After replacing Big Sur OSX 11.0 with the latest 11.5, my app's AXObserverAddNotification methods fails. Here is sample code I tested from StackOverflow: https://stackoverflow.com/questions/853833/how-can-my-app-detect-a-change-to-another-apps-window
AXUIElementRef app = AXUIElementCreateApplication(82695); // the pid for front-running Xcode 12.5.1
CFTypeRef frontWindow = NULL;
AXError err = AXUIElementCopyAttributeValue( app, kAXFocusedWindowAttribute, &frontWindow );
if ( err != kAXErrorSuccess ){
NSLog(@"failed with error: %i",err);
}
NSLog(@"app: %@ frontWindow: %@",app,frontWindow);
'frontWindow' reference is never created and I get the error number -25204. It seems like the latest Big Sur 11.5 has revised the Accessibility API or perhaps there is some permission switch I am unaware of that would make things work. What am I doing wrong?
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I’ve noticed that the VoiceOver reads currency amounts correctly when they are below thousand.
Then, for higher amounts, for example 12.225,34 € VoiceOver reads ‘twelve point two two five thirty four euros’
If the amount is formatted without the thousand separator (12225,34 €) this problem doesn’t exist. (VO reads twelve thousand two hundred and twenty five euros and thirty four cents)
Why is the thousand separator a problem for VoiceOver if this formatting is coming from the currency and locale?
This issue exists in English. I changed my device language to Italian and German and in both cases the number was read correctly even with the separator.
Is there a way to make it work in English?
I'm currently testing the announce notifications feature and I can't seem to find out how to make Siri read aloud the current currency instead of dollars.
My locale is es-CL (Chile). It uses the currency symbol $ and reads as Pesos locally or Chilean Pesos where the number 5000.1 is represented as 5.000,1
This is the notification content
let content = UNMutableNotificationContent()
content.body = "¡Has recibido un pago por $5.000!"
Siri reads it aloud as "¡Has recibido un pago por 5.000 Dolares!" which translates to "You have received a payment for 5,000 Dollars", instead of the expected "¡Has recibido un pago por 5.000 Pesos!" -> "You have received a payment for 5,000 Pesos"
I've tried changing the development region of the app, interpolating the string with NumberFormatter.localizedString(from: 5000, number: .currency), and with others styles( .currencyAccounting, .currencyISOCode and .currencyPlural) without good results. The last one seems to work buts it's not ideal since it outputs "5.000 pesos chilenos" which gets read as "5 pesos chilenos" which is not the correct amount (bug), it's as is you're not on Chile and I personally prefer it to be a symbol instead of words.
I'm testing with my device which is setup with the region "Chile"
Could someone help me find a solution?
Topic:
Accessibility & Inclusion
SubTopic:
General
Tags:
Localization
User Notifications
Siri and Voice
We currently have an odd issue with VoiceOver spelling a word letter by letter while the same word is spoken as a whole for other items.
The app is in German.
I have a View in SwiftUI whose button traits are removed, then a label "Start Tab 1 von 5" is added. "Tab is spoken as a whole word here, all fine.
If I change the label to "Tab-Schaltfläche" or for example "SimplyGo Tab 3 von 5", then "Tab" is spoken as "T A B", letter by letter. is there a way to force VoiceOver to speak it as a whole?
Topic:
Accessibility & Inclusion
SubTopic:
General
A lot of apps use undocumented App-prefs URLs to help users get to the iOS Settings screen needed to set up the app. In iOS 18, it seems like these all stopped working.
Here are the ones I currently use:
App-prefs:MESSAGES - broken in iOS 18
Used for SMS Protection.
App-prefs:Phone - broken in iOS 18
Used for Live Voicemail, Silence Unknown Callers, and SMS Reporting.
Some but not most paths have specific documented replacements. E.g. for Call Blocking & Identification you can use CXCallDirectoryManager.sharedInstance.openSettings() and this still works in iOS 18. But I don't see any other direct replacements.
Apple probably doesn't consider this a bug but I filed FB14378568 anyway.
I consider this an accessibility issue because many older, inexperienced, or users with disabilities have trouble finding the right Settings screen based on a textual description alone.
