I see this in Tahoe Beta release notes
macOS now supports the Apple Sparse Image Format (ASIF). These space-efficient images can be created with the diskutil image command-line tool or the Disk Utility application and are suitable for various uses, including as a backing store for virtual machines storage via the Virtualization framework. See VZDiskImageStorageDeviceAttachment. (152040832)
I'm developing a macOS app using the Virtualization framework and need to create disk images in the ASIF (Apple Sparse Image Format) to make use of the new feature in Tahoe
Is there an official way to create/resize ASIF images programmatically using Swift? I couldn’t find any public API that supports this directly.
Any guidance or recommendations would be appreciated.
Thanks!
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Hi, thanks for reading my question. I need help with some odd behaviour with product.purchase() not triggering a confirmation dialog after a subscription has expired and trying to purchase it again. Seeing this in iOS 16.2 and 15.7.2 (haven't tried any other versions) on actual devices, not in simulator.
I'm using a sandbox user on the sandbox environment (not using the local store kit config file testing option).
Using a newly created sandbox user, first subscription purchase goes through just fine, dialog box pops up, login with sandbox user, get confirmation of purchase and then Transaction.currentEntitlements has one item as expected. It auto renews for 12 times (each time Transaction.currentEntitlements contains the correct results) and then expires, as expected for sandbox. Transaction.currentEntitlements is then also empty, as expected. All good so far.
Now I want to test purchasing it again...Call product.purchase() again to renew/start a new subscription and nothing happens, no confirm purchase dialog box pops up at all. The purchase function simply exits BUT returns success (as in the following gets called) but in self.updatePurchasedProducts(), Transaction.currentEntitlements is empty.
case let .success(.verified(transaction)):
// Successful purchase
await transaction.finish()
await self.updatePurchasedProducts()
if I instead go to Settings->App Store->Sandbox User-> Manage Subscriptions and renew the subscription there, instead of in my app, then Transaction.currentEntitlements has a new entry and all is good again.
Alternatively, if I create yet another new sandbox user and logout of the old one I was using, I am once again able to purchase from within the app, so .purchase() once again works as normal.
Is there something I am missing about expired subscriptions and trying to purchase them again in the app? Is this a sandbox issue and in production I'll have no problem?
The sandbox user has purchasing enabled in Settings->App Store.
I've also tried calling AppStore.sync() (which is in my "Restore Purchase" button) before calling product.purchase() after the subscription stops renewing, expires and this issue comes up, doesn't resolve it.
Also have a less important question, the initial call to product.purchase(), the one that works as expected, has a bit of a delay before the confirmation dialog pops up, a few seconds, which will probably result in the user clicking the buy button again thinking it didn't work. Is a bit of a delay normal for sandbox? Will it be ok in production? When it fails, and I have to renew in Settings->AppStore->Sandbox user, there's also a bit of a delay after I return to my app, 5-15 or so seconds, before the transaction observer fires and currentEntitlements is checked again, is there a way to reduce this delay?
Thank you!
Colin
@MainActor
class IAPManager: NSObject, ObservableObject {
// removed other functions.....
func purchase(_ product: Product) async throws {
let result = try await product.purchase()
switch result {
case let .success(.verified(transaction)):
// Successful purchase
await transaction.finish()
await self.updatePurchasedProducts()
case let .success(.unverified(_, error)):
break
case .pending:
break
case .userCancelled:
break
@unknown default:
break
}
}
func updatePurchasedProducts() async {
for await result in Transaction.currentEntitlements {
guard case .verified(let transaction) = result else {
continue
}
if transaction.revocationDate == nil {
self.purchasedProductIDs.insert(transaction.productID)
} else {
self.purchasedProductIDs.remove(transaction.productID)
}
}
}
}
Topic:
App & System Services
SubTopic:
StoreKit
Tags:
In-App Purchase
StoreKit
StoreKit Test
Subscriptions
My app cannot be launched on some users' MacOS, it says "Library not loaded: /usr/lib/libc++.1.dylib".
