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When triggering a webkitRequestFullscreen event in response to a pointerdown event, the result is a fullscreen error.
Using a pointerup event instead of pointerdown works fine.
I'm using a <button> element to receive the event and in the event listener callback I'm attempting to call webkitRequestFullscreen() on a div.
Is this expected behavior?
note: this was observed using MacOS Simulator: iPad 9th Generation - iOS 15.4
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Howdy from Germany.
I try to add a local httpServer with swift-http-server (https://github.com/bjtj/swift-http-server).
import SwiftUI
import SwiftHttpServer
@main
struct MyApp: App {
init() {
print("init")
let server = HttpServer(port: 9090)
class GetHandler: HttpRequestHandler {
var dumpBody: Bool = true
func onHeaderCompleted(header: HttpHeader, request: HttpRequest, response: HttpResponse) throws {
}
func onBodyCompleted(body: Data?, request: HttpRequest, response: HttpResponse) throws {
response.status = .ok
response.data = "Hello".data(using: .utf8)
}
}
do {
try server.route(pattern: "/", handler: GetHandler())
} catch let serverError {
print(serverError)
}
let queue = DispatchQueue.global(qos: .default)
queue.async {
do {
try server.run()
} catch let error {
print(error)
}
}
}
var body: some Scene {
WindowGroup {
ContentView() // Standard ContentView
}
}
}
When I try to add the local network rights on macOS (Montery 12.4 21F79) in the Playgrounds.app (Version 4.1 (1676.15)) it crashes everytime I hit the (+) button.
On iPad (Air 4th gen) with latest ipadOS it works fine. I can add the network rights and can serve the little hello page, by entering :9090/
As mentioned on macOS not possible. Of couse if I reload the Playgrounds project on the Mac, the local network rights are now included, but still on the mac the "Hello" page is not served.
Any hints/tips how to solve this problem? Need I to add more rights? Do I have to report the crash somewhere? I have the crashlog.
Thanks in advance.
Alex
PS: Background: I try to write a Playgrounds App which generates some output on a webpage, which then is served via the in-app webserver, which then is integrated on Obs via web page plugin...
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I am trying out Stage Manager with iPad OS 16 and the recent M1 iPad Pro with 2TB space. I had hoped I could connect it via a USB-C cable but the iPad is detecting the LG monitor and it works fine when I select Mirror Screen in Arrangement but when I stop mirroring the screen I am getting a black screen.
I am using the port of the iPad Pro to connect it to the display and no luck. Even if try it by connecting to the USB port on the Magic Keyboard itself it acts the same.
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Hi - on iPadOS16 beta1, we have been experimenting with connecting to external 1080p and 4k monitors using TypeC on latest M1 iPads.
It appears to only display full-screen (non-mirrored) when there is a HID device such as mouse connected. This makes sense as you need to be able to control the screen independently.
However for a touch screen external display (e.g. INNOCN) that supports multi-touch, it does not work. iPadOS (and macOS) do not have any multi-touch drivers.
Is there plans for iPadOS (and indeed eventually macOS) to support external multi-touch screens?
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Does anyone else have this problem/know a solution to fix this? Using a Logitech Smart keyboard/iPad Pro 12.9 1st gen/iOS 16 Developer beta.
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In iOS16, will there be an open dialog that combines Photos and Files? For any creative app, this seems like a common scenario…I want to open a photo from either the Camera Roll or Files to edit in my cool app.
I would envision the left toolbar showing sources, such as: On My iPad, iCoud Drive, and Camera Roll.
Currently, it’s a bit clunky and confusing for users to have two different choices just to open a photo for editing.
Thanks!
James
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Hi,
I have an small app, in Xamarin VS 2019, which when your ar testing de app, in debugging mode, the app work perfectly, but when I publish de app and try to test it in TestFlight, the app crash in an specific view, I do beleive the problem is when I try to verify wifi connection needed. Here the log from the device:
log text
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I am investigating an issue where the main thread appears to be hung. It believe I have reproduced it locally a couple times, but it is not very repeatable. Attached are 2 of the backtraces I generated after pausing the application.
I see a dispatch_barrier_sync_f call which “submits a barrier function for execution and waits until that function completes”. This is happening on a number of threads which are all waiting on a ulock_wait.
In both of the deadlocks, there is one thread that has a dispatch_barrier_sync_f which appears to be active. From what we could tell, it is stuck in the function pthread_from_mach_thread_np. I only have assembly code here, but here is some source. It appears to be converting from a mach_thread to a pthread. When I step through the assembly it appears to be stuck in the loop portion of iterating over the pthread list.
It is not clear to me how this fixed loop could hang. Perhaps the memory is corrupted and it is not looping over a valid pthread list?
This may be related to the issue posted here.
