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I'm presenting a view controller inside a UIAction handler from the new UIButton init configuration API. But when I do it, its deinit won't get called. I'm thinking there's some sort of retain cycle? I've tried capturing [weak self] inside the closure with no success. Using the addTarget method instead, the deinit gets called as expected. What am I doing wrong? let testVC = TestViewController() lazy var testButton: UIButton = { var configuration = UIButton.Configuration.filled() //button.addTarget(self, action: #selector(buttonTapped), for: .touchUpInside) let button = UIButton(configuration: configuration, primaryAction: UIAction(handler: { action in self.present(testVC, animated: true, completion: nil) })) return button }()
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by Nasonov.
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Requirement: We need to update below tunnel provider properties once VPN is up. Is it possible? includeAllNetworks excludeLocalNetworks enforceRoutes When is the standard time to configure and save the below properties in system preferences? Is it possible to save these properties in system preference when VPN is up? saveToPreferencesWithCompletionHandler If we can change these properties in VPN connected state, When these tunnel provider properties will come into effect?
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Hi, With iOS-17.4 update, we are seeing AppProxy VPN not getting started when Apps (associated with PerAppVPN) tried to access network resource after MDM PerAppVPN profile install/update. Looks like PerApp rules associated with applayer vpn profile are broken after profile update/install as we see internet sites working without going through VPN (appProxy network extension), this start working if we toggle WiFi and then access network resource from Apps associated with PerAppVPN. Created FB13688086 with all the details for this iOS 17.4 and AppLayerVPN, looking for and update here and any feedback/pointers will help. Thanks
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by vmku.
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After using xcode 15 for distribution we are having strange crashes from UICollectionViewDiffableDataSource. Crash does not indicate any call stack from our own code. This happens on %100 ios 17 and with xcode 15.1 build and we can not reproduce it in testing environment. Here is the stack trace Crashed: com.apple.main-thread 0 libswiftCore.dylib 0x40369c swift_getObjectType + 40 1 UIKitCore 0x469160 __swift_destroy_boxed_opaque_existential_1Tm + 35088 2 UIKitCore 0x2633ac -[__UIDiffableDataSource collectionView:cellForItemAtIndexPath:] + 144 3 UIKitCore 0x466fd4 __swift_destroy_boxed_opaque_existential_1Tm + 26500 4 UIKitCore 0x4670e0 __swift_destroy_boxed_opaque_existential_1Tm + 26768 5 UIKitCore 0xd2194 -[UICollectionView _createPreparedCellForItemAtIndexPath:withLayoutAttributes:applyAttributes:isFocused:notify:] + 668 6 UIKitCore 0x65f674 -[UICollectionView _prefetchItemsForPrefetchingContext:] + 384 7 UIKitCore 0x32204c -[UICollectionView _updatePrefetchedCells:] + 148 8 UIKitCore 0x6613fc -[UICollectionView _updateCycleIdleUntil:] + 492 9 UIKitCore 0xa69a5c ___UIUpdateCycleNotifyIdle_block_invoke + 596 10 libdispatch.dylib 0x213c _dispatch_call_block_and_release + 32 11 libdispatch.dylib 0x3dd4 _dispatch_client_callout + 20 12 libdispatch.dylib 0x125a4 _dispatch_main_queue_drain + 988 13 libdispatch.dylib 0x121b8 _dispatch_main_queue_callback_4CF + 44 14 CoreFoundation 0x3751c __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ + 16 15 CoreFoundation 0x34218 __CFRunLoopRun + 1996 16 CoreFoundation 0x33968 CFRunLoopRunSpecific + 608 17 GraphicsServices 0x34e0 GSEventRunModal + 164 18 UIKitCore 0x22aedc -[UIApplication _run] + 888 19 UIKitCore 0x22a518 UIApplicationMain + 340 20 MyApp 0xd968 main + 42 (AppDelegate.swift:42) 21 ??? 0x1c8366d84 (Missing) End here is the exception: Crashed: com.apple.main-thread EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x0000000000000000 This address is always 0x0000000000000000. Anyone having the similar issue?
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Our app is pushed to supervised iPhones through our MDM. We have a watchOS companion app that we install to paired Apple Watches as well. Our watches are NOT enrolled in the MDM using the new watchOS 10 MDM features, and are just paired normally to the supervised phones. Historically (the past 2 years), the watchOS companion app has been installed automatically after our iOS app has been pushed by our MDM (through VPP) and the Watch has been paired. NEW IN iOS 17.4/watchOS 10.4, the watchOS companion app is NOT installed automatically and when we press “Install” in the Watch app on the iPhone, we see a spinner for about 1 second and then a silent failure, with the button reverting back to “Install”. This is occurring with other apps purchased through VPP. We purchased the CityMapper app through VPP, assigned it to a supervised iPhone, and attempted to install CityMapper's watchOS companion app and got the same failed result. This is NOT occurring on a clean & reset supervised iPhone and its paired watch running iOS 17.3.1 / watchOS 10.3. On a personal unsupervised device running iOS 17.4/watchOS 10.4 with a copy of our app purchased through the App Store, installing the watchOS companion app is not an issue. I filed radar FB13687404 but in 10 years of developing for iOS, I have never ever ever heard of Apple responding to one of those. Posting here in the hope that other users/developers can share their issues or solutions.
