Hi,
I have an app available on both iOS and macOS platforms, and we would like to remove the macOS version from sale while keeping the iOS version active. I looked into App Store Connect for an option to remove just one platform, but it doesn't seem to be available. The "Pricing and Availability" section also applies universally to all platforms, not platform-specific.
What would be the best approach to achieve this? I would appreciate any suggestions.
Best regards,
Apparao Mulpuri
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I have a few questions on build options.
Deployment post processing - is this for Mac apps? Or is it a setting for Xcode ?
Does "Symbols hidden by default" set to yes enable symbolicated crash dumps?
Can "Product name" and "Product module name" be different from bundleID component?
Generate_Info_Plist is set to no. Will the Application Category value be reflected if there is no Info_plist file generated? I notice in my tests that the category is always wrong and defaults to team name.
Privacy - GameKit Friend List Usage Description should this be yes or no if I am using Apple suggested privacy preserving scoped identifier gamePlayerID?
Install Group/Permissions/Owner are these referring to setting in Dev environment or are these Mac App Only settings? ( I was not sure if iOS like Unix, has system users exposed at this high level anyway )
How do I export copy of existing build settings to a xconfig file? There was talk of a tool not sure if it is still available.
For my TestFlight build for stress testing , what options would you recommend to help debug and trace easily ? Note I have tested the build with various Address Sanitizer, Memory Sanitizer, Guard malloc etc. options enabled to prep but haven't turned any of those on for the test build. Should I be enabling some? ( Some do not work together )
Alternately, if there is a document or video that addresses all of the above please let me know!
Thanks in advance!!
Hi, I have a project that uses SwiftUI, where we have a TabView, and in one of the tabs, I have a NavigationStack(path:). And created a logic to clear the NavigationStack path everytime you change to another Tab.
But found a bug, that if for some reason when doing a navigation in the NavigationStack, and rapidly tapping to another Tab, the NavigationStack doesn't gets clean up, or even if you have for some reason something allocated in the view you were navigation, doesn't get deinit if you have the logic for deinit a object when dismissing the view.
The environment I have is:
iPhone 12 Pro Max with iOS 17.6.1
This is the code that I have:
struct TabBarView: View {
@ObservedObject var tabBarVC = TabBarViewController()
var body: some View {
TabView(selection: $tabBarVC.selectedTab) {
Text("HomeView")
.tabItem {
Label("Home", systemImage: "house")
}
.tag(TabBarViewController.Tab.home)
SettingsView(settingsVC: tabBarVC.settingsVC)
.tabItem {
Label("Settings", systemImage: "gear")
}
.tag(TabBarViewController.Tab.settings)
}
.onChange(of: tabBarVC.selectedTab) { oldValue, newValue in
tabBarVC.settingsVC.clearNavigationPath()
}
}
}
class TabBarViewController: ObservableObject {
enum Tab {
case home
case settings
}
@Published var selectedTab: Tab = .home
@Published var settingsVC: SettingsViewController = .init()
}
class SettingsViewController: ObservableObject {
enum Destination {
case viewOne
case viewTwo
case viewThree
}
@Published var navigationPath: NavigationPath = .init()
func navigateTo(destination: Destination) {
self.navigationPath.append(destination)
}
func clearNavigationPath() {
self.navigationPath = .init()
}
}
The expected I am looking for is that everytime you change your tab, it cleans up the navigation stack, even if you change the tab when there is a navigation animation in process.
Hello.
I would like to ask for an assistance with testing AdAttributionKit flow that seems not working.
Goal: to close the AdAttributionKit logic flow loop starting from presenting and handling Ad in a publisher app and ending with receiving a postback request on my end point.
Problem: No postback request is received on my configured domain. It looks like AdAttributionKit cannot connect between AppImpression invocation in Publisher App and updating postback from the Advertised App, hence no update postback request are transmitted to my endpoint.