All of the Sports widgets in iOS 18 have disappeared for older models, people relied on these for sports updates!! Not even the new Apple Sports app has a widget...
Topic:
Accessibility & Inclusion
SubTopic:
General
accessibilityUserInputLabels is working fine with any view I tried this on. Meaning that the control can be toggled with the provided alternative names when using Voice Control.
When setting this property on any UIBarButtonItem though, it seems Voice Control ignores the alternative names provided by setting accessibilityUserInputLabels. For comparison, accessibilityLabel works perfectly when set on UIBarButtonItem.
Is anyone facing the same issue?
Using Xcode 16.0 (16A242) on iOS 18
I am working on capturing 48MP images using the iPhone 16 Pro Max with the Ultra-wide camera. I’ve updated the code to capture the maximum supported dimensions with the following snippet:
if #available(iOS 16.0, *) {
photoOutput.maxPhotoDimensions = device.activeFormat.supportedMaxPhotoDimensions.last!
photoSettings.maxPhotoDimensions = .init(width: 5712, height: 4284)
}
However, I’m still not getting the expected results. My goal is to capture 48MP images, and I want to confirm if the Ultra-wide camera supports this resolution or if I’m missing any other configuration.
Any guidance would be appreciated!
i downloaded ios 18.2 and siri returned to the old ios 17 siri.iIt wont respons.i have to click the button many times to respond and when it does it goes away.also genmoji isnt downloading
i have iphone 15 pro max
Topic:
Accessibility & Inclusion
SubTopic:
General
Hello community,
We're designing an app that can optionally be controlled by a stylus with a mesh tip. In this case, the mesh tip we're using is 5 mm in diameter. It seems that mesh tip contact detection is unstable in this size, although it works better with a larger diameter.
Is it possible to access a setting in iOS that lets you define the minimum contact area needed to detect a contact on the screen? This would enable us to use this 5 mm stylus.
Best regards,
Edwin
Topic:
Accessibility & Inclusion
SubTopic:
General
if you are on the tik tok website on safari, you are able to view a video that originally brought you to the website the from the search log, but if you want to click on another video listed on the website, it claims you need to use the app to go farther, and upon proceeding it just brings you to the App Store regardless if you have the app already or not , and you are unable to view the video displayed on the website without searching for it separately on the app.
Topic:
Accessibility & Inclusion
SubTopic:
General
When my app is in the background, I create a Live Activity through a push notification with token get from pushToStartTokenUpdates, and this process works fine. However, without opening the app, how can I retrieve the new push token for this Live Activity again and use it for subsequent updates to the Live Activity content?
I am registering my startup for an Apple Developer Account so that we can put our app on the App Store. I do not want use my personal Apple ID's payment to pay the $99 annual fee. How can I change the payment method so that I can continue with my enrollment?
I updated with 18.3 beta, but lost video and audio option with that update, I tried to restore with itune in windows 11, got struck between. Forcefully turned off ipad, after two tries got off.... Off like blinked out screen... Not tried all tricks to on, can't on....please tell a solution. Used all your advices in internet. It was 90% charged, working superbly. So far no risk... Please help me. No charging icon, no sign of life. How can On?
Topic:
Accessibility & Inclusion
SubTopic:
General
I am trying to implement voice over to my game, and have encountered an issue where a static text will take focus of all other interactions. I have a tutorial scene where I have one short "static text" accessibility node, but rest of gameplay is without such. This static text field occupies small part of screen and works fine, but I am not able to click on anything else, including any of my gameplay elements, wherever on the screen I click, it just re-highlights that static text.
It there a requirement for all elements to use Accessibility Nodes and can't have mixed setup with some not having them ?
How can I get around it?
Question number 2: What decides which Accessibility node gets selected when entering a new UI screen, I have multiple buttons and am observing rather random behaviour, every time different button is highlighted first.
Question number 3: The plugin documentation mentiones runtime support in play mode, are there any specific steps for this to work as I can't seem to be able to. I have VoiceOver enabled on macOS unity is on macOS (also tried iOS) platform but it doesn't seem to do anything. Note my buttons and label accessibility nodes work correctly on iOS build.
Thanks in advance for any help
Hi,
I am writing in the hope to receive some clarification about the rationale of the Audit type sufficientElementDescription - in context with Accessibility Audit API.
