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MultiThreaded rendering with actor
Hi, I'm trying to modify the ScreenCaptureKit Sample code by implementing an actor for Metal rendering, but I'm experiencing issues with frame rendering sequence. My app workflow is: ScreenCapture -> createFrame -> setRenderData Metal draw callback -> renderAsync (getData from renderData) I've added timestamps to verify frame ordering, I also using binarySearch to insert the frame with timestamp, and while the timestamps appear to be in sequence, the actual rendering output seems out of order. // ScreenCaptureKit sample func createFrame(for sampleBuffer: CMSampleBuffer) async { if let surface: IOSurface = getIOSurface(for: sampleBuffer) { await renderer.setRenderData(surface, timeStamp: sampleBuffer.presentationTimeStamp.seconds) } } class Renderer { ... func setRenderData(surface: IOSurface, timeStamp: Double) async { _ = await renderSemaphore.getSetBuffers( isGet: false, surface: surface, timeStamp: timeStamp ) } func draw(in view: MTKView) { Task { await renderAsync(view) } } func renderAsync(_ view: MTKView) async { guard await renderSemaphore.beginRender() else { return } guard let frame = await renderSemaphore.getSetBuffers( isGet: true, surface: nil, timeStamp: nil ) else { await renderSemaphore.endRender() return } guard let texture = await renderSemaphore.getRenderData( device: self.device, surface: frame.surface) else { await renderSemaphore.endRender() return } guard let commandBuffer = _commandQueue.makeCommandBuffer(), let renderPassDescriptor = await view.currentRenderPassDescriptor, let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else { await renderSemaphore.endRender() return } // Shaders .. renderEncoder.endEncoding() commandBuffer.addCompletedHandler() { @Sendable (_ commandBuffer)-> Swift.Void in updateFPS() } // commit frame in actor let success = await renderSemaphore.commitFrame( timeStamp: frame.timeStamp, commandBuffer: commandBuffer, drawable: view.currentDrawable! ) if !success { print("Frame dropped due to out-of-order timestamp") } await renderSemaphore.endRender() } } actor RenderSemaphore { private var frameBuffers: [FrameData] = [] private var lastReadTimeStamp: Double = 0.0 private var lastCommittedTimeStamp: Double = 0 private var activeTaskCount = 0 private var activeRenderCount = 0 private let maxTasks = 3 private var textureCache: CVMetalTextureCache? init() { } func initTextureCache(device: MTLDevice) { CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, device, nil, &self.textureCache) } func beginRender() -> Bool { guard activeRenderCount < maxTasks else { return false } activeRenderCount += 1 return true } func endRender() { if activeRenderCount > 0 { activeRenderCount -= 1 } } func setTextureLoaded(_ loaded: Bool) { isTextureLoaded = loaded } func getSetBuffers(isGet: Bool, surface: IOSurface?, timeStamp: Double?) -> FrameData? { if isGet { if !frameBuffers.isEmpty { let frame = frameBuffers.removeFirst() if frame.timeStamp > lastReadTimeStamp { lastReadTimeStamp = frame.timeStamp print(frame.timeStamp) return frame } } return nil } else { // Set let frameData = FrameData( surface: surface!, timeStamp: timeStamp! ) // insert to the right position let insertIndex = binarySearch(for: timeStamp!) frameBuffers.insert(frameData, at: insertIndex) return frameData } } private func binarySearch(for timeStamp: Double) -> Int { var left = 0 var right = frameBuffers.count while left < right { let mid = (left + right) / 2 if frameBuffers[mid].timeStamp > timeStamp { right = mid } else { left = mid + 1 } } return left } // for setRenderDataNormalized func tryEnterTask() -> Bool { guard activeTaskCount < maxTasks else { return false } activeTaskCount += 1 return true } func exitTask() { activeTaskCount -= 1 } func commitFrame(timeStamp: Double, commandBuffer: MTLCommandBuffer, drawable: MTLDrawable) async -> Bool { guard timeStamp > lastCommittedTimeStamp else { print("Drop frame at commit: \(timeStamp) <= \(lastCommittedTimeStamp)") return false } commandBuffer.present(drawable) commandBuffer.commit() lastCommittedTimeStamp = timeStamp return true } func getRenderData( device: MTLDevice, surface: IOSurface, depthData: [Float] ) -> (MTLTexture, MTLBuffer)? { let _textureName = "RenderData" var px: Unmanaged<CVPixelBuffer>? let status = CVPixelBufferCreateWithIOSurface(kCFAllocatorDefault, surface, nil, &px) guard status == kCVReturnSuccess, let screenImage = px?.takeRetainedValue() else { return nil } CVMetalTextureCacheFlush(textureCache!, 0) var texture: CVMetalTexture? = nil let width = CVPixelBufferGetWidthOfPlane(screenImage, 0) let height = CVPixelBufferGetHeightOfPlane(screenImage, 0) let result2 = CVMetalTextureCacheCreateTextureFromImage( kCFAllocatorDefault, self.textureCache!, screenImage, nil, MTLPixelFormat.bgra8Unorm, width, height, 0, &texture) guard result2 == kCVReturnSuccess, let cvTexture = texture, let mtlTexture = CVMetalTextureGetTexture(cvTexture) else { return nil } mtlTexture.label = _textureName let depthBuffer = device.makeBuffer(bytes: depthData, length: depthData.count * MemoryLayout<Float>.stride)! return (mtlTexture, depthBuffer) } } Above's my code - could someone point out what might be wrong?
3
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100
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Using Network Framework + Bonjour + QUIC + TLS
Hello, I was able to use the TicTackToe code base and modify it such that I have a toggle at the top of the screen that allows me to start / stop the NWBrowser and NWListener. I have it setup so when the browser finds another device it attempts to connect to it. I support N devices / connections. I am able to use the NWParameters extension that is in the TickTackToe game that uses a passcode and TLS. I am able to send messages between devices just fine. Here is what I used extension NWParameters { // Create parameters for use in PeerConnection and PeerListener. convenience init(passcode: String) { // Customize TCP options to enable keepalives. let tcpOptions = NWProtocolTCP.Options() tcpOptions.enableKeepalive = true tcpOptions.keepaliveIdle = 2 // Create parameters with custom TLS and TCP options. self.init(tls: NWParameters.tlsOptions(passcode: passcode), tcp: tcpOptions) // Enable using a peer-to-peer link. self.includePeerToPeer = true } // Create TLS options using a passcode to derive a preshared key. private static func tlsOptions(passcode: String) -> NWProtocolTLS.Options { let tlsOptions = NWProtocolTLS.Options() let authenticationKey = SymmetricKey(data: passcode.data(using: .utf8)!) let authenticationCode = HMAC<SHA256>.authenticationCode(for: "HI".data(using: .utf8)!, using: authenticationKey) let authenticationDispatchData = authenticationCode.withUnsafeBytes { DispatchData(bytes: $0) } sec_protocol_options_add_pre_shared_key(tlsOptions.securityProtocolOptions, authenticationDispatchData as __DispatchData, stringToDispatchData("HI")! as __DispatchData) sec_protocol_options_append_tls_ciphersuite(tlsOptions.securityProtocolOptions, tls_ciphersuite_t(rawValue: TLS_PSK_WITH_AES_128_GCM_SHA256)!) return tlsOptions } // Create a utility function to encode strings as preshared key data. private static func stringToDispatchData(_ string: String) -> DispatchData? { guard let stringData = string.data(using: .utf8) else { return nil } let dispatchData = stringData.withUnsafeBytes { DispatchData(bytes: $0) } return dispatchData } } When I try to modify it to use QUIC and TLS 1.3 like so extension NWParameters { // Create parameters for use in PeerConnection and PeerListener. convenience init(psk: String) { self.init(quic: NWParameters.quicOptions(psk: psk)) self.includePeerToPeer = true } private static func quicOptions(psk: String) -> NWProtocolQUIC.Options { let quicOptions = NWProtocolQUIC.Options(alpn: ["h3"]) let authenticationKey = SymmetricKey(data: psk.data(using: .utf8)!) let authenticationCode = HMAC<SHA256>.authenticationCode(for: "hello".data(using: .utf8)!, using: authenticationKey) let authenticationDispatchData = authenticationCode.withUnsafeBytes { DispatchData(bytes: $0) } sec_protocol_options_set_min_tls_protocol_version(quicOptions.securityProtocolOptions, .TLSv13) sec_protocol_options_set_max_tls_protocol_version(quicOptions.securityProtocolOptions, .TLSv13) sec_protocol_options_add_pre_shared_key(quicOptions.securityProtocolOptions, authenticationDispatchData as __DispatchData, stringToDispatchData("hello")! as __DispatchData) sec_protocol_options_append_tls_ciphersuite(quicOptions.securityProtocolOptions, tls_ciphersuite_t(rawValue: TLS_AES_128_GCM_SHA256)!) sec_protocol_options_set_verify_block(quicOptions.securityProtocolOptions, { _, _, sec_protocol_verify_complete in sec_protocol_verify_complete(true) }, .main) return quicOptions } // Create a utility function to encode strings as preshared key data. private static func stringToDispatchData(_ string: String) -> DispatchData? { guard let stringData = string.data(using: .utf8) else { return nil } let dispatchData = stringData.withUnsafeBytes { DispatchData(bytes: $0) } return dispatchData } } I get the following errors in the console boringssl_session_handshake_incomplete(241) [C3:1][0x109d0c600] SSL library error boringssl_session_handshake_error_print(44) [C3:1][0x109d0c600] Error: 4459057536:error:100000ae:SSL routines:OPENSSL_internal:NO_CERTIFICATE_SET:/Library/Caches/com.apple.xbs/Sources/boringssl/ssl/tls13_server.cc:882: boringssl_session_handshake_incomplete(241) [C4:1][0x109d0d200] SSL library error boringssl_session_handshake_error_print(44) [C4:1][0x109d0d200] Error: 4459057536:error:100000ae:SSL routines:OPENSSL_internal:NO_CERTIFICATE_SET:/Library/Caches/com.apple.xbs/Sources/boringssl/ssl/tls13_server.cc:882: nw_endpoint_flow_failed_with_error [C3 fe80::1884:2662:90ca:b011%en0.65328 in_progress channel-flow (satisfied (Path is satisfied), viable, interface: en0[802.11], scoped, ipv4, dns, uses wifi)] already failing, returning nw_endpoint_flow_failed_with_error [C4 192.168.0.98:65396 in_progress channel-flow (satisfied (Path is satisfied), viable, interface: en0[802.11], scoped, ipv4, dns, uses wifi)] already failing, returning quic_crypto_connection_state_handler [C1:1] [2ae0263d7dc186c7-] TLS error -9858 (state failed) nw_connection_copy_connected_local_endpoint_block_invoke [C3] Client called nw_connection_copy_connected_local_endpoint on unconnected nw_connection nw_connection_copy_connected_remote_endpoint_block_invoke [C3] Client called nw_connection_copy_connected_remote_endpoint on unconnected nw_connection nw_connection_copy_protocol_metadata_internal_block_invoke [C3] Client called nw_connection_copy_protocol_metadata_internal on unconnected nw_connection quic_crypto_connection_state_handler [C2:1] [84fdc1e910f59f0a-] TLS error -9858 (state failed) nw_connection_copy_connected_local_endpoint_block_invoke [C4] Client called nw_connection_copy_connected_local_endpoint on unconnected nw_connection nw_connection_copy_connected_remote_endpoint_block_invoke [C4] Client called nw_connection_copy_connected_remote_endpoint on unconnected nw_connection nw_connection_copy_protocol_metadata_internal_block_invoke [C4] Client called nw_connection_copy_protocol_metadata_internal on unconnected nw_connection Am I missing some configuration? I noticed with the working code that uses TCP and TLS that there is an NWParameters initializer that accepts tls options and tcp option but there isnt one that accepts tls and quic. Thank you for any help :)
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3d
IOS 18.1 broke my VPN app
The update to IOS 18.1 broke my VPN app. It was still working with 18.0.1. First analysis indicates that packets are not received through packetflow. Postings like this also indicates that there has something changed about the routing: https://developer.apple.com/forums/thread/767315 So what is going on here? I am using the following NEPacketTunnelNetworkSettings: static private func buildSettings() -> NEPacketTunnelNetworkSettings { let settings = NEPacketTunnelNetworkSettings(tunnelRemoteAddress: "127.0.0.1") let ipv4Settings = NEIPv4Settings(addresses: ["10.42.0.1"], subnetMasks: ["255.255.0.0"]) ipv4Settings.includedRoutes = [NEIPv4Route.default()] ipv4Settings.excludedRoutes = [] settings.ipv4Settings = ipv4Settings settings.mtu = 1500 let dnsSettings = NEDNSSettings(servers: ["10.42.0.1"]) settings.dnsSettings = dnsSettings let ipv6Settings = NEIPv6Settings.init(addresses: ["fdb2:d970:8536:8dc6:0000:0000:0000:0001"], networkPrefixLengths: [64]) ipv6Settings.includedRoutes = [NEIPv6Route.default()] settings.ipv6Settings = ipv6Settings return settings } Any help would be greatly appreciated.
3
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57
2d