What was done:
Testing device
iPhone 13, iOS 18.0.1
Production Apple ID
AdAttributionKit Developer Mode is enabled
iPhone is reset and restarted
Publisher App
Test publisher application was created and configured (according to Apple's documentation [https://developer.apple.com/documentation/adattributionkit/configuring-a-publisher-app]) with the following:
AdNetworkIdentifiers item was added to app's Info.plist with number of Ad Network IDs. I tried to use in my tests (used below insted of the placeholder):
Registered SKAdNetwork Ad Network ID that ends with .skadnetwork
Not registered Ad Network ID that ends with .adattributionkit
JWS Impression was created with the following
JWS Header: {"kid" : "","alg" : "ES256"}
JWS Payload: {"impression-type" : "app-impression","impression-identifier" : "9547875E-C052-44CD-8CB9-193978CC5AB7", "timestamp" : 1729162517373,"publisher-item-identifier" : 0,"source-identifier" : 1111,"ad-network-identifier" : "","advertised-item-identifier" : 1125517808}
JWS Data: "BASE64(JWS-Header)"."BASE64(JWS-Payload)"."SIGNED("BASE64(JWS-Header).BASE64(JWS-Payload)")"
Signing was done with temporary key (created every time the JWS is composed) by the following:
let signingInput = "\(headerBase64String).\(payloadBase64String)"
let privateKey = Curve25519.Signing.PrivateKey()
var encodedSignature = ""
do {
let signature = try privateKey.signature(for: Data(signingInput.utf8))
encodedSignature = base64UrlEncode(signature)
} catch {
print("Error signing JWS: \(error.localizedDescription)")
}
UIEventAttributionView (with UITapGestureRecognizer) was added to my ViewController's main view and in a handling method of TAP event, AppImpression was created baased on JWS above and handleTap() method of this AppImpression instance was called.
AppImpression was tapped and AppStore has been launched (because to this moment no advertised app with was installed on a device):
attributionkitd Preflighting impression
AAKPubApp Connection established
attributionkitd Validated impression for advertised app: <MY-ADVERTISED-APP-APPSTORE-ID-PLACEHOLDER>
attributionkitd No distributor bundle ID received from app fetch
attributionkitd Distributor metadata cached for item ID <MY-ADVERTISED-APP-APPSTORE-ID-PLACEHOLDER>
attributionkitd Is anything happening?
attributionkitd Processing tap
attributionkitd Successfully validated publisher application
attributionkitd Successfully finalized click through impression
attributionkitd Impression is not eligible for re-engagement
attributionkitd Launching distributor for itemID: <MY-ADVERTISED-APP-APPSTORE-ID-PLACEHOLDER>
attributionkitd [0x70008b340] activating connection: mach=false listener=false peer=false name=(anonymous)
attributionkitd Distributor launch completed for item ID: <MY-ADVERTISED-APP-APPSTORE-ID-PLACEHOLDER>
Advertised App
Advertised App is an existing application on the AppStore. It was configured according Apple's documentation [https://developer.apple.com/documentation/adattributionkit/configuring-an-advertised-app].
AttributionCopyEndpoint key with my domain ("https://<MY_DOMAIN_PLACEHOLDER>.com") was added to app's Info.plist
EligibleForAdAttributionKitReengagementPostbackCopies key with "YES" value was added to Info.plist as well.
Number of postback method calls were added to the application in different places including application:didFinishLaunchingWithOptions.
Used AdAttributionKit method - (updateConversionValue(_:coarseConversionValue:lockPostback:)) [https://developer.apple.com/documentation/adattributionkit/postback/updateconversionvalue(_:coarseconversionvalue:lockpostback:)]
Application is written in Objective-C while using AdAttributionKit via Swift-to-ObjC regular bridging.
I tried to use Advertised App in the following ways:
To run it from Xcode. This way, when the advertised app is already installed, AppImpression tap in the publisher App doesn't recognize the Advertised App is installed and launches AppStore.
To install it from TestFlight. This way, AppImpression tap in the publisher App successfully recognizes the Advertised App is installed and launches it.
Both ways yield the same result - explanation below.
Advertised App launched - while calling update postback method in application:didFinishLaunchingWithOptions
attributionkitd Updating postback
attributionkitd Queueing update postback
attributionkitd [TXNf0dc] 🐏 Beginning transaction (Task runner: atomic)
attributionkitd Begin update postback
<MY-APPLICATION-NAME-PLACEHOLDER> Connection established
attributionkitd [TXN5421] 🐏 Ending transaction (<private>) (<private>)
attributionkitd Retrieved conversion window thresholds: <private>
attributionkitd [TXNf0dc] 🐏 Ending transaction (<private>) (<private>)
...
attributionkitd Calling launch handler for com.apple.attributionkitd.development-postback-transmission
attributionkitd Begin task for identifier: com.apple.attributionkitd.development-postback-transmission
attributionkitd Running barktivity: com.apple.attributionkitd.development-postback-transmission
attributionkitd [TXN46f0] 🐏 Beginning transaction (<private>)
attributionkitd Found 0 postbacks eligible for transmission for environments: <private>
attributionkitd Postback transmission completed
attributionkitd [TXN46f0] 🐏 Ending transaction (<private>) (<private>)
attributionkitd Marking task <BGRepeatingSystemTask: com.apple.attributionkitd.development-postback-transmission> complete
attributionkitd Task completed for identifier: com.apple.attributionkitd.development-postback-transmission
The problem I can see here is in the following line:
attributionkitd Found 0 postbacks eligible for transmission for environments: <private>
It looks like AdAttributionKit cannot connect between AppImpression invocation in Publisher App and updating postback from the Advertised App.
