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MagSafe charging light problem
Dear Apple, It looks likes Apple like my new idea, and a lot. I know this as Apple always want their things to be easily understandable, and for MagSafe to be understandable it has to mimic macOS. I got an unreliable reply for the first post, just a person telling me I’m in the wrong place for this. The MagSafe is amazing, but everything needs to be upgraded in some way or the other, DTS engineers are saying that developer forums are for developing, not feedback. So here I am, developing the MagSafe wire, as I would by now rather get a third-party MagSafe wire if mine possibly breaks. $49. This is the price tag for an official MagSafe wire. If it can’t show anything but charging and charged, it’s something that must be reproduced. We have the hardware, we have the red and green diodes in the MagSafe, we just need to turn both of them on to make yellow. We have the hardware, and physics is helping us by saying: “Red + green light = yellow light.” This isn’t as complicated as π, so please implement it and let over 100 million users feel that MagSafe is finally worth the price. It is extremely simple, no new tests, no new safety certifications, just a new code you can forget about once released. To make things as easy as possible, here is the code, you can inspect it and test it, it should be OK. (THIS CODE IS TO SHOW THE BASE OF THE IDEA, PLEASE DONT COPY-PASTE, DOUBLE CHECK IT FIRST. Consider that I didn’t code this myself, I got help. Don’t expect any code from me to be mine) #include <stdbool.h> #include <stdint.h> typedef enum { MODEL_AIR, MODEL_PRO } MacModel; typedef enum { LED_OFF, LED_SOLID_AMBER, LED_SOLID_YELLOW, LED_SOLID_GREEN, LED_PULSING_AMBER, LED_PULSING_YELLOW } LEDState; uint32_t current_cycle_seconds = 0; MacModel get_mac_model(void); uint8_t get_battery_soc(void); uint8_t get_charge_limit(void); uint32_t get_charger_wattage(void); bool check_hardware_faults(void); void apply_led_hardware_state(LEDState state, bool pin_high); void update_magsafe_led(void) { MacModel model = get_mac_model(); uint8_t soc = get_battery_soc(); uint8_t limit = get_charge_limit(); uint32_t wattage = get_charger_wattage(); bool overcharge_fault = (soc > (limit + 2)); bool critical_error = check_hardware_faults() || overcharge_fault; bool slow_charger = false; if (model == MODEL_AIR && wattage < 30) { slow_charger = true; } else if (model == MODEL_PRO && wattage < 70) { slow_charger = true; } LEDState normal_state; if (soc >= 90 || soc >= limit) { normal_state = LED_SOLID_GREEN; } else if (soc >= 50) { normal_state = LED_SOLID_YELLOW; } else { normal_state = LED_SOLID_AMBER; } LEDState active_state = normal_state; bool should_pulse = false; if (current_cycle_seconds < 10) { if (critical_error) { active_state = LED_PULSING_AMBER; should_pulse = true; } else if (slow_charger) { active_state = LED_PULSING_YELLOW; should_pulse = true; } } bool led_pin_high = true; if (should_pulse) { if (current_cycle_seconds % 2 != 0) { led_pin_high = false; } } apply_led_hardware_state(active_state, led_pin_high); current_cycle_seconds++; if (current_cycle_seconds >= 20) { current_cycle_seconds = 0; } } (THIS CODE IS TO SHOW THE BASE OF THE IDEA, PLEASE DONT COPY-PASTE, DOUBLE CHECK IT FIRST. Consider that I didn’t code this myself, I got help. Don’t expect any code from me to be mine) This should show: Pulsing Amber for critical issues Pulsing yellow for slow chargers, under 30w for Macbook air and if under 70w for Macbook pro. Pulses for 10 seconds, and shows the light of the battery percentage for 10 seconds. Amber: 0-50% battery Yellow: 50-90% battery Green: 90%+ battery or reached charging limit. Please consider this code, I prefer a reply if possible to keep track of the new MagSafe update. macOS is amazing, but there are always final touches to be added, and if the hardware can be as similar as possible to the software, this is what brings understanding the battery alive, and apple has always wanted macOS to be as understandable as possible, why not the wire as well? If you need any extra information for the MagSafe, feel free to reply to me on the forum, I will try replying as soon as possible. Let the MagSafe glow. Let it show a yellow. It’s WWDC, and here I am right here. Let 2026 be the year where MagSafe is the most understandable yet, and let the yellow color come alive to MagSafe. Please consider it another chance to get a fresh, serious and realistic start to this. I am more than ready to mark the other post as answered if I get a realistic, understandable and useful reply to this. I apologize if my previous responses weren't very useful; I am not a formally trained engineer, but I wanted to show my idea the best way I could. May I please get a proper reply? Im extremely sorry for my previous replies that lost me reputation, but I promise I won’t reply to other posts from now on. May I please get a proper reply? May my idea get supported? May MagSafe feel as good as the magnetic “snap”? Please keep in mind that im in developer forums to develop the MagSafe wire, and as the DTS engineer stated in their reply: “ These forums are for questions about developing software and accessories for Apple platforms. If this is the case then feel free to provide more information,” In this thread here. There I am. Developing an accessory. MagSafe. I have been using macOS for about a year now, I noticed this flaw since a long time, and here I am, getting it out and loud to Apple in WWDC. Please do not count this as spam, or a repost of my original idea, I am conscious of what im currently doing, so please give this a good read and a caring, useful reply. I really hope you consider this and make MagSafe stand out, alongside the MacBook Neo. It was amazing. Unstoppable. But why not the MagSafe be as well? All the best, Alyaman
Topic: Design SubTopic: General Tags:
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ControlCenter blocks a MenuBarExtra item due to foreign trackedApplications entry
I am seeing a reproducible issue with macOS ControlCenter's per-app menu bar tracking state in a SwiftUI MenuBarExtra app. On launch the app creates its menu bar status item. ControlCenter then reads group.com.apple.controlcenter / trackedApplications, moves the app's status item host to the blocked list, sends NSStatusItemChangeVisibilityAction with visibility=0, and the app terminates because its only status item is removed. Two observations: Changing only the bundle identifier makes the menu bar item appear normally. In trackedApplications, the affected app has its own entry with isAllowed: true; a separate entry for another app has isAllowed: false, and that disallowed foreign entry's menuItemLocations contained an entry referencing the affected app. Removing only the affected app's reference from the other app's disallowed entry fixed the issue: the app launched normally, and ControlCenter no longer sent visibility=0. ControlCenter appears to associate one app's menu item identity with another app's disallowed tracked record, letting the foreign blocked record override the app's own allowed record. Is this expected? And is there a supported way to reset this per-app ControlCenter menu bar state without editing the protected group.com.apple.controlcenter plist directly? Testing Environment: macOS 26.3 (25D125) Xcode 26.3 (17C529) LSUIElement: true Sandboxed app SwiftUI MenuBarExtra Relevant log pattern: Host properties initialized; (bid:[AffectedApp]-Item-0-[pid]) State(applicationItem: true, clientRequestsVisibility: true, neverClip: false) looked up value <private> for key trackedApplications (Domain: group.com.apple.controlcenter) Moving host to blocked list; (bid:[AffectedApp]-Item-0-[pid]) Requesting blocked host to not be visible; (bid:[AffectedApp]-Item-0-[pid]) Sending action(s): <NSStatusItemChangeVisibilityAction: ...> Received action(s): NSStatusItemChangeVisibilityAction 0 agent requesting visibility=0 temporary=0 0 terminating on removal
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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window:willUseFullScreenPresentationOptions: with NSApplicationPresentationHideDock causes other windows to be unminimizable
In the below code, I create two windows, and use a window delegate to make sure that whenever the first is fullscreened, its menubar and dock are hidden properly. However, when I fullscreen the first window and go back to the desktop to see my second window, the second window's minimize button is grayed out and using miniaturize on it will not work either. I've tried various things; it seems like if I fullscreen the second window and the unfullscreen it, it then becomes minimizable without additional side effects. Is there any reason why this is happening? This seems like a bug in AppKit... so how do I work around it programmatically? #import <Cocoa/Cocoa.h> @interface AppDelegate : NSObject <NSApplicationDelegate, NSWindowDelegate> @property (strong) NSWindow *mainWindow; @property (strong) NSWindow *secondaryWindow; @end @implementation AppDelegate - (void)applicationDidFinishLaunching:(NSNotification *)aNotification { NSRect mainRect = NSMakeRect(100, 300, 400, 300); self.mainWindow = [[NSWindow alloc] initWithContentRect:mainRect styleMask:(NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable | NSWindowStyleMaskResizable) backing:NSBackingStoreBuffered defer:NO]; [self.mainWindow setTitle:@"Main Window (Go Fullscreen Here)"]; [self.mainWindow setDelegate:self]; NSTextField *mainLabel = [NSTextField labelWithString:@"1. Click the green zoom/fullscreen button on THIS window.\n\n2. Look at the other window's yellow minimize button."]; [mainLabel setFrame:NSMakeRect(20, 100, 360, 100)]; [[self.mainWindow contentView] addSubview:mainLabel]; [self.mainWindow makeKeyAndOrderFront:nil]; NSRect secondaryRect = NSMakeRect(550, 300, 400, 300); self.secondaryWindow = [[NSWindow alloc] initWithContentRect:secondaryRect styleMask:(NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable | NSWindowStyleMaskResizable) backing:NSBackingStoreBuffered defer:NO]; [self.secondaryWindow setTitle:@"Secondary Window (The Victim)"]; NSButton *testButton = [NSButton buttonWithTitle:@"Try code [window miniaturize:]" target:self action:@selector(attemptProgrammaticMinimize:)]; [testButton setFrame:NSMakeRect(80, 130, 240, 40)]; [[self.secondaryWindow contentView] addSubview:testButton]; [self.secondaryWindow makeKeyAndOrderFront:nil]; } - (NSApplicationPresentationOptions)window:(NSWindow *)window willUseFullScreenPresentationOptions:(NSApplicationPresentationOptions)proposedOptions { return NSApplicationPresentationFullScreen | NSApplicationPresentationHideMenuBar | NSApplicationPresentationHideDock; } - (void)attemptProgrammaticMinimize:(id)sender { [self.secondaryWindow miniaturize:nil]; NSLog(@"[Repro] Minimize attempted"); } - (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender { return YES; } @end int main(int argc, const char * argv[]) { @autoreleasepool { NSApplication *app = [NSApplication sharedApplication]; [app setActivationPolicy:NSApplicationActivationPolicyRegular]; AppDelegate *delegate = [[AppDelegate alloc] init]; [app setDelegate:delegate]; [app activateIgnoringOtherApps:YES]; [app run]; } return 0; }
