Hello, why is apple won’t adding Just-In-Time compiler to ”Emulators” in the app store. And/or hypervisor for newer devices.
i feel like UTM (which is a PC Emulator) or other Apps that emulate need JIT to work properly, and will consume significantly less battery to emulate/virtualize, And will have a noticeably better performance than just not enabling JIT, and by the way jit is already being used on iPadOS/iOS 18.3/18.3.1 and newer/older version of that so being enabled by the choice of the developer of the App is more convenient than doing it with tools.
and by the why apple wont let emulators on iPads and newer iPhones do hypervisor, it’s better than JIT but requires a good cpu, like making it available to people with newer/powerful devices, hypervisor is better than JIT by a lot and removing it in iPadOS/iOS 18.4 was an unnecessary choice?, becuase it had a better potential in virtualization instead of emulating, and I feel like enabling it In M1-M2 iPads and A14-18pro and newer devices is just better from having it disabled, to unlock the fullest potential of the iPad it needs to have a app or something to do instead of just running high graphics games/or Apps.
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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!
Recently we started facing BLE disconnect issues between our BLE peripheral (microphone) and iOS app that we're having trouble solving.
iOS App: Ionic Capacitor using @capacitor-community/bluetooth-le
Microphone Peripheral: esp32 board using ESP-IDF Apache NimBLE stack
App use case:
Our app records a sound clip using the BLE microphone and sends data via a characteristic. The sound clip is broken up into several packets and all sent over ( over 1600 packets ). The microphone has an antenna and boosted signal as well.
The Issue:
Recently, we've been facing consistent disconnects between the microphone and the iOS app that we think we've narrowed down to the iOS device is disconnecting due to too many dropped packets. It seems the phone can't get further than roughly 10 feet before we see packet loss. Up until recently we had little to no range issues with transferring data and settings disconnected from the microphone while being much further away. Nothing has changed on our end on either the app or microphone firmware side.
We use the same microphone firmware and app on Android and have no issues with range or dropped packets.
It also seems like we can transfer a couple recording , like 2 or 3 ( each with its own connection i.e scan and connect , subscribe to characteristic and gather all the packets , do some processing then disconnect and start over ), without issue than every attempt at gathering the packets starts failing because of disconnects.
Does anyone have any idea what might be going on?
Do we need to fix our connection parameters? This seems to be mostly an issue since the newest iOS updates ( 18.3,18.3.1 ) however we've tested on previous versions and are now seeing same ble range issues.
Any help or guidance on tracking down what's going on is appreciated.
Relevant logs:
`32mI (273409) Task_send_audio:: esp_ble_tx_power_get(ESP_BLE_PWR_TYPE_DEFAULT) = 255 [39m
[31mE (286869) main:: No MBUFs available from pool, retry.. [39m [23;1H
[31mE (287519) main:: No MBUFs available from pool, retry.. [39m [23;1H
[31mE (287769) main:: No MBUFs available from pool, retry.. [39m [23;1H
[31mE (287919) main:: No MBUFs available from pool, retry.. [39m [23;1H`
...
...
...
31mE (1622829) Task_send_audio:: send_audio_ble, couldn't send the audio totally, slave unsubscribe from charactaristic [39m [23;1H
Peripheral connections parameters:
Does iOS provide a callback when a notification is manually removed from the notification tray ?
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
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.
Hi,
I'm working on a game for the past few years using first Unreal Engine 4, and now Unreal Engine 5.4.4.
I'm experiencingan unusual crash on startup on some devices
. The crash is so fast that I'm barely able to see the launching screen sometimes because the app closes itself before that.
I got a EXC_CRASH (SIGABRT) so I know that it's a null pointer reference, but I can't quite wrap my head about the cause, I think that's something messed up in the packaging of the app, but here is where I'm blocked, I'm not that accustomed with apple devices.
If someone has some advise to give, please, any help will be very valuable. Many thanks.
Log :
Crash Log on Ipad
I have a iPhone 14 Pro Max device with iOS 18.2.1 but I am facing an in which the device gets restart abruptly.Interestingly, today the device is not restarting at all. I attempted a hard reset by pressing the volume up button, followed by the volume down button, and then holding the power button, but this method was unsuccessful. When I connect the device to a charger, the Apple logo appears, but it disappears after a short period, and the device does not progress beyond this point. I would appreciate any assistance in recovering my device.Has anyone experienced the same issue with the iPhone 14 series?
We are trying to write an iOS app that supports regular and constrained widths using a TabView with .tabViewStyle(.sidebarAdaptable). On the surface this seems like a great way to write an app that supports all the different widths that your app may run in. Especially since Stage Manager and Apple Vision have made it easy for users to resize your apps window while it is running.