"exception" : {"codes":"0x0000000000000000, 0x0000000000000000","rawCodes":[0,0],"type":"EXC_CRASH","signal":"SIGABRT"},
"termination" : {"code":1,"flags":518,"namespace":"DYLD","indicator":"Library missing","details":["(terminated at launch; ignore backtrace)"],"reasons":["Library not loaded: \/usr\/lib\/libc++.1.dylib","Referenced from: <E4CB6764-8CB9-32E9-881B-252E2F3E0C4B> \/Applications\/myapp.app\/Contents\/MacOS\/myapp","Reason: tried: '\/System\/iOSSupport\/usr\/lib\/libc++.1.dylib' (no such file), '\/System\/Volumes\/Preboot\/Cryptexes\/OS\/System\/iOSSupport\/usr\/lib\/libc++.1.dylib' (no such file), '\/System\/iOSSupport\/usr\/lib\/libc++.1.dylib' (no such file, no dyld cache), '\/usr\/lib\/libc++.1.dylib' (no such file), '\/System\/Volumes\/Preboot\/Cryptexes\/OS\/usr\/lib\/libc++.1.dylib' (no such file), '\/usr\/lib\/libc++.1.dylib' (no such file, no dyld cache)"]},
User 1's environment: 2020 MacBook Air, M1, system version 15.4.
User 2's environment: 2020 MacBook Pro, M1, system version: 15.5.
I (and the people around me) cannot reproduce this problem. It can be reproduced on User 2's computer, but the performance is strange, sometimes good and sometimes bad. The app can be launched normally during the day, and it can also be launched normally after restarting the computer. But it cannot be launched from 21:00 to 22:00 at night, and the problem still exists even if the computer is restarted.
After some searching, I suspect that there is a bug in the dynamic linker cache mechanism of MacOS, but we cannot confirm it. According to the official documentation: https://developer.apple.com/documentation/macos-release-notes/macos-big-sur-11_0_1-release-notes
New in macOS Big Sur 11.0.1, the system ships with a built-in dynamic linker cache of all system-provided libraries. As part of this change, copies of dynamic libraries are no longer present on the filesystem. Code that attempts to check for dynamic library presence by looking for a file at a path or enumerating a directory will fail. Instead, check for library presence by attempting to dlopen() the path, which will correctly check for the library in the cache. (62986286)
I also tried to manually copy libc++.1.dylib to the above path, but these paths are read-only, and files cannot be copied into them even if SIP is turned off.
Is there any other way to fix or avoid this problem? Thank you.
Other similar questions:
https://developer.apple.com/forums/thread/756370
https://developer.apple.com/forums/thread/764824
Hello.
How to write this command correctly on a Macbook, in the script editor, so that I can click the "Run script" button and the script will give the result:
if there is no folder, then report that there is no folder,
if there is a folder, then report that the folder exists.
do shell script "test -d 'Users/user/Desktop/New folder'"
Now, if the folder exists, an empty string ("") is returned, if the folder does not exist, the script editor reports that an error has occurred.
In general, my task is to write a script that checks the existence of a folder.
Since upgrading to Xcode 26 beta 4 and using the iOS 26 simulator for testing our app, we've stopped being able to receive device tokens for the simulator from the development APNS environment.
The APNS environment is able to return meta device information (e.g. model, type, manufacturer) but there are no device tokens present. When running the same app using the iOS 18.5 simulator, we are able to register the device with the same APNS environment and receive a valid device token.
For a long time our app had this creation of a URLRequest:
var urlRequest = URLRequest(url: url, cachePolicy: .reloadIgnoringLocalAndRemoteCacheData, timeoutInterval: timeout)
But since iOS 26 was released we started to get crashes in this call. It is created on a background thread.
Thread 10 Crashed:
0 libsystem_malloc.dylib 0x00000001920e309c _xzm_xzone_malloc_freelist_outlined + 864 (xzone_malloc.c:1869)
1 libswiftCore.dylib 0x0000000184030360 swift::swift_slowAllocTyped(unsigned long, unsigned long, unsigned long long) + 56 (Heap.cpp:110)
2 libswiftCore.dylib 0x0000000184030754 swift_allocObject + 136 (HeapObject.cpp:245)
3 Foundation 0x00000001845dab9c specialized _ArrayBuffer._consumeAndCreateNew(bufferIsUnique:minimumCapacity:growForAppend:) + 120
4 Foundation 0x00000001845daa58 specialized static _SwiftURL._makeCFURL(from:baseURL:) + 2288 (URL_Swift.swift:1192)
5 Foundation 0x00000001845da118 closure #1 in _SwiftURL._nsurl.getter + 112 (URL_Swift.swift:64)
6 Foundation 0x00000001845da160 partial apply for closure #1 in _SwiftURL._nsurl.getter + 20 (<compiler-generated>:0)
7 Foundation 0x00000001845da0a0 closure #1 in _SwiftURL._nsurl.getterpartial apply + 16
8 Foundation 0x00000001845d9a6c protocol witness for _URLProtocol.bridgeToNSURL() in conformance _SwiftURL + 196 (<compiler-generated>:974)
9 Foundation 0x000000018470f31c URLRequest.init(url:cachePolicy:timeoutInterval:) + 92 (URLRequest.swift:44)# Live For Studio
Any idea if this crash is caused by our code or if it is a known problem in iOS 26?