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MagSafe update, 3rd color suggestion
Dear Apple, I am trying good to find things that can be upgraded, and trust me here, the MagSafe 4 (or keep its name MagSafe 3 if you want) will be truly amazing. Adding a yellow to mimic macOS window controls will be amazing, and exactly how apple want things to be, they want it to feel like 1 ecosystem, where everything is in sync together. I gave the code in the other post, and here it is again, please really take this in for macOS 27. I tried installing the beta on a separate APFS volume on my Mac, but since I have no other backup device, I decided to stop. I would love to send feedback through feedback assistant, but since im not running beta, I shouldn't really use it, so here I am. Here is some code to help with this: (THIS CODE IS TO SHOW THE BASE OF THE IDEA, PLEASE DONT COPY-PASTE, DOUBLE CHECK IT FIRST. Consider that I didn’t code this myself, I got help. Don’t expect any code from me to be mine) #include <stdbool.h> #include <stdint.h> typedef enum { MODEL_AIR, MODEL_PRO } MacModel; typedef enum { LED_OFF, LED_SOLID_AMBER, LED_SOLID_YELLOW, LED_SOLID_GREEN, LED_PULSING_AMBER, LED_PULSING_YELLOW } LEDState; uint32_t current_cycle_seconds = 0; MacModel get_mac_model(void); uint8_t get_battery_soc(void); uint8_t get_charge_limit(void); uint32_t get_charger_wattage(void); bool check_hardware_faults(void); void apply_led_hardware_state(LEDState state, bool pin_high); void update_magsafe_led(void) { MacModel model = get_mac_model(); uint8_t soc = get_battery_soc(); uint8_t limit = get_charge_limit(); uint32_t wattage = get_charger_wattage(); bool overcharge_fault = (soc > (limit + 2)); bool critical_error = check_hardware_faults() || overcharge_fault; bool slow_charger = false; if (model == MODEL_AIR && wattage < 30) { slow_charger = true; } else if (model == MODEL_PRO && wattage < 70) { slow_charger = true; } LEDState normal_state; if (soc >= 90 || soc >= limit) { normal_state = LED_SOLID_GREEN; } else if (soc >= 50) { normal_state = LED_SOLID_YELLOW; } else { normal_state = LED_SOLID_AMBER; } LEDState active_state = normal_state; bool should_pulse = false; if (current_cycle_seconds < 10) { if (critical_error) { active_state = LED_PULSING_AMBER; should_pulse = true; } else if (slow_charger) { active_state = LED_PULSING_YELLOW; should_pulse = true; } } bool led_pin_high = true; if (should_pulse) { if (current_cycle_seconds % 2 != 0) { led_pin_high = false; } } apply_led_hardware_state(active_state, led_pin_high); current_cycle_seconds++; if (current_cycle_seconds >= 20) { current_cycle_seconds = 0; } } (THIS CODE IS TO SHOW THE BASE OF THE IDEA, PLEASE DONT COPY-PASTE, DOUBLE CHECK IT FIRST. Consider that I didn’t code this myself, I got help. Don’t expect any code from me to be mine) This should show: Pulsing Amber for critical issues Pulsing yellow for slow chargers, under 30w for Macbook air and if under 70w for Macbook pro. ( can be edited in the future for the leaked MacBook ultra) Pulses for 10 seconds, and shows the light of the battery percentage for 10 seconds. Amber: 0-50% battery Yellow: 50-90% battery Green: 90%+ battery or reached charging limit. This will also be very useful if there is a slider to customize what range should be amber, yellow and green. Why? Turning MagSafe into a real dashboard that is more useful than charging or charged, will make it amazing, covering a bit of the price hikes the world is facing. Other than that, apple always wanted things to be as useful as possible. If MagSafe now has what I mentioned, from a glance from afar, people will know their SoC. Please take this in consideration, and I already appreciate the work done on it if it's being tested. I am pretty sure there will be high interest in the topic. Thanks to whoever is working to it, and hope it come alongside macOS 27. Another person suggested MagSafe turned green when reached charging limit, and it happened in macOS 26. May mine be considered too? Trust me, it will be worth it, making MagSafe from just a wire to a smart dashboard. I know apple care about this, and let MagSafe be an upgrade, covering the price hikes and shortages. Thank you very much, and im sure you will do it to make MagSafe the best charger ever. Many thanks, Alyaman
Topic: Design SubTopic: General Tags:
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Notarization stuck "In Progress" for multiple submissions (Team ID: 34AC638RKM)
Hello, We are experiencing an issue where our recent notarization submissions are stuck indefinitely in the "In Progress" status, and no notarization logs are available to inspect. Here are the details for our impacted submissions: Team ID: 34AC638RKM Submission ID 1: 18020127-4742-4d5f-8f56-9742e1aab766 (Submitted: 2026-07-31 13:22 UTC) Submission ID 2: f00b0f39-8b6e-4b80-aaad-dd1690cc7d85 (Submitted: 2026-07-31 21:23 UTC) Prior submissions in June were accepted without issue using the same build pipeline and signing configuration. Is there a known backend delay with the notary service, or can an Apple engineer assist in checking the status of these submission tickets? Thank you!
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macOS: Notification tap routing behavior when multiple instances of the same app are running (via open -n)
We're investigating an edge case around push/local notification handling on macOS when multiple instances of the same app are running simultaneously, launched via open -n /path/to/App.app. We're aware this isn't the standard/expected usage pattern for macOS apps, which are singleton by default, but we need to understand and correctly handle this case, so any clarity here would help. Setup: macOS app, AppKit, using NSApplicationDelegate and UNUserNotificationCenterDelegate. Two separate processes of the same app launched via open -n, each independently calling UNUserNotificationCenter.current().delegate = self and registerForRemoteNotifications() on launch. Questions: Device token : is the device token unique per device and app installation, or could two separately-running processes of the same installed app each be issued a different token? Our understanding from Apple's documentation is that the token identifies the app and device combination, not a specific process. Can you confirm this holds even in a multi-instance scenario? Notification tap routing : when a notification, local or remote, is tapped and both process instances have independently registered a UNUserNotificationCenterDelegate, which instance's delegate receives userNotificationCenter didReceive withCompletionHandler? Is this deterministic, for example the most recently registered instance, or the one most recently connected to usernoted? Is it arbitrary or undefined? Or does the system only allow one instance's delegate connection to be active at a time, silently disconnecting the other? Is there any documented or recommended way for an app to detect it's running as a secondary instance launched via open -n, and adjust its notification handling behavior accordingly, if relevant? We understand this falls outside the normal supported usage pattern for macOS apps, but since the behavior isn't documented for this scenario, any insight, even confirming this is undefined behavior, would be genuinely useful for us to plan around.
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macOS 27 Catalyst: WKWebView text entry impossible, endless keyboard input-view focus loop
Filed as FB24092251. On macOS 27.0 beta (26A5388g), clicking into any text input inside a WKWebView in a Mac Catalyst app makes focus oscillate forever and typing does nothing. CPU pegs at 100% while the editor is focused. The same binary works fine on macOS 26. The DOM element never actually loses focus. Only the window does: window focus -> activeElement=TEXTAREA.inputarea JS focus -> activeElement=TEXTAREA.inputarea window blur -> activeElement=TEXTAREA.inputarea <- window loses key status JS blur -> activeElement=TEXTAREA.inputarea <- element did not ...repeats indefinitely... Pausing during the loop shows why. Focusing the element sends WebKit into UIKit's software-keyboard machinery, on a platform that has no software keyboard: -[UIKeyboardSceneDelegate containerWindowForViewService:] -[UIKeyboardSceneDelegate _setKeyWindowSceneInputViews:animationStyle:] -[UIKeyboardSceneDelegate _reloadInputViewsForResponder:force:fromBecomeFirstResponder:] -[UIResponder(UIResponderInputViewAdditions) reloadInputViews] -[WKContentView(WKInteraction) _continueElementDidFocus:...] -[WKContentView(WKInteraction) _elementDidFocus:...] WebKit::WebPageProxy::elementDidFocus(...) Building that container steals key status from the web view. First responder ends up on the enclosing _UIHostingView, so key presses are delivered there and immediately cancelled: pressesBegan: [...], focusedItem: monacoEditor firstResponder at keypress: _UIHostingView<...> pressesCancelled: [...] The catch: -becomeFirstResponder cannot be used to recover, because it is the trigger. Calling it re-enters _elementDidFocus and re-arms the loop permanently. So there is no app-side way back — the only API that reclaims the keyboard is the one that breaks it. Minimal repro is just a WKWebView in a UIViewRepresentable inside a SwiftUI hierarchy, with any focusable . No Monaco needed. Partial mitigation, if you hit this: do not echo focus/blur commands back at the web view in response to its own focus events, and treat a blur where document.hasFocus() is false but activeElement is unchanged as a window-level blur rather than an editing-ended event. That stops the runaway loop and keeps your focus state correct — but it does not restore typing. Has anyone found a way to get first responder back to the web view without calling -becomeFirstResponder? Or a way to stop the keyboard scene delegate engaging on Catalyst in the first place? If you can reproduce on 27 beta, please file a duplicate referencing FB24092251.