We are facing many challenges though. I will give a brief one liner of each below, but to truly experience them you need to run the sample app, or watch the sample videos included.
Issues
Basic TabView Issues
Double Navigation Bar: When tabs are collapsed into a "More" tab, there's an unwanted double navigation bar
Selection Sync: Tab selection gets out of sync when switching between narrow/wide layouts through the "More" tab
TabView Crash
Fatal crash occurs when resizing window to narrow width while Tab 5 is selected
Error: SwiftUI/SidebarAdaptableTabViewStyle_iOS.swift:482: Fatal error: Tried to update with invalid selection value
Section Handling Issues
Section Display Bug: Bottom tabs incorrectly show section names instead of tab names in narrow width
Tab Selection Mismatch: Tab identifiers don't match selected tabs in narrow width mode
Customization Issues
Inconsistent "Edit" button behavior in More tab
Unable to properly disable tab customization
Sample app and video
https://github.com/copia-wealth-studios/swiftui-tabview-sample
在使用xcode15.2与iOS14.2版本的手机进行调试时,发现OC编译的sdk无法正常传输数据给swift编写的项目。当我的手机连接xcode调试的时候,数据能够正常传输、转换。当我断开手机与xcode的连接的时候,就无法正常获取数据了。而这个问题目前我只发现在iOS14.2中。当我使用iOS17与iOS18手机调试时没有出现这个问题。请问有没有人遇到过相似的问题。
I've encountered an issue where storing a throws(PermissionError) closure as a property inside a SwiftUI View causes a runtime crash on iOS 17, while it works correctly on iOS 18.
Here’s an example of the affected code:
enum PermissionError: Error {
case denied
}
struct PermissionCheckedView<AllowedContent: View, DeniedContent: View>: View {
var protectedView: () throws(PermissionError) -> AllowedContent
var deniedView: (PermissionError) -> DeniedContent
init(
@ViewBuilder protectedView: @escaping () throws(PermissionError) -> AllowedContent,
@ViewBuilder deniedView: @escaping (PermissionError) -> DeniedContent
) {
self.protectedView = protectedView
self.deniedView = deniedView
}
public var body: some View {
switch Result(catching: protectedView) {
case .success(let content): content
case .failure(let error): deniedView(error)
}
}
}
@main
struct TestApp: App {
var body: some Scene {
WindowGroup {
PermissionCheckedView {
} deniedView: { _ in
}
}
}
}
Specifically this is the stack trace (sorry for the picture I didn't know how to get the txt):
If I use var protectedView: () throws -> AllowedContent without typed throws it works.
Phenomenon
We've found operator new/delete override in iOS app, only works for the first time when the app launches on iOS16, operator override is not working in the second and subsequent launch of the same app.
Steps to reproduce
Development environment: XCode 16.2
Create a new iOS Objective-C project in XCode
In the project options page, choose the following settings:
Name the project: OverrideNew
Interface: Storyboard
Language: Objective-C
Testing System: None
Add test code
Change AppDelegate.m's file name to AppDelegate.mm to add the following C++ test code.
Add the following code after #import "AppDelegate.h"
#include <os/log.h>
#include <string>
static bool needLog = false;
void* operator new(size_t size) {
void* ptr = malloc(size);
if(needLog) {
// Log to prove override new works
os_log_error(OS_LOG_DEFAULT, "Overrided new called. ptr: %p\n", ptr);
}
return ptr;
}
void operator delete(void* ptr) noexcept {
free(ptr);
if(needLog) {
// Log to prove override delete works
os_log_error(OS_LOG_DEFAULT, "Overrided delete called. ptr: %p\n", ptr);
}
}
void StringConstructTest(void) {
needLog = true;
os_log_error(OS_LOG_DEFAULT, "Enter StringConstructTest1\n");
{
std::string str;
// a long string will trigger memory allocation on heap
str = "Hello world and this is a long string.\n";
os_log_error(OS_LOG_DEFAULT, "%{public}s\n", str.c_str());
}
os_log_error(OS_LOG_DEFAULT, "Exit StringConstructTest1\n");
needLog = false;
}
Call StringConstructTest() in didFinishLaunchingWithOptions method:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
StringConstructTest();
return YES;
}
Change build settings
Change Minimum Deployments: iOS 16.
Build and run the project on an iOS16 device, emulator can not reproduce the problem.
Observe logs in Console app on Mac
Use the following log filters:
message type: error
process: OverrideNew
First launch
First launch on device(not from a XCode debug launch), the log is:
Enter StringConstructTest1
Overrided new called. ptr: 0x281f2f450
Hello world and this is a long string.
