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“Visual Studio Maui IOS”

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App Store Version Not Working on iOS 12
I recently released version 8.5.4 (build 188) using Cloud Build. During testing via TestFlight, the app worked correctly on an iPhone 6 running iOS 12.5.8. However, after the app was published on the App Store, I found that the same version does not open at all on iOS 12 devices. Previously, earlier versions (such as 8.5.3) were functioning properly on iOS 12. My app’s minimum deployment target is set to iOS 12.0. This issue appears only with the App Store version, while the TestFlight version works fine on the same device. Due to this, I have paused the phased release of version 8.5.4 to prevent further impact on users still running iOS 12. I would like guidance on the following: 1. Has there been any recent change or limitation affecting apps targeting iOS 12 on the App Store? 2. Is there a way to prevent iOS 12 users from downloading version 8.5.4 while allowing them to continue using version 8.5.3? 3. Is there any recommended approach to ensur
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Reply to AlarmKit alarm occasionally fires at exactly 12:00 AM
Hi SeoulForest and everyone, I’m joining this thread to share additional information regarding the reported issues with AlarmKit. While I don’t have a solution yet, I have both received user reports and personally experienced the same or similar behavior. The occurrence is rare (about once a month), but it happens consistently enough to be a reliability concern for an alarm-based feature. My Implementation Context: I have implemented a system that schedules approximately 60 fixed-schedule alarms. The Issue: Alarms occasionally fail to trigger at the scheduled time. Comparison: I set Local Notifications using the exact same date objects. These notifications arrive perfectly on time, which confirms there are no errors in the date/time logic itself. Observed Behaviors: Delayed Triggers: Alarms sometimes fire several minutes late, or in some cases, not at all for a long period. Midnight Firing: I have observed instances where an alarm that failed to trigger at its scheduled time would suddenly fire around midnigh
Topic: App & System Services SubTopic: General Tags:
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How to recreate Apple Music mini player transition in SwiftUI
Hello, I am building an audio player app in SwiftUI and trying to recreate the behavior of Apple Music's mini player and full player. I'm struggling to get the animation to seamlessly transition between the mini player and the full player. Currently, it feels disconnected and doesn't resemble the smooth animation seen in Apple Music. What I want to achieve: Full player that expands/collapses from/to the mini player Smooth artwork transition between both states Drag down to collapse the full player Support both newer APIs like tabViewBottomAccessory and older iOS versions Questions: What is the best way to build this transition in SwiftUI? Should I use matchedGeometryEffect or something else? Should this be a custom container instead of fullScreenCover? How would you support both new and older iOS versions? What is the best way to implement drag to dismiss? Thanks for any help! Example code: struct ContentView: View { @State private var isFullPlayerPresented = false var body: some View { TabV
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Reply to Choosing Minimum Deployment Targets
Would it make sense for Apple to change the default iOS 17 minimum deployment target to 17.5 since that it the newest version with a simulator available? Or is there any reason that it would make sense for Apple to release and iOS 17.6 or 17.7 simulator? Should I submit a Feedback Assistant report?
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Reply to Xcode now hangs; SDKs are "status unavailable"
Last post ... I promise ... When I reinstalled Xcode 26.4 again after going through all of the above shenanigans, I chose to NOT install the 26.x line of simulators, nor the Predictive Code Completion Model. As before, Xcode downloaded and installed older simulators anyway, but left the 26.x options uninstalled with their Get buttons primed and ready. I closed down Xcode and did some other stuff. After an hour I launched Xcode to check on things, opened Settings and, lo and behold, the iOS 26.4 and watchOS 26.4 simulators were showing as installed under the Platform Support section of the Components. What is going on? It's as if Xcode is hallucinating.
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Waiting for Review times
I uploaded the first build of a new app, waited a week to get In Review. Then got rejected for a missing piece of metadata. I accidentally checked a box indicating I had age-related content which I don't - so I unchecked it, and replied to app review. A message came back the same day asking me to do what I just told them I did. I replied that I had already followed the required steps. Then just nothing for five days. I have no idea if my review was even progressing - with the status Waiting for Review and Unresolved issues. So I had no choice but to cancel the submission and start over. Having been an iOS developer for more than ten years, App Review times have gotten completely unacceptable - to develop an application and have no idea how many weeks it's going to take to crawl through App Review only to be rejected for some trivial checkbox, and get kicked to the back of the queue.