Please see my test below:
And another example in context with Xcode, where the strings visible in the UI are also set as accessible labels of their respective elements.
Thanks for your help!
I cannot pair my PHONAK hearing aids after I upgraded to iOS 18.3
under hearing devices, it just keeps on switching will not find anything. I’ve undelete them and reinstall them four times. Uninstalled the app. Under Bluetooth, it finds it and has it. But under hearing devices where I can control everything it will not. Once I add the hearing aids, my phone goes completely silent. I do not know if anyone calls or texts me
I am getting this issue when trying to accept an invite to a new test version of our app.
****Unable to Accept invite
This invitation cannot be accepted because your Apple Account, xxxxxxxx.me.com, has already been associated to this app.****
Can you help please?
Topic:
Accessibility & Inclusion
SubTopic:
General
I checked the latest release notes for latest beta, and there doesn't seem to be a fix for this. But basically, the vibrations that you receive for when you long press a message to react, or hold down on an app in Home Screen, seem to stop working after a while.
This issue is reoccurring randomly.
Steps to repro:
Not fully sure on this, but I'm on iPhone 16 pro max and running the iOS 18.3 dev beta described in the title. I have the default haptics enabled in which you receive a vibration when you long press on a message in iMessage or Messenger, and also when you long press on an app on the Home Screen.
These seem to stop working, along with any other vibrations apart from calls and notifications) after a while. The only workaround is to restart the iPhone entirely.
anyone else face the same?
When turning VoiceOver ON, GCController does not send button press events for "Button A" and "Button Center".
This happens when using Siri 2nd generation remote (with dedicated arrow buttons on the circle around center button) and also when using iOS remote. I didn't test it on old Siri 1st generation with touchpad without arrow buttons.
Example:
gameController.microGamepad?.allButtons.forEach { button in
button.valueChangedHandler = { [weak self] _, _, _ in
self?.buttonHandler(gameController: gameController, button: button)
}
private func buttonHandler(gameController: GCController, button: GCControllerButtonInput) {
print("BUTTON: Pressed \(button.description) isPressed=\(button.isPressed) isTouched=\(button.isTouched)")
}
#endif
VoiceOver ON (incorrect behavior):
BUTTON: Pressed Direction Pad Left (value: 0.030, pressed: 1) isPressed=true isTouched=true
BUTTON: Pressed Direction Pad Down (value: 0.079, pressed: 1) isPressed=true isTouched=true
BUTTON: Pressed Direction Pad Left (value: 0.000, pressed: 0) isPressed=false isTouched=false
BUTTON: Pressed Direction Pad Down (value: 0.000, pressed: 0) isPressed=false isTouched=false
VoiceOver OFF (correct behavior):
BUTTON: Pressed Direction Pad Left (value: 0.137, pressed: 1) isPressed=true isTouched=true
BUTTON: Pressed Direction Pad Up (value: 0.078, pressed: 1) isPressed=true isTouched=true
BUTTON: Pressed Button A (value: 1.000, pressed: 1) isPressed=true isTouched=true
BUTTON: Pressed Button Center (value: 1.000, pressed: 1) isPressed=true isTouched=true
BUTTON: Pressed Button A (value: 0.000, pressed: 0) isPressed=false isTouched=false
BUTTON: Pressed Button Center (value: 0.000, pressed: 0) isPressed=false isTouched=false
BUTTON: Pressed Direction Pad Left (value: 0.000, pressed: 0) isPressed=false isTouched=false
BUTTON: Pressed Direction Pad Up (value: 0.000, pressed: 0) isPressed=false isTouched=false
I could use for detection Direction Pad Left/Right/Up/Down and detect position between -0.7 and +0.7 and handle it as center button press, because I use that on old Siri remote where I need to distinguish center button and arrows (for switching TV channels by Up/Down and Skip forward/back by Left/Right arrows), but for new Siri remote it would be unnecessary workaround.
Does anybody know why the center/select button is not detected when VoiceOver is ON. Is there another way of detecting it using GCController?
I don't want to use SwiftUI onTapGesture for this one particular case.
Is it an unexpected bug in tvOS APIs or is there some specific reason why center button is not handled by GCController when VoiceOver is ON?
Thanks.