Hi all, I have set up a trivial test project to try Apple-hosted background assets following the instructions in the three articles at https://developer.apple.com/documentation/backgroundassets.
When I run the local mock server with xcrun ba-serve and set the URL override in Settings as described in the "Testing asset packs locally" article, I am able to download a test pack on my iOS devices. On the Mac that I use to run the mock server, however, the same call to AssetPackManager.shared.assetPack(withID: "TestAssetPack") that works on iOS always reports
The asset pack with the ID “TestAssetPack” couldn’t be looked up: No asset pack with the ID “TestAssetPack” was found.
even when not running the mock server, which led me to believe that it may not be hitting it at all. In fact, the macOS app will download asset packs uploaded to App Store Connect even when running the local server and setting the xcrun ba-serve url-override to the exact same string as in Settings on iOS. My initial suspicion was that something is wrong with the URL override, so I have tried all combinations of the Mac's hostname, IP address or "localhost" (with the corresponding SSL certificates) with and without port 443, always prefixing with "https://" for the url-override. All the same.
Does anyone have an idea what may be the issue here?
My asset pack has the following manifest:
{
"assetPackID": "TestAssetPack",
"downloadPolicy": {
"onDemand": {}
},
"fileSelectors": [
{
"file": "TestAsset.txt"
}
],
"platforms": [
"iOS",
"macOS"
]
}
I am running v26.1 for macOS, iOS & Xcode.
Edit:
Just to be clear, my assumption here is that the URL overrides (in Settings on iOS or via ba-serve on macOS) is what should cause the app to hit the mock server. Is that correct or am I missing something?
General
RSS for tagDive into the vast array of tools and services available to developers.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
My App is not compatible with iPhone 15 but can run on iPhone 14 perfectly fine, what could be the problem?
I am new to App development.
After combing the forums and release nodes, here are some extra notes to help other developers using Apple-Hosted Background Assets. I don't promise I got this perfect, but it may help direct you.
AssetPack.Status is an OptionSet (not an enum!) - Critical API detail missing from guide
It's a bitmask where values can be combined
2⁰ (1) = available to download
2¹ (2) = update available
2² (4) = up to date
2⁶ (64) = downloaded
Example: status value 69 = 0b1000101 = available + up to date + downloaded
Use .contains() method to check specific flags
AssetPack.version property - Undocumented feature
Auto-assigned by App Store Connect for Apple-hosted packs
Increments with each upload of same asset pack ID
No file deduplication across asset packs
Same file in two packs = counts twice toward 200GB limit
Best practice: create separate pack for shared files
Shared namespace path requirements
Asset pack ID is NOT part of file path
Each file must have unique relative path across ALL app's asset packs
Example: Foo/10/239/414.png and Bar/10/239/414.png are distinct and won't collide
Additional url(for:) bugs beyond iOS 26.1 fix
iOS 26 Beta 5: "item with same name already exists" error
Workaround: Request URL for directory, then manually append filename
TestFlight-only availability - Major limitation not mentioned!
Apple-hosted packs currently ONLY work for internal testers on TestFlight or from App Store.
Won't work from Xcode until "later this year"
HTTP 400 errors expected for non-TestFlight installs
ba-serve port workaround
URL override port bug exists on multiple device types
Use ba-serve -p 443 instead of custom ports
Hi everyone, I've been trying to integrate with Microsoft EntraID for more than a week. I've followed every tutorial, ChatGPT, Cloude.ai, etc, but nothing works, and I realized that the problem is setting up information inside the Info.plist correctly. In the old days, we were able to edit it, but now it's a mess. I'm working with Xcode 15.2. Unfortunately, my computer does not accept more upgrades. Yes, I know I have to buy a new one, but I'm not sure if the new version will help me solve that. Does anyone have a project example or some experience with Microsoft EntraID authentication using SwiftUI?
All the examples in the project are really old and usually don't use SwiftUI
Topic:
Developer Tools & Services
SubTopic:
General
Hi everyone,
I’m hoping someone here can shed some light on what’s going on with Apple’s one-hour security delay when trying to register an iPhone for development use.
I’m currently setting up an app build using Expo / EAS and a paid Apple Developer account. Every time I scan the device registration QR code or try to authorise my iPhone as a development device, I get hit with a “security delay — try again in one hour” message.
This happens every single time, even if I wait the full hour. The device is the same iPhone I always use, signed in to the same Apple ID, and verified with 2FA.