I have attached one of the crash reports from Xcode:
2025-10-08_10-13-45.1128_+0200-8acf1536892bf0576f963e1534419cd29e6e10b8.crash
How does VMWare access USB devices without have any specifics of the USB device? Does it use the same profile/entitlement process or does it take a different approach?
I'm trying to invoke a 3rd party command line tool from a launch agent to connect to a server on my LAN. It seems impossible.
I have a little shell script that does what I need, and it works fine invoked in Terminal.app. The first time I run it that way I get permission prompts and I agree to them all. Subsequent invocations work.
Now I put a launch agent in ~/Library/Launch Agents. It does nothing more than invoke my shell script at some specific time daily. launchd launches it, but it fails to access the LAN, with a 'no route to host' error message.
The command line tool I'm trying to use is not a macOS-provided one, but one from MacPorts/HomeBrew (I tried both). It doesn't even matter which tool I'm using, I tried a very simple case of just using nc/netcat. If I use the macOS-provided nc, then I can access my LAN. If I install nc from MacPorts /HomeBrew, that nc cannot access my LAN.
This I've reproed on a literally brand new Mac, then updated to newest Sequoia (15.3.2), then done all I've described above.
I've ruled out DNS by working with raw IP addresses.
I've disabled gatekeeper with sudo spctl --master-disable.
I've tried using cron instead of launch agents, same results.
I've tried codesigning with codesign -dvvv /opt/homebrew/bin/nc, no help.
I've read TN3179 Understanding local network privacy.
In summary:
Terminal.app -> script -> macOS/brew nc -> internet/LAN = works
launchagent -> script -> macOS nc -> internet = works
launchagent -> script -> macOS nc -> LAN = works
launchagent -> script -> brew nc -> internet = works
launchagent -> script -> brew nc -> LAN = fails
How can I make that last case work?
Topic:
App & System Services
SubTopic:
Networking
When i try to set the value ‘false’ for ‘usesClassicLoadingMode’ it is getting crashed.
The crash logs has been shared below
Ex:
let config = URLSessionConfiguration.default
if #available(iOS 18.4, *) {
config.usesClassicLoadingMode = false
}
Error log :
*** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[__NSCFBoolean objectForKeyedSubscript:]: unrecognized selector sent to instance 0x1f655c390'
*** First throw call stack:
(0x188ae52ec 0x185f69a7c 0x188b4f67c 0x1889fcb84 0x1889fc4f0 0x191393bc8 0x1889ec8a0 0x1889ec6e4 0x191393ad0 0x191344dac 0x191344b58 0x107cfa064 0x107ce36d0 0x191343fcc 0x1891b3b18 0x1892dae58 0x189235c60 0x18921e270 0x18921d77c 0x18921a8ac 0x107ce0584 0x107cfa064 0x107ce891c 0x107ce95d8 0x107ceabcc 0x107cf5894 0x107cf4eb0 0x212f51660 0x212f4e9f8)
terminating due to uncaught exception of type NSException
Can you please provider the resolution steps
On iOS 18.x when try to create EASession we get nil, but on iOS 17.x everything works.
We have app which use USB cable for connecting external accessories.
Scenario is when we have fresh instal, connecting with accessory work fine, EASession is created, streams are opened.
When we unplug USB, we close streams, remove any reference to session and accessory, remove accessory delegate.
When plug it again, creating EASession is returning nil. Only after restarting iPhone, we can create new EASession with appropriate protocol and accessory. Every next attempt without reseting iPhone is failing.
