With the Live Caller ID example server, the caller lookup dataset is defined in an input.txtpd and processed by running a ConstructDatabase command which creates a block.binpb and an identity.binpb file.
In other words, a static input file is being processed into static block and identity files.
However, in the real world, the data content for identified and blocked numbers is something which is in a constant state of flux and evolution, as new numbers becoming available, old ones become stale, numbers which were initially considered safe change into being considered malicious etc. etc.
Is the example server just that, merely an example using fixed datasets, and an actual production server is able to use live every changing data to formulate its response back to the iPhone OS query?
Here's a concrete use case - suppose it's a requirement to permit US nanp numbers but to block anything else. The total number of non US nanp numbers is so large and ever changing that it would be unfeasible to attempt to capture them in an input.txtpd file and then process that, and then to re-capture and re-process it endlessly. Instead what would be required is the ability for the Live Caller ID server to evaluate at query time, using a regular expressions for example, if a number is nanp or not.
Is this possible?
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When I ran the following code on a physical iPhone device that supports Apple Intelligence, I encountered the following error log.
What does this internal error code mean?
Image generation failed with NSError in a different domain: Error Domain=ImagePlaygroundInternal.ImageGeneration.GenerationError Code=11 “(null)”, returning a generic error instead
let imageCreator = try await ImageCreator()
let style = imageCreator.availableStyles.first ?? .animation
let stream = imageCreator.images(for: [.text("cat")], style: style, limit: 1)
for try await result in stream { // error: ImagePlayground.ImageCreator.Error.creationFailed
_ = result.cgImage
}
The device UDID was registered to the developer account 40 hours ago, the STATUS column was "processing" in the first 24 hours, then turned to empty.
But I still can't run my app (with distribution method "development"), when I try to run it after download it through my OTA URL, it prompts “the app cannot be installed because its integrity could not be verified” but everything runs good on a iPhone which was registered a month ago.
What should I do now? keep waiting?
Hello,
After deploying our app, we encountered an issue where the app fails to launch properly on certain devices.
To rule out potential code issues, we created a new clean project and tested it with the basic setup (certificate, bundle ID, and team).
The app installs and runs fine on most devices, but it fails to open immediately on specific models.
(The affected model is listed below.)
Version: iOS 18.3.1
Model: iPhone 14 Pro
After reviewing the console logs, we found an issue related to the app launching process.
Could this issue be related to the app's configuration or the provisioning profile?
We would appreciate any insight into why this issue occurs only on certain devices.
Thank you for your help!
We’re developing an iPad application that visualizes 2D and 3D building floor plans, including a mesh network of nodes that control lighting and climate. The node count ranges from 1,000 to 15,000.
We’re using SceneKit to dynamically render the floor plan and node mesh on an iPad 10th generation running iPadOS 18.3. While the core visualization works, we are experiencing significant performance degradation as the node count increases.
Specifically:
At 750–1,000 nodes, UI responsiveness noticeably declines.
At 2,000 nodes, navigating the floor plan becomes nearly unusable.
We attempted to optimize performance with a Geometric Pool algorithm, but the impact was minimal. Strangely, the same iPad handles 30,000+ 3D objects effortlessly when using Unity or Unreal Engine, raising the question of whether SceneKit may not be optimized for this scale.
Our questions:
Is SceneKit suitable for visualizing such large node counts, or are we hitting an inherent limitation of the framework?
Are there best practices or optimization techniques for SceneKit that we might be missing?
Should we consider a hybrid approach or fully transition to a different 3D engine for this use case?
We’ve attached a code sample below demonstrating the issue. Any insights, suggestions, or experiences would be greatly appreciated!
ContentView.swift
We have been distributing our app with bundled resources included in the application package. In our latest release, we updated a portion of those bundled resources for the first time. However, the delta download mechanism did not function properly, resulting in users being forced to re-download a significantly large amount of data.
The versions we have released so far are as follows:
1.0.0: Initial release
1.0.1: Bug fixes only. The executable was updated, but no changes were made to the resources.
1.0.2: Same as above — only the executable was updated; no changes to resources.
1.1.0: Feature update. Includes changes to both the executable and part of the bundled resources.