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by bcappdev.
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For some reason, I have to build my iOS app project on target My Mac(Designed for iPhone) instead of using Mac Catalyst. Now I want to access these window buttons, is there any possible way to do that? or print current view/components whatever it is while clicking button?
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by Joi_.
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Can you please help us to understand the issue and crash logs. how can we debug this crash? We got crash on CrashAnalytics but did not able to reproduce it and Crash report are also not much helpful. Please help. Attaching crash report.
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This bundle Payload/firecontrolapp.app/Frameworks/AlivcLivePusher.framework is invalid. The Info.plist file is missing the required key: CFBundleVersion. Please find more information about CFBundleVersion at https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleversion (ID: 92d04b8b-9aee-4753-af30-badf4552273a) 搞不定,大家帮忙看看
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by pwq1.
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I'm facing an issue where the keyboard does not appear on my iPhone 15/15 Pro when I connect a smart card reader via Type-C. This issue occurs across all applications and is not specific to any particular app. Steps to Reproduce: •⁠ ⁠Connect a smart card reader to the iPhone 15/15 Pro via Type-C port. •⁠ ⁠Open any application with a text field (e.g., Notes, Messages, Safari). •⁠ ⁠Tap on the text field to start typing. Expected Behavior: Upon tapping the text field, the keyboard should appear, allowing the user to input text. Actual Behavior: The keyboard does not appear when tapping on the text field, making it impossible to input text. Additional Information: This issue occurs consistently across different applications, indicating that it's not app-specific. I have tried restarting the device and re-connecting the smart card reader, but the issue persists. The smart card reader is recognized by the iPhone, as I can interact with it using compatible apps. Device and Software Information: •⁠ ⁠iPhone 15/15 Pro •⁠ ⁠iOS version: 17.3.1 Query: Has anyone else encountered a similar issue with connecting a smart card reader to the iPhone 15/15 Pro? Are there any known workarounds or solutions to resolve this issue? Any insights or assistance would be greatly appreciated.
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I need clarification on the GKLocalPlayer.local.isMultiplayerGamingRestricted behavior which check's user's device capability (whether it is set up to allow or disallow multiplayer) I am referring to this from Apple documentation at : https://developer.apple.com/documentation/gamekit/authenticating_a_player if GKLocalPlayer.local.isMultiplayerGamingRestricted { // Disable multiplayer game features. } The issue is that this is a boolean (true/false value ) However I have noticed that iOS ( latest version and preceding versions) allow people to have the following options: ( you can set these under screen time -> content restrictions -> Multiplayer games ) Disallow all multiplayer games - presumably your API returns a false for this. Allow multiplayer with friends only -???? what does GKLocalPlayer.local.isMultiplayerGamingRestricted return here?? if True, how is the Friends only restriction handled? Are we supposed to do something to force it? Note: So far I am relying on Apple's Game Center native experience and have not added wrappers to do additional filtering etc. I hope that I shall be able to keep doing so. Allow all multiplayer games - presumably your API returns a false for this. You can see how there are three choices but this is modeled as a boolean. Choice number 2. is not addressed. Has anyone come across this? Note: This is very different from checking for underage users. No matter what I do, in my post above, it won't set the correct numbers for numbered bullet -points. I call them 1, 2, 3 it posts 1,1,2 or 1.,2,1 etc. ( side nit ) Apologies if this isn't as readable as it should be.
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How can I enable multi-select and then move / reorder selected items in a List with ForEach (in SwiftUI)? I tried the following code. On Mac it works fine - it allows me to select multiple items, and then drag them all together to another place in the list. On iOS it allows me to move individual items with drag-and-drop, and allows me to enter Edit mode to select multiple items but when I try to move the selected items with drag-and-drop, they can be dragged but they can't be dropped elsewhere in the list: struct ExampleListView: View { @State var items = ["Dave", "Tom", "Jeremy", "Luke", "Phil"] @State var selectedItems: Set<String> = .init() var body: some View { NavigationView { List(selection: $selectedItems) { ForEach(items, id: \.self) { item in Text(item).tag(item) }.onMove(perform: move) } .navigationBarItems(trailing: EditButton()) } } func move(from source: IndexSet, to destination: Int) { items.move(fromOffsets: source, toOffset: destination) } } This code has the same behavior: struct ExampleListView: View { @State var items = ["Dave", "Tom", "Jeremy", "Luke", "Phil"] @State var selectedItems: Set<String> = .init() var body: some View { NavigationView { List($items, id: \.self, editActions: .all, selection: $selectedItems) { $item in Text(item).tag(item) } .navigationBarItems(trailing: EditButton()) } } func move(from source: IndexSet, to destination: Int) { items.move(fromOffsets: source, toOffset: destination) } }
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by chetan51.