The only thing unusual about my setup is that I’m using Starlink for internet access. Because Starlink uses dynamic IP routing and your exit node changes frequently (depending on which satellite or ground station you’re on), it looks like I’m signing in from a new location each time — sometimes even hundreds of miles apart.
It seems that Apple’s security system flags each of these as a “new login” or “new device registration,” then enforces a one-hour safety lockout. That makes it basically impossible to register my device and proceed with iOS builds or testing.
Has anyone else run into this problem while using Starlink (or other dynamic-routing connections like VPNs or cellular hotspots)?
And if so — is there any known workaround or setting to whitelist a device, stabilise verification, or bypass the repeated one-hour wait?
This feels like an over-protective security feature that doesn’t play well with modern satellite internet setups.
Any insights from the Apple engineers or other developers would be hugely appreciated.
Thanks,
Tim Lazenby
Topic:
Developer Tools & Services
SubTopic:
General
Windows 10 使用 VirtualBox 创建的 Monterey 12.6.7 macOS 虚拟机不能识别到 iPhone 7 手机。
iPhone 7 已经连接到电脑主机 (win 10) 的 USB 3.0 口子,手机已经信任电脑。
在 win 10,我看到了 “此电脑\Apple iPhone”,就是说,宿主机识别到了 手机。
现在,开启macOS 虚拟机,虚拟机右下角的 usb 图标,显示并且勾选到了 "Apple Inc. iPhone [0901]",但虚拟机还是没看到手机设备,导致 Xcode 也看不到手机设备。
虚拟机运行后,插拔 iPhone 7 手机,通过
sudo log show --predicate 'eventMessage contains "usbmuxd"' --info
看到了报错信息:
2025-02-13 10:31:06.541201+0800 0xa3c Error 0x0 0 0 kernel: (Sandbox) 1 duplicate report for System Policy: usbmuxd(22583) deny(1) file-write-mode /private/var/db/lockdown
2025-02-13 10:31:07.090321+0800 0xf807 Error 0x0 140 0 sandboxd: [com.apple.sandbox.reporting:violation] System Policy: usbmuxd(22583) deny(1) file-write-mode /private/var/db/lockdown
Violation: deny(1) file-write-mode /private/var/db/lockdown
Process: usbmuxd [22583]
Path: /usr/local/sbin/usbmuxd
Load Address: 0x10564b000
Identifier: usbmuxd
Version: ??? (???)
Code Type: x86_64 (Native)
Parent Process: sudo [22582]
Responsible: /System/Applications/Utilities/Terminal.app/Contents/MacOS/Terminal
User ID: 0
Date/Time: 2025-02-13 10:31:06.793 GMT+8
OS Version: macOS 12.6.7 (21G651)
Release Type: User
Report Version: 8
MetaData: {"vnode-type":"DIRECTORY","hardlinked":false,"pid":22583,"process":"usbmuxd","primary-filter-value":"/private/var/db/lockdown","platform-policy":true,"binary-in-trust-cache":false,"path":"/private/var/db/lockdown","primary-filter":"path","action":"deny","matched-extension":false,"process-path":"/usr/local/sbin/usbmuxd","file-flags":0,"responsible-process-path":"/System/Applications/Utilities/Terminal.app/Contents/MacOS/Terminal","flags":21,"platform-binary":false,"rdev":0,"summary":"deny(1) file-write-mode /private/var/db/lockdown","target":"/private/var/db/lockdown","mount-flags":76582912,"profile":"platform","matched-user-intent-extension":false,"apple-internal":false,"storage-class":"Lockdown","platform_binary":"no","operation":"file-write-mode","profile-flags":0,"normalized_target":["private","var","db","lockdown"],"file-mode":448,"errno":1,"build":"macOS 12.6.7 (21G651)","policy-description":"System Policy","responsible-process-signing-id":"com.apple.Terminal","hardware":"Mac","uid":0,"release-type":"User"}
Thread 0 (id: 63477):
0 libsystem_kernel.dylib 0x00007ff80d8368ae __chmod + 10
1 usbmuxd 0x000000010565584e main + 3582 (main.c:816)
2 dyld 0x0000000114e3f52e start + 462
Binary Images:
0x10564b000 - 0x10565afff usbmuxd (0) <0fc9b657-d311-38b5-bf02-e294b175a615> /usr/local/sbin/usbmuxd
0x114e3a000 - 0x114ea3567 dyld (960) <2517e9fe-884a-3855-8532-92bffba3f81c> /usr/lib/dyld
0x7ff80d832000 - 0x7ff80d869fff libsystem_kernel.dylib (8020.240.18.701.6) /usr/lib/system/libsystem_kernel.dylib
2025-02-13 10:35:39.751714+0800 0x27f Default 0x0 0 0 kernel: (Sandbox) Sandbox: usbmuxd(119) allow iokit-get-properties kCDCDoNotMatchThisDevice
2025-02-13 10:35:45.025063+0800 0x27f Default 0x0 0 0 kernel: (Sandbox) Sandbox: usbmuxd(119) allow iokit-get-properties kCDCDoNotMatchThisDevice
Hi,
is there a compiled version of MailCore.swift? I want to build an easy-to-use mail app for my mother, who is 97, has a MacBook Air, but Apple Mail is too complicated for her. chatGPT said I am too stupid to compile it by myself.