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Location Services stopped working across the system on macOS
MacBook Air (M4) Current build: macOS 27 Developer Beta (26A5368g) I have a system-wide Location Services failure affecting Apple Maps, Safari geolocation APIs, and any application requesting the current location. Symptoms: Apple Maps cannot determine current location. Safari and browser geolocation APIs fail. Websites report that location cannot be found. Location Services are enabled and permissions are granted. The issue has persisted across: macOS 26.5 beta macOS 26.6 beta macOS 26.6 beta 2 macOS 27 Developer Beta Troubleshooting already performed: Multiple Wi-Fi networks tested. iPhone hotspot tested. VPN enabled and disabled. Location Services reset. Permissions reset and reauthorized. New clean local user account created (no Apple ID, no third-party software). Issue reproduces identically in the clean account. Technical observations: locationd logs repeatedly show: knownCount = 0 AlsWifi = unknown while Wi-Fi scanning itself appears successful: queryMacAddresses.size = 57 The system sees dozens of nearby access points, but none appear to be recognized for Wi-Fi positioning. Additional findings: Wi-Fi hardware functions normally. Internet connectivity is normal. Bluetooth and Find My device presence work. GeoServices resources are present on disk. No successful location fix is ever produced. Has anyone seen similar CoreLocation / GeoServices behavior where Wi-Fi scans succeed but knownCount always remains 0 and no location fix is generated?
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macOS 27 beta: ProMotion refresh cadence is unstable, causing constant scroll judder
FB24091347 On macOS 27.0 beta (26A5388g), MacBook Pro M4 Pro, the built-in ProMotion display never settles on a stable refresh cadence. Scrolling in SwiftUI judders constantly. The same app binary was smooth on macOS 26, and is smooth on a 120 Hz ProMotion iPad. I captured two 60-second Instruments traces — same app, same scene, same scrolling, no external display — changing only the display's refresh-rate setting. On ProMotion the vsync interval standard deviation is 4.093 ms across six different cadences, mostly flip-flopping between 120 Hz and 60 Hz. Forced to a fixed 60 Hz it drops to 0.391 ms with a single cadence. The app presented an identical 59 fps median in both runs — frame production is perfectly steady, the display just holds each frame for an unpredictable length of time. That's what makes this nasty: it's invisible to every frame-rate metric, so it looks like the app got slow when nothing about the app changed. I spent most of a day profiling my own code before realising the app was never the problem. Workaround: force the built-in display to 60 Hz. Worth noting, because it complicates the picture: attaching a 60 Hz Studio Display makes the built-in smooth, but the Studio itself then judders — despite its own vsync cadence measuring perfectly stable. So refresh rate alone isn't the whole story, and there may be a second mechanism. The clean, reproducible, single-variable result is the ProMotion vs forced-60 Hz comparison on the built-in panel. If you can reproduce this on an M-series MacBook Pro on 27 beta, please file a duplicate referencing FB24091347.
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NSSplitViewController-like inspector in custom view
From the currently available information, it seems like the only way to get the new-in-Tahoe sidebar inspector effect is to use a NSSplitView in conjunction with NSSplitviewController & inspectorWithViewController:. I'm currently trying to get the same inspector effect - which also affects the looks of controls inside the inspector, like text fields, which switch to a gray-ish background - in a totally custom splitter-like view hierarchy that is way more complex than NSSplitView and thus cannot inherit or take advantage of it. Is there a way to integrate this effect in a custom view? Maybe using NSVisualEffectView or NSGlassEffectView?
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How to install macOS Tahoe 26 on an external drive
In the past I was always able to install every major macOS version on an external drive so that I can test my apps. But now I'm unable to install macOS Tahoe 26 on an external drive. Actually, as far as I'm aware, there are not even official links to macOS 26 installers, but only instructions on how to update to macOS 26 from an existing macOS installation. So I thought I'd install macOS 15 on a separate drive and then update to macOS 26, but whenever I run the macOS 15 installer, tell it to install on the external drive, and reboot after the setup process completes, my MacBook just boots into my main macOS partition as if nothing happened. 3 months ago I somehow managed to install macOS Tahoe beta 1 on an external drive, I don't remember how (but I don't think it was anything crazy); booting into that beta 1 partition and trying to update doesn't work either, as my MacBook again boots into my main macOS partition. I already asked help about the update problem one month ago here, but nobody replied. Could someone at Apple please provide instructions on how one is supposed to install macOS 26 on an external drive (if possible before it becomes available to the public)? Are we supposed to buy a separate Mac for every macOS version that we want to test our apps on?
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Is NavigationSplitView on macOS 27 broken?
On macOS 27 Beta 2, a simple NavigationSplitView example exhibits bizarre behaviour when the window is resized. The sidebar seemingly expands and collapses at random as the window is resized. The symptoms can be exacerbated with toolbar items. The sidebar appears to behave correctly when an inspector view is not present. Copy paste the code below into a new Xcode 27 project and run on macOS 27 and then resize the window: File -> New -> Project... -> App import SwiftUI @main struct MyApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { var body: some View { NavigationSplitView { Text("Sidebar") } detail: { Text("Content") } .inspector(isPresented: .constant(true)) { Text("Inspector") } } } Adding .frame or .inspectorColumnWidth to any of the Text views does not appear to fix the issues. macOS: 27.0 Beta (26A5368g) Xcode: 27.0 beta 2 (27A5209h)
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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MacBook Air icon does not show in airdrop
That is not exactly a development issue, but more a Mac configuration (which may hide other problems ?). I use a new MacBookAir with MacOS 26. When I Airdrop from another Mac (15.7.8) the MacBookAir does not show any icon but a blank area, whilst other devices show their icons: That seems an old issue with MacBookAir: https://www.reddit.com/r/macbookair/comments/1benu4o/blank_airdrop_icon/ Beside this, Airdrop works OK. Just as if the MacBookAir icon was missing in some system file ? Has anyone a solution ? I filed a bug report FB24034384
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Xcode Source Control pull/push hangs indefinitely, terminal Git works normally After Tahoe 26.3 (25D125) Update
Device Details: MBP M2 Pro AND MBP M3 Pro macOS 26.3 (25D125) Xcode Version 26.3, 26.2, 26.1 (I reinstalled all 3 of these after the macOS update) BUG: Xcode hangs indefinitely when performing Source Control operations (Pull or Push) on a Git repository that uses SSH authentication. The same repository works correctly when performing the equivalent Git operations from the Terminal using the Git CLI. The issue appears to be specific to Xcode’s internal Source Control integration. When the operation is triggered from Xcode, the UI shows a spinning progress indicator and never completes. Terminal Git commands (git fetch, git pull, git push) complete normally using the same SSH key and repository. A hang sample taken during the issue shows the Xcode main thread blocked in Source Control authentication and fingerprint handling code paths, including: IDESourceControlUIHandler IDESourceControlFingerprintManager handleAuthenticationFailure showFingerprintAlertOnWindow This suggests Xcode may be waiting on a Source Control authentication or host fingerprint UI flow that never resolves. SSH connectivity itself is functioning correctly: ssh -T git@bitbucket.org and ssh -T git@github.com both authenticate successfully. git ls-remote, git fetch, git pull, and git push all work correctly from Terminal. No Source Control accounts are configured in Xcode Preferences. Authentication relies entirely on SSH keys. Steps to Reproduce Configure an SSH key for Git access (e.g., Bitbucket or GitHub) and confirm it works via Terminal. Clone or open an existing Git repository that uses SSH (git@host:repo.git). Open the project/workspace in Xcode. In Xcode, attempt a Source Control operation such as: Source Control → Pull Source Control → Push Observe that Xcode displays a spinning progress indicator and does not complete the operation. Logs available on this Feedback Assist ID: FB22146913
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codesign tool generates "timestamps differ by XXX seconds" error
We have been having unexplained failures with the codesign tool recently on macosx aarch64 and x64 hosts. Every once in a while when signing an app locally using the following command: /usr/bin/codesign -s - -vvvv --force /home/me/FooBarCalculator.app results in the following error: /home/me/FooBarCalculator.app: timestamps differ by 185 seconds - check your system clock The number of seconds reported in the error message keeps varying (but usually in that range). We have checked the system clock but there isn't anything wrong (from what we can see) with the host. In fact, we have been seeing this error on several hosts now, so it isn't specific to one host. While looking into this issue, we even printed the details of an already signed binary using the following command: codesign -dvvv HelloWorld.app and that prints among other things, similar warning message: ... Timestamp=12 May 2026 at 5:36:0 AM HelloWorld.app: timestamp mismatch: internal time 12 May 2026 at 5:32:59 AM (184 seconds apart) I'm looking for inputs on how we go about debugging this issue and where/how the codesign tool sources these timestamps from (any specific API?) and what value is it comparing against to notice a difference. These affected hosts have different operating system versions some 15.x and some 26.x.
