Search results for

dsym file

77,664 results found

Post

Replies

Boosts

Views

Activity

About audio playback panel after call end.
Dear Apple Support Team, Thank you for your continued support. I would like to inquire about the behavior of CallKit. Our company provides an office PBX extension phone application (iPhone app). When the iPhone is placed into sleep mode (screen off) and our app receives an incoming call, the following sequence sometimes results in an audio playback panel appearing at the bottom of the lock screen for a few seconds after the call ends(See attachment file for detail). Sequence to reproduce the issue: Put the iPhone into sleep mode (screen off). Receive an incoming call to our extension phone app. CallKit incoming call screen appears. Answer the call. Conduct the call. End the call from the peer. iOS versions with confirmed behavior: iOS 26.0: Not observed. iOS 26.2: Observed. iOS 26.3: Not observed. This behavior does not affect the call functionality itself; however, some users report that the temporary appearance of the audio playback panel feels unusual. If there is any known reason for this behavio
2
0
50
4d
Reply to Usage of External Packages for the challenge
Just want to add my two cents here. It is possible to import a Swift package locally, so there should be no need to rely on an internet connection. If you are using Xcode: Files > Add Package Dependencies... A window should appear and there should be a button on the bottom left that says Add Local. From there, you can import your package.
4d
Is Anybody interested in using Lottie animations in your SSC playground app in Xcode
Is anybody using Airbnb's Lottie-ios dependency inside your swift student challenge project? If yes can u please discuss about how did u approach using it ? Actually I wanted to use it so I downloaded the official repo maintained by Airbnb from GitHub but the package had too large size so I deleted many part's leaving just src files and some other files as it is and even modified it's package.swift file and finally deleted the .git folder which had been taking way too much space. And now I have been using it as local dependency which I can include it in my .zip submission ( as that's the rule I guess to include the packages our project depends on in our .zip submission file ). So far there have been no problems, I wanna know am I doing anything wrong here? Can someone advise me ?
2
0
89
4d
Reply to About audio playback panel after call end.
If there is any known reason for this behavior or any recommended workaround, we would greatly appreciate your guidance. Additionally, if this is a known issue that was addressed in iOS 26.3, we would appreciate any information you can provide regarding that as well. I haven't found the specific bug, but yes, this sounds like a bug was introduced in 26.2 and then fixed in 26.3. There are complicated entanglements between the call management system and the media center, so I can see a few different ways something like this could happen. Did you file your own bug on this and, if so, what was the bug number? Does your app activate its own audio session? That's the only way I can see your app actively triggering something like this. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: General Tags:
4d
Reply to Notification Sound Not Routing to Bluetooth / External Speakers Consistently
SO, let me start with the immediate answer here: Is there any supported way to ensure notification sounds consistently route through connected Bluetooth/external speakers? Basically, no. Your app has no direct control over how notification audio is routed. Our app sends push notifications with a custom sound file using the sound parameter in the APNs payload. What's the nature of the audio you're trying to send? In particular, if this is communication of some kind, then you might want to consider using the PushToTalk framework, which would give you much more control over exactly how audio is played. Is this routing behavior expected for push notification sounds? The word expected is a tricky one here, as it's clearly not the system goal to have the notification route audio in a weird way. I've provided a bit more background on why this happens below, but here is how I'd describe the state of things: The expected behavior is that, ignoring exceptions, alerts critical alerts or ringtones, notification
4d
Notification Sound Not Routing to Bluetooth / External Speakers Consistently
