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Reply to The delay issue of 4G TCP connection for iPhone 17 in China's mobile network
@DTS Engineer game https://apps.apple.com/cn/app/%E6%9C%88%E5%9C%86%E4%B9%8B%E5%A4%9C/id1278845241 only iphone17 has this issue,other Android device or other Iphone is ok (high dau in china) reproduce I suggest that this issue can be verified through Apple China's studio currently Recently, more players have provided feedback on this issue and hope to resolve it as soon as possible temp solution We ask players to open streaming software on iPhone 17, and the game can smoothly on 4G network
Topic: Graphics & Games SubTopic: General Tags:
11h
Reply to App not launching when adding an ARKit replay data
Using the latest Xcode (26.1 beta 3), we still cannot run our app when adding an ARKit replay data. This time, an error message is showing: The specified file could not be transferred. Domain: com.apple.dt.CoreDeviceError Code: 7000 User Info: { DVTErrorCreationDateKey = 2025-10-23 06:14:46 +0000; IDERunOperationFailingWorker = IDEInstallCoreDeviceWorker; } -- File paths cannot contain '..'. Domain: com.apple.dt.remoteservices.error Code: 11007 User Info: { NSFilePath = ../../hires/9314807084219.png; } -- Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { device_identifier = 00008101-001550880193001E; device_isCoreDevice = 1; device_model = iPad13,19; device_osBuild = 18.6.2 (22G100); device_osBuild_monotonic = 2206010000; device_os_variant = 1; device_platform = com.apple.platform.iphoneos; device_platform_family = 2; device_reality = 1; device_thinningType = iPad13,19; device_transport = 1; launchSession_schemeCommand = Run; launchSession_schemeCommand_enum = 1; launchSession_t
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How do I have the NSToolbar "floating" on top of content scrollview on macOS Tahoe?
I have this MWE right here -- it has a toolbar with a random action on it, in addition to a scroll view as the content of the window, with random labels attached inside. Since the redeisgn of the NSToolbar stuff in Tahoe, I expect the share button be able to float on top of the scrolled out content as shown as the first image at https://developer.apple.com/documentation/TechnologyOverviews/adopting-liquid-glass. #import @interface AppDelegate : NSObject @property (strong) NSWindow *window; @end @implementation AppDelegate - (void)applicationDidFinishLaunching:(NSNotification *)notification { NSRect frame = NSMakeRect(100, 100, 600, 400); self.window = [[NSWindow alloc] initWithContentRect:frame styleMask:(NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable) backing:NSBackingStoreBuffered defer:NO]; [self.window setTitle:@Scroll View + Toolbar Demo]; NSToolbar *toolbar = [[NSToolbar alloc] initWithIdentifier:@MainToolbar]; toolbar.displa
Topic: UI Frameworks SubTopic: AppKit
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Reply to Displaying and working with Favorites in iOS app
returned from songs from the user library How!? Unless you explain how, I'm afraid the song variable that you refer to means nothing to the rest of the world. If you access this URL ( https://itunes.apple.com/search?term=classical+music&entity=song ), in the meantime, with URLSession, it will return two objects: resultCount and results. And you can easily return a dataset in the form of a JSON object. The results returns an array of dictionaries including a property named 'releaseDate.' Additionally, provided that you got your dataset with MPMediaQuery.songs, I would search for the 'MPMediaItem' class. Other than that, you probably want to explain how you get your data.
Topic: Media Technologies SubTopic: Audio Tags:
18h
Displaying and working with Favorites in iOS app
New to iOS development and I've been trying to make heads or tails of the documentation. I know there is a difference between the data fields returned from songs from the user library and from the category, but whenever I search on the apple site I can't find a list of each. For example, Im trying to get the releaseDate of a song in my library, but it seems I'll have to cross-query either the catalog entry for the using song.catalogID or the song.irsc but when I try to use them I can't find a cross reference between the two. I'm totally turned around. Also trying to determine if a song in my library has been favorited or not? isFavorited (or something similar) doesn't seem to be a thing. Using this code and trying to find a way to display a solid star if the song has been favorited or an empty one if it's not. Seems like a basic request but I can't find anything on how to do it. I've searched docs, googled, tried. Does apple want us to query the user's Favorited Songs playlist or something?
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TESTFLIGHT: The requested app is not available or doesn t exist
Hello, I created an app using the latest version of Xcode (16.2), and I'm having a problem testing this app on my iPhones. I created this app just like all the others I've made for my clients, including one on (03/24/25), but when I went to upload another App to App Store Connect on (03/26/25) I couldn't test it on my phone. Points to consider: The app runs perfectly on the Emulator. All my terms and agreements with Apple are up to date. I tried to download the apps through Testflight on 2 different devices, iPhone 7 Plus (iOS 15.8.1) and iPhone 15 Pro Max (iOS 18.3.2), and I was unsuccessful in neither attempt. I can send my app to the internal testers, but when I click download, the following message appears: Could not install [APP NAME]. The requested App is not available or doesn't exist. I imagine this problem is with Apple itself, I have already contacted support, but I need to resolve this urgently for my customers. Has anyone experienced this and resolved it?
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11h
Game Center SignIn alert appears on macOS 26 (Tahoe) without capability or entitlement
Hello, On macOS 26 (Tahoe), when building a OSX app that includes GameKit code, calling GKLocalPlayer.local.authenticateHandler shows the Sign In to Game Center alert (e.g. didShowFullscreenSignIn) — even if the app does not have the Game Center capability enabled or any related entitlement (com.apple.developer.game-center). This alert only appears when the user is not signed in to Game Center in system settings. However, when testing the same code path on iOS app built with macOS 26 (Tahoe), the alert does not appear unless the proper capability and entitlement are included. This behavior is different from macOS 15 (Sequoia) + Xcode 15.x. Prior to the update, Game Center features did not work at all even with the OSX app without Capability and Entitlements. Steps to Reproduce Create a new OSX app target (App Sandbox enabled, no Game Center capability). Add minimal GameKit code: GKLocalPlayer.local.authenticateHandler = { _, _, _ in } Build OSX app and run on macOS 26 (Tahoe). Ensur
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Reply to How to completely uninstall the old kext driver?