Regards Stephan
Hi! I'm new at developing apps. I built my app with Expo and it's working fine in simulator and my iPhone 14 as well.
But when I try to run the build in my iPhone with TestFlight it crashes instantly :/
This is part of the log:
Incident Identifier: B0ED8DEF-A0F0-4D0C-B3BB-3BB9CAB3242A
Distributor ID: com.apple.TestFlight
Hardware Model: iPhone14,7
Process: colbakapp [83024]
Path: /private/var/containers/Bundle/Application/44211687-140E-4DF3-A577-CB68CE6414B0/colbakapp.app/colbakapp
Identifier: com.colbak.colbakapp
Version: 1.0.0 (3)
AppStoreTools: 16F3
AppVariant: 1:iPhone14,7:18
Beta: YES
Code Type: ARM-64 (Native)
Role: Foreground
Parent Process: launchd [1]
Coalition: com.colbak.colbakapp [18141]
Date/Time: 2025-06-22 13:26:29.0142 -0400
Launch Time: 2025-06-22 13:26:28.6532 -0400
OS Version: iPhone OS 18.5 (22F76)
Release Type: User
Baseband Version: 3.60.02
Report Version: 104
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: SIGNAL 6 Abort trap: 6
Terminating Process: colbakapp [83024]
Triggered by Thread: 2
Thread 0:
0 libsystem_kernel.dylib 0x00000001f2e4fce4 mach_msg2_trap + 8
1 libsystem_kernel.dylib 0x00000001f2e5339c mach_msg2_internal + 76 (mach_msg.c:201)
2 libsystem_kernel.dylib 0x00000001f2e532b8 mach_msg_overwrite + 428 (mach_msg.c:0)
3 libsystem_kernel.dylib 0x00000001f2e53100 mach_msg + 24 (mach_msg.c:323)
4 CoreFoundation 0x00000001a1c42900 __CFRunLoopServiceMachPort + 160 (CFRunLoop.c:2637)
5 CoreFoundation 0x00000001a1c411f0 __CFRunLoopRun + 1208 (CFRunLoop.c:3021)
6 CoreFoundation 0x00000001a1c42c3c CFRunLoopRunSpecific + 572 (CFRunLoop.c:3434)
7 GraphicsServices 0x00000001eee21454 GSEventRunModal + 168 (GSEvent.c:2196)
8 UIKitCore 0x00000001a4655274 -[UIApplication _run] + 816 (UIApplication.m:3845)
9 UIKitCore 0x00000001a4620a28 UIApplicationMain + 336 (UIApplication.m:5540)
10 colbakapp 0x00000001046296b0 main + 64 (AppDelegate.swift:6)
11 dyld 0x00000001c8b17f08 start + 6040 (dyldMain.cpp:1450)
Thread 1:
0 libsystem_pthread.dylib 0x000000022c350aa4 start_wqthread + 0
Thread 2 Crashed:
0 libsystem_kernel.dylib 0x00000001f2e5a1dc __pthread_kill + 8
1 libsystem_pthread.dylib 0x000000022c357c60 pthread_kill + 268 (pthread.c:1721)
2 libsystem_c.dylib 0x00000001a9c782d0 abort + 124 (abort.c:122)
3 libc++abi.dylib 0x000000022c2815a0 abort_message + 132 (abort_message.cpp:78)
4 libc++abi.dylib 0x000000022c26fef4 demangling_terminate_handler() + 316 (cxa_default_handlers.cpp:72)
5 libobjc.A.dylib 0x000000019f1e7c08 _objc_terminate() + 172 (objc-exception.mm:499)
6 libc++abi.dylib 0x000000022c2808b4 std::__terminate(void ()()) + 16 (cxa_handlers.cpp:59)
7 libc++abi.dylib 0x000000022c2840d0 __cxa_rethrow + 188 (cxa_exception.cpp:658)
8 libobjc.A.dylib 0x000000019f1e5568 objc_exception_rethrow + 44 (objc-exception.mm:399)
9 colbakapp 0x00000001049f7b68 invocation function for block in facebook::react::ObjCTurboModule::performVoidMethodInvocation(facebook::jsi::Runtime&, char const, NSInvocation*, NSMutableArray*) + 200 (RCTTurboModule.mm:444)
10 colbakapp 0x00000001049fc538 facebook::react::ObjCTurboModule::performVoidMethodInvocation(facebook::jsi::Runtime&, char const*, NSInvocation*, NSMutableArray*)::$_1::operator()() const + 36 (RCTTurboModule.mm:463)