Hello Apple Developer Support, We are observing inconsistent behavior with push notification sounds routing to Bluetooth / external speakers. Our app sends push notifications with a custom sound file using the sound parameter in the APNs payload. When an iPhone is connected to a Bluetooth speaker or headphones: On some devices, the notification sound plays through the connected Bluetooth/external speaker. On other devices, the notification sound plays only through the iPhone’s built-in speaker. We also tested with native apps like iMessage and noticed similar behavior — in some cases, notification sounds still play through the phone speaker even when Bluetooth is connected. Media playback (e.g., YouTube or Music) routes correctly to Bluetooth, so the connection itself is functioning properly. We would like clarification on the following: Is this routing behavior expected for push notification sounds? Are notification sounds intentionally restricted from routing to Bluetooth in certain conditions (e.g
1
0
84
4d
Reply to What is it so hard to develop on the Watch?
Do you have a feedback report yet? If not, would you mind to file one with a sysdiagnose captured in the way mentioned here, and then share your report ID? Folks reported pairing & connection issues between Xcode and Apple watch in this thread, and so most likely the Xcode team knows the issue. Filing your own feedback report will help the team to be sure that what you are encountering is the same issue. Best, —— Ziqiao Chen  Worldwide Developer Relations.
Topic: Community SubTopic: Apple Developers Tags:
4d
Xcode and Open With External Editor
I am interested in using BBEdit as my editor. There is an `Open With External Editor` in the right click menu for files. However, it wants to open Pages when I do that (no idea why) for a Objective-C .m file. How does Xcode determine which external editor to use? It's not honoring what I set as the default in Finder. Am I missing something?
4
0
4.6k
Jan ’21
Reply to Xcode and Open With External Editor
I am perhaps a little to late to the party with a solution for this, however ... In Finder, find a file of the same type that you want to change the default file for. Right -click and Get Info Below the comments section is the 'Open with' section which will allow you to set the default application to open this one file or all files of this type across the whole of MacOS and not just Xcode. Again, sorry for the delay folks Also, see https://stackoverflow.com/questions/75463720/xcode-open-with-external-editor for further info.
4d
Reply to Unexpected behavior when writing entities and loading realityFiles.
I have the exact same issue. It would be great to get some insight from Apple on this. Errors that I've been getting are: Error Domain=REAssetLoadRequestErrorDomain Code=200 failed to load '5235212752866472828 CollisionShape (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1EED2404-D7C4-443E-9C28-0F8C23409BE4/Documents/RoutePaths/RoutePath.reality/CollisionShape_1.compiledcollisionshape' (Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/CollisionShape_1.compiledcollisionshape'.) UserInfo={NSLocalizedDescription=failed to load '5235212752866472828 CollisionShape (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1EED2404-D7C4-443E-9C28-0F8C23409BE4/Documents/RoutePaths/RoutePath.reality/CollisionShape_1.compiledcollisionshape' (Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/CollisionShape_1.compiledcollisionshape'.)}
4d
Reply to NSPopupButton doesn't truncate - drawing outside its bounds
Hello @AAntonini, If you share a sample project here, you may get a more direct answer. Since you mention it happens when the screen changes, you might find helpful tips in NSWindowDidChangeScreenNotification and NSWindowDidChangeBackingPropertiesNotification When you move to a new screen, NSWindowDidChangeBackingPropertiesNotification triggers which regenerates layer contents and applies clipping. Alternatively, it could be the case that in the initial window the button's cell is drawing its text before the layer clipping is properly established. To check if this is the case you could force an immediate refresh after layout. You can attach files in this thread, or if you prefer a private conversation you can contact us here I hope this helps!  Travis Trotto - DTS Engineer
Topic: UI Frameworks SubTopic: AppKit
5d
Reply to Memory consumption of apps under macOS 26 "Tahoe"
Hi Albert, Thanks for your swift reply! I had used Instruments to analyze the app's memory allocations and releases without identifying any significant memory leak (under macOS 26). I'm happy to dive deeper supply an Instrument trace in the corresponding ticket, these days. On the macOS 15 virtual machine, Xcode / Instruments is not installed, but honestly I expect other developers to have similar observations, and I'm not talking about some minor increase, but (in my productive app) by five times... Regarding the mentioned consumption by Thumbnail - which was way beyond any justified memory allocation: I could neither reproduce the customer's issue, nor debug / analyze app's Preview / Thumbnail extensions (actually I filed a corresponding DTS ticket): Without qlmanage to work for modern extensions, Xcode is not properly attaching the running extension to the Finder - or is just me, missing some concrete instructions (what I asked for in the DTS request). Don't get me wrong, I'm willing to provide mo
5d