Topic: Code Signing SubTopic: General Tags:
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dyld crash before main() on macOS Tahoe 26 due to shared cache mapping failure
I am developing a large iOS application with an extensive UI test suite (hundreds of UI test scenarios). After upgrading our CI runners to macOS Tahoe 26, we started observing an intermittent issue where an iOS Simulator may operate normally for many successful application launches before unexpectedly entering a persistent degraded state. Once this occurs, every subsequent application launch crashes inside dyld before reaching our application’s main(). The degraded state persists until the simulator device is reset This causes UI tests to hang and eventually timeout. Business impact CI/CD jobs frequently timeout (90+ minutes per failed run) Significant loss of CI capacity Difficult to maintain reliable quality gates At our scale, this has become a serious issue affecting release confidence and overall engineering productivity. Technical details Crash report MyProject-2026-07-13-125307.ips — a crash report from a CI Demo project dyld_crash_demo — a minimal reproducible project demonstrating the relevant dyld execution path. The project intentionally returns errors from system functions along the shared cache initialization path to demonstrate that dyld continues execution until DyldSharedCache::getUUID(), where it subsequently crashes. Simply open the project and run it in iOS Simulator 26.2. Environment Component Version macOS Tahoe 26.x Xcode 26.2, 26.5 iOS Simulator 26.2, 26.5, 26.6 Architecture Apple Silicon dyld 1378 dyld_sim 1335 What we have ruled out multiple Xcode versions multiple macOS 26.x releases multiple iOS Simulator runtimes multiple simulator devices UI tests with parallel execution disabled deleting the simulator dyld shared cache recreating simulator devices application-specific issues (the crash happens before main()) The issue is still reproducible. Investigation The earliest observable failure sequence is consistently: shared_region_check_np() → "Cannot allocate memory" (ENOMEM) Shared cache mmap(0x180000000, ...) → EACCES The shared cache region remains unmapped DyldSharedCache::getUUID() reads 0x180000058 EXC_BAD_ACCESS (Translation fault) The crash occurs before any application code executes. The first faulting instruction belongs to DyldSharedCache::getUUID(), while the shared-cache region is still unmapped. Published dyld source analysis Relevant execution path: loadDyldCache() ↓ mapSplitCachePrivate() ↓ preflightCacheFile() Based on the published sources of dyld-1378, this appears to be the execution path leading to the observed failure. After the loadDyldCache() function failed to load the cache, dyld continued execution anyway and moved on to calling the DyldSharedCache::getUUID() function, where it subsequently failed. Additional observations Once the simulator enters the degraded state: simctl spawn succeeds. simctl launch crashes inside dyld before reaching main(). During our experiments, both processes were created by the same launchd_sim instance Before dyld::_dyld_start, both processes expose the same virtual address layout, including an unmapped shared-cache region (0x180000000–0x300000000). Current workaround As a temporary mitigation, we launch the application with DYLD_SHARED_REGION=avoid In our environment, this completely avoids the launch failures. However, this mode appears to be undocumented and intended primarily for debugging. We are concerned that it may change or stop working in future macOS or Xcode releases, so we are reluctant to depend on it in our production CI infrastructure. Questions 1. dyld Is it expected for dyld to continue dereferencing the shared-cache header after both the shared-region initialization and the shared-cache mapping have already failed? Execution appears to continue into: loadInfo.loadAddress->getUUID(cacheUuid) which results in an access to an unmapped address. The attached demo project reproduces this behavior by simulating failures from the shared-cache initialization path. Is there an expected fallback behavior for this situation or is continuing into DyldSharedCache::getUUID() the intended behavior ? 2. Simulator state Why does a simulator that initially launches applications successfully eventually enter a state where every subsequent launch fails while the shared cache can no longer be mapper? The earliest related system log we have found is: vm_shared_region_start_address() returned 0x1 Is this a known CoreSimulator or macOS Tahoe issue? If so, is there a supported workaround or recommended long-term solution besides DYLD_SHARED_REGION=avoid? Any guidance would be greatly appreciated.
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30 fps system UI animations on Base M-series Macs in macOS 27 beta
Hi, there's a bug in macOS 27 beta (carried over from 26) that causes base (non-Pro/Max/Ultra) M-series Macs to render certain UI animations, like Finder Quick Look and system dialog pop-ups (Restart, Shut Down, etc.), at ~30 fps unless screen recording is active. Screen recording immediately restores 60 fps across the board. The Quick Look animation is also unaffected by the bug when viewing a video file. I've reproduced the bug on multiple base M4, M5 and A18 Pro Macs in Apple Stores. Not reproducible on Pro/Max/Ultra variants. I filed a bug report in April against macOS 26 and a few weeks ago against 27. I'd very much appreciate if any of you could do so as well if it affects your machines. How to reproduce: Open Finder on any base (non-Pro/Max/Ultra) M-series Mac Press Space on any non-video file Observe ~30 fps animation Start any screen recording Repeat steps 1 and 2 Observe fluid animation Thank you in advance for your help.
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Persian (fa-IR) system localization: technical reference implementation and validation approach — FB23906760
Hello, I filed FB23906760 requesting full Persian (fa-IR) system-language support across Apple platforms. A focused Swift/SwiftUI feasibility and QA sample is attached privately to that feedback report. Apple platforms already provide important building blocks for Persian, including Persian text input, Unicode rendering, locale-aware formatting, semantic right-to-left layout support, and Persian calendar APIs. However, Persian is not currently selectable as a complete system interface language on iOS, iPadOS, or macOS. The submitted app-level sample exercises: runtime RTL/LTR layout switching; canonical Persian Kaf (U+06A9) and Yeh (U+06CC); ZWNJ (U+200C) preservation; LRI/PDI isolation for mixed Persian and Latin content; Persian digits and numeric separators; Foundation Persian-calendar conversion and month names; English/Persian localization-key parity; and localized accessibility metadata. I want to clearly distinguish application localization from operating-system support: A Swift or SwiftUI app can provide its own Persian strings through String Catalogs or localized resources. SwiftUI and Foundation provide useful primitives for app-level Persian support and repeatable QA. An app or sample project cannot add Persian to the system-language selector, translate Apple system UI or first-party apps, or add Persian to Siri, Dictation, Translate, or other system services. Those capabilities require implementation and release by Apple. The submitted project is therefore reproducible feasibility evidence and a QA seed, not a patch to Apple-owned operating-system resources. Its Persian copy is an AI-assisted engineering draft and is explicitly marked as requiring native linguistic, terminology, accessibility, and in-context review. I would appreciate guidance from Apple engineers on the following: What is the recommended configuration for testing a fully Persian-localized SwiftUI app when Persian is not available as a system UI language? Are there documented best practices for testing fa-IR RTL behavior, bidirectional text, VoiceOver metadata, Persian numerals, and Persian-calendar formatting consistently across iOS, iPadOS, and macOS? Are there additional developer-specific Feedback Assistant categories that would help Apple evaluate missing Persian support in system services and developer-facing localization infrastructure? Would additional fixtures or platform-specific targets be useful as supplements to FB23906760? More specifically, is there an Apple-recommended way to provide additional technical fixtures, terminology data, or validation cases to the relevant internationalization teams for evaluation of Persian (fa-IR) system-language support? This is an enhancement request and a technical localization question, not a request for information about unannounced product plans. Thank you.
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SwiftUI, macOS, PDFView, The "Remove Highlight" context menu does not work
I'm using PDFKitView: NSViewRepresentable to present the pdf page in SwiftUI. Seems we already have some useful built-in functions in the context menu. However, the highlight manipulation functions are not functional - I can neither delete the highlight annotation nor change the color/type of the current pointed highlight annotation. The "Add Note" and other page display changing functions work well.
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Introducing My Independent App Portfolio — Games, Education and Utilities
Hello Apple Developer Community, My name is Chris, and I’m an independent developer building games, educational tools, and utility apps for Apple platforms. I’d like to share some of the applications I have released so far: ADVENT Text Game for Mac A retro-inspired text adventure designed specifically for macOS. View on the App Store ADVENT Text Game for iPhone and iPad Explore mysterious caves, discover hidden passages, collect treasures, and solve puzzles in a classic-inspired text adventure. View on the App Store iFrappe View on the App Store China Driving Exam Trainer A study and practice application for learners preparing for the Chinese driving licence theory examination. View on the App Store Ur: The Royal Game A digital interpretation of the ancient Royal Game of Ur. View on the App Store I’m also currently developing Steel Maze, a retro maze-based tank battle game for iPhone, iPad, and Mac. Each project has helped me explore different parts of Apple development, including SwiftUI, SpriteKit, Mac Catalyst, responsive layouts, Game Center, gameplay design, and App Store distribution. I would be happy to receive feedback from other developers and connect with people working on similar independent projects. You can find my current app portfolio here: CK My Apps Thank you for taking a look!
