Search results for

file uri scheme

78,499 results found

Post

Replies

Boosts

Views

Activity

Reply to Best Practices for Binary Data (“Allows External Storage”) in Core Data with CloudKit Sync
When a Binary Data attribute is marked as “Allows External Storage”, large image files are stored as separate files on the device rather than inline in the SQLite store. That is correct. There is a threshold when the data will get stored in external files next to the SQLite database, similar to the approach that you described with URLs, but that process is managed by CoreData and transparent to your app you. How effective is this mechanism in keeping the Core Data store size small on the device? It depends on what you mean by the store. The SQLite file will be smaller, but the files are still stored on the device. Are there any recommended size thresholds or known limits for how many externally stored blobs can safely be managed this way? There is in general no limit. CoreData will decide when it's worth using an external file. If the blob you are storing is only a few bytes, it'll remain inline. If you expect to have a lot of assets, you should consider h
2d
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 o
5
0
292
3d
Reply to iOS 26: Navigation bar unexpectedly switches to Light appearance during navigation in Dark Mode
Thank you for your reply. I see you filed a bug, you have provided some code in the bug, thanks for that, but may I ask to upload a focused project showing the issue? I’ve already attached code that reproduces the issue in the first post of this thread. Please note that the issue only occurs on iOS 26 when the device is set to Dark Mode and Reduce Transparency is enabled. I have also uploaded the Xcode project for this sample code to GitHub: https://github.com/hmuronaka/iOS26NavigationTitleSample If so, please share a link to your test project or better upload it into the FB issue I’ve also uploaded the link to the project in the FB report (FB20370553) as well. Thank you for your support
Topic: UI Frameworks SubTopic: SwiftUI Tags:
4d
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
1
0
161
4d
iOS 26 regression: `DeviceActivityEvent`: `eventDidReachThreshold` called immediately (instead of waiting till threshold is reached)
Hello! I am experiencing some strange bugs around DeviceActivityEvents: When creating a DeviceActivityEvent we can assign a threshold and applicationTokens. The idea is, that after the user has spent said threshold on said apps, eventDidReachThreshold is called. includesPastActivity is set to false. On iOS 26 however, it happens (quite reliably after updating to a new beta seed) quite often that eventDidReachThreshold is called immediately (after a couple of seconds) instead of waiting for the threshold to be met. Is anyone else seeing similar issues on iOS 26? Only workaround I have found is to ask users to re-grant Screen Time permissions. This only holds for about two weeks though or at most until the next iOS 26 beta update is installed. Feedback filed under: FB18061981 FB18927456
12
0
643
4d
Reply to Mac Catalyst: Toolbar still appears below title bar, leaving empty safe area
I’ve been working on this for the past two days, but in a UIKit Mac Catalyst context. I managed to get it working, though I believe this might actually be a bug in Mac Catalyst. I was about to file a report when I came across your post. Did you already submit one? The workaround I found is to assign an instance of NSToolbar to the windowScene's titlebar like this: // Inside SceneDelegate.swift #if targetEnvironment(macCatalyst) let toolbar = NSToolbar() toolbar.displayMode = .iconOnly // reduces toolbar height self.window?.windowScene?.titlebar?.toolbar = toolbar #endif This setup gives you the unified sidebar and toolbar, but there’s still quite a bit of empty space at the top, even with displayMode set to .iconOnly. Since I didn’t actually need a toolbar in my case, I fixed it by applying a negative top safe area inset. That gave me the look I wanted: let splitViewController = UISplitViewController(style: .doubleColumn) let sidebarNavigationController = KNavigationController(rootViewController: Sid
Topic: UI Frameworks SubTopic: SwiftUI Tags:
4d
Reply to iOS 26: Navigation bar unexpectedly switches to Light appearance during navigation in Dark Mode
Thanks for the post. I see you filed a bug, you have provided some code in the bug, thanks for that, but may I ask to upload a focused project showing the issue? If so, please share a link to your test project or better upload it into the FB issue That'll help us better understand what's going on. If you're not familiar with preparing a test project, take a look at Creating a test project. There, you can track if the report is still being investigated, has a potential identifiable fix, or has been resolved in another way. The status appears beside the label Resolution. We're unable to share any updates on specific reports on the forums. For more details on when you'll see updates to your report, please see What to expect after submission. Albert Pascual