SiftData with CloudKit testing
I'm trying to add Cloud Kit integration to SwiftData app (that is already in the App Store, btw). When the app is installed on devices that are directly connected to Xcode, it works (a bit slow, but pretty well). But when the app is distributed to Testflight internal testers, the synchronization doesn't happen at all. So, is this situation normal and how can I test apps with iCloud integration properly?
1
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99
4d
Challenges with MDM App Update Functionality
Dear Apple Team, As an MDM (Mobile Device Management) service provider, we are writing to bring attention to an issue that is affecting many of our customers who manage large fleets of iOS devices. Specifically, we have encountered challenges with the app update process via MDM, which is impacting both kiosk devices and non-kiosk devices in a variety of use cases. Issue 1: App Updates Delayed on Kiosk Devices Many of our customers are deploying kiosk devices that are used 24/7 independently with no attendants. In these cases, when an app update is sent through MDM via the installApplication command, the installation does not begin immediately. Instead, the update starts only after the device is locked. However, since these kiosk devices are running continuously, they are rarely locked, preventing the app update from occurring. To force the update, administrators need to manually remote lock or physically lock the device, which is a time-consuming process. This becomes even more challenging for devices like Apple TV, where remotely locking and unlocking the device to complete app updates is especially difficult, making it hard to keep the apps up to date in a timely manner. Issue 2: User Cancellations of Critical Updates on Non-Kiosk Devices In the case of non-kiosk devices, customers are encountering another challenge: when a critical update is pushed during business hours, users are often prompted to install the update. However, many users tend to cancel the update, leaving devices unpatched and potentially vulnerable. This behavior can delay the deployment of important security patches, which is a critical concern for organizations managing sensitive data or business-critical apps. Request for a Solution Our customers have expressed the need for a more reliable and forceful app update mechanism. Specifically, we are requesting the following features to improve the app update experience: Scheduled app updates: The ability to schedule app updates, similar to the way OS updates are handled. If the user does not install the update within a specified timeframe, the update should begin automatically or prompt the user with a stronger reminder. Force install option: A feature that would allow MDM administrators to force an app update immediately, without relying on user intervention. This would ensure that critical updates are installed promptly, improving security and system stability across all devices. These features are essential for many of our customers who rely on timely and consistent app updates to maintain security, functionality, and compliance across their managed devices. Without these options, they face challenges in ensuring devices are kept up-to-date, which can result in security vulnerabilities and operational disruptions. We kindly request that Apple consider adding these functionalities to improve the MDM app update process and provide a more reliable experience for both kiosk and non-kiosk device management. Thank you for your attention to this matter. We look forward to your feedback and any potential improvements in future iOS updates. Raised in the same manner as feedback: FB15910292
0
0
20
1h
AppleID Login API is not activated after 2 months
This is Saeid from Drion.ai Ag company in Germany. We are s marketing startup and we are developing a marketing platform we need to give opportunity to our users to sign in using Apple ID. I have sent all of the company documents, my ID card, and all documents that we have in our company just to activate the AppID login API and it is nothing after more than 2 months. I had a call from Apple support and she told me to send some documents I did it, but nothing yet. Is this Apple company's suport for developers?!