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MagSafe charging light problem
Dear Apple, It looks likes Apple like my new idea, and a lot. I know this as Apple always want their things to be easily understandable, and for MagSafe to be understandable it has to mimic macOS. I got an unreliable reply for the first post, just a person telling me I’m in the wrong place for this. The MagSafe is amazing, but everything needs to be upgraded in some way or the other, DTS engineers are saying that developer forums are for developing, not feedback. So here I am, developing the MagSafe wire, as I would by now rather get a third-party MagSafe wire if mine possibly breaks. $49. This is the price tag for an official MagSafe wire. If it can’t show anything but charging and charged, it’s something that must be reproduced. We have the hardware, we have the red and green diodes in the MagSafe, we just need to turn both of them on to make yellow. We have the hardware, and physics is helping us by saying: “Red + green light = yellow light.” This isn’t as complicated as π, so please implement it and let over 100 million users feel that MagSafe is finally worth the price. It is extremely simple, no new tests, no new safety certifications, just a new code you can forget about once released. To make things as easy as possible, here is the code, you can inspect it and test it, it should be OK. (THIS CODE IS TO SHOW THE BASE OF THE IDEA, PLEASE DONT COPY-PASTE, DOUBLE CHECK IT FIRST. Consider that I didn’t code this myself, I got help. Don’t expect any code from me to be mine) #include <stdbool.h> #include <stdint.h> typedef enum { MODEL_AIR, MODEL_PRO } MacModel; typedef enum { LED_OFF, LED_SOLID_AMBER, LED_SOLID_YELLOW, LED_SOLID_GREEN, LED_PULSING_AMBER, LED_PULSING_YELLOW } LEDState; uint32_t current_cycle_seconds = 0; MacModel get_mac_model(void); uint8_t get_battery_soc(void); uint8_t get_charge_limit(void); uint32_t get_charger_wattage(void); bool check_hardware_faults(void); void apply_led_hardware_state(LEDState state, bool pin_high); void update_magsafe_led(void) { MacModel model = get_mac_model(); uint8_t soc = get_battery_soc(); uint8_t limit = get_charge_limit(); uint32_t wattage = get_charger_wattage(); bool overcharge_fault = (soc > (limit + 2)); bool critical_error = check_hardware_faults() || overcharge_fault; bool slow_charger = false; if (model == MODEL_AIR && wattage < 30) { slow_charger = true; } else if (model == MODEL_PRO && wattage < 70) { slow_charger = true; } LEDState normal_state; if (soc >= 90 || soc >= limit) { normal_state = LED_SOLID_GREEN; } else if (soc >= 50) { normal_state = LED_SOLID_YELLOW; } else { normal_state = LED_SOLID_AMBER; } LEDState active_state = normal_state; bool should_pulse = false; if (current_cycle_seconds < 10) { if (critical_error) { active_state = LED_PULSING_AMBER; should_pulse = true; } else if (slow_charger) { active_state = LED_PULSING_YELLOW; should_pulse = true; } } bool led_pin_high = true; if (should_pulse) { if (current_cycle_seconds % 2 != 0) { led_pin_high = false; } } apply_led_hardware_state(active_state, led_pin_high); current_cycle_seconds++; if (current_cycle_seconds >= 20) { current_cycle_seconds = 0; } } (THIS CODE IS TO SHOW THE BASE OF THE IDEA, PLEASE DONT COPY-PASTE, DOUBLE CHECK IT FIRST. Consider that I didn’t code this myself, I got help. Don’t expect any code from me to be mine) This should show: Pulsing Amber for critical issues Pulsing yellow for slow chargers, under 30w for Macbook air and if under 70w for Macbook pro. Pulses for 10 seconds, and shows the light of the battery percentage for 10 seconds. Amber: 0-50% battery Yellow: 50-90% battery Green: 90%+ battery or reached charging limit. Please consider this code, I prefer a reply if possible to keep track of the new MagSafe update. macOS is amazing, but there are always final touches to be added, and if the hardware can be as similar as possible to the software, this is what brings understanding the battery alive, and apple has always wanted macOS to be as understandable as possible, why not the wire as well? If you need any extra information for the MagSafe, feel free to reply to me on the forum, I will try replying as soon as possible. Let the MagSafe glow. Let it show a yellow. It’s WWDC, and here I am right here. Let 2026 be the year where MagSafe is the most understandable yet, and let the yellow color come alive to MagSafe. Please consider it another chance to get a fresh, serious and realistic start to this. I am more than ready to mark the other post as answered if I get a realistic, understandable and useful reply to this. I apologize if my previous responses weren't very useful; I am not a formally trained engineer, but I wanted to show my idea the best way I could. May I please get a proper reply? Im extremely sorry for my previous replies that lost me reputation, but I promise I won’t reply to other posts from now on. May I please get a proper reply? May my idea get supported? May MagSafe feel as good as the magnetic “snap”? Please keep in mind that im in developer forums to develop the MagSafe wire, and as the DTS engineer stated in their reply: “ These forums are for questions about developing software and accessories for Apple platforms. If this is the case then feel free to provide more information,” In this thread here. There I am. Developing an accessory. MagSafe. I have been using macOS for about a year now, I noticed this flaw since a long time, and here I am, getting it out and loud to Apple in WWDC. Please do not count this as spam, or a repost of my original idea, I am conscious of what im currently doing, so please give this a good read and a caring, useful reply. I really hope you consider this and make MagSafe stand out, alongside the MacBook Neo. It was amazing. Unstoppable. But why not the MagSafe be as well? All the best, Alyaman
Topic: Design SubTopic: General Tags:
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979
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5h
ControlCenter blocks a MenuBarExtra item due to foreign trackedApplications entry
I am seeing a reproducible issue with macOS ControlCenter's per-app menu bar tracking state in a SwiftUI MenuBarExtra app. On launch the app creates its menu bar status item. ControlCenter then reads group.com.apple.controlcenter / trackedApplications, moves the app's status item host to the blocked list, sends NSStatusItemChangeVisibilityAction with visibility=0, and the app terminates because its only status item is removed. Two observations: Changing only the bundle identifier makes the menu bar item appear normally. In trackedApplications, the affected app has its own entry with isAllowed: true; a separate entry for another app has isAllowed: false, and that disallowed foreign entry's menuItemLocations contained an entry referencing the affected app. Removing only the affected app's reference from the other app's disallowed entry fixed the issue: the app launched normally, and ControlCenter no longer sent visibility=0. ControlCenter appears to associate one app's menu item identity with another app's disallowed tracked record, letting the foreign blocked record override the app's own allowed record. Is this expected? And is there a supported way to reset this per-app ControlCenter menu bar state without editing the protected group.com.apple.controlcenter plist directly? Testing Environment: macOS 26.3 (25D125) Xcode 26.3 (17C529) LSUIElement: true Sandboxed app SwiftUI MenuBarExtra Relevant log pattern: Host properties initialized; (bid:[AffectedApp]-Item-0-[pid]) State(applicationItem: true, clientRequestsVisibility: true, neverClip: false) looked up value <private> for key trackedApplications (Domain: group.com.apple.controlcenter) Moving host to blocked list; (bid:[AffectedApp]-Item-0-[pid]) Requesting blocked host to not be visible; (bid:[AffectedApp]-Item-0-[pid]) Sending action(s): <NSStatusItemChangeVisibilityAction: ...> Received action(s): NSStatusItemChangeVisibilityAction 0 agent requesting visibility=0 temporary=0 0 terminating on removal
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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324
Activity
8h
window:willUseFullScreenPresentationOptions: with NSApplicationPresentationHideDock causes other windows to be unminimizable
In the below code, I create two windows, and use a window delegate to make sure that whenever the first is fullscreened, its menubar and dock are hidden properly. However, when I fullscreen the first window and go back to the desktop to see my second window, the second window's minimize button is grayed out and using miniaturize on it will not work either. I've tried various things; it seems like if I fullscreen the second window and the unfullscreen it, it then becomes minimizable without additional side effects. Is there any reason why this is happening? This seems like a bug in AppKit... so how do I work around it programmatically? #import <Cocoa/Cocoa.h> @interface AppDelegate : NSObject <NSApplicationDelegate, NSWindowDelegate> @property (strong) NSWindow *mainWindow; @property (strong) NSWindow *secondaryWindow; @end @implementation AppDelegate - (void)applicationDidFinishLaunching:(NSNotification *)aNotification { NSRect mainRect = NSMakeRect(100, 300, 400, 300); self.mainWindow = [[NSWindow alloc] initWithContentRect:mainRect styleMask:(NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable | NSWindowStyleMaskResizable) backing:NSBackingStoreBuffered defer:NO]; [self.mainWindow setTitle:@"Main Window (Go Fullscreen Here)"]; [self.mainWindow setDelegate:self]; NSTextField *mainLabel = [NSTextField labelWithString:@"1. Click the green zoom/fullscreen button on THIS window.\n\n2. Look at the other window's yellow minimize button."]; [mainLabel setFrame:NSMakeRect(20, 100, 360, 100)]; [[self.mainWindow contentView] addSubview:mainLabel]; [self.mainWindow makeKeyAndOrderFront:nil]; NSRect secondaryRect = NSMakeRect(550, 300, 400, 300); self.secondaryWindow = [[NSWindow alloc] initWithContentRect:secondaryRect styleMask:(NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable | NSWindowStyleMaskResizable) backing:NSBackingStoreBuffered defer:NO]; [self.secondaryWindow setTitle:@"Secondary Window (The Victim)"]; NSButton *testButton = [NSButton buttonWithTitle:@"Try code [window miniaturize:]" target:self action:@selector(attemptProgrammaticMinimize:)]; [testButton setFrame:NSMakeRect(80, 130, 240, 40)]; [[self.secondaryWindow contentView] addSubview:testButton]; [self.secondaryWindow makeKeyAndOrderFront:nil]; } - (NSApplicationPresentationOptions)window:(NSWindow *)window willUseFullScreenPresentationOptions:(NSApplicationPresentationOptions)proposedOptions { return NSApplicationPresentationFullScreen | NSApplicationPresentationHideMenuBar | NSApplicationPresentationHideDock; } - (void)attemptProgrammaticMinimize:(id)sender { [self.secondaryWindow miniaturize:nil]; NSLog(@"[Repro] Minimize attempted"); } - (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender { return YES; } @end int main(int argc, const char * argv[]) { @autoreleasepool { NSApplication *app = [NSApplication sharedApplication]; [app setActivationPolicy:NSApplicationActivationPolicyRegular]; AppDelegate *delegate = [[AppDelegate alloc] init]; [app setDelegate:delegate]; [app activateIgnoringOtherApps:YES]; [app run]; } return 0; }