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NavigationSplitView no longer pops back to the root view when selection = nil in iOS 26.4 (with a nested TabView)
In iOS 26.4 (iPhone, not iPad), when a NavigationSplitView is combined with a nested TabView, it no longer pops back to the root sidebar view when the List selection is set to nil. This has been working fine for at least a few years, but has just stopped working in iOS 26.4. Here's a minimal working example: import SwiftUI struct ContentView: View { @State var articles: [Article] = [Article(articleTitle: Dog), Article(articleTitle: Cat), Article(articleTitle: Mouse)] @State private var selectedArticle: Article? = nil var body: some View { NavigationSplitView { TabView { Tab { List(articles, selection: $selectedArticle) { article in Button { selectedArticle = article } label: { Text(article.title) } } } label: { Label(Explore, systemImage: binoculars) } } } detail: { Group { if let selectedArticle { Text(selectedArticle.title) } else { Text(No selected article) } } .navigationBarBackButtonHidden(true) .toolbar { ToolbarItem(placement: .topBarTrailing) { Button(Close, systemImage: xmark) { sel
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Reply to iCloud Sync not working with iPhone, works fine for Mac.
Wish I'd reported this weeks ago when my iPad showed this symptom on the iOS beta, but I'd assumed it was due to me using a sandbox user since Apple was so bullish in their WWDC 2023 video about the number of test cases they'd created for CkSyncEngine. I'd also created a feedback before discovering this thread (FB22344526) Easy to reproduce - the Apple sample app fails. Hoping it gets taken seriously.
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CPInformationTemplate shows empty bottom action bar on iOS 26.4 even when no buttons are provided
Hi, After updating to iOS 26.4, we noticed a change in the behavior of CPInformationTemplate in CarPlay. Previously, when creating a CPInformationTemplate with an empty array of CPTextButton (no actions), the bottom action bar was not displayed. However, on iOS 26.4, an empty horizontal bar is now always shown at the bottom, even when no buttons are provided. Example: let item = CPInformationItem(title: Some item..., detail: ) let template = CPInformationTemplate( title: Bug demo, layout: .twoColumn, items: [item], actions: [] ) Expected behavior: No bottom bar when there are no actions. Actual behavior on iOS 26.4: An empty bottom bar is always visible. Questions: Is this an intentional change in CarPlay UI behavior? Is there any way to hide the action bar when there are no buttons? Are developers now expected to always provide at least one action? This change negatively affects layouts where the template is used for loading or informational states without actions. Thanks.
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Dual Monitor Studio Display XDR fails on MacBook Pro M4 Pro
I have two Macbook Pros: 14 M4 Pro (company) 16 M4 Max (personal) I work remote full-time and recently purchased 2 of the new Studio Display XDRs. Everything works perfectly however I chose to connect them to the M4 Max. I have a caldigit Element TB5 hub and can daisy chain both monitors through that perfectly. With that said, no matter how I plug them into the M4 Pro I can only ever get one to light up at a time. What I have tried to resolve it: Plug them in individually to the m4 pro Plug them in one at a time, force them to 60hz and then plug them both in. Daisy Chaining the displays Daisy Chaining the displays through the TB5 Hub Nothing works. Only one display comes on and its whichever is plugged in first. I have even tried lowering the refresh to as low as it goes on both manually then plugging them back in. Still nothing. From what I am reading it appears to be that the M4 Pro has 3 display lanes and when I plug the first studio display XDR it is using 2 lanes. If I go down to 60hz w
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Reply to Xcode now hangs; SDKs are "status unavailable"
I filed a similar report yesterday... Xcode 26.4 (17E192) Simulators Keep Showing As Unavailable After Successfully Intalling Them FB22346008 ... with sysdiagnose tarball and screen shots. Am also running Tahoe 26.4. I spent the better part of this evening removing the following items: /Applications/Xcode.app /Library/Developer ~/Library/Developer ~/Caches/com.apple.dt.* ~/Preferences/com.apple.dt.* /private/var/tmp/com.apple.CoreSimulator.SimDevice.* rebooting my machine, and then reinstalling Xcode 26.4 (Apple Silicon) and the command line tools. I then used xcrun simctl to flush all of my devices and runtimes. I spent a lot of time fighting Xcode because after removing old simulators, Xcode automatically downloads them all again (SMH!). Once Xcode seemed to stabilize its downloads (using xcrun simctl list to monitor everything), I then added the iOS, watchOS, and tvOS simulators for 26.4. So far, things seem to be behaving. We'll see whether or not I wake up tomorrow to joy or despair. I have a 20
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App Store Version Not Working on iOS 12