Logs from accessory is following:
00:05:51.811000 : onUSBDeviceFound(pDevice=0xffc818)) iPhone USB device already in the device list w/id=1 -> update status now[21;1H
00:05:51.830000 : setConnectionStatus(status=connected) [devId=1] state updated -> forward[21;1H
Capabilities indicate HostMode possibility => role switch is triggered
00:05:52.848000 : updateDIPODeviceConnections() iPhoneUSB w/caps=5 (=CarPlay or HostMode), deviceTag=2 in Device mode -> request role switch[21;1H
Role switch seems to be successful
00:05:54.914000 : setSwitching('stable') changed[21;1H
00:05:54.915000 : updateDIPODeviceConnections() iPhoneUSB w/caps=2, id=1, deviceTag=2 and native transport -> request app launch and call connectUSB[21;1H
00:05:54.967000 : ConnectiAP2(05ac:12a8, s/n='00008101000160921E90801E', writeFD='/dev/ffs/ep3', readFD='/dev/ffs/ep4', hostMode){3}[21;1H
Native transport should become available but does not (the following line is not present for failed case. Taken from successful case)
00:05:24.983000 : OnDBusPropChanged_NativeTransport(): deviceId=2, started=1, iAP2iOSAppIdentifier=1, sinkEndpoint=3, sourceEndpoint=4, TransactionID=1
EAP Start event not received (trace line from success try)
00:05:25.057000 : EAPSessionStart(ctx=0x74e0b800){2} called[21;1H
Is there any braking change on iOS 18 considering EASession?
Also what is strange is that it works on fresh instal/restart iPhone, but not working on second attempt?
Hi there,
Starting with iOS 26.2 RC, all my DeviceActivityMonitor.eventDidReachThreshold get activated immediately as I pick up my iPhone for the first time, two nights in a row.
Feedback: FB21267341
There's always a chance something odd is happening to my device in particular (although I can't recall making any changes here and the debug logs point to the issue), but just getting this out there ASAP in case others are seeing this (or haven't tried!), and it's critical as this is the RC.
DeviceActivityMonitor.eventDidReachThreshold issues also mentioned here: https://developer.apple.com/forums/thread/793747; but I believe they are different and were potentially fixed in iOS 26.1, but it points to this part of the technology having issues and maybe someone from Apple has been tweaking it.
Topic:
App & System Services
SubTopic:
General
Tags:
Family Controls
Device Activity
Managed Settings
Screen Time
I understand that GCD and it's underlying implementations have evolved over time. And many things have not been shared explicitly in Apple documentation.
The most concepts of DispatchQueue (serial and concurrent queues), DispatchQoS, target queue and system provided queues: main and globals etc.
I have some doubts & questions to clarify:
[Main Dispatch Queue] [Link] Because the main queue doesn't behave entirely like a regular serial queue, it may have unwanted side-effects when used in processes that are not UI apps (daemons). For such processes, the main queue should be avoided. What does it mean? Can you elaborate?
[Global Concurrent Dispatch Queues] Are they global to a process or across processes on a device. I believe it is the first case but just wanted to be sure.
[Global Concurrent Dispatch Queues] Does system create 4 (for each QoS) * 2 (over-commiting and non-overcommiting queues) = 8 queues in all. When does which type of queue comes into play?
[Custom Queue][Target Queue concept] [swift-corelibs-libdispatch/man/dispatch_queue_create.3] QUOTE The default target queue of all dispatch objects created by the application is the default priority global concurrent queue. UNQUOTE Is this stil true?
We could not find a mention of this in any latest official apple documentation (though some old forum threads (one more) and github code documentation indicate the same).
The official documentation only says:
[dispatch_set_target_queue] QUOTE If you want the system to provide a queue that is appropriate for the current object UNQUOTE
[dispatch_queue_create_with_target] QUOTE Specify DISPATCH_TARGET_QUEUE_DEFAULT to set the target queue to the default type for the current dispatch queue.UNQUOTE
[Dispatch>DispatchQueue>init] QUOTE Specify DISPATCH_TARGET_QUEUE_DEFAULT if you want the system to provide a queue that is appropriate for the current object. UNQUOTE
What is the difference between passing target queue as 'nil' vs 'DISPATCH_TARGET_QUEUE_DEFAULT' to DispatchQueue init?