Overrided delete called. ptr: 0x281f2f450
Exit StringConstructTest1
"Overrided new called" proved the override new operator is called.
Second and subsequence launch
Second and subsequence launch on device(not from a XCode debug launch), the log is:
Enter StringConstructTest1
Hello world and this is a long string.
Exit StringConstructTest1
No log for "Overrided new called", the subsequence launch, the override operator new is not called anymore.
Expected behavior
For every app launch, log "Overrided new called" will happen and operator override works.
On iOS16, operator override only works for the first launch.
I've also tested on iOS18, operator override works every time as expected.
Question
Is there a way to force operator override works every time on iOS16?
I already have an opinion ( I should never release to a platform without testing on a physical platform device ) on this but wanted to learn from experience and expertise and see if there were any viable options.
My hybrid casual puzzle game is released on the App Store for iOS. (Whew!) Apparently it is compatible to both Mac OS and VisionOS
I would love to make it available everywhere however, I am not sure it is best to do so without testing on these physical devices. Which could also mean making the design adjustments for those devices, having test devices ready etc. and I would have to update my Laptop to silicon.
Has anyone tried this without testing on physical devices? What are your thoughts/best suggestions? Thanks in advance!
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
Design
iOS
macOS
visionOS
ReferenceError: ReadableStream is not defined
at Object. (/Users/anaadmin/Documents/AnaNewApp/node_modules/@expo/cli/node_modules/undici/lib/web/fetch/response.js:528:3)
at Module._compile (node:internal/modules/cjs/loader:1198:14)
at Object.Module._extensions..js (node:internal/modules/cjs/loader:1252:10)
at Module.load (node:internal/modules/cjs/loader:1076:32)
at Function.Module._load (node:internal/modules/cjs/loader:911:12)
at Module.require (node:internal/modules/cjs/loader:1100:19)
at require (node:internal/modules/cjs/helpers:119:18)
at Object. (/Users/anaadmin/Documents/AnaNewApp/node_modules/@expo/cli/node_modules/undici/lib/web/fetch/index.js:11:5)
at Module._compile (node:internal/modules/cjs/loader:1198:14)
at Object.Module._extensions..js (node:internal/modules/cjs/loader:1252:10)
After trying out all suggestions and different versions of tools such as XCode, nvm, yarn, node, etc., nothing works for me
i added :
<PROJECT_PATH>/node_modules/@langchain/core/dist/utils/stream.cjs - add const { ReadableStream } = require("web-streams-polyfill");
npm install web-streams-polyfill
Tried downgrading to Node 18 as well as various polyfills but haven't been able to get it to work
Following does not work in xcode
Delete your Podfile.lock (I like to use the command '-rm -rf Podfile.lock' on the terminal for this)
Delete your Pods folder (I like to use the command '-rm -rf Pods' in the terminal for this)
Delete your .xcworkspace
Pod install
Clear your project into XCode> Product> Clean Build Folder
i have tried
cd ios
pod install
Continuously i am getting same error.
Any one know, how to resolve this error
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.
The charging port of my iPhone may be damaged due to water, and it cannot be charged and transmitted data. It can only be charged wirelessly that does not support data transmission. However, since Xcode supports wireless debugging, I can continue to test my App. However, I recently changed to a new Mac, but there is no connection record with the iPhone in the new Mac, which makes it impossible to debug wirelessly.
So I want to know how to realize wireless debugging on such a device without debugging records?
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?
When trying to activate the VPN in the Settings menu of 18.4 beta (22E5200s) an error message pops up: ”The connection failed due to an irrecoverable error” The VPN works as expected with iOS and iPadOS 18.3.1 (22D72) and earlier releases.
Is the possibility of programmatically recovering the enrolled email address associated with an iPad. We are currently working on a project that requires us to retrieve this information for our enrolled devices.
Could you please provide guidance or documentation on how we can achieve this programmatically? Specifically, we are interested in any APIs or frameworks that Apple provides for this purpose, as well as any necessary permissions or configurations that need to be in place.
I installed iOS 18.4 on Friday evening, all worked well during Saturday and Sunday, Monday morning the Phone rebooted and appeared to have installed an Update, I didn´t notice, I was about to answer a WhatsApp and the TestFlight beta didn´t start up, a renew of the App was not possible due to TestFlight not being available. So I thought a reboot would help, but I did a reset, since then BOOT LOOP.
I brought in recovery mode, updated with the 18.4 ipsw, no change - BOOT LOOP