Hello all:)
I am using Xcode 16.2, react native 0.76, simulator -> iPhone 15(17.0), mac M1 Sequoia 15.2.
Many "could not build module" errors appear while building files inside iPhoneSimulator18.2.sdk.
The think is that I don't even use this simulator and if I try to delete it the Xcode hides all other simulator options and requires 18.2 to download..
Of course I already tried to clean and delete and reinstall everything but nothing works..
Any help is welcome:)
Thanks!
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Hello everyone,
I’d like to propose Sense & Store — a seamless integration between Safari and the App Store, powered by on-device AI, designed to understand what users are reading, searching, or selecting in Safari, and suggest relevant apps that match their current context or intention.
🔍 Key Idea:
“Sense” the user’s need through intelligent analysis of web content, then “Store” — offer the most relevant app, either already installed or available in the App Store.
🌟 Core Features:
• AI-powered context detection directly inside Safari
• Real-time app suggestions based on user intent
• Smart overlays when selecting text or data (e.g., phone numbers, emails, tools)
• Privacy-first: All AI runs on-device (Apple Neural Engine)
• Instant App Launch or Installation via StoreKit
✅ Examples:
• Reading an article on productivity? → Suggests Notion or Things.
• Looking up meditation tips? → Recommends Calm or Headspace.
• Selecting a phone number? → Offers CRM or spam blocker apps.
• Exploring code samples? → Suggests Pythonista or developer tools.
🔒 Privacy & Performance:
• 100% on-device intelligence (no data sent to servers)
• Follows Apple’s privacy framework
• Works with SafariKit + StoreKit + CoreML
⸻
I’m happy to provide a full prototype roadmap and technical architecture. Feedback and collaboration are welcome!
Would love to hear your thoughts — especially from developers who build for Safari, App Clips, or work with CoreML.
Thanks!
Jose Luiz Horta Barbosa Maurity Cruz - Apple lover...
Hello,
We're developing an SDK for iOS and need clarification on Apple's policies regarding the use of JavaScriptCore.
Specifically, we want to understand if it's permissible to execute JavaScript code provided by our customers using JavaScriptCore.
Our use case is as follows: Our customers will supply JavaScript code snippets, which our SDK will receive as text. The intention is to run these code snippets via JavaScriptCore to present interactive guides or dynamic content to the end-users of the app.
Would executing customer-provided JavaScript code in this manner be considered a violation of Apple's App Store guidelines?
been testing out ios 26 since it came out and now all of a sudden everytime it boots only into recovery and wont do anything else. recovery says no known issues found.
is there any change in application background to foreground transition,as we are facing issue of broken connection for latest iOS 18.3?
Hello All,
I am currently attempting to get application config working with enterprise apps but it seems as though the asset config is not applying at all. While the asset and application install correctly it does not seem that the config is read at all judging from the status message returned.
"StatusItems" : {
"app" : {
"managed" : {
"list" : [
{
"name" : "apps",
"config-state" : {
"app-config-state" : {
"state" : "unknown"
}
},
"identifier" : "app.identifier",
"version" : "3.2",
"short-version" : "3.2.0",
"state" : "managed",
"declaration-identifier" : "dec-identifier"
}
]
}
}
},
"Errors" : [
]
}
The asset file being sent down is as follows:
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>Config 1</key>
<string>Value 1</string>
<key>Config 2</key>
<string>Value 2</string>
<key>Config 3</key>
<string>Value 3</string>
</dict>
</plist>
This is the config report being sent back by the device after everything has been fetched:
"StatusItems" : {
"management" : {
"declarations" : {
"activations" : [
{
"active" : true,
"identifier" : "group.activation.payload",
"valid" : "valid",
"server-token" : "56792E4AE25C3286640B45E6BD265AE97545B2B87F90A6355919FD8B2E3C3AB3"
}
],
"configurations" : [
{
"active" : true,
"identifier" : "app.install",
"valid" : "valid",
"server-token" : "34D7ACECAE16EE9EEAC0630FF2FF85524FFBB5BA3CB18CFB6296FBC860368C85"
},
{
"active" : true,
"identifier" : "ios.policy.subscription.list",
"valid" : "valid",
"server-token" : "376913E11BE7D26EC745B3B68C6FA94C4FC061B1B736D143EBE0F12FF73ADFF8"
}
],
"assets" : [
{
"active" : true,
"identifier" : "app.config.reference",
"valid" : "valid",
"server-token" : "1CFBE30EB56309005F742D667B80242E6A3CDC08ED228D0BC5F87749C6BBAB77"
}
],
"management" : [
]
}
},
"app" : {
"managed" : {
"list" : [
{
"state" : "downloading",
"declaration-identifier" : "app.install",
"identifier" : "app.identifier",
"name" : "apps",
"config-state" : {
"app-config-state" : {
"state" : "unknown"
}
}
}
]
}
}
},
"Errors" : [
]
}
Additional info would be useful, though a sysdiagnosis will be submitted to feedback as well.