11 colbakapp 0x00000001049fc538 decltype(std::declval<facebook::react::ObjCTurboModule::performVoidMethodInvocation(facebook::jsi::Runtime&, char const*, NSInvocation*, NSMutableArray*)::$_1&>()()) std::__1::__invoke[abi:ne190102... + 36 (invoke.h:149)
12 colbakapp 0x00000001049fc538 void std::__1::__invoke_void_return_wrapper<void, true>::__call[abi:ne190102]<facebook::react::ObjCTurboModule::performVoidMethodInvocation(facebook::jsi::Runtime&, char const*, NSInvocation*, NSMu... + 36 (invoke.h:224)
13 colbakapp 0x00000001049fc538 std::__1::__function::__alloc_func<facebook::react::ObjCTurboModule::performVoidMethodInvocation(facebook::jsi::Runtime&, char const*, NSInvocation*, NSMutableArray*)::$_1, std::__1::allocator<face... + 36 (function.h:171)
14 colbakapp 0x00000001049fc538 std::__1::__function::__func<facebook::react::ObjCTurboModule::performVoidMethodInvocation(facebook::jsi::Runtime&, char const*, NSInvocation*, NSMutableArray*)::$_1, std::__1::allocator<facebook::... + 104 (function.h:313)
15 libdispatch.dylib 0x00000001a9bbcaac _dispatch_call_block_and_release + 32 (init.c:1575)
16 libdispatch.dylib 0x00000001a9bd6584 _dispatch_client_callout + 16 (client_callout.mm:85)
17 libdispatch.dylib 0x00000001a9bc52d0 _dispatch_lane_serial_drain + 740 (queue.c:3939)
18 libdispatch.dylib 0x00000001a9bc5dac _dispatch_lane_invoke + 388 (queue.c:4030)
19 libdispatch.dylib 0x00000001a9bd01dc _dispatch_root_queue_drain_deferred_wlh + 292 (queue.c:7198)
20 libdispatch.dylib 0x00000001a9bcfa60 _dispatch_workloop_worker_thread + 540 (queue.c:6792)
21 libsystem_pthread.dylib 0x000000022c350a0c _pthread_wqthread + 292 (pthread.c:2696)
22 libsystem_pthread.dylib 0x000000022c350aac start_wqthread + 8
Thread 3:
0 libsystem_pthread.dylib 0x000000022c350aa4 start_wqthread + 0
...
EOF
Topic:
Developer Tools & Services
SubTopic:
General
I am working on an iOS app and I want to achieve on demand module download inside the app when the user clicks on the module icon which he wants to use.
The idea is that we have a super app consisting of multiple modules say four independent apps/features and I want to separate each one so that when the user selects a specific app/feature, it’s downloaded on demand and then opened directly within the same super app resulting in a lower app size initially
I want to upload all the code of all modules to app store connect but when the user downloads the app, then only one module's code should be available to the user, the rest of the module's code should be downloaded when the user wants to use that module. I know apple restricts downloading new code but in my case I want to upload all the code to app store for review but just give option to the user to get rest of the code when needed. Any guidance, architectural advice, or example implementations would be highly appreciated.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
App Clips
iOS
App Store Connect
On demand resources
Hello,
I'm developing a macOS application that uses the Virtualization framework to run Linux virtual machines (specifically Ubuntu and Fedora) on Apple Silicon Macs.