[Custom Queue][Target Queue concept] [dispatch_set_target_queue] QUOTE The system doesn't allocate threads to the dispatch queue if it has a target queue, unless that target queue is a global concurrent queue. UNQUOTE
The system does allocate threads to the custom dispatch queues that have global concurrent queue as the default target.
What does that mean? Why does targetting to global concurrent queues mean in that case?
[System / GCD Thread Pool] that excutes work items from DispatchQueue: Is this thread pool per queue? or across queues per process? or across processes per device?
I have published the app on the App Store along with its corresponding app clip, my app clip is configured with some advanced experiences for each one of my clients, but whenever some users try to scan an NFC or QR Code they see the card rendering correctly with their configured banner image, but with the message "App Clip Unavailable".
The weird thing is that both iMessage and the website to which the associated domain is set and the apple-app-site-association is stored, renders the banner or card correctly, and when the users tap the banner or card they open the advanced app clip experience correctly without any issue.
I have attempted to troubleshoot the issue by checking the following:
if the app clip is below 15MB
if we are using a second level domain in my associated domain both for my app clip and app (excluding the www subdomain).
checking if the AASA is correctly stored inside .well-known directory
checking the configuration for the advanced experience
I opened a case: 102233443873, and added a bunch of videos and screenshot showcasing the issue, but I have not yet received a reply
I am using SwiftData to model my data. For that i created a model called OrganizationData that contains various relationships to other entities. My data set is quite large and i am having a big performance issue when fetching all OrganizationData entities. I started debugging and looking at the sql debug log i noticed that when fetching my entities i run into faults for all relationships even when not accessing them.
Fetching my entities:
let fetchDescriptor = FetchDescriptor<OrganizationData>()
let context = MapperContext(dataManager: self)
let organizations = (try modelContainer.mainContext.fetch(fetchDescriptor))
Doing this fetch, also fetches all relationships. Each in a single query, for every OrganizationData entity.
CoreData: annotation: to-many relationship fault "relationship1" for objectID 0x8aa5249772916e00 <x-coredata://B891FCEB-DF16-4E11-98E6-0AFB5D171A81/OrganizationData/p3869> fulfilled from database. Got 9 rows
CoreData: annotation: to-many relationship fault "relationship2" for objectID 0x8aa5249772916e00 <x-coredata://B891FCEB-DF16-4E11-98E6-0AFB5D171A81/OrganizationData/p3869> fulfilled from database. Got 0 rows
CoreData: annotation: to-many relationship fault "relationship3" for objectID 0x8aa5249772916e00 <x-coredata://B891FCEB-DF16-4E11-98E6-0AFB5D171A81/OrganizationData/p3869> fulfilled from database. Got 0 rows
CoreData: annotation: to-many relationship fault "relationship4" for objectID 0x8aa5249772916e00 <x-coredata://B891FCEB-DF16-4E11-98E6-0AFB5D171A81/OrganizationData/p3869> fulfilled from database. Got 0 rows
CoreData: annotation: to-many relationship fault "relationship5" for objectID 0x8aa5249772916e00 <x-coredata://B891FCEB-DF16-4E11-98E6-0AFB5D171A81/OrganizationData/p3869> fulfilled from database. Got 0 rows
CoreData: annotation: to-many relationship fault "relationship6" for objectID 0x8aa5249772916e00 <x-coredata://B891FCEB-DF16-4E11-98E6-0AFB5D171A81/OrganizationData/p3869> fulfilled from database. Got 0 rows
CoreData: annotation: to-many relationship fault "relationship7" for objectID 0x8aa5249772916e00 <x-coredata://B891FCEB-DF16-4E11-98E6-0AFB5D171A81/OrganizationData/p3869> fulfilled from database. Got 1 rows
CoreData: annotation: to-many relationship fault "relationship8" for objectID 0x8aa5249772916e00 <x-coredata://B891FCEB-DF16-4E11-98E6-0AFB5D171A81/OrganizationData/p3869> fulfilled from database. Got 0 rows
CoreData: annotation: to-many relationship fault "relationship9" for objectID 0x8aa5249772916e00 <x-coredata://B891FCEB-DF16-4E11-98E6-0AFB5D171A81/OrganizationData/p3869> fulfilled from database. Got 0 rows
The relationships are all defined the same
@Relationship(deleteRule: .cascade, inverse: \EntityData1.organization)
var relationship1: [EntityData1] = []
Am i missing something? As far as i understood relationships are lazy and should only be faulted when accessing the property. But doing the fetch as described above already causes a query to happen, making the fetch take very long when using a large data set.