I recently released version 8.5.4 (build 188) using Cloud Build. During testing via TestFlight, the app worked correctly on an iPhone 6 running iOS 12.5.8. However, after the app was published on the App Store, I found that the same version does not open at all on iOS 12 devices. Previously, earlier versions (such as 8.5.3) were functioning properly on iOS 12. My app’s minimum deployment target is set to iOS 12.0. This issue appears only with the App Store version, while the TestFlight version works fine on the same device. Due to this, I have paused the phased release of version 8.5.4 to prevent further impact on users still running iOS 12. I would like guidance on the following: 1. Has there been any recent change or limitation affecting apps targeting iOS 12 on the App Store? 2. Is there a way to prevent iOS 12 users from downloading version 8.5.4 while allowing them to continue using version 8.5.3? 3. Is there any recommended approach to ensur
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Reply to AlarmKit alarm occasionally fires at exactly 12:00 AM
Hi SeoulForest and everyone, I’m joining this thread to share additional information regarding the reported issues with AlarmKit. While I don’t have a solution yet, I have both received user reports and personally experienced the same or similar behavior. The occurrence is rare (about once a month), but it happens consistently enough to be a reliability concern for an alarm-based feature. My Implementation Context: I have implemented a system that schedules approximately 60 fixed-schedule alarms. The Issue: Alarms occasionally fail to trigger at the scheduled time. Comparison: I set Local Notifications using the exact same date objects. These notifications arrive perfectly on time, which confirms there are no errors in the date/time logic itself. Observed Behaviors: Delayed Triggers: Alarms sometimes fire several minutes late, or in some cases, not at all for a long period. Midnight Firing: I have observed instances where an alarm that failed to trigger at its scheduled time would suddenly fire around midnigh
Topic: App & System Services SubTopic: General Tags:
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How to recreate Apple Music mini player transition in SwiftUI
Hello, I am building an audio player app in SwiftUI and trying to recreate the behavior of Apple Music's mini player and full player. I'm struggling to get the animation to seamlessly transition between the mini player and the full player. Currently, it feels disconnected and doesn't resemble the smooth animation seen in Apple Music. What I want to achieve: Full player that expands/collapses from/to the mini player Smooth artwork transition between both states Drag down to collapse the full player Support both newer APIs like tabViewBottomAccessory and older iOS versions Questions: What is the best way to build this transition in SwiftUI? Should I use matchedGeometryEffect or something else? Should this be a custom container instead of fullScreenCover? How would you support both new and older iOS versions? What is the best way to implement drag to dismiss? Thanks for any help! Example code: struct ContentView: View { @State private var isFullPlayerPresented = false var body: some View { TabV
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Reply to iCloud Sync not working with iPhone, works fine for Mac.
I'm experiencing exactly the same issue since upgrading to iOS 26.4 with the same code, and it's also blocking Live Activities updates. I'm also having issues on tvOS 26.4, which uses CKSyncEngine.
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Reply to Choosing Minimum Deployment Targets
Would it make sense for Apple to change the default iOS 17 minimum deployment target to 17.5 since that it the newest version with a simulator available? Or is there any reason that it would make sense for Apple to release and iOS 17.6 or 17.7 simulator? Should I submit a Feedback Assistant report?
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Views
Activity
4d
Reply to Xcode now hangs; SDKs are "status unavailable"
Last post ... I promise ... When I reinstalled Xcode 26.4 again after going through all of the above shenanigans, I chose to NOT install the 26.x line of simulators, nor the Predictive Code Completion Model. As before, Xcode downloaded and installed older simulators anyway, but left the 26.x options uninstalled with their Get buttons primed and ready. I closed down Xcode and did some other stuff. After an hour I launched Xcode to check on things, opened Settings and, lo and behold, the iOS 26.4 and watchOS 26.4 simulators were showing as installed under the Platform Support section of the Components. What is going on? It's as if Xcode is hallucinating.
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Waiting for Review times
I uploaded the first build of a new app, waited a week to get In Review. Then got rejected for a missing piece of metadata. I accidentally checked a box indicating I had age-related content which I don't - so I unchecked it, and replied to app review. A message came back the same day asking me to do what I just told them I did. I replied that I had already followed the required steps. Then just nothing for five days. I have no idea if my review was even progressing - with the status Waiting for Review and Unresolved issues. So I had no choice but to cancel the submission and start over. Having been an iOS developer for more than ten years, App Review times have gotten completely unacceptable - to develop an application and have no idea how many weeks it's going to take to crawl through App Review only to be rejected for some trivial checkbox, and get kicked to the back of the queue.