0
0
333
May ’24
MISSING_AUTH REST response?
I haven't gotten any hits searching for this, so I decided to open a new thread. The Tech Note that was mentioned in an earlier 2024 thread doesn't mention this error. I've been trying different ways to get a token, and finally found this article that seems to be in the correct format. https://dev.to/hasone/generate-jwt-token-for-apple-store-connect-api-using-python-3j5h The Apple App Store Server Swift Library was supposed to have a createJWT() method, but it's gone now. curl -v -H 'Authorization: Bearer [token]' "https://weatherkit.apple.com/api/v1/availability/37.323/122.032?country=US" Host weatherkit.apple.com:443 was resolved. IPv6: (none) IPv4: 23.66.3.87, 23.66.3.70, 23.66.3.74, 23.66.3.72, 23.66.3.81, 23.66.3.75, 23.66.3.91, 23.66.3.71, 23.66.3.73 Trying 23.66.3.87:443... Connected to weatherkit.apple.com (23.66.3.87) port 443 ALPN: curl offers h2,http/1.1 (304) (OUT), TLS handshake, Client hello (1): CAfile: /etc/ssl/cert.pem CApath: none (304) (IN), TLS handshake, Server hello (2): (304) (IN), TLS handshake, Unknown (8): (304) (IN), TLS handshake, Certificate (11): (304) (IN), TLS handshake, CERT verify (15): (304) (IN), TLS handshake, Finished (20): (304) (OUT), TLS handshake, Finished (20): SSL connection using TLSv1.3 / AEAD-AES256-GCM-SHA384 / [blank] / UNDEF ALPN: server accepted http/1.1 Server certificate: subject: C=US; ST=California; O=Apple Inc.; CN=weather-data.apple.com start date: Oct 9 21:14:44 2024 GMT expire date: Jan 7 20:21:03 2025 GMT subjectAltName: host "weatherkit.apple.com" matched cert's "weatherkit.apple.com" issuer: C=US; O=Apple Inc.; CN=Apple Public Server ECC CA 1 - G1 SSL certificate verify ok. using HTTP/1.x GET /api/v1/availability/37.323/122.032?country=US HTTP/1.1 Host: weatherkit.apple.com User-Agent: curl/8.7.1 Accept: / Authorization: Bearer [token] Request completely sent off &lt; HTTP/1.1 401 Unauthorized &lt; Server: Apple &lt; Content-Type: application/json &lt; Content-Length: 26 &lt; X-Frame-Options: SAMEORIGIN &lt; Strict-Transport-Security: max-age=31536000; includeSubdomains &lt; X-XSS-Protection: 1; mode=block &lt; Access-Control-Allow-Origin: * &lt; X-Content-Type-Options: nosniff &lt; Content-Security-Policy: default-src 'self'; &lt; X-REQUEST-ID: 320cab08-acba-0127-fe19-4893dacf059c &lt; X-Apple-Origin: 3c6511d9-6be2-32cb-8412-efd1b1efa576 &lt; Content-Disposition: inline;filename=f.txt &lt; Date: Tue, 15 Oct 2024 10:40:01 GMT &lt; X-Cache: TCP_MISS from a23-220-165-87.deploy.akamaitechnologies.com (AkamaiGHost/11.6.5-30d892fcde524eb1bee7eeb45111707d) (-) &lt; Connection: keep-alive &lt; Connection #0 to host weatherkit.apple.com left intact {"reason": "MISSING_AUTH"}
0
0
164
Oct ’24
How to access DEP device data from Apple Business Manager via API