Please correct me in case I'm doing anything wrong or missing anything.
Thank you very much.
On first installation of the sample app of iMessage Extension from apple
the app icon visible, but after I uninstalled it and again installed the app, the app icon is not visible. Here is the screenshot and the apple sample app.
https://developer.apple.com/documentation/messages/icecreambuilder-building-an-imessage-extension
My application suddenly started crashing on launch when I target "My Mac - designed for iPad." But only after the first build from scratch, which runs once. All subsequent runs crash with:
dyld[90869]: Symbol not found: _OBJC_CLASS_$_AVPlayerView
Referenced from: <D566512D-CAB4-3EA6-9B87-DBD15C6E71B3> /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/Library/Debugger/libViewDebuggerSupport.dylib
Expected in: <4C34313C-03AD-32EB-8722-8A77C64AB959> /System/iOSSupport/System/Library/Frameworks/AVKit.framework/Versions/A/AVKit
I don't use AVPlayerView anywhere in my application. A file-contents search of the entire source tree doesn't turn it up either. The application doesn't even get to the point of instantiating the app object, so none of my code is involved.
If I switch the target to my iPhone, it will build and run repeatedly. If I then switch back to "My Mac," it will build and run once... and then crash every time.
Further research shows that this only happens in Debug builds.
This is a major issue right now because iOS 18 broke authentication certificates (thus HTTPS), so anyone writing or debugging an app that needs network functionality must use HTTP on localhost. In my case, I'm dead in the water because I can't debug on my local machine.
Has anyone seen something like this before? I can find no reference to anything like it.
My company has a server that supports ticket-based TLS session resumption (per RFC 5077).
We have done Wireshark captures that show that our iOS client app, which uses URLSession for REST and WebSocket connections to the server, is not sending the TLS "session_ticket" extension in the Client Hello package that necessary to enable ticket-based resumption with the server.
Is it expected that URLSession does not support ticket-based TLS session resumption?
If "yes", is there any way to tell URLSession to enable ticket-based session resumption? the lower-level API set_protocol_options_set_tls_tickets_enabled() hints that the overall TLS / HTTP stack on IOS does support ticket-based resumption, but I can't see how to use that low-level API with URLSession.
I can provide (lots) more technical details if necessary, but hopefully this is enough context to determine whether ticket-based TLS resumption is supported with URLSession.
Any tips / clarifications would be greatly appreciated.
Hello,
I’m working on creating an NFC-enabled Apple Wallet pass and I need assistance with the proper implementation of the pass.json file to include NFC functionality. My goal is to enable NFC interactions, such as tapping to unlock a door or interacting with other NFC systems.
Here is what I have done so far:
Set up a Pass Type ID and Certificates:
I have registered a Pass Type ID in my Apple Developer account.
I have generated and installed the required certificates (Pass Type ID certificate and WWDR certificate).
Backend Integration:
I have set up a backend service for generating passes, and I can successfully create and deliver standard Wallet passes without the NFC functionality.
Adding the NFC Field:
I understand that to enable NFC interactions, I need to add an nfc dictionary to the pass.json file.
The key components for NFC include the encryptionPublicKey, message, and payload.
Here’s an example of my current pass.json:
{
"formatVersion": 1,
"passTypeIdentifier": "pass.com.example.mypass",
"serialNumber": "123456",
"teamIdentifier": "TEAMID12345",
"webServiceURL": "https://example.com/api/passes",
"authenticationToken": "my_secure_token",
"nfc": {
"message": "Tap to unlock door",
"encryptionPublicKey": "MY_ENCRYPTION_PUBLIC_KEY",
"payload": "encrypted_nfc_payload"
},
"organizationName": "My Company",
"description": "NFC-Enabled Access Pass",
"logoText": "My NFC Pass",
"foregroundColor": "rgb(255, 255, 255)",
"backgroundColor": "rgb(0, 0, 0)",
"barcode": {
"format": "PKBarcodeFormatQR",
"message": "https://example.com",
"messageEncoding": "iso-8859-1"
}
}
Questions:
Are there any additional steps or configurations required to ensure that NFC is enabled in the pass?
Is there a specific method to test or validate NFC functionality in the pass to debug why it’s not being activated?