Additional information: kmutil rebuild frequently fails: % sudo kmutil rebuild Checking the auxiliary kernel collection... Error Domain=KMErrorDomain Code=31 Error occurred while building a collection: Cannot build collection without binaries as only 1 codeless kexts provided UserInfo={NSLocalizedDescription=Error occurred while building a collection: Cannot build collection without binaries as only 1 codeless kexts provided} Output from kmutil inspect on macOS 15.7: % kmutil inspect auxiliary kext collection at /System/Volumes/Preboot/DE1C1CE0-D3C6-403C-B5D8-56E6E003148C/boot/9334E85A7D36C17DBEE4F81854E2F1645866C0696EEA24433AC187CBE6575671EB84BD6D774A98804391CBAFCFC931CE/System/Library/Caches/com.apple.kernelcaches/kernelcache.auxkc.CAF862D59166BD22CE05B096DDC1685CA3725175A41E436AC4B1D29D8F89635C2B79BF606EDBCBDE1282FAEC5F559E73 (25966FB4-9792-D048-11B5-E51FCA0F69BB): Extension Information: com.magewell.ProCaptureDriver 1300.42.47 /Library/StagedExtensions/Library/Extensions/ProCaptureDriver
Topic: App & System Services SubTopic: Drivers Tags:
21h
Request for clarification of Developer mode
Hi Guys, I want to support my client for enable the developer mode, But they not accept to connect with any other devices(Mac Xcode) to enable developer mode. They are nearly 10 people to enable developer mode. But I think without mac we can't enable developer mode in some of devices. So I need a clarification with IOS versions. That's only we are excepting to list out which IOS versions don't have developer mode option default. Please list out that IOS versions Like below: default developer mode available IOS 17.4.1 default developer mode not available IOS 17.5.1
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Reply to Building SimpleAudioDriver example
Can anyone give advice? Thanks a ton! Unfortunately, this is actually the first time I've looked at Building an Audio Server Plug-in and Driver Extension and, to be honest, that is not great sample code. Using darwinup in a shell script is not something any one should actually do. I've already filed a bug on this (r.163226098), but you're going to need to do a bit of work to end up with something reasonable. SO, what I would actually suggest is the following: Start with the sample Communicating between a DriverKit extension and a client app and get it building and running. That's our simplest sample and will let you sort out the basic build and install process. Once that's working, replace the DEXT inside that sample with the DEXT from Building an Audio Server Plug-in and Driver Extension. Once that's done, you'll have an installer app with an embedded DEXT, which is what ALL DEXT need to be shipped as anyway. Shifting to the codesign front: I would be ok for now with the local option, but XCode 16.4
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Building SimpleAudioDriver example
Hi there, I am trying to build the Apple SimpleAudioDriver example but fail with codesign and/or provisioning. I would be ok for now with the local option, but XCode 16.4 doesn't show the option build to run locally (SIP is disabled). When using Automatically manage signing it ends in a Please file a bug report. I found that having two different development teams tripped it up, so I deleted all certificates and keys and made sure to be only signed into one account in Xcode. Can anyone give advice? Thanks a ton! Here is the URL to the sample: https://developer.apple.com/documentation/coreaudio/building-an-audio-server-plug-in-and-driver-extension macOS: 15.6.1 XCode: 16.4 Hardware: MacBook Pro M2 Max SIP: disabled
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Reply to Failure to mount an FSKit volume *sometimes*
Am I doing something wrong here? No, not really. I've actually seen variations of this failure across all macOS versions going back... well, basically forever. The details of EXACTLY how it plays out vary across system versions, but the basic dynamics at work here are: LaunchServices works by detecting when apps/components appear in the system, then reading the data from those components into its database. The nature of the development process means that you can easily produce new apps with a speed and volume WILDLY higher than any normal user would. The entire system is regularly interacting with the LaunchServices database at exactly the same time you're changing that configuration. ...the net result of which is that something occasionally goes wrong, leaving bad data in the database. I think I may be causing the constant unregister/register of the extension directly by rebuilding via Xcode. Or is it a problem with extensionkitservice? It's certainly a bug and, if you haven't already, please do file a bug o
Topic: App & System Services SubTopic: Core OS Tags:
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PSVR2 controller button quirks
I have an open Feedback conversation with Apple on this topic, but I am curious if others have run into this, or want to try out my sample code in their set up. there are two API’s for reading controller buttons, axis, and D pads: GCPhysicalInputProfile and GCControllerLiveInput. There are inconsistencies in behaviour between the two of them. Apple recommends we use GCControllerLiveInput, however, there are some capabilities on these controllers that are only accessible through GCPhysicalInputProfile, as I’ll discuss below. PSVR2 R2/L2 buttons, a.k.a. triggers, have force input analogue values. These can only be accessed on GCPhysicalInputProfile PSVR2 thumbstick direction values are read through “axes” on GCPhysicalInputProfile, but only “dpads” on GCControllerLiveInput on both GCPhysicalInputProfile and GCControllerLiveInput, All pressed events of all buttons are fired properly using generic aliases ( Trigger, Grip ,Menu, Right Thumbstick, Left Thumbstick, Right Button A & B (Circle & Cross
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