I am currently working on a Visual Basic .NET project and aim to integrate an internal application with the Apple Business Manager API to access DEP (Device Enrollment Program) device data. Specifically, I would like to request any guidance on the following aspects: Generating a Valid Access Token: I am aware that JSON tokens are required to interact with the API, but I am unsure of the correct procedure to create a valid token for accessing the Apple Business Manager data. How to set permissions for accessing DEP Device Data: What steps do I need to follow to obtain the necessary permissions to read DEP device data from Apple Buiness Manager? Are there specific configurations or approval processes that need to be completed within Apple Developer Account oder Apple Business Manager account (which both uses same Apple ID)? API Endpoints and Documentation to access Business Manager by API: Could you please point me to the relevant APIs and endpoints for interacting with the DEP data? Which web requests to send where? Any documentation that outlines the API structure fur Business Manager access and how and where to obtain access tokens for it. Thanks for any assistance as I stuck here since it is ma first project accessing Apple APIs.
0
1
327
Sep ’24
Can SceneKit be used with Swift 6 Concurrency ?
I am trying to port SceneKit projects to Swift 6, and I just can't figure out how that's possible. I even start thinking SceneKit and Swift 6 concurrency just don't match together, and SceneKit projects should - hopefully for the time being only - stick to Swift 5. The SCNSceneRendererDelegate methods are called in the SceneKit Thread. If the delegate is a ViewController: class GameViewController: UIViewController { let aNode = SCNNode() func renderer(_ renderer: any SCNSceneRenderer, updateAtTime time: TimeInterval) { aNode.position.x = 10 } } Then the compiler generates the error "Main actor-isolated instance method 'renderer(_:updateAtTime:)' cannot be used to satisfy nonisolated protocol requirement" Which is fully understandable. The compiler even tells you those methods can't be used for protocol conformance, unless: Conformance is declare as @preconcurrency SCNSceneRendererDelegate like this: class GameViewController: UIViewController, @preconcurrency SCNSceneRendererDelegate { But that just delays the check to runtime, and therefore, crash in the SceneKit Thread happens at runtime... Again, fully understandable. or the delegate method is declared nonisolated like this: nonisolated func renderer(_ renderer: any SCNSceneRenderer, updateAtTime time: TimeInterval) { aNode.position.x = 10 } Which generates the compiler error: "Main actor-isolated property 'position' can not be mutated from a nonisolated context". Again fully understandable. If the delegate is not a ViewController but a nonisolated class, we also have the problem that SCNNode can't be used. Nearly 100% of the SCNSceneRendererDelegate I've seen do use SCNNode or similar MainActor bound types, because they are meant for that. So, where am I wrong ? What is the solution to use SceneKit SCNSceneRendererDelegate methods with full Swift 6 compilation ? Is that even possible for now ?