  Worldwide Developer Relations.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
4d
Can't Install WatchOS 26.1 beta 2
Beta two keeps hanging during the download process and says connect to wifi (which I am) or after hours it may download the beta 1.4gb file only to have to freeze in next processing step. I have tried all the resets, reinstalling both the watch and the phone running OS26.1 Beta 2 etc. The impact is the watch and the current software implementation is only getting a couple hours of battery usages before going dead
1
0
467
4d
Reply to Foundation Models inside of DeviceActivityReport?
Yeah, I see the following error when trying to prompt the on-device foundation model from within a device activity report extension (DeviceActivityReportExtension), which I believe is the same as what you mentioned: establishment of session failed with Unrecognized underlying error: Underlying connection was invalidated. Reason: failed at lookup with error 159 - Sandbox restriction ModelManagerError: got unrecognized error Underlying connection was invalidated. Reason: failed at lookup with error 159 - Sandbox restriction I am pretty sure that is as-designed. To give you more context, when responding your prompt, the model needs to communicate with the model manager, which is a system daemon that manages the inference requests. To protect the user’s privacy, however, the system doesn't allow a device activity report extension to move data outside the extension’s address space, and that prevents the model from creating a connection to the model manager. Having said that, if you have a compelling case that need
4d
Reply to DriverKit. Plug/unplug test leads to MacOS panic
Could you share your understanding of the crash and give any hints on how we can fix it? So, let me actually start by commenting on this: At first, we assumed that the issue is with hardware. The first thing to understand here is that DEXTs are FULLY capable of panicking the kernel and probably always will be, particularly PCI DEXTs. The main benefit DEXTs provide is that they DRAMATICALLY improve overall system security and risk by constraining the range of what it's POSSIBLE for a component to do. Your DEXT only has access to a very limited set of kernel data, so that's the ONLY kernel data your DEXT interacts with. It's possible for a network DEXT to disrupt the network stack, but it's very difficult to see how it would disrupt the file system. However, your DEXT is still being given access to many of the same resources it would have access to as a KEXT, and many of those resources are inherently dangerous. In the case of the PCI family, that issue is quite direct— I don't know of any way to build
4d
DriverKit. Plug/unplug test leads to MacOS panic
Dear Apple engineers, We have developed a DriverKit (DEXT) driver for an HBA RAID controller. The RAID controller is connected to hosts through Thunderbolt (PCIe port of the Thunderbolt controller). We do plug/unplug tests to verify the developed driver. The test always fails in about 100 cycles with a MacOS crash (panic). The panic contains “LLC Bus error (Unavailable) from cpu0: FAR=0xa40100008 LLC_ERR_STS/ADR/INF=0x80/0x300480a40100008/0x1400000005 addr=0xa40100008 cmd=0x18(ACC_CIFL2C_CMD_RD_LD: request for load miss in E or S state)” At first we assumed that the issue is with hardware. But we did this test on different hosts (MacMini M3 and M4) with different units of our device. The error points to the same physical address FAR=0xa40100008 even if the hosts are different. The 2 full panic logs are attached (one for M4, another one for M3 host). Could you share your understanding of the crash and give any hints on how we can fix it? Please let us know if you need any additional data. Thank you M3 panic: h
1
0
128
4d
Reply to RealityKit and USDZ: Winding Order Issue with Negatively Scaled Meshes
Thanks for following up, and apologies for the delay-- this slipped past me. Here’s a repro asset I wrote that you can test directly: https://github.com/alexchuber/Assets/raw/refs/heads/main/Repros/triangleNegScale.usdz For additional reference, here's the USDA content of the asset (material omitted for clarity): #usda 1.0 ( defaultPrim = Root metersPerUnit = 1 upAxis = Y ) def Xform Root { def Mesh Triangle { matrix4d xformOp:transform = ( (-1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) uniform token[] xformOpOrder = [xformOp:transform] int[] faceVertexCounts = [3] int[] faceVertexIndices = [0, 1, 2] normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1)] ( interpolation = vertex ) point3f[] points = [(0, 0, 0), (1, 0, 0), (0, 1, 0)] uniform token subdivisionScheme = none } } The steps to reproduce are just: Add the asset to a new Reality Composer Pro scene. Open the same asset in QuickLook on iOS/macOS. Compare the facing direction in both views. You should see that the triangles appear to have opp
Topic: Graphics & Games SubTopic: RealityKit Tags:
4d