A user of my AppKit, document-based app brought to my attention that when setting it as the default app to open a certain file with extension .md (by choosing in the Finder "File > Open With > Other", then selecting my app and enabling "Always open with"), trying to open it with a double-click displays the warning "Apple could not verify [file] is free of malware that may harm your mac or compromise your privacy".
This is what happens for me:
When keeping the default app for a .md file (Xcode in my case), the file opens just fine.
When choosing my app in the "File > Open With" menu, the file opens just fine in my app.
But when setting my app as the default app (see above), the warning is displayed.
From that moment on, choosing my app in the "File > Open With" menu doesn't work anymore. Selecting Xcode doesn't work either.
Only setting Xcode again as the default app allows me to open it in Xcode, but my app still isn't allowed to open it.
Is this a macOS issue, or can I do anything in my app to prevent it? Where should I start looking for the issue in my code?
Problem description
Since macOS Sequoia, our users have experienced issues with multicast traffic in our macOS app. Regularly, the app starts but cannot receive multicast, or multicast eventually stops mid-execution. The app sometimes asks again for Local Network permission, while it was already allowed so. Several versions of our app on a single machine are sometimes (but not always) shown as different instances in the System Settings > Privacy & Security > Local Network list. And when several instances are shown in that list, disabling one disables all of them, but it does not actually forbids the app from receiving multicast traffic. All of those issues are experienced by an increasing number of users after they update their system from macOS 14 to macOS 15 or 26, and many of them have reported networking issues during production-critical moments.
We haven't been able to find the root cause of those issues, so we built a simple test app, called "FM Mac App Test", that can reproduce multicast issues. This app creates a GCDAsyncUdpSocket socket to receive multicast packets from a piece of hardware we also develop, and displays a simple UI showing if such packets are received. The app is entitled with "Custom Network Protocol", is built against x86_64 and arm64, and is archived (signed and notarized). We can share the source code if requested.
Out of the many issues our main app exhibits, the test app showcases some:
The app asks several times for Local Network permission, even after being allowed so previously. After allowing the app's Local Network and rebooting the machine, the System Settings > Privacy & Security > Local Network does not show the app, and the app asks again for Local Network access.
The app shows a different Local Network Usage Description than in the project's plist.
Several versions of the app appear as different instances in the Privacy list, and behave strangely. Toggling on or off one instance toggles the others. Only one version of the app seems affected by the setting, the other versions always seem to have access to Local Network even when the toggle is set to off.
We even did see messages from different app versions in different user accounts. This seems to contradicts Apple's documentation that states user accounts have independent Privacy settings.
Can you help us understand what we are missing (in terms of build settings, entitlements, proper archiving...) so our app conforms to what macOS expects for proper Local Network behavior?
Related material
Local Network Privacy breaks Application: this issue seemed related to ours, but the fix was to ensure different versions of the app have different UUIDs. We ensured that ourselves, to no improvement.
Local Network FAQ
Technote TN3179
Steps to Reproduce
Test App is developed on Xcode 15.4 (15F31d) on macOS 14.5 (23F79), and runs on macOS 26.0.1 (25A362). We can share the source code if requested.
On a clean install of macOS Tahoe (our test setup used macOS 26.0.1 on a Mac mini M2 8GB), we upload the app (version 5.1).
We run the app, make sure the selected NIC is the proper one, and open the multicast socket. The app asks us to allow Local Network, we allow it. The alert shows a different Local Network Usage Description than the one we set in our project's plist.
The app properly shows packets are received from the console on our LAN.
We check the list in System Settings > Privacy & Security > Local Network, it includes our app properly allowed.
We then reboot the machine. After reboot, the same list does not show the app anymore.
We run the app, it asks again about Local Network access (still with incorrect Usage Description). We allow it again, but no console packet is received yet. Only after closing and reopening the socket are the console packets received.
After a 2nd reboot, the System Settings > Privacy & Security > Local Network list shows correctly the app. The app seems to now run fine.