4
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377
Oct ’24
Timeout Issues with Async Polling in Xcode Cloud
Hi, Our team uses Xcode Cloud to run unit tests, and since around November, we’ve been frequently experiencing timeouts with the following type of process: @Test func hogeTest() async { // do something hoge.do() // wait until done await wait(condition: { hoge.isDone }) // test result #expect(hoge.isSucceeded) } private func wait(condition: () async -> Bool, timeout: TimeInterval = 0.5, pollingInterval: TimeInterval = 0.01) async throws { let deadline = Date().addingTimeInterval(timeout) while Date() < deadline { if await condition() { return } try await Task.sleep(nanoseconds: UInt64(round(pollingInterval * TimeInterval(NSEC_PER_SEC)))) } Issue.record("timeout") } Although sleep is supposed to wait for only a few milliseconds, there are cases where it takes more than 10 seconds, leading to a timeout. What could be causing this instability in the sleep duration? Additionally, if there are other recommended ways to implement polling and waiting in Swift Testing, I would appreciate it if you could share them. A feedback report (FB15899163) has already been submitted. Best regards,
2
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53
22h
Premature DeviceActivityEvent Triggering
Our app monitors device usage and applies a shield when the set time limit is reached. Multiple DeviceActivitySchedules can be present, each with different time limits. To display notifications at 50% of the total limit for each DeviceActivitySchedule, we set a warning time at half of the total time. However, we occasionally receive premature event callbacks. For example, consider a schedule from 13:00 to 13:30 with a single event threshold at 10 minutes and a warning time of 5 minutes. The 'eventDidReachThreshold' callback is delivered prematurely, along with the 'eventWillReachThresholdWarning' callback, at 13:10. Additionally, in some cases, when one DeviceActivitySchedule ends and the next begins immediately, DeviceActivityEvents registered for the new DeviceActivitySchedule are delivered prematurely along with the schedule start callback. For example, consider there are two DeviceActivitySchedules from 12:00 to 13:00 and from 13:00 to 14:00, each with a limit of 10 minutes and a warning time of 5 minutes. When the first schedule ends and the next begins at 13:00, the 'eventDidReachThreshold' callbacks for the events registered in the second schedule are delivered prematurely, along with the 'intervalDidStart' callback.
1
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41
2h
Customizing Tables in SwiftUI
Hi, How to customize tables in SwiftUI its color background for example, the background modifier doesn't work ? how to change separator lines ? rows background colors ? give header row different colors to its text and background color ? Kind Regards
1
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38
5h
M4 devices - VMs pre 13.4 fail to boot
Hi, It seems that on M4 devices any virtual machine with macOS version older than 13.4 fail to boot, they stuck with a black screen. This is regardless of the virtualization software used (UTM, VirtualBuddy, Viable, etc...). After talking to many people everyone experiences the same. At least for me, this is a massive limitation of the platform, I really hope this is a bug which can be fixed. Thanks, Csaba
6
6
423
1w
Core ML Model Prediction in 120 FPS faster than 60 FPS
Hi, I found when continuously predicting with the same Core ML model in 120 FPS will be faster than in 60 FPS. I use Macbook Pro M2 and turn on ProMotion to run Core ML model prediction with a 120 FPS video, the average prediction time is 7.46ms as below: But when I turn off ProMotion, set 60 Hz refresh rate, and run Core ML model prediction with a 60 FPS video, the average prediction time is 10.91ms as below: What could be the technical explanation for these results? Is there any documentation or technical literature that addresses this behavior?
2
0
194
4w
Notification Received in Kill Mode but No Method Invoked in iOS
Hello Apple Developer Team, I am facing an issue with remote notifications in my iOS app. When the app is in a terminated (kill) state, notifications are successfully received by the device, but none of the app's handlers (like _firebaseMessagingBackgroundHandler in Flutter) are invoked. This is impacting our ability to process silent notifications or perform background tasks reliably when the app is not running. Steps to reproduce: Send a remote notification with content-available: 1 in the payload. Confirm the notification is received by the device while the app is in kill mode. Observe that no background or foreground notification methods are triggered in the app. Expected Behavior: The app should invoke the background handler to process the notification payload, even in a terminated state. Observed Behavior: The notification is delivered to the device, but no app-level processing occurs because none of the methods are triggered. Can you please confirm if this is the intended behavior due to iOS limitations, or if there is a configuration or alternative solution to allow background handlers to execute in such scenarios? Any guidance or clarification would be highly appreciated. Thank you!
0
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33
4h
Nomor WhatsApp Pluang
Kamu dapat menggunakan layanan Deposit USD Langsung tanpa kehilangan nilai uang karena selisih kurs valas minimum US$10.000 dengan menghubungi Priority Service Line di nomor (021) 8063 0065 atau 0878-4457-9642 (hanya untuk chat whatsapp)
1
0
37
5h