Config did apply correctly when sending down through Install application command
When pushing a page in the navigation, changing the state of interactivePopGestureRecognizer causes the page to freeze.
Just like this:
#import "ViewController.h"
@interface ViewController ()
@end
@implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
CGFloat red = (arc4random_uniform(256) / 255.0);
CGFloat green = (arc4random_uniform(256) / 255.0);
CGFloat blue = (arc4random_uniform(256) / 255.0);
CGFloat alpha = 1.0; //
self.view.backgroundColor = [UIColor colorWithRed:red green:green blue:blue alpha:alpha];
UIButton *btn = [UIButton buttonWithType:UIButtonTypeCustom];
btn.frame = CGRectMake(0, 0, 100, 44);
btn.backgroundColor = [UIColor redColor];
btn.center = self.view.center;
[btn setTitle:@"push click" forState:UIControlStateNormal];
[btn addTarget:self action:@selector(click:) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:btn];
}
- (void)click:(id)sender {
[self.navigationController pushViewController:[ViewController new] animated:YES];
}
- (void)viewWillAppear:(BOOL)animated{
[super viewWillAppear:animated];
self.navigationController.interactivePopGestureRecognizer.enabled = NO;
}
- (void)viewDidAppear:(BOOL)animated{
[super viewDidAppear:animated];
self.navigationController.interactivePopGestureRecognizer.enabled = YES;
}
@end
Within Xcode's settings location section is a drop down menu to switch between setting the derived data location to be default, relative or custom.
However its a global setting.
I work on more than one project simultaneously, and for one of them I want the location set to relative, but default for all the others.
Is there any way of achieving that?
Hi everyone,
I’m trying to detect if Developer Mode is enabled on iOS 16+ devices using Swift but haven’t found any official APIs or documentation for this. Are there Apple-recommended ways to achieve this, or is it restricted for privacy/security reasons?
Thanks!
Hello Apple Developers,
I’m reaching out to the community with a concept that I truly believe could be a natural fit for the Apple ecosystem:
A privacy-focused, iOS-exclusive dating app designed to enhance connections between Apple users while staying true to Apple’s commitment to security and user privacy.
The idea is to create an iOS-only dating platform that fosters relationships between users who are part of the Apple ecosystem. The app would integrate seamlessly with Apple’s services (iMessage, FaceTime, Siri, etc.) and provide a premium user experience, where privacy is a priority.
Apple users already prefer to communicate using Apple services (iMessage, FaceTime). A dating app designed specifically for iOS users would deepen this ecosystem lock-in, making it easier for Apple customers to connect within a trusted space.
Apple is already known for its privacy focus, and an iOS-exclusive dating app would build upon that reputation. It would ensure secure, private interactions, minimizing the risks associated with data sharing in most dating apps today.
The app could integrate directly with features like iCloud, Apple Pay (for date-night bookings), and Siri (for matchmaking suggestions), offering users a truly native iOS experience.
While the app would remain free to use, here are a few potential monetization methods:
Bundling with Apple One/iCloud+ for premium matchmaking features.
Apple Pay-based date-night deals with local partners.
I’d love to hear your thoughts on whether Apple might be open to this idea. Would there be any challenges from a technical or business perspective in creating a dating app exclusively for iOS users?
I’m looking forward to hearing from you all, and thank you for your time and insights.
Yours Truly,
CapNKirk
P.S. This is an idea. But I do not care who uses, implements, or executes this idea. I just want to see Apple take advantage of it.
I have an iPhone app which relies heavily on TCP/IP communication in the local network. Therefore, the application starts a server socket and accepts incoming connections. This worked flawlessly for a long time and we had no problems with this.
Problem
In the last days however, we observed that for some iPhones with the server role other devices cannot connect to the server of our app. The server does not accept incoming connections on the devices IP address and the client times out.
Environment
Both iPhones (the server and the client) are in the same network with 192.168.1.0 address range and 255.255.255.0 subnet mask. The server has the IP 192.168.1.11 and the client has 192.168.1.22. This is a normal home WiFi network with no special firewall rules. Both devices have mobile data disabled and the "access local network" permission is granted. The server socket is bound to all interfaces (0.0.0.0).
