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apple pencil battery life

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Reply to Copying files using Finder and Apple Events
[quote='804786021, milke, /thread/804786, /profile/milke'] So, I came to suspect that I could achieve such bahaviour by using Apple [events] directly [/quote] This is a false expectation IMO. In my experience, the Apple event support within an app is focused on AppleScript. So, the folks working on the app add Apple event support until such time as scripting works well, and then stop. Given that, it’s unlikely that you’ll find ‘easter eggs’ that you can take advantage of by sending Apple events directly. A corollary of this is that it’s best to first get things working from AppleScript and then decide whether you want to run the script directly (using NSAppleScript) or reverse engineer what Apple events it sent [1] and then build and send those Apple events yourself (using NSAppleEventDescriptor). So, in your situation I’d first try to get this working from Script Editor. If you can’t, that’s a sign that you should give up on this approach and explore alte
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Copying files using Finder and Apple Events
I need my application to copy some files, but using Finder. Now, I know all different methods and options to programmatically copy files using various APIs, but that's not the point here. I specifically need to use Finder for the purpose, so please, let's avoid eventual suggestions mentioning other ways to copy files. My first thought was to use the most simple approach, execute an AppleScript script using NSUserAppleScriptTask, but that turned out not to be ideal. It works fine, unless there already are files with same names at the copying destination. In such case, either the script execution ends with an error, reporting already existing files at the destination, or the existing files can be simply overridden by adding with overwrite option to duplicate command in the script. What I need is behaviour just like when Finder is used from the UI (drag'n'drop, copy/paste…); if there are existing files with same names at the destination, Finder should offer a resolution panel, asking the user to stop, replace, d
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Reply to Get grpc trailer fields through NSURLSession
URLSession doesn’t support HTTP trailers (r. 26845013). That leaves you with a couple of options: You can rework your on-the-wire protocol to avoid the need for them. You can write or acquire your own HTTP stack that includes this support. If you do the latter, make sure to use Network framework as your underlying transport, because that ensures that your app will do all the usual things expected on Apple platforms (proxy support, VPN On Demand, and so on). TN3151 Choosing the right networking API talks more about this; see the HTTP alternatives and BSD Sockets best practices sections. Note For gRPC specifically, there’s gRPC Swift and you should be able to combine that with SwiftNIO Transport Services. Normally at this point I’d suggest that you file an enhancement request against URLSession for trailer support, but I don’t think that’d be productive. URLSession is a high-level API and this is a pretty low-level feature. I think you’re more likely to see trailer support land in a low-level framework
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iOS26中ALAssetsLibrary 编译报错问题
mac os 系统版本:26.0 (25A354) Xcode版本:Version 26.0 (17A324) 项目编译报错 `SwiftExplicitDependencyCompileModuleFromInterface arm64 /Users/zhz/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/AssetsLibrary-HTIJ05N58KN3.swiftmodule /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS26.0.sdk/usr/lib/swift/AssetsLibrary.swiftmodule/arm64e-apple-ios.swiftinterface:10:25: error: 'ALAssetsLibrary' is unavailable in iOS: Use PHPhotoLibrary from the Photos framework instead 8 | public import _StringProcessing 9 | public import _SwiftConcurrencyShims 10 | extension AssetsLibrary.ALAssetsLibrary { | `- error: 'ALAssetsLibrary' is unavailable in iOS: Use PHPhotoLibrary from the Photos framework instead 11 | #if compiler(>=5.3) && $NonescapableTypes 12 | @available(iOS, introduced: 9.0, deprecated: 9.0, obsoleted: 26.0) /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS26.0.sdk/System/Library/Frameworks/AssetsLibrary.fra
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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:
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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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Reply to Request USB Host Controller Interface Specification for Apple Silicon
I need the USB Host Controller Interface Specification for Apple Silicon to develop low-level USB communication on iOS,could you send me the link to the document? A few different answers to this: I don't know what document you're referring to here. DriverKit is only supported (or included) on iPadOS, NOT iOS, which means any kind of direct USB communication is not possible on an iPhone. We don't currently have any supported option for USB Host Controller development. The closet current option would be to use IOUSBHostControllerInterface running in a user space process and communicating with a supporting PCI DEXT. However, IOUSBHostControllerInterface does not currently support isochronous or bulk streaming endpoints, which means it can't be used to implement a general controller. The approach above (#3) would ONLY work on macOS, as iPadOS does not include IOUSBHost framework. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: Core OS Tags:
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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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IOS Development Certificates are being created under the incorrect Team ID
I am experiencing a critical issue with the IOS Development Portal where certificates are being created under the incorrect Team ID despite being logged into the correct team context. in the Portal also in Xcode. I am logged into the Apple Developer Portal under Company LLC (Team ID: 12345678) However, when creating Apple Development certificates through the portal, they are being assigned Team ID 987654321 (my personal developer account) This occurs even when explicitly creating certificates from within the Company LLC team context. Also the same if i create the IOS Development in Xcode as well. This is preventing me from Archive my app in Xcode so i can upload the new version in the App Store. Please Help. Thank you in advance.
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Reply to PSVR2 controller button quirks
Hello We received your feedback reports (thanks!). While I have not yet looked into why you are observing the reported inconsistencies with input when using the GCControllerLiveInput collection of APIs, let me clarify how input is expected to be reported for the PlayStation VR 2 Sense controllers on visionOS. I am going to assume you have followed the first step in this article to declare your application's support for the Spatial Gamepad controller profile. That is, you have added the GCSupportedGameControllers key to your app's Info.plist, with a SpatialGamepad profile name entry. Each PSVR2 controller includes one thumbstick and seven buttons. Six of these buttons are available to the application (the PS logo button is reserved for system use). Five of these buttons include capacitive sensors that can detect finger contact. The Game Controller framework provides access to these elements (minus the logo button) using the following alias names. These aliases are the same between the left and right controller
Topic: Spatial Computing SubTopic: General Tags:
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Reply to Roadmap for Coded PHY support in CoreBluetooth
I think I went to the right place to put in a feature request. It has been a while since Coded PHY was announced, so I'm sure Apple is aware of it and has a position on it. It would just be good to hear what it is. I see SoCs get significant range, in one test 500 meters (https://www.youtube.com/watch?v=ANqkKXDzWqo&t=52s One Plus Nord N10 5G phone). I also saw Direction Sounding support in another phone(https://www.youtube.com/watch?v=sx-6o64206Q Pixel 10). It would be great to hear if these innovations are coming to iPhone.
Topic: App & System Services SubTopic: Core OS Tags:
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