🔽 The IPA file sizes for each version are as follows:
1.0.0: 2.2 GB
1.0.1: 2.2 GB
1.0.2: 2.1 GB
1.1.0: 2.36 GB
We had no reliable way to evaluate the actual download size at update time, so the precise size is unclear. However, updates from version 1.0.0 to 1.0.2 consistently completed within 30 seconds, even over a mobile network.
In contrast, when we released version 1.1.0, the situation changed significantly: a full download of 2.4 GB was triggered, even though only part of the resources had actually been updated. It appears that almost all bundled resources were re-downloaded regardless of whether they had changed.
(The attached image shows the actual download confirmation dialog displayed to users during this update.)
Based on the xcarchive used for App Store submission, we compared file differences and summarized them as follows:
Updated files: 311 files / 513 MB
Deleted files: 6 files / 12.6 KB (excluded from total since they are not redistributed)
Added files: 417 files / 166 MB
Total: 734 files / 679 MB
(Comparison was performed under Unity-iPhone.xcarchive/Products)
As described in the following Apple documentation, we expected only the ~679 MB delta to be delivered to users:
🔗 https://developer.apple.com/documentation/xcode/doing-advanced-optimization-to-further-reduce-your-app-s-size#Reduce-the-size-of-app-updates
If there are any additional build settings or techniques we should consider to ensure that delta updates are correctly detected and applied, we would greatly appreciate your guidance.
Hello everyone,
I’m experiencing a crash in my iOS application that’s occurring predominantly on devices running iOS 16.6.0. The crash seems to happen on the main thread during a UI operation, specifically within the UIKitCore framework.
Crash Log Summary
Thread 0 Crashed:
0 libsystem_kernel.dylib 0xca4 mach_msg2_trap + 8
1 libsystem_kernel.dylib 0x13b74 mach_msg2_internal + 80
2 libsystem_kernel.dylib 0x13e4c mach_msg_overwrite + 540
3 libsystem_kernel.dylib 0x11e8 mach_msg + 24
4 CoreFoundation 0x79024 __CFRunLoopServiceMachPort + 160
5 CoreFoundation 0x7a250 __CFRunLoopRun + 1208
6 CoreFoundation 0x7f3ec CFRunLoopRunSpecific + 612
7 GraphicsServices 0x135c GSEventRunModal + 164
8 UIKitCore 0x39cf58 -[UIApplication _run] + 888
9 UIKitCore 0x39cbbc UIApplicationMain + 340
10 MyApp 0x24050 main + 51 (AppDelegate.swift:51)
11 ??? 0x1d3594dec (Missing)
I’ve attached the full crash
crashlog.txt
and would appreciate any insights or recommendations on how to resolve this issue.
I'm trying to update one of my apps to the new Liquid Glass effects using Xcode 26. Came across a weird issue in that I reproduced in an empty project on its own with a storyboard with a single segmented control on the initial viewController
I have a UISegmentedControl with 3 options. If I click index 2, while index 0 is selected, everything works as normal
However if I select index 1, and then index 2, it jumps back to index 0 instead of selecting 2. All the events fire as though I tapped index 0
In the past, when using Lightning, many external devices had to go through MFi certification. However, since the iPhone 15 switched from Lightning to USB-C, is MFi certification still required?
Our company has developed several UVC devices, and we have confirmed that iPads can read frames from external cameras through the external device type in AVFoundation. However, this is not supported on iPhones.
We are currently exploring feasible ways to enable UVC device support on iPhones. Is MFi certification the only option? If so, is the MFi certification process for USB-C the same as it was for Lightning? Does it still require purchasing an MFi chip and manufacturing specially designed USB-C cables?
With the new ios 26 beta 3 helps some stabillty and performance issues but most of the liquid glass has been removed or made very frosty look; and it defeats the whole purpose of a big redesign, and even thought the changes are because of readability and contrast complaints it should not take away liquid glass design. I think apple should consider adding a toggle or choice to choose if they would want a more frosted look or a more liquid glass look the the original plan.
I just noticed this today while building a React Native app.
Anybody else seen this and know what it means/how to track it down/how to fix it
When my app starts it loads data (of vehicle models, manufacturers, ...) from JSON files into CoreData. This content is static.
Some CoreData entities have fields that can be set by the user, for example an isFavorite boolean field.
How do I tell CloudKit that my CoreData objects are 'static' and must not be duplicated on other devices (that will also load it from JSON files).