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135
Activity
13h
MagSafe update, 3rd color suggestion
Dear Apple, I am trying good to find things that can be upgraded, and trust me here, the MagSafe 4 (or keep its name MagSafe 3 if you want) will be truly amazing. Adding a yellow to mimic macOS window controls will be amazing, and exactly how apple want things to be, they want it to feel like 1 ecosystem, where everything is in sync together. I gave the code in the other post, and here it is again, please really take this in for macOS 27. I tried installing the beta on a separate APFS volume on my Mac, but since I have no other backup device, I decided to stop. I would love to send feedback through feedback assistant, but since im not running beta, I shouldn't really use it, so here I am. Here is some code to help with this: (THIS CODE IS TO SHOW THE BASE OF THE IDEA, PLEASE DONT COPY-PASTE, DOUBLE CHECK IT FIRST. Consider that I didn’t code this myself, I got help. Don’t expect any code from me to be mine) #include <stdbool.h> #include <stdint.h> typedef enum { MODEL_AIR, MODEL_PRO } MacModel; typedef enum { LED_OFF, LED_SOLID_AMBER, LED_SOLID_YELLOW, LED_SOLID_GREEN, LED_PULSING_AMBER, LED_PULSING_YELLOW } LEDState; uint32_t current_cycle_seconds = 0; MacModel get_mac_model(void); uint8_t get_battery_soc(void); uint8_t get_charge_limit(void); uint32_t get_charger_wattage(void); bool check_hardware_faults(void); void apply_led_hardware_state(LEDState state, bool pin_high); void update_magsafe_led(void) { MacModel model = get_mac_model(); uint8_t soc = get_battery_soc(); uint8_t limit = get_charge_limit(); uint32_t wattage = get_charger_wattage(); bool overcharge_fault = (soc > (limit + 2)); bool critical_error = check_hardware_faults() || overcharge_fault; bool slow_charger = false; if (model == MODEL_AIR && wattage < 30) { slow_charger = true; } else if (model == MODEL_PRO && wattage < 70) { slow_charger = true; } LEDState normal_state; if (soc >= 90 || soc >= limit) { normal_state = LED_SOLID_GREEN; } else if (soc >= 50) { normal_state = LED_SOLID_YELLOW; } else { normal_state = LED_SOLID_AMBER; } LEDState active_state = normal_state; bool should_pulse = false; if (current_cycle_seconds < 10) { if (critical_error) { active_state = LED_PULSING_AMBER; should_pulse = true; } else if (slow_charger) { active_state = LED_PULSING_YELLOW; should_pulse = true; } } bool led_pin_high = true; if (should_pulse) { if (current_cycle_seconds % 2 != 0) { led_pin_high = false; } } apply_led_hardware_state(active_state, led_pin_high); current_cycle_seconds++; if (current_cycle_seconds >= 20) { current_cycle_seconds = 0; } } (THIS CODE IS TO SHOW THE BASE OF THE IDEA, PLEASE DONT COPY-PASTE, DOUBLE CHECK IT FIRST. Consider that I didn’t code this myself, I got help. Don’t expect any code from me to be mine) This should show: Pulsing Amber for critical issues Pulsing yellow for slow chargers, under 30w for Macbook air and if under 70w for Macbook pro. ( can be edited in the future for the leaked MacBook ultra) Pulses for 10 seconds, and shows the light of the battery percentage for 10 seconds. Amber: 0-50% battery Yellow: 50-90% battery Green: 90%+ battery or reached charging limit. This will also be very useful if there is a slider to customize what range should be amber, yellow and green. Why? Turning MagSafe into a real dashboard that is more useful than charging or charged, will make it amazing, covering a bit of the price hikes the world is facing. Other than that, apple always wanted things to be as useful as possible. If MagSafe now has what I mentioned, from a glance from afar, people will know their SoC. Please take this in consideration, and I already appreciate the work done on it if it's being tested. I am pretty sure there will be high interest in the topic. Thanks to whoever is working to it, and hope it come alongside macOS 27. Another person suggested MagSafe turned green when reached charging limit, and it happened in macOS 26. May mine be considered too? Trust me, it will be worth it, making MagSafe from just a wire to a smart dashboard. I know apple care about this, and let MagSafe be an upgrade, covering the price hikes and shortages. Thank you very much, and im sure you will do it to make MagSafe the best charger ever. Many thanks, Alyaman
Topic: Design SubTopic: General Tags:
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183
Activity
22h
Notarization stuck "In Progress" for multiple submissions (Team ID: 34AC638RKM)
Hello, We are experiencing an issue where our recent notarization submissions are stuck indefinitely in the "In Progress" status, and no notarization logs are available to inspect. Here are the details for our impacted submissions: Team ID: 34AC638RKM Submission ID 1: 18020127-4742-4d5f-8f56-9742e1aab766 (Submitted: 2026-07-31 13:22 UTC) Submission ID 2: f00b0f39-8b6e-4b80-aaad-dd1690cc7d85 (Submitted: 2026-07-31 21:23 UTC) Prior submissions in June were accepted without issue using the same build pipeline and signing configuration. Is there a known backend delay with the notary service, or can an Apple engineer assist in checking the status of these submission tickets? Thank you!
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340
Activity
23h
macOS: Notification tap routing behavior when multiple instances of the same app are running (via open -n)
We're investigating an edge case around push/local notification handling on macOS when multiple instances of the same app are running simultaneously, launched via open -n /path/to/App.app. We're aware this isn't the standard/expected usage pattern for macOS apps, which are singleton by default, but we need to understand and correctly handle this case, so any clarity here would help. Setup: macOS app, AppKit, using NSApplicationDelegate and UNUserNotificationCenterDelegate. Two separate processes of the same app launched via open -n, each independently calling UNUserNotificationCenter.current().delegate = self and registerForRemoteNotifications() on launch. Questions: Device token : is the device token unique per device and app installation, or could two separately-running processes of the same installed app each be issued a different token? Our understanding from Apple's documentation is that the token identifies the app and device combination, not a specific process. Can you confirm this holds even in a multi-instance scenario? Notification tap routing : when a notification, local or remote, is tapped and both process instances have independently registered a UNUserNotificationCenterDelegate, which instance's delegate receives userNotificationCenter didReceive withCompletionHandler? Is this deterministic, for example the most recently registered instance, or the one most recently connected to usernoted? Is it arbitrary or undefined? Or does the system only allow one instance's delegate connection to be active at a time, silently disconnecting the other? Is there any documented or recommended way for an app to detect it's running as a secondary instance launched via open -n, and adjust its notification handling behavior accordingly, if relevant? We understand this falls outside the normal supported usage pattern for macOS apps, but since the behavior isn't documented for this scenario, any insight, even confirming this is undefined behavior, would be genuinely useful for us to plan around.
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46
Activity
23h
macOS 27 Catalyst: WKWebView text entry impossible, endless keyboard input-view focus loop
Filed as FB24092251. On macOS 27.0 beta (26A5388g), clicking into any text input inside a WKWebView in a Mac Catalyst app makes focus oscillate forever and typing does nothing. CPU pegs at 100% while the editor is focused. The same binary works fine on macOS 26. The DOM element never actually loses focus. Only the window does: window focus -> activeElement=TEXTAREA.inputarea JS focus -> activeElement=TEXTAREA.inputarea window blur -> activeElement=TEXTAREA.inputarea <- window loses key status JS blur -> activeElement=TEXTAREA.inputarea <- element did not ...repeats indefinitely... Pausing during the loop shows why. Focusing the element sends WebKit into UIKit's software-keyboard machinery, on a platform that has no software keyboard: -[UIKeyboardSceneDelegate containerWindowForViewService:] -[UIKeyboardSceneDelegate _setKeyWindowSceneInputViews:animationStyle:] -[UIKeyboardSceneDelegate _reloadInputViewsForResponder:force:fromBecomeFirstResponder:] -[UIResponder(UIResponderInputViewAdditions) reloadInputViews] -[WKContentView(WKInteraction) _continueElementDidFocus:...] -[WKContentView(WKInteraction) _elementDidFocus:...] WebKit::WebPageProxy::elementDidFocus(...) Building that container steals key status from the web view. First responder ends up on the enclosing _UIHostingView, so key presses are delivered there and immediately cancelled: pressesBegan: [...], focusedItem: monacoEditor firstResponder at keypress: _UIHostingView<...> pressesCancelled: [...] The catch: -becomeFirstResponder cannot be used to recover, because it is the trigger. Calling it re-enters _elementDidFocus and re-arms the loop permanently. So there is no app-side way back — the only API that reclaims the keyboard is the one that breaks it. Minimal repro is just a WKWebView in a UIViewRepresentable inside a SwiftUI hierarchy, with any focusable . No Monaco needed. Partial mitigation, if you hit this: do not echo focus/blur commands back at the web view in response to its own focus events, and treat a blur where document.hasFocus() is false but activeElement is unchanged as a window-level blur rather than an editing-ended event. That stops the runaway loop and keeps your focus state correct — but it does not restore typing. Has anyone found a way to get first responder back to the web view without calling -becomeFirstResponder? Or a way to stop the keyboard scene delegate engaging on Catalyst in the first place? If you can reproduce on 27 beta, please file a duplicate referencing FB24092251.