I've noticed that while the macOS host properly supports all trackpad gestures, the two-finger tap gesture for right-click does not work within the Linux guest. Only the primary click is recognized. This behavior is consistent across different Linux distributions and desktop environments (GNOME, KDE, etc.).
I would like to confirm:
Is the macOS Virtualization framework expected to support trackpad gestures such as two-finger tap for right-click within Linux guest VMs?
If not currently supported, is there a known workaround to enable right-click functionality for the trackpad in Linux guests? (e.g., configuration changes in the VM, Linux kernel input modules, or framework-level adjustments.)
Any insights or suggestions would be greatly appreciated.
Thank you!
Hello,
I have an iphone but not an ipad
Actually a relative has an iPad.
The problem I encoutered was when i was testing an app that I had built prior (so I had the ipa file) but no acces to Xcode.
The thing is when I wanted to test it on my iphone, everything WENT SMOOTH and ok.
When I tried on iPAD, I encounteed the problem I could not unlock the hidden "developer mode" option in any way, I tried so many things, checked and rechecked, the option was and stayed hidden, I could not activate it. Therefore I could not test the app.
In the apple store I was required to give a screenshot for iPAD but that failed. because I could not produce ANY, since I could not run my app on iPAD.
I actually have no idea how I activated the ability to turn on the developer mode on my iphone, it was just there and I activated it
perhaps because I had added the email of my iphone to the developer account somehow? somehwere?
But for iPAD I just could not find a way to do it, don't know if adding it somewhere could trigger something on the ipad to allow it to show the developer mode option so I can activate it finally?
Anyway, I tried things I read on internet, methods that mention how to activate the developer mode ability on an ios devide though WINDOWS, there were 2 but one I did not trust much, and even I think i tried it and in the end it did not work for some incompatibility making that method obsolete or something? the other I am not sure but probably same idea.
I would like to know, how to activate the ABILITY to SHOW the option to activate the developer mode on iPAD (or any other device but for now I am focuson on iPad) please, and without using macbook or xcode!?
Could Apple or anyone offer some guidance?
That would help a fellow developer.
Thank you.
Ps. No I cant get the mac or xcode for now (but hopefully in a far future, but for now I can't). Thanks
I'm a newbie to on-demand resources and I feel like I'm missing something very obvious. I've successfully tagged and set up ODR in my Xcode project, but now I want to upload the assets to my own server so I can retrieve them from within the app, and I can't figure out how to export the files I need.
I'm following the ODR Guide and I'm stuck at Step #4, after I've selected my archive in the Archives window it says to "Click the Export button", but this is what I see:
As shown in the screenshot, there is no export button visible. I have tried different approaches, including distributing to appstore connect, and doing a local development release. The best I've been able to do is find a .assetpack folder inside the archive package through the finder, but uploading that, or the asset.car inside it, just gives me a "cannot parse response" error from the ODR loading code. I've verified I uploaded those to the correct URL.
Can anyone walk me through how to save out the file(s) I need, in a form I can just upload to my server?
Thanks,
Pete
i am trying to create key for apn file to use it in firebase fcm for my app but when click on download this error occured
Download Failed Auth Key can only be downloaded once. This auth key has already been downloaded.
what should i do ?
Topic:
Developer Tools & Services
SubTopic:
General
We are developing a cross platform c++ application. We also use some objective-c (no swift) and specific Apple frameworks like AVFoundation, CoreML in the MacOs version of our software.
We use Apple Clang as compiler when building for MacOs. As our code is primarily c++ we would like to use the latest and greatest c++ 20 features.
So we are looking into using vanilla clang instead, the builds with vanilla clang seem to work fine, however our concern is that we might have overlooked possible issues that could arise. So our question is whether there are specific things we need to address when switching compilers, are there things that we need to be aware of?
In the end we just want to know if switching compilers won't cause problems we can't oversee.
So we would like to know if others took the same steps and what your thoughts/experiences are regarding this?
Topic:
Developer Tools & Services
SubTopic:
General
Hello!
I am trying to automate iOS builds for my Unreal Engine game using Unreal Automation Tool, but I cannot produce a functionnal build with it, while packaging from XCode works perfectly.
I have tracked down the issue to a missing file. I'm using the Firebase SDK that requires a GoogleService-Info.plist file. I have copied this file at the root of my project, as the Firebase documentation suggests. I have not taken any manual action to specify that this file needs to be included in the packaged app.