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Reply to Wrong position of searchable component on first render
The problem still exists on iOS 26.4
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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NavigationSplitView no longer pops back to the root view when selection = nil in iOS 26.4 (with a nested TabView)
In iOS 26.4 (iPhone, not iPad), when a NavigationSplitView is combined with a nested TabView, it no longer pops back to the root sidebar view when the List selection is set to nil. This has been working fine for at least a few years, but has just stopped working in iOS 26.4. Here's a minimal working example: import SwiftUI struct ContentView: View { @State var articles: [Article] = [Article(articleTitle: Dog), Article(articleTitle: Cat), Article(articleTitle: Mouse)] @State private var selectedArticle: Article? = nil var body: some View { NavigationSplitView { TabView { Tab { List(articles, selection: $selectedArticle) { article in Button { selectedArticle = article } label: { Text(article.title) } } } label: { Label(Explore, systemImage: binoculars) } } } detail: { Group { if let selectedArticle { Text(selectedArticle.title) } else { Text(No selected article) } } .navigationBarBackButtonHidden(true) .toolbar { ToolbarItem(placement: .topBarTrailing) { Button(Close, systemImage: xmark) { sel
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Reply to iCloud Sync not working with iPhone, works fine for Mac.
Wish I'd reported this weeks ago when my iPad showed this symptom on the iOS beta, but I'd assumed it was due to me using a sandbox user since Apple was so bullish in their WWDC 2023 video about the number of test cases they'd created for CkSyncEngine. I'd also created a feedback before discovering this thread (FB22344526) Easy to reproduce - the Apple sample app fails. Hoping it gets taken seriously.
Replies
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Views
Activity
4d
CPInformationTemplate shows empty bottom action bar on iOS 26.4 even when no buttons are provided
Hi, After updating to iOS 26.4, we noticed a change in the behavior of CPInformationTemplate in CarPlay. Previously, when creating a CPInformationTemplate with an empty array of CPTextButton (no actions), the bottom action bar was not displayed. However, on iOS 26.4, an empty horizontal bar is now always shown at the bottom, even when no buttons are provided. Example: let item = CPInformationItem(title: Some item..., detail: ) let template = CPInformationTemplate( title: Bug demo, layout: .twoColumn, items: [item], actions: [] ) Expected behavior: No bottom bar when there are no actions. Actual behavior on iOS 26.4: An empty bottom bar is always visible. Questions: Is this an intentional change in CarPlay UI behavior? Is there any way to hide the action bar when there are no buttons? Are developers now expected to always provide at least one action? This change negatively affects layouts where the template is used for loading or informational states without actions. Thanks.
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124
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Dual Monitor Studio Display XDR fails on MacBook Pro M4 Pro
I have two Macbook Pros: 14 M4 Pro (company) 16 M4 Max (personal) I work remote full-time and recently purchased 2 of the new Studio Display XDRs. Everything works perfectly however I chose to connect them to the M4 Max. I have a caldigit Element TB5 hub and can daisy chain both monitors through that perfectly. With that said, no matter how I plug them into the M4 Pro I can only ever get one to light up at a time. What I have tried to resolve it: Plug them in individually to the m4 pro Plug them in one at a time, force them to 60hz and then plug them both in. Daisy Chaining the displays Daisy Chaining the displays through the TB5 Hub Nothing works. Only one display comes on and its whichever is plugged in first. I have even tried lowering the refresh to as low as it goes on both manually then plugging them back in. Still nothing. From what I am reading it appears to be that the M4 Pro has 3 display lanes and when I plug the first studio display XDR it is using 2 lanes. If I go down to 60hz w
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47
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Reply to Xcode now hangs; SDKs are "status unavailable"
I filed a similar report yesterday... Xcode 26.4 (17E192) Simulators Keep Showing As Unavailable After Successfully Intalling Them FB22346008 ... with sysdiagnose tarball and screen shots. Am also running Tahoe 26.4. I spent the better part of this evening removing the following items: /Applications/Xcode.app /Library/Developer ~/Library/Developer ~/Caches/com.apple.dt.* ~/Preferences/com.apple.dt.* /private/var/tmp/com.apple.CoreSimulator.SimDevice.* rebooting my machine, and then reinstalling Xcode 26.4 (Apple Silicon) and the command line tools. I then used xcrun simctl to flush all of my devices and runtimes. I spent a lot of time fighting Xcode because after removing old simulators, Xcode automatically downloads them all again (SMH!). Once Xcode seemed to stabilize its downloads (using xcrun simctl list to monitor everything), I then added the iOS, watchOS, and tvOS simulators for 26.4. So far, things seem to be behaving. We'll see whether or not I wake up tomorrow to joy or despair. I have a 20
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Reply to iCloud Sync not working with iPhone, works fine for Mac.
Exactly same issue here since iOS26.4. Mac works as expected, on iOS not getting updates on cloud sync. Filed the feedback FB22353668
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Reply to Does your Canvas in Xcode crash all the time due to AXRemoteElement-BackgroundFetch?
I guess our only two options till the next version are: a) revert to an iOS 26.2 simulator b) just preview everything in the actual Simulator and never click on the Canvas no matter what
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