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123
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1d
Location Services stopped working across the system on macOS
MacBook Air (M4) Current build: macOS 27 Developer Beta (26A5368g) I have a system-wide Location Services failure affecting Apple Maps, Safari geolocation APIs, and any application requesting the current location. Symptoms: Apple Maps cannot determine current location. Safari and browser geolocation APIs fail. Websites report that location cannot be found. Location Services are enabled and permissions are granted. The issue has persisted across: macOS 26.5 beta macOS 26.6 beta macOS 26.6 beta 2 macOS 27 Developer Beta Troubleshooting already performed: Multiple Wi-Fi networks tested. iPhone hotspot tested. VPN enabled and disabled. Location Services reset. Permissions reset and reauthorized. New clean local user account created (no Apple ID, no third-party software). Issue reproduces identically in the clean account. Technical observations: locationd logs repeatedly show: knownCount = 0 AlsWifi = unknown while Wi-Fi scanning itself appears successful: queryMacAddresses.size = 57 The system sees dozens of nearby access points, but none appear to be recognized for Wi-Fi positioning. Additional findings: Wi-Fi hardware functions normally. Internet connectivity is normal. Bluetooth and Find My device presence work. GeoServices resources are present on disk. No successful location fix is ever produced. Has anyone seen similar CoreLocation / GeoServices behavior where Wi-Fi scans succeed but knownCount always remains 0 and no location fix is generated?
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632
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macOS 27 beta: ProMotion refresh cadence is unstable, causing constant scroll judder
FB24091347 On macOS 27.0 beta (26A5388g), MacBook Pro M4 Pro, the built-in ProMotion display never settles on a stable refresh cadence. Scrolling in SwiftUI judders constantly. The same app binary was smooth on macOS 26, and is smooth on a 120 Hz ProMotion iPad. I captured two 60-second Instruments traces — same app, same scene, same scrolling, no external display — changing only the display's refresh-rate setting. On ProMotion the vsync interval standard deviation is 4.093 ms across six different cadences, mostly flip-flopping between 120 Hz and 60 Hz. Forced to a fixed 60 Hz it drops to 0.391 ms with a single cadence. The app presented an identical 59 fps median in both runs — frame production is perfectly steady, the display just holds each frame for an unpredictable length of time. That's what makes this nasty: it's invisible to every frame-rate metric, so it looks like the app got slow when nothing about the app changed. I spent most of a day profiling my own code before realising the app was never the problem. Workaround: force the built-in display to 60 Hz. Worth noting, because it complicates the picture: attaching a 60 Hz Studio Display makes the built-in smooth, but the Studio itself then judders — despite its own vsync cadence measuring perfectly stable. So refresh rate alone isn't the whole story, and there may be a second mechanism. The clean, reproducible, single-variable result is the ProMotion vs forced-60 Hz comparison on the built-in panel. If you can reproduce this on an M-series MacBook Pro on 27 beta, please file a duplicate referencing FB24091347.
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NSSplitViewController-like inspector in custom view
From the currently available information, it seems like the only way to get the new-in-Tahoe sidebar inspector effect is to use a NSSplitView in conjunction with NSSplitviewController & inspectorWithViewController:. I'm currently trying to get the same inspector effect - which also affects the looks of controls inside the inspector, like text fields, which switch to a gray-ish background - in a totally custom splitter-like view hierarchy that is way more complex than NSSplitView and thus cannot inherit or take advantage of it. Is there a way to integrate this effect in a custom view? Maybe using NSVisualEffectView or NSGlassEffectView?
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How to install macOS Tahoe 26 on an external drive
In the past I was always able to install every major macOS version on an external drive so that I can test my apps. But now I'm unable to install macOS Tahoe 26 on an external drive. Actually, as far as I'm aware, there are not even official links to macOS 26 installers, but only instructions on how to update to macOS 26 from an existing macOS installation. So I thought I'd install macOS 15 on a separate drive and then update to macOS 26, but whenever I run the macOS 15 installer, tell it to install on the external drive, and reboot after the setup process completes, my MacBook just boots into my main macOS partition as if nothing happened. 3 months ago I somehow managed to install macOS Tahoe beta 1 on an external drive, I don't remember how (but I don't think it was anything crazy); booting into that beta 1 partition and trying to update doesn't work either, as my MacBook again boots into my main macOS partition. I already asked help about the update problem one month ago here, but nobody replied. Could someone at Apple please provide instructions on how one is supposed to install macOS 26 on an external drive (if possible before it becomes available to the public)? Are we supposed to buy a separate Mac for every macOS version that we want to test our apps on?
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Is NavigationSplitView on macOS 27 broken?
On macOS 27 Beta 2, a simple NavigationSplitView example exhibits bizarre behaviour when the window is resized. The sidebar seemingly expands and collapses at random as the window is resized. The symptoms can be exacerbated with toolbar items. The sidebar appears to behave correctly when an inspector view is not present. Copy paste the code below into a new Xcode 27 project and run on macOS 27 and then resize the window: File -> New -> Project... -> App import SwiftUI @main struct MyApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { var body: some View { NavigationSplitView { Text("Sidebar") } detail: { Text("Content") } .inspector(isPresented: .constant(true)) { Text("Inspector") } } } Adding .frame or .inspectorColumnWidth to any of the Text views does not appear to fix the issues. macOS: 27.0 Beta (26A5368g) Xcode: 27.0 beta 2 (27A5209h)
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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MacBook Air icon does not show in airdrop
That is not exactly a development issue, but more a Mac configuration (which may hide other problems ?). I use a new MacBookAir with MacOS 26. When I Airdrop from another Mac (15.7.8) the MacBookAir does not show any icon but a blank area, whilst other devices show their icons: That seems an old issue with MacBookAir: https://www.reddit.com/r/macbookair/comments/1benu4o/blank_airdrop_icon/ Beside this, Airdrop works OK. Just as if the MacBookAir icon was missing in some system file ? Has anyone a solution ? I filed a bug report FB24034384
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Xcode Source Control pull/push hangs indefinitely, terminal Git works normally After Tahoe 26.3 (25D125) Update
Device Details: MBP M2 Pro AND MBP M3 Pro macOS 26.3 (25D125) Xcode Version 26.3, 26.2, 26.1 (I reinstalled all 3 of these after the macOS update) BUG: Xcode hangs indefinitely when performing Source Control operations (Pull or Push) on a Git repository that uses SSH authentication. The same repository works correctly when performing the equivalent Git operations from the Terminal using the Git CLI. The issue appears to be specific to Xcode’s internal Source Control integration. When the operation is triggered from Xcode, the UI shows a spinning progress indicator and never completes. Terminal Git commands (git fetch, git pull, git push) complete normally using the same SSH key and repository. A hang sample taken during the issue shows the Xcode main thread blocked in Source Control authentication and fingerprint handling code paths, including: IDESourceControlUIHandler IDESourceControlFingerprintManager handleAuthenticationFailure showFingerprintAlertOnWindow This suggests Xcode may be waiting on a Source Control authentication or host fingerprint UI flow that never resolves. SSH connectivity itself is functioning correctly: ssh -T git@bitbucket.org and ssh -T git@github.com both authenticate successfully. git ls-remote, git fetch, git pull, and git push all work correctly from Terminal. No Source Control accounts are configured in Xcode Preferences. Authentication relies entirely on SSH keys. Steps to Reproduce Configure an SSH key for Git access (e.g., Bitbucket or GitHub) and confirm it works via Terminal. Clone or open an existing Git repository that uses SSH (git@host:repo.git). Open the project/workspace in Xcode. In Xcode, attempt a Source Control operation such as: Source Control → Pull Source Control → Push Observe that Xcode displays a spinning progress indicator and does not complete the operation. Logs available on this Feedback Assist ID: FB22146913
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codesign tool generates "timestamps differ by XXX seconds" error
We have been having unexplained failures with the codesign tool recently on macosx aarch64 and x64 hosts. Every once in a while when signing an app locally using the following command: /usr/bin/codesign -s - -vvvv --force /home/me/FooBarCalculator.app results in the following error: /home/me/FooBarCalculator.app: timestamps differ by 185 seconds - check your system clock The number of seconds reported in the error message keeps varying (but usually in that range). We have checked the system clock but there isn't anything wrong (from what we can see) with the host. In fact, we have been seeing this error on several hosts now, so it isn't specific to one host. While looking into this issue, we even printed the details of an already signed binary using the following command: codesign -dvvv HelloWorld.app and that prints among other things, similar warning message: ... Timestamp=12 May 2026 at 5:36:0 AM HelloWorld.app: timestamp mismatch: internal time 12 May 2026 at 5:32:59 AM (184 seconds apart) I'm looking for inputs on how we go about debugging this issue and where/how the codesign tool sources these timestamps from (any specific API?) and what value is it comparing against to notice a difference. These affected hosts have different operating system versions some 15.x and some 26.x.
