: 6 === First Error === Domain: DYErrorDomain Error code: 512 Description: guest app crashed (512) GTErrorKeyPID: 26913 GTErrorKeyProcessName: GPUToolsReplayService GTErrorKeyCrashDate: 2026-01-09 19:22:52 +0000 === Underlying Error #1 === Domain: com.apple.gputools.MTLR
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Reply to visionOS Bluetooth LE limited to 2 connections?
Is there a 2-device limit for CoreBluetooth on visionOS 2.1? Yes, that's the limit. Note that watchOS has the same limit. Is there any documentation I can refer to that states something like this? No. This is one of those technical details we've basically never documented. Note that I'm not aware of any documentation saying that 4 devices work on iOS either. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: Core OS Tags:
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visionOS Bluetooth LE limited to 2 connections?
Hello, Is there a 2-device limit for CoreBluetooth on visionOS 2.1? My app connects to 4 BLE peripherals on iOS but fails at the 3rd device on Vision Pro. The 3rd call to centralManager.connect() is successful and the peripheral enters .connecting state, but didConnect never fires and it stays in .connecting forever. No errors reported. First 2 devices work perfectly. Same code on iOS connects all 4. Has anyone else had this problem? Is there any documentation I can refer to that states something like this? Environment: visionOS 2.1, CoreBluetooth, Apple Vision Pro. My BLE Peripherals are running on nRF52840.
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Reply to Best practice for centralizing SwiftData query logic and actions in an @Observable manager?
A SwiftData query (@Query) is currently tied to a SwiftUI view and relies on the modelContext environment value of the view. There is currently no way to use @Query outside of a SwiftUI view. To implement the query logics in a controller class, you basically need to to do the following with your own code: Fetch data using FetchDescriptor + ModelContext.fetch. Update the result set when relevant changes happen. To do step 2, assuming you are using the SwiftData default store, which is based on Core Data, you need to observe the notifications triggered by a store change (basically NSManagedObjectContextObjectsDidChange and .NSPersistentStoreRemoteChange), check if the change is relevant, and re-fetch the data set as needed. All these will be a bit involved, and yet have already implemented (as Query) on the framework side. I'd hence suggest that you file a feedback report to request an API that does what Query does but doesn't rely on SwiftUI – If you do so, please share your report ID here fo
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TapGesture stops responding on ViewAttachmentComponent after disabling or removing and re-adding the Entity (visionOS 26)
Issue When an Entity with a ViewAttachmentComponent is: disabled using isEnabled = false removed using removeFromParent() and then enabled or added back again, the attached SwiftUI view is rendered correctly, but tap interactions stop working. Specifically: Button actions inside the attached view do not fire TapGesture closures on child views do not respond Expected Behavior Tap interactions inside the attached view should continue to work after the Entity is re-enabled or re-added. Actual Behavior After being disabled or removed once, all tap interactions stop responding. Comparison When displaying the same SwiftUI view using RealityViewAttachments, this issue does not occur. Removing and re-displaying the attachment still allows taps to work correctly. Reproduction Attached sample code reproduces the issue: A RealityView with an Entity that has a ViewAttachmentComponent The attached SwiftUI view contains a Toggle The toggle updates isEnabled on the Entity After toggling off and on, tap interactions
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Code Coverage Not Accurate in Xcode 26
Description: I’m noticing that the code coverage metrics in Xcode 26 are not accurate compared to earlier versions. In Xcode 15, the same set of unit tests shows around 38% coverage, but in Xcode 26, even though all the tests are running successfully (for example, the SegmentedUI test cases), the code coverage is displayed as 0%. Has anyone else observed this behavior in Xcode 26? Is there any known issue, workaround, or configuration change required to get the correct coverage report? Environment: Xcode 26 iOS 18 SDK Unit tests running under XCTest Any insights or suggestions would be appreciated.
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Metal 4: When is it ok to dealloc a MTLBuffer's memory
I have something like this drawing in an MTKView (see at bottom). I am finding it difficult to figure out when can the Swift-land resources used in making the MTLBuffer(s) be released? Below, for example, is it ok if args goes out of scope (or is otherwise deallocated) at point 1, 2, or 3? Or perhaps even earlier, as soon as argsBuffer has been created? I have been reading through various articles such as Setting resource storage modes Choosing a resource storage mode for Apple GPUs Copying data to a private resource but it's a lot to absorb and I haven't been really able to find an authoritative description of the required lifetime of the resources in CPU land. I should mention that this is Metal 4 code. In previous versions of Metal, the MTLCommandBuffer had the ability to add a completion handler to be called by the GPU after it has finished running the commands in the buffer but in Metal 4 there is no such thing (it it were even needed for the purpose I am interested in). Any advice and/
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