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When building with Xcode 15 or greater to a simulator that is IOS 16 or lower I get a crash. Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: DYLD 4 Symbol missing Im not 100% sure it is an Xcode issue to be honest. It could be a react native issue. Everything works fine with Xcode 14.3.1 proven by my release builds through the pipeline working. Im really struggling to narrow down the issue. Any suggestions would be appreciated.
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Xcode 15 and iOS 17.0.2 causing debugging issues when running from Xcode using a cable. When I updated to the new Xcode 15 and device to iOS version to 17.0.2, it is taking a long delay of 1 to 3 minutes to launch the app in the real device. It is also really slow after launching. Every step over or into take almost a minute. I can see the below warning in console "warning: libobjc.A.dylib is being read from process memory. This indicates that LLDB could not find the on-disk shared cache for this device. This will likely reduce debugging performance." I tried with the fix of executing the following command to clear the Device support files rm -r ~/Library/Developer/Xcode/iOS\ DeviceSupport. But even after I am facing the same issue. Please do the needful to fix this issue.
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by liavadi.
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The following is a screenshot of the crash stack. What caused this crash? How to solve it?
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by jtyan.
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require_relative '../node_modules/react-native/scripts/react_native_pods' require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules' platform :ios, '13.0' install! 'cocoapods', :deterministic_uuids => false target 'tapgro' do config = use_native_modules! Flags change depending on the env values. flags = get_default_flags() use_frameworks! :linkage => :static use_frameworks! pod 'react-native-blob-util', :path => '../node_modules/react-native-blob-util' use_react_native!( :path => config[:reactNativePath], # Hermes is now enabled by default. Disable by setting this flag to false. # Upcoming versions of React Native may rely on get_default_flags(), but # we make it explicit here to aid in the React Native upgrade process. :hermes_enabled => true, :fabric_enabled => flags[:fabric_enabled], # Enables Flipper. # Note that if you have use_frameworks! enabled, Flipper will not work and # you should disable the next line. # :flipper_configuration => FlipperConfiguration.enabled(["Debug"]), # An absolute path to your application root. :app_path => "#{Pod::Config.instance.installation_root}/.." ) use_react_native!( :path => config[:reactNativePath], :hermes_enabled => flags[:hermes_enabled], :fabric_enabled => flags[:fabric_enabled], # :flipper_configuration => flipper_config, # An absolute path to your application root. :app_path => "#{Pod::Config.instance.installation_root}/.." ) target 'tapgroTests' do inherit! :complete # Pods for testing end post_install do |installer| installer.generated_projects.each do |project| project.targets.each do |target| target.build_configurations.each do |config| config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '13.0' config.build_settings["EXCLUDED_ARCHS[sdk=iphonesimulator*]"] = "arm64" end end end end post_install do |installer| react_native_post_install( installer, # Set mac_catalyst_enabled to true in order to apply patches # necessary for Mac Catalyst builds :mac_catalyst_enabled => false ) __apply_Xcode_12_5_M1_post_install_workaround(installer) end end react native version is 0.70.6 macOs:- 14.4 xcode version:- Version 15.3 (15E204a) i have macbook with m1 chip now when i try to run my project from xcode then i am getting ios/projectname/AppDelegate.h:1:9 'React/RCTBridgeDelegate.h' file not found but when i click on that import file then i should navigate me to that file. i am not able to resolve this error could you help me this. Thanks in advance
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by Jay10895.
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In my application, I use CallKit and have supportsHolding = true set. During my phone call, another call comes in (e.g., GSM). I accept the incoming call and put the current call on hold. If I end the active call myself, everything is fine, and CallKit calls the method provider(_ provider: CXProvider, didActivate audioSession: AVAudioSession). However, if the other party ends the call, the second call remains on hold. In the application, the user clicks on unhold, and I notify CallKit that the hold has ended. But in this case, the didActivate method is not called at all. If I try to activate the audio myself after unhold, I receive the error: Domain=NSOSStatusErrorDomain Code=561017449 "Session activation failed" UserInfo={NSLocalizedDescription=Session activation failed} AVAudioSessionErrorInsufficientPriority == NSOSStatusErrorDomain Code: 561017449 What needs to be done for CallKit to activate my audio?
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I have os_log statements in my app. With my phone connected to the Mac, when I run the app through XCode, open Console app, those logs are shown. However, when I'm launching the app on its own, those logs don't appear in Console (phone still connected). Am I missing something very basic? Please help.
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by surutodi.
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