We then upload an updated version of the same app (5.2), also built and notarized. The 2nd version is simulating when we send different versions of our main app to our users. The updated version has a different UUID than the 1st version.
The updated version also asks for Local Network access, this time with proper Usage Description.
A 3rd updated version of the app (5.3, also with unique UUID) behaves the same. The System Settings > Privacy & Security > Local Network list shows three instances of the app.
We toggle off one of the app, all of them toggle off. The 1st version of the app (5.1) does not have local network access anymore, but both 2nd and 3rd versions do, while their toggle button seems off.
We toggle on one of the app, all of them toggle on. All 3 versions have local network access.
My MacBook Pro M5 running MacOS Tahoe 26.3 beta fails to detect two identical ASUS ROG Swift OLED PG32UCDM monitors simultaneously. Only one display is recognized at a time.
One potential root cause might be that both monitors report identical binary EDID serial numbers (0x01010101), and the MacBook Pro M5 appears to use this value exclusively for display identity rather than combining it with other more detailed information (e.g., port, or alphanumeric serial number).
I've verified that the monitor EDID binary serial numbers are in fact identical -- however the alphanumerical serial numbers are not identical.
NOTE: This behavior is specific to the MacBook Pro M5 — when connecting both monitors via usb-c to a Mac Mini M4 Pro running the same MacOS Tahoe 26.3 beta, the monitors work fine. The OS detects both and assigns different names to them (PG32UCDM (1) and PG32UCDM (2)).
NOTE: I could be wrong about this root cause, I don't have a way to disprove it, though the fact the monitors work fine on a Mac Mini is suspicious.
What I have tried:
Connecting the two monitors using different monitor ports (one on DisplayPort, another on HDMI, etc.), and different MacBook ports (one on HDMI, another on USB-C, etc.)
Bumping down the resolution on the monitors to "1920x1080 (low resolution)" and 30Hz to rule out bandwidth issues.
Connecting one, or both, monitors to CalDigit TS5 Plus dock. Neither alternate configuration yields the device recognizing both screens.
Using BetterDisplay to import a manually-edited EDID for the screen, with a different binary EDID value, manufacturer name, etc.
I've also verified that if I plug in my Apple Studio Display as one of the monitors, then the MacBook recognizes both one of the PG32UCDM monitors and the Studio Display at the same time. The issue seems to occur only when both monitors plugged into it are the same PG32UCDM model.
When I have both monitors plugged into my MacBook, each time I disconnect the cable to whichever monitor is currently recognized, it immediately recognizes the other monitor. Plugging the cable for the disconnected monitor back in has no effect.
I'm at a loss.
Has anyone run into this issue and found a successful workaround that is not one of the approaches I've described above?
Topic:
App & System Services
SubTopic:
Hardware
I've written an PDF viewing app, and there seems to be a correlation between files opened by the app and files that Time Machine says couldn't be backed up.
The files can still "not be backed up", even after the app has closed them.
Is there anything I specifically need to do to sever the link between the file and the app?
Hi,
I'm struggling with SwiftData and the components for migration and could really use some guidance. My specific questions are
Is it possible to go from an unversioned schema to a versioned schema?
Do all @Model classes need to be converted?
Is there one VersionedSchema for the entire app that handles all models or one VersionedSchema per model?
What is the relationship, if any, between the models given to ModelContainer in a [Schema] and the models in the VersionedSchema in a [any PersistentModel.Type]
I have an app in the AppStore. I use SwiftData and have four @Models defined. I was not aware of VersionedSchema when I started, so they are unversioned. I want to update the model and am trying to convert to a VersionedSchema. I've tried various things and can't even get into the migration plan yet. All posts and tutorials that I've come across only deal with one Model, and create a VersionedSchema for that model.
I've tried to switch the one Model I want to update, as well as switching them all. Of course I get different errors depending on what configuration I try.
It seems like I should have one VersionedSchema for the app since there is the static var models: [any PersistentModel.Type] property. Yet the tutorials I've seen create a TypeNameSchemaV1 to go with the @Model TypeName.
Which is correct? An AppNameSchemaV1 which defines four models, or four TypeNameSchemaV1?
Any help will be much appreciated
There is a problem with the Apple local network setting api, iOS18 system, you turn off the local network permissions of the APP, uninstall the APP, and then re-install, the local network permissions even if opened, there is no effect, only restart the phone is useful