More technical symptoms
When the server iPhone is in this faulty state, it seems like it somehow has two ip addresses:
192.168.2.123 and 192.168.1.11
The WiFi preferences show the (correct) .1.11 ip address. The Apps however see the (wrong) .2.123 ip address. I cannot explain where the other ip address comes from and why the device thinks it has this ip address.
I've collected interface diagnosis information on a faulty iPhone and it listed the following interfaces and IPs:
en0 -> 192.168.2.123
lo0 -> 127.0.0.1
pdp_ip0 (cellular) -> 192.0.0.2
pdp_ip1 to pdp_ip6 (cellular) -> -/-
ipsec0 to ipsec6 (vpn) -> -/-
llw0 (vpn) -> -/-
awdl0 -> -/-
anpi0 -> -/-
ap1 -> -/-
XHC0 -> -/-
en1 and en2 (wired) -> -/-
utun0 to utun2 (vpn) -> -/-
The correct ip of the device is not listed anywhere in this list.
A reboot helped to temporarily fix this problem. One user reported the same issue again a few hours later after a reboot. Switching off WiFi and reconnecting does not solve the problem.
This issue occurred on several iPhones with the following specs:
iOS Version 18.1.1, 18.3.1
iPhone 13 Pro, iPhone 13 Pro Max, iPhone 15 Pro
The problem must be on the server side as the client can successfully connect to any other device in the same network.
Question(s)
Where does this second IP come from and why does the server not accept connections to either ip even though it is bound to 0.0.0.0?
Are there any iOS system settings which could lead to this problem? (privacy setting, vpn, ...)
What could be done to permanently fix this issue?
I'm creating a .xcframework in order to deliver an api/functionality to a customer for inclusion into an app.
I'm doing it as a .xcframework as I want it to be a binary so that the source code isn't accessable.
The xcframework has dependencies on modules which are installed via SPM (there are a few, an example is PhoneNumberKit)
When I build the xcframework and then add it to a test program and invoke its api then there's a run time error saying "PhoneNumberKit/resource_bundle_accessor.swift:44: Fatal error: unable to find bundle named PhoneNumberKit_PhoneNumberKit"
How can I build the xcframework so that its dependencies are included within it?
(Stepping back a bit, is an xcframework an appropriate approach for this?)
import SwiftUI
struct ContentView: View {
var body: some View {
VStack {
Button ("Button 1") {
print ("Button 1");
}
.keyboardShortcut("k", modifiers: .command)
Button ("Button 2") {
print ("Button 2");
}
.keyboardShortcut("k", modifiers: .command)
}
}
}
I the above snippet, I have assigned the same keyboard shortcut (cmd +k) to 2 different buttons. According to the docs, if multiple controls are associated with the same shortcut, the first one found is used.
How do I figure out if Button 1 would be found first during the traversal or Button 2 ?
Is it based on the order of declaration? Is it always the case that Button 1 would be found first since it was declared before Button 2 ?
I’d like to create a button on my iPhone Home Screen that changes settings if I am using an external lens mounted to my phone.
This is what I have along with notes on what I hope to do. But it does not work. I am only able to open either the camera settings or the camera preserve settings but nothing will toggle macro controls.
There is an additional step within the camera app as well but it can be skipped for brevity.
Name: Telephoto and macro lenses
Check if macro settings are already enabled or not. (Settings > Camera > Macro Control toggle) as well as (Settings > Camera > Preserve Settings > Macro Control toggle)
Non-working shortcut code:
Verification question: "Are you using an external lens?"
If yes,
Notification: "Turning on Macro Control and preserve settings for macro control." (Run below immediately)
prefs:root=CAMERA&path=Turn%20On%20Macro_Control
And
prefs:root=CAMERA&path=CameraPreserveSettingsSwitch&path=Turn%20On%20Macro_Control
If no,
Notification: "Turning off Macro Control and Preserve Settings for macro control." (Run below immediately)
prefs:root=CAMERA&path=Turn%20Off%20Macro_Control
And
prefs:root=CAMERA&path=CameraPreserveSettingsSwitch&path=Turn%20Off%20Macro_Control
Hi All,
I work on a cross platform app, iOS/macOS.
All devises on iOS could synchronize data from Coredata : I create a client, I see him an all iOS devices.
But when I test on macOs (with TestFlight) the Mac app could not get any information from iOs devices.
On Mac, cloud drive is working because I could download and upload documents and share it between all devices, so the account is working but with my App on MacOS, there is no synchronisation.
idea????