The Firebase code checks the existence of this file using
NSString* Path = [[NSBundle mainBundle] pathForResource: @“GoogleService-Info” ofType: @“plist”];
return Path != nil;
If I package my app from XCode using Product -> Archive, this test returns true and the SDK is properly initialized. If I package my app using Unreal Engine's RunUAT.sh BuildCookRun, this test returns false and the SDK fails to initialize (and actually crashes upon trying).
I have tried several Unreal Engine tricks to include my file, like setting it as a RuntimeDependecies in my projects Build.cs file. Which enables Unreal Engine code to find it, but not this direct call to NSBundle.
I would like to know either how to tell Unreal Engine to include files at the root of the app bundle, or what XCode does to automatically include this file and is there a way to script it? I can provide both versions .xcarchive if needed.
Thanks!
I’m encountering an issue with the page.selectionForWord(at:) method in my application. This method has stopped working in Mac Designed for iPad mode. The functionality works fine on physical devices such as iPhone and iPad, as well as on Mac, but in this specific mode, the method no longer works, and the application crashes.
It is crucial for me that this functionality works in Mac Designed for iPad mode, as rewriting the entire code for Mac would be too time-consuming, especially considering the size of the application.
Interestingly, a similar method, page.selectionForLine(at:), works perfectly with the same parameters in all environments, including the Mac Designed for iPad mode. This makes the issue even more puzzling.
The issue began after the latest update. The app no longer responds to the page.selectionForWord(at:) method, which causes the application to crash.
I have attached a test app to reproduce the error.
Hi there,
I am trying to create my first iOS app using Visual Studio (Win 11) and .NET MAUI.
I created a developer account and if I want to start the debugger with my local device, VS forces me to Configure Automatic Provisioning. I can select my configured account but the operation fails (see screenshot).
I have no idea what is going wrong and I cannot find any setting in the developer account to fix this problem. Can anyone help me out, what is wrong and how to fix, thx!
Topic:
Developer Tools & Services
SubTopic:
General
In the availability and pricing section, we have reviewed the plans and we will be upgrading to 50 or 100 million calls/month but before we do, we have a couple questions.
Does the API have rate limit or throttling?
Do you have additional weather forecast endpoints like hail, radar, or pollen forecast? I see in this thread https://developer.apple.com/forums/thread/795642 that air quality is not available
Thanks
Hi,
I’m trying to free up space on my computer and have uninstalled Xcode. However, I noticed that many large files remain on the filesystem even after uninstalling it.
The largest remaining files (~33 GB) are iOS Simulator images located at:
/System/Volumes/Data/Library/Developer/CoreSimulator/Volumes
I attempted to delete them using root privileges, but it seems that these system files are mounted as read-only.
I’m reaching out to ask for guidance to ensure that these files do not contain anything important for macOS, and that it’s safe to remove them before getting in recovery mode.
Thank you very much for your advice!
We're facing critical stability issues with a Xamarin-based iOS warehouse management app and need expert validation of our crash log analysis.
We’re seeing recurring issues related to:
Auto Layout Threading Violations
Memory Pressure Terminations
CPU Resource Usage Violations
These are causing app crashes and performance degradation in production. We've attached representative crash logs to this post.
Technical Validation Questions:
Do the crash logs point to app-level defects (e.g., threading/memory management), or could user behavior be a contributing factor?
Is ~1.8GB memory usage acceptable for enterprise apps on iOS, or does it breach platform best practices?
Do the threading violations suggest a fundamental architectural or concurrency design flaw in the codebase?
Would you classify these as enterprise-grade stability concerns requiring immediate architectural refactoring?
Do the memory logs indicate potential leaks, or are the spikes consistent with expected usage patterns under load?
Could resolving the threading violation eliminate or reduce the memory and CPU issues (i.e., a cascading failure)?
Are these issues rooted in Xamarin framework limitations, or do they point more toward app-specific implementation problems?
Documentation & UX Questions:
What Apple-recommended solutions exist for these specific issues? (e.g., memory management, thread safety, layout handling)
From your experience, how would these issues manifest for users? (e.g., crashes, slow performance, logout events, unresponsive UI, etc.
JetsamEvent-2025-05-27-123434_REDACTED.ips
)
WarehouseApp.iOS.cpu_resource-2025-05-30-142737_REDACTED.ips
WarehouseApp.iOS-2025-05-27-105134_REDACTED.ips
Any insights, analysis, or references would be incredibly helpful.
Thanks in advance!
Topic:
Developer Tools & Services
SubTopic:
General