In other words, how can I make sure that the CloudKit knows that the record created from JSON for vehicle model XYZ on one device is the same record that was created from JSON on any other device?
I'm using NSPersistentCloudKitContainer.
Hello! What is the TTL for evaluation key(s) used in Live Caller ID feature on iOS client side? We would like to align our server-side key storage TTL with the iOS client implementation to optimize memory usage.
Would really appreciate your help on this.
I recently upgraded my device from IOS 18.4 to IOS 26. My web extension has disapeared from safari. I can see it in Settings > Apps > Safari > Extensions and when I turn it on and re-open safari. I just get a mesasge that says "{extension name} is no longer avaiable". I have tried Manifest V2 and Manifest V3 both yield the same results. The current production extension bundled with the IOS app has the same problem. I can no longer use or test my own extension !? Help please !
Hi. I need some help in starting the live activity in terminated state using push notification.
I have developed an app which does not sleep and always run even in the background state. It is pressure calculator. From sensor, it will receive the pressure and display the values in the app. Whenever the pressure reaches a certain point, it should display the alert in the dynamic island.
As of now, it is displaying live activity in the foreground state. Working partially fine in the background state. But not working in the terminated state. but in the documentation it have been mentioned we can start the live activity using push notification from any state.
Please help me to find a solution.
I installed the iOS 18.4 developer beta on my iPhone 12 last night, and it ended up sending my phone into a boot loop—at least that's what it looks like. Phone alternates between totally black screen and the Apple logo screen every 5 seconds or so. The phone isn't responding to force restart, isn't showing up in Finder to try to factory reset, etc. My guess is the update was corrupted in some way?
Did this happen to anyone else? Any ideas about what's going on?
Hello! We're currently testing Live Caller ID implementation and noticed an issue with userIdentifier values in our database.
Initially, we expected to have approximately 100 records (one per user), but the database grew to about 10,000 evaluationKey entries. Upon investigation, we discovered that the userIdentifier (extracted from "User-Identifier" header) for the same device remains constant throughout a day but changes after a few days.
We store these evaluation keys using a composite key pattern "userIdentifier/configHash". All these entries have the same configHash but different userIdentifier values.
This behavior leads to unnecessary database growth as new entries are created for the same users with different userIdentifier values.
Could you please clarify:
Is this the expected behavior for userIdentifier to change over time?
If yes, is there a specific TTL (time-to-live) for userIdentifier?
If this is not intended, could this be a potential iOS bug?
This information would help us optimize our database storage and implement proper cleanup procedures.
Thank you for your assistance!
I'd like to know the install state of my iOS safari extension in the associated swift app. Is there any way to get this? As we have seen it is available for macOS here, is there anyway to know iOS Safari extension is enabled or not?
Thanks
Our project using UITabBarController and set a custom tabbar using below code:
let customTabBar = CustomTabBar(with: dataSource)
setValue(customTabBar, forKey: "tabBar")
But when using Xcode 26 build app in iOS 26, the tabbar does not show:
above code works well in iOS 18:
below is the demo code:
AppDelegate.swift:
import UIKit
@main
class AppDelegate: UIResponder, UIApplicationDelegate {
let window: UIWindow = UIWindow()
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
window.rootViewController = TabBarViewController()
window.makeKeyAndVisible()
return true
}
}
CustomTabBar.swift:
import UIKit
class CustomTabBar: UITabBar {
class TabBarModel {
let title: String
let icon: UIImage?