Topic: Code Signing SubTopic: General Tags:
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dyld crash before main() on macOS Tahoe 26 due to shared cache mapping failure
I am developing a large iOS application with an extensive UI test suite (hundreds of UI test scenarios). After upgrading our CI runners to macOS Tahoe 26, we started observing an intermittent issue where an iOS Simulator may operate normally for many successful application launches before unexpectedly entering a persistent degraded state. Once this occurs, every subsequent application launch crashes inside dyld before reaching our application’s main(). The degraded state persists until the simulator device is reset This causes UI tests to hang and eventually timeout. Business impact CI/CD jobs frequently timeout (90+ minutes per failed run) Significant loss of CI capacity Difficult to maintain reliable quality gates At our scale, this has become a serious issue affecting release confidence and overall engineering productivity. Technical details Crash report MyProject-2026-07-13-125307.ips — a crash report from a CI Demo project dyld_crash_demo — a minimal reproducible project demonstrating the relevant dyld execution path. The project intentionally returns errors from system functions along the shared cache initialization path to demonstrate that dyld continues execution until DyldSharedCache::getUUID(), where it subsequently crashes. Simply open the project and run it in iOS Simulator 26.2. Environment Component Version macOS Tahoe 26.x Xcode 26.2, 26.5 iOS Simulator 26.2, 26.5, 26.6 Architecture Apple Silicon dyld 1378 dyld_sim 1335 What we have ruled out multiple Xcode versions multiple macOS 26.x releases multiple iOS Simulator runtimes multiple simulator devices UI tests with parallel execution disabled deleting the simulator dyld shared cache recreating simulator devices application-specific issues (the crash happens before main()) The issue is still reproducible. Investigation The earliest observable failure sequence is consistently: shared_region_check_np() → "Cannot allocate memory" (ENOMEM) Shared cache mmap(0x180000000, ...) → EACCES The shared cache region remains unmapped DyldSharedCache::getUUID() reads 0x180000058 EXC_BAD_ACCESS (Translation fault) The crash occurs before any application code executes. The first faulting instruction belongs to DyldSharedCache::getUUID(), while the shared-cache region is still unmapped. Published dyld source analysis Relevant execution path: loadDyldCache() ↓ mapSplitCachePrivate() ↓ preflightCacheFile() Based on the published sources of dyld-1378, this appears to be the execution path leading to the observed failure. After the loadDyldCache() function failed to load the cache, dyld continued execution anyway and moved on to calling the DyldSharedCache::getUUID() function, where it subsequently failed. Additional observations Once the simulator enters the degraded state: simctl spawn succeeds. simctl launch crashes inside dyld before reaching main(). During our experiments, both processes were created by the same launchd_sim instance Before dyld::_dyld_start, both processes expose the same virtual address layout, including an unmapped shared-cache region (0x180000000–0x300000000). Current workaround As a temporary mitigation, we launch the application with DYLD_SHARED_REGION=avoid In our environment, this completely avoids the launch failures. However, this mode appears to be undocumented and intended primarily for debugging. We are concerned that it may change or stop working in future macOS or Xcode releases, so we are reluctant to depend on it in our production CI infrastructure. Questions 1. dyld Is it expected for dyld to continue dereferencing the shared-cache header after both the shared-region initialization and the shared-cache mapping have already failed? Execution appears to continue into: loadInfo.loadAddress->getUUID(cacheUuid) which results in an access to an unmapped address. The attached demo project reproduces this behavior by simulating failures from the shared-cache initialization path. Is there an expected fallback behavior for this situation or is continuing into DyldSharedCache::getUUID() the intended behavior ? 2. Simulator state Why does a simulator that initially launches applications successfully eventually enter a state where every subsequent launch fails while the shared cache can no longer be mapper? The earliest related system log we have found is: vm_shared_region_start_address() returned 0x1 Is this a known CoreSimulator or macOS Tahoe issue? If so, is there a supported workaround or recommended long-term solution besides DYLD_SHARED_REGION=avoid? Any guidance would be greatly appreciated.
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30 fps system UI animations on Base M-series Macs in macOS 27 beta
Hi, there's a bug in macOS 27 beta (carried over from 26) that causes base (non-Pro/Max/Ultra) M-series Macs to render certain UI animations, like Finder Quick Look and system dialog pop-ups (Restart, Shut Down, etc.), at ~30 fps unless screen recording is active. Screen recording immediately restores 60 fps across the board. The Quick Look animation is also unaffected by the bug when viewing a video file. I've reproduced the bug on multiple base M4, M5 and A18 Pro Macs in Apple Stores. Not reproducible on Pro/Max/Ultra variants. I filed a bug report in April against macOS 26 and a few weeks ago against 27. I'd very much appreciate if any of you could do so as well if it affects your machines. How to reproduce: Open Finder on any base (non-Pro/Max/Ultra) M-series Mac Press Space on any non-video file Observe ~30 fps animation Start any screen recording Repeat steps 1 and 2 Observe fluid animation Thank you in advance for your help.
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Persian (fa-IR) system localization: technical reference implementation and validation approach — FB23906760
Hello, I filed FB23906760 requesting full Persian (fa-IR) system-language support across Apple platforms. A focused Swift/SwiftUI feasibility and QA sample is attached privately to that feedback report. Apple platforms already provide important building blocks for Persian, including Persian text input, Unicode rendering, locale-aware formatting, semantic right-to-left layout support, and Persian calendar APIs. However, Persian is not currently selectable as a complete system interface language on iOS, iPadOS, or macOS. The submitted app-level sample exercises: runtime RTL/LTR layout switching; canonical Persian Kaf (U+06A9) and Yeh (U+06CC); ZWNJ (U+200C) preservation; LRI/PDI isolation for mixed Persian and Latin content; Persian digits and numeric separators; Foundation Persian-calendar conversion and month names; English/Persian localization-key parity; and localized accessibility metadata. I want to clearly distinguish application localization from operating-system support: A Swift or SwiftUI app can provide its own Persian strings through String Catalogs or localized resources. SwiftUI and Foundation provide useful primitives for app-level Persian support and repeatable QA. An app or sample project cannot add Persian to the system-language selector, translate Apple system UI or first-party apps, or add Persian to Siri, Dictation, Translate, or other system services. Those capabilities require implementation and release by Apple. The submitted project is therefore reproducible feasibility evidence and a QA seed, not a patch to Apple-owned operating-system resources. Its Persian copy is an AI-assisted engineering draft and is explicitly marked as requiring native linguistic, terminology, accessibility, and in-context review. I would appreciate guidance from Apple engineers on the following: What is the recommended configuration for testing a fully Persian-localized SwiftUI app when Persian is not available as a system UI language? Are there documented best practices for testing fa-IR RTL behavior, bidirectional text, VoiceOver metadata, Persian numerals, and Persian-calendar formatting consistently across iOS, iPadOS, and macOS? Are there additional developer-specific Feedback Assistant categories that would help Apple evaluate missing Persian support in system services and developer-facing localization infrastructure? Would additional fixtures or platform-specific targets be useful as supplements to FB23906760? More specifically, is there an Apple-recommended way to provide additional technical fixtures, terminology data, or validation cases to the relevant internationalization teams for evaluation of Persian (fa-IR) system-language support? This is an enhancement request and a technical localization question, not a request for information about unannounced product plans. Thank you.
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SwiftUI, macOS, PDFView, The "Remove Highlight" context menu does not work
I'm using PDFKitView: NSViewRepresentable to present the pdf page in SwiftUI. Seems we already have some useful built-in functions in the context menu. However, the highlight manipulation functions are not functional - I can neither delete the highlight annotation nor change the color/type of the current pointed highlight annotation. The "Add Note" and other page display changing functions work well.
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Introducing My Independent App Portfolio — Games, Education and Utilities
Hello Apple Developer Community, My name is Chris, and I’m an independent developer building games, educational tools, and utility apps for Apple platforms. I’d like to share some of the applications I have released so far: ADVENT Text Game for Mac A retro-inspired text adventure designed specifically for macOS. View on the App Store ADVENT Text Game for iPhone and iPad Explore mysterious caves, discover hidden passages, collect treasures, and solve puzzles in a classic-inspired text adventure. View on the App Store iFrappe View on the App Store China Driving Exam Trainer A study and practice application for learners preparing for the Chinese driving licence theory examination. View on the App Store Ur: The Royal Game A digital interpretation of the ancient Royal Game of Ur. View on the App Store I’m also currently developing Steel Maze, a retro maze-based tank battle game for iPhone, iPad, and Mac. Each project has helped me explore different parts of Apple development, including SwiftUI, SpriteKit, Mac Catalyst, responsive layouts, Game Center, gameplay design, and App Store distribution. I would be happy to receive feedback from other developers and connect with people working on similar independent projects. You can find my current app portfolio here: CK My Apps Thank you for taking a look!
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