Any help would be greatly appreciated,
thank you
StackTrace.txt
StackTrace4.txt
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When I connect the iPad with my MacBook pro the iPad is not visible on the device and simulator option in Xcode. When I connect the device it just blinks and disappeared from the device and simulator option. I check the photos apps there I am able to see the device but in the Xcode, the device is not showing.
Can anyone suggest to me how to fix this?
Thanks in advance.
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I am developing an app for iphone only, including a monthly subscription.
Receipt validation is done on the server side and using the framework's swiftystorekit.
In the actual machine test, the receipt verification succeeds on the iphone,
but it not succeed when on the iPad.
The error code is as follows.
—-
21002(The data in the receipt-data property was malformed or missing)
—-
In the review, it was rejected because it must be possible to display even apps that are not compatible with iPad.
In the early stages of development, we planed to support iPad as well, and set xcode.
While preparing to submit to the review, I deselected the app for iPad in the xcode settings.
Is this affecting?
It's as if the build is in store kit test mode only on the iPad.
I can't find a reason why iphone can successfully perform receipt verification in a sandbox environment but iPad can't.
I tried the following:
· Clean the build and restart xcode
· Try switching between the store kit test and the sandbox test alternately.
· Check iPad support on xcode setting
· Try installing the app on your iPad from a test flight
But none of them changed the result.
Can you give me an idea of what fixes and changes I can try?
I would appreciate it if you could teach me.
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Hello,
iOS dev noob here.
I am working on the following:
Unity 2019.4.34f1 WIndows 10
Build to iOS and transfer to macBook air on Monterey XCode 13.3
Crash Detail:
App is crashing on one of our test devices an iPad Air Model MD785LL/B
The Unity Logo Splash works fine.
Then it loads my scene 1, which is just a splash page with a canvas and a single image, that loads fine.
After 1 second it calls SceneManager.LoadScene and opens up scene #1, main menu, and this is where it crashes. Main menu never loads, and app moves to background with a black screen.
I have eliminated anything on the Main Menu, by having my splash call another scene. No matter which scene it calls, the app crashes on this device after the basic splash ( our splash)
Previous versions of same app built with xcode worked fine, but that was xcode 11, 2 years ago. Nothing new has been added to the app since. Xcode reports no errors, and pushing to app store has no issues.
My app builds with no exceptions or errors for Android, PC, or iPhones, and iPads pro. It builds fine in Xcode and also in Unity. I have published several apps on IOS with no issues, with xcode 13 or previous version going back to xc10.
What I have tried:
I have tried all Unity forum, stack exchange, apple developer solutions for "Xcode ipad black screen crash" and "ios crash suggestd" and "libsystem_kernal.dylib" and many others to no avail.
Based on posts from @eskimo, it seems that this looks like an Objective C that was trapped, possible similar to his posts about calling UIKit on a second thread.
But my log shows this:
Thread 1 crashed with ARM Thread State (64-bit)
But my app and C# code doesnt pick threads, so I have no clue how to resolve this. Any previous iOS crashes or bugs that I had affected all iOS builds equally, or would not build at all.
Last time, I had seen crashes after splash, it was usually due to some XCODE linked library needing to be added to Linked Binary with Libraries section on Build Phases. Or some asset plugin causing a library failures, but this app has no 3rd party assets.
Any help would be greatly appreciated.
CrashLog copy.txt
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So i have been looking at the playground on iPad. You can change functions and so on but not all is clear. In the Sensor Arcade project where do the mushrooms come from and how can I change the images of mushrooms and the player?
Also I want to make the project my own so to speak so I can continue to work on it. How do I do that?
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Playback glitch is observed on iPhone and iPad devices for our encrypted asset, But playback is working fine on safari browser for the same asset. I have attached below listed files for your reference
Manifest files
Index.m3u8
Level(4417274)
Log snippet with decoder errors(Captured on iPhone8 and iPhone12)
iPhone12-Log-Snippet
iPhone8-Log-Snippet
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There is only this issue with certain devices. Doesnt work on my devices i have a ipad 6th gen running 15.4 (i think) and i have a iphone 8 running the same os tested on both and they dont work. Works on devices like iphone xr and up. Works on ipads that dont have ios 15. Please help if this isnt already solved
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You can play around with the examples like Sensor arcade.
But where is the function for the mushrooms popup?
How can I create my similar project?
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Why is it possible to create more things on a computer with windows 3.11 and a 485 processor than on an Ipad with 1000 times more power?
Do you understand why most people still "love" Windows???
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Ipad PRO 2020 have 13 speaker holes on every corner. Are they all work? Is it ok to cover one hole with cover? I want to know how many holes work in each corner.
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Cannot Connect to iTunes App Store
iPad Mini
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ipad lock screen app cut to background hang after unlocking and restoring the app may lead to several minutes of inability to connect to LAN devices
XCode 13.2.1 iPad ios 15.4.1