init(title: String, icon: UIImage?) {
self.title = title
self.icon = icon
}
}
class TabBarItemView: UIView {
lazy var titleLabel: UILabel = {
let titleLabel = UILabel()
titleLabel.translatesAutoresizingMaskIntoConstraints = false
titleLabel.font = .systemFont(ofSize: 14)
titleLabel.textColor = .black
titleLabel.textAlignment = .center
return titleLabel
}()
lazy var iconView: UIImageView = {
let iconView = UIImageView()
iconView.translatesAutoresizingMaskIntoConstraints = false
iconView.contentMode = .center
return iconView
}()
private var model: TabBarModel
init(model: TabBarModel) {
self.model = model
super.init(frame: .zero)
setupSubViews()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func setupSubViews() {
addSubview(iconView)
iconView.topAnchor.constraint(equalTo: topAnchor).isActive = true
iconView.centerXAnchor.constraint(equalTo: centerXAnchor).isActive = true
iconView.widthAnchor.constraint(equalToConstant: 34).isActive = true
iconView.heightAnchor.constraint(equalToConstant: 34).isActive = true
iconView.image = model.icon
addSubview(titleLabel)
titleLabel.topAnchor.constraint(equalTo: iconView.bottomAnchor).isActive = true
titleLabel.leadingAnchor.constraint(equalTo: leadingAnchor).isActive = true
titleLabel.trailingAnchor.constraint(equalTo: trailingAnchor).isActive = true
titleLabel.heightAnchor.constraint(equalToConstant: 16).isActive = true
titleLabel.text = model.title
}
}
private var dataSource: [TabBarModel]
init(with dataSource: [TabBarModel]) {
self.dataSource = dataSource
super.init(frame: .zero)
setupTabBars()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func sizeThatFits(_ size: CGSize) -> CGSize {
var sizeThatFits = super.sizeThatFits(size)
let safeAreaBottomHeight: CGFloat = safeAreaInsets.bottom
sizeThatFits.height = 52 + safeAreaBottomHeight
return sizeThatFits
}
private func setupTabBars() {
backgroundColor = .orange
let multiplier = 1.0 / Double(dataSource.count)
var lastItemView: TabBarItemView?
for model in dataSource {
let tabBarItemView = TabBarItemView(model: model)
addSubview(tabBarItemView)
tabBarItemView.translatesAutoresizingMaskIntoConstraints = false
tabBarItemView.topAnchor.constraint(equalTo: topAnchor).isActive = true
tabBarItemView.bottomAnchor.constraint(equalTo: bottomAnchor).isActive = true
if let lastItemView = lastItemView {
tabBarItemView.leadingAnchor.constraint(equalTo: lastItemView.trailingAnchor).isActive = true
} else {
tabBarItemView.leadingAnchor.constraint(equalTo: leadingAnchor).isActive = true
}
tabBarItemView.widthAnchor.constraint(equalTo: widthAnchor, multiplier: multiplier).isActive = true
lastItemView = tabBarItemView
}
}
}
TabBarViewController.swift:
import UIKit
class NavigationController: UINavigationController {
override func viewDidLoad() {
super.viewDidLoad()
}
}
class HomeViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .red
navigationItem.title = "Home"
}
}
class PhoneViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .purple
navigationItem.title = "Phone"
}
}
class PhotoViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .yellow
navigationItem.title = "Photo"
}
}
class SettingViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .green
navigationItem.title = "Setting"
}
}
class TabBarViewController: UITabBarController {
override func viewDidLoad() {
super.viewDidLoad()
let homeVC = HomeViewController()
let homeNav = NavigationController(rootViewController: homeVC)
let phoneVC = PhoneViewController()
let phoneNav = NavigationController(rootViewController: phoneVC)
let photoVC = PhotoViewController()
let photoNav = NavigationController(rootViewController: photoVC)
let settingVC = SettingViewController()
let settingNav = NavigationController(rootViewController: settingVC)
viewControllers = [homeNav, phoneNav, photoNav, settingNav]
let dataSource = [
CustomTabBar.TabBarModel(title: "Home", icon: UIImage(systemName: "house")),
CustomTabBar.TabBarModel(title: "Phone", icon: UIImage(systemName: "phone")),
CustomTabBar.TabBarModel(title: "Photo", icon: UIImage(systemName: "photo")),
CustomTabBar.TabBarModel(title: "Setting", icon: UIImage(systemName: "gear"))
]
let customTabBar = CustomTabBar(with: dataSource)
setValue(customTabBar, forKey: "tabBar")
}
}
And I have post a feedback in Feedback Assistant(id: FB18141909), the demo project code can be found there.
How are we going to solve this problem? Thank you.
Feedback id: FB16140301
Below are the steps to reproduce the bug in Contacts app.
Open Contacts app.
Now search for a contact and didSelect that contact.
Now slightly hold swipe right(from view's center leading position) as to pop the view but not fully swipe, now release the finger and you can see the back nav bar button missing and tapping the back button position also doesn't perform dismiss action.
Now do fully swipe from left to right to dismiss(pop) current view.
Here you can see the search bar missing.-> That's the bug.