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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:
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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
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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:
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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.
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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'.)}
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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
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performDrop returns true, but drag image animates away
I have a view that conforms to DropDelegate. When a file is dragged from the Finder and dropped on the view, the performDrop(info:) method successfully extracts a URL from the item provider and returns true, but the drag image slides away as if the drop had been rejected. Why? func performDrop(info: DropInfo) -> Bool { bgColor = .yellow let providers = info.itemProviders(for: [.fileURL]) print(performDrop, providers: (providers.count)) if let aProvider = providers.first { if aProvider.hasItemConformingToTypeIdentifier(UTType.url.identifier) { aProvider.loadItem(forTypeIdentifier: UTType.url.identifier) { (item, error) in if let error = error { print(Error retrieving item provider data: (error.localizedDescription)) return } if let url = item as? URL { print(Received file URL (from Data.1): (url)) } else if let data = item as? Data, let url = URL(dataRepresentation: data, relativeTo: nil) { print(Received file URL (from Data.2): (url)) } } } } return true }
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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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
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Apple OCR framework seems to be holding on to allocations every time it is called.
Environment: macOS 26.2 (Tahoe) Xcode 16.3 Apple Silicon (M4) Sandboxed Mac App Store app Description: Repeated use of VNRecognizeTextRequest causes permanent memory growth in the host process. The physical footprint increases by approximately 3-15 MB per OCR call and never returns to baseline, even after all references to the request, handler, observations, and image are released. ` private func selectAndProcessImage() { let panel = NSOpenPanel() panel.allowedContentTypes = [.image] panel.allowsMultipleSelection = false panel.canChooseDirectories = false panel.message = Select an image for OCR processing guard panel.runModal() == .OK, let url = panel.url else { return } selectedImageURL = url isProcessing = true recognizedText = Processing... // Run OCR on a background thread to keep UI responsive let workItem = DispatchWorkItem { let result = performOCR(on: url) DispatchQueue.main.async { recognizedText = result isProcessing = false } } DispatchQueue.global(qos: .userInitiated).async(execute: workItem) } pr
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Memory consumption of apps under macOS 26 "Tahoe"
macOS 26 Tahoe is allocating much more memory for apps than former macOS versions: A customer contacted me with my app's Thumbnail extension allocating so much memory that her 48 GB RAM Mac Mini ran into out of application memory state. I couldn't identify any memory leak in my extension's code nor reproduce the issue, but found the main app allocating as much as 5 times the memory compared to running on macOS 15 or lower. This productive app is explicitly using Liquid Glass views as well as implicitly e.g. for an inspector pane. So I created a sample app, just based on Xcode's template of a document-based app, and the issue is still showing (although less dramatically): This sample app allocates 22 MB according to Tahoe's Activity Monitor, while Sequoia only requires 16 MB: macOS 15.6.1 macOS 26.2 Is anyone experiencing similar issues? I suspect some massive leak in Tahoe's memory management, and just filed a corresponding feedback (FB21967167).
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Organization enrollment paused due to ID verification — best way to proceed after updating passport?
Hi, I’m trying to understand the correct process for Apple Developer Program organization enrollment when identity verification cannot be completed due to an outdated passport photo. Based on our last communication, I believe the enrollment was paused/declined because my passport photo didn’t match my current appearance (I’m assuming this because the last communication we had was specifically about my passport photo). I have since obtained a new passport with an updated photo. Timeline for context: • Jan 9: My enrollment was put on hold / could not proceed after ID verification. • Jan 12: I applied for a new passport with an updated photo. • After receiving the new passport, I followed up to provide the updated ID, but I’m not sure what the correct next step is in the enrollment workflow. Could you please advise the recommended way to proceed? • Should I submit a new organization enrollment, or can the existing one be re-opened/continued? I couldn’t find a way to resubmit/continue the existing enrollment from
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Reply to process.waitUntilExit never exits in tahoe 26.3
Well, that’s annoying. We have a bug to track this internally (r. 170381800). We’re hoping to fix it sooner rather than later but, as always, I can’t offer a concrete timeline. If you want to be notified when the fix starts seeding, file your own bug in Feedback Assistant and ask that it be marked as a duplicate of the above-mentioned bug. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: Core OS Tags:
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NSSegmentedCell misplaced in Liquid Glass mode (macOS 26)
We are currently testing our application under macOS 26 in Liquid Glass mode and noticed an issue with NSSegmentedCell. Our app makes extensive use of NSCell-based drawing. Since macOS 26, when running in Liquid Glass mode, NSSegmentedCell does not render at the expected location. The control itself appears visually correct, but it is clearly drawn offset from the rect it is supposed to occupy. In compatibility mode, everything renders exactly as expected (same code, same layout). To illustrate the issue, here are two screenshots of the same view: Liquid Glass mode 👉 (screenshot 1 – segmented control visibly shifted) Compatibility mode 👉 (screenshot 2 – correct rendering) The regression is obvious when switching between the two modes. This behavior has been present since the first macOS 26 release and is still reproducible with Xcode 26.2 (17C52). I have already filed a report via Feedback Assistant (FB reference available if useful), but I’m posting here to see whether others are experiencing the
Topic: UI Frameworks SubTopic: AppKit
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Reply to Build/Archive failure in Xcode 16.2 after updating macOS to 26.2
Thank you for your response. We have updated our development environment to the latest versions: • macOS: 26.2 • Xcode: 26.2 • iOS Runtime / Deployment Target: iOS 18.5 Following your instructions, I exported the full build report. Due to file size limitations, I am including the relevant error messages below: error: Build input file cannot be found: '/Users/tech27systems/Library/Developer/Xcode/DerivedData/goneet_app-bfahpcjyjdsvwgecotulyqyigvpy/Build/Products/Debug-iphonesimulator/react-native-maps/ReactNativeMapsPrivacy.bundle/ReactNativeMapsPrivacy'. Did you forget to declare this file as an output of a script phase or custom build rule which produces it? (in target 'react-native-maps-ReactNativeMapsPrivacy' from project 'Pods') error: Build input file cannot be found: '/Users/tech27systems/Library/Developer/Xcode/DerivedData/goneet_app-bfahpcjyjdsvwgecotulyqyigvpy/Build/Products/Debug-iphonesimulator/glog/glog_privacy.bundle/glog_privacy'. Did you forget to declare thi
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