I have a UITextView that contains paragraphs with text bullet lists (via NSTextList). I also implement NSTextContentStorageDelegate.textContentStorage(_:, textParagraphWith:) in order to apply some custom attributes to the text without affecting the underlying attributed text. My implementation returns a new NSParagraph that modifies the foreground color of the text. I based this on the example in the WWDC 21 session "Meet Text Kit 2".
UITextView stops rendering the bullets when I implement the delegate function and return a custom paragraph. Why?
func textContentStorage(_ textContentStorage: NSTextContentStorage, textParagraphWith range: NSRange) -> NSTextParagraph? {
guard let originalText = textContentStorage.textStorage?.attributedSubstring(from: range) else { return nil }
let updatedText = NSMutableAttributedString(attributedString: originalText)
updatedText.addAttribute(.foregroundColor, value: UIColor.green, range: NSRange(location: 0, length: updatedText.length))
let paragraph = NSTextParagraph(attributedString: updatedText)
// Verify that the text still contains NSTextList
if let paragraphStyle = paragraph.attributedString.attribute(.paragraphStyle, at: 0, effectiveRange: nil) as? NSParagraphStyle {
assert(!paragraphStyle.textLists.isEmpty)
} else {
assertionFailure("Paragraph has lost its text lists")
}
return paragraph
}
Does iOS provide a callback when a notification is manually removed from the notification tray ?
Good morning fellow developers,
For a while i am struggeling with providing sound to my users on IOS (Safari on Mac is no problem and every other device is not a problem) (we have an existing phone system and made a chat as well), the case is very simple: the notification sound is only for users who are logged in and online for chat.
i have tried multiple things:
Audio play with javascript (start with mute, play when user clicks a button so the sound is familiar, play when user clicks a button and directly pause it and continue when needed)
PWA: the dashboard has been made available as pwa and notifications using google firebase. The popup does show for notifcations to be allowed (and receiving the notifications does work on any other device) But any IOS device cannot register.
The information i find is that notifications were supported with 16.4 or higher but also have been deprecated around IOS 17, auto play is not allowed.
We have an app in development for our product as well were we will have a notification which will handle this, but that is not the solution we can use now.
Long story, short question: is it still somehow possible to push a notification to the user when using the PWA or play a sound in the browser (based on an ajax function). The app/website wont be in the background, so it will always be on the screen.
Languages we use: html/javascript (mostly vanilla)/php
I writing swift code to change the app icon using setAlternateIconName and flutter MethodChannel to invoke swift.
UIApplication.shared.setAlternateIconName(iconName) { error in
if let error = error {
print("Error setting alternate icon: \(error.localizedDescription)")
result(FlutterError(code: "ICON_CHANGE_ERROR", message: error.localizedDescription, details: nil)) // Send error back to Flutter
} else {
print("App icon changed successfully!")
result(nil) // Success!
}
}
But I got an error message the requested operation couldn't be completed because the feature is not supported when using it on iOS 17+.
So, Is setAlternateIconName still available?
PS. In XCode, the code hinting shows that setAlternateIconName is still not deprecated.
I'm not sure if I have found a bug with iOS or if it's just unexpected behavior with my implementation. I have a gomobile library that sets up a local http server. It needs to be able to write to temporary storage. If I use the shared library from my main apps process it can write to the file manager.default temporary storage.
while Xcode is running a debug session I can use that same process from my file provider replicated extension and it works fine. However I realized running my file provider extension where it starts the gomobile shared library directly instead of first from my app the library fails to write anything to the file provider manager default temporary storage or the file provider manager for my file provider domain temporary storage or even the app group library.
it is odd, because I have a swift URL extension that confirms the temporary storage can be written to from swift. I have monitored console logs for fileproviderd, my file extension and have tried writing data to a log file. nothing seems to catch exactly what causes the file provider extension to crash and restart.
I also cannot keep the shared gomobile server running in the background on iOS even if I were to force the user to "authenticate" with the main app first. Im pretty sure the file provider extension needs to run the gomobile library for it to work right.
I'm wondering if something may be wrong with the iOS sandbox that could be preventing the file provider extension to let a c based gomobile shared library from accessing the temporary storage.
Any guidance for further things to try would be greatly appreciated. I have tried every avenue I can think of.
I cannot run just the appex itself on either my m4 pro MacBook or my iPhone so attaching the debugger has been tricky and I don't see much in the way of useful logs in console app either just a swarm of noise.
Im fairly confident it's an issue to writing to temporary storage from the gomobile c library and not much else. App was working great on macOS designed for iPad which just seemed rather ironic that an iOS code base runs better on macOS than it was able to on my iPhone 16 pro max. Like im all for the sandbox I just wish it didn't treat c level gomobile libraries different than it treats the swift code itself.