Any guidance or solutions to enable NFC in this pass would be greatly appreciated.
Thank You
Hi,
unfortunately I discovered that the following code:
.sheet(isPresented: $showSheetMapView) {
VStack(alignment: .leading, spacing: 10, content: {
SheetMapView(
isShowingAddressMap: $isShowingAddressMap,
showSheetMapView: $showSheetMapView,
isLoading: $isLoading,
filteredRegistrations: filteredRegistrations,
selectedTransporteurId: $selectedTransporteurId,
ComeFromRecipient: $ComeFromRecipient,
ComeFromRetour: $ComeFromRetour,
selectedDate: $selectedDate,
selectedQuantityXL: $selectedQuantityXL,
selectedQuantityL: $selectedQuantityL,
selectedQuantityM: $selectedQuantityM,
selectedQuantityS: $selectedQuantityS,
XLQuantityAdd: $XLQuantityAdd,
XLQuantityAdd2: $XLQuantityAdd2,
XLQuantityAdd3: $XLQuantityAdd3,
XLQuantityAdd4: $XLQuantityAdd4,
LQuantityAdd: $LQuantityAdd,
LQuantityAdd2: $LQuantityAdd2,
LQuantityAdd3: $LQuantityAdd3,
LQuantityAdd4: $LQuantityAdd4,
MQuantityAdd: $MQuantityAdd,
MQuantityAdd2: $MQuantityAdd2,
MQuantityAdd3: $MQuantityAdd3,
MQuantityAdd4: $MQuantityAdd4,
SQuantityAdd: $SQuantityAdd,
SQuantityAdd2: $SQuantityAdd2,
SQuantityAdd3: $SQuantityAdd3,
SQuantityAdd4: $SQuantityAdd4,
RecipientSelectedXL: $RecipientSelectedXL,
RecipientSelectedL: $RecipientSelectedL,
RecipientSelectedM: $RecipientSelectedM,
RecipientSelectedS: $RecipientSelectedS,
ComesfromAtoB: $ComesfromAtoB,
AtoBSelectedXL: $AtoBSelectedXL,
AtoBSelectedL: $AtoBSelectedL,
AtoBSelectedM: $AtoBSelectedM,
AtoBSelectedS: $AtoBSelectedS
)
.id(filteredRegistrations)
.overlay(
//Bezahl Button
VStack{
if !filteredRegistrations.isEmpty{
Spacer()
HStack {
ApplePayButton()
.frame(width: 350, height: 70)
.onTapGesture {
isLoading = true
AssignmentButtonTapped = true
if addressViewModel.selectedAddress != nil && selectedTransporteurId != nil && addressViewModel.isAddressValid == true {
// Zahlungsvorgang starten
if ComeFromRetour {
initiatePaymentRetour()
} else if ComeFromRecipient {
initiatePaymentForRecipient()
} else if ComesfromAtoB {
initiatePaymentForAtoB()
}
} else {
print("Fehler bei der Auswahl.")
isLoading = false
}
}
}
}
}
)
})
.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .top)
.presentationDetents([.medium])
.presentationCornerRadius(30)
.presentationDragIndicator(.hidden)
.presentationBackgroundInteraction(.enabled(upThrough: .medium))
.presentationBackground(.white)
.interactiveDismissDisabled()
}
is not displayed as it should be. simulating this on iOS 17.5 or under it is displayed fine. iOS 18 is ignoring .presentationDetents([.medium]). In every case it automatically change the sheet to .large. Why? it completely destroys the function of this view.
Please help me. Thank you.
Hi everyone,
Are there any new updates on communicating with iPhones via USB-C without needing an MFi chip, especially with the iPhone 15 or upcoming iPhone 16?
I'm developing a custom accessory and wondering if the switch to USB-C has introduced any new possibilities for data communication without going through the MFi program.
Thanks!
I got a UIControl, and I want to make it behavior like a custom UIAccessibilityElement.
UIControl *control = [[UIControl alloc] init];
control.isAccessibilityElement = NO;
CustomAccessibilityElement *elem = [[CustomAccessibilityElement alloc] initWithAccessibilityContainer:control];
elem.isAccessibilityElement = YES;
// some custom setting here
control.accessibilityElements = @[elem];
It worked well with an iPhone 13, iOS 15.5.1, but crashed with an iPhone SE, iOS 15.4.1 and the crash msg is :
"-[UIAccessibilityElement _addAccessibilityElementsAndOrderedContainersWithOptions:toCollection:]: unrecognized selector sent to instance 0x283b7c680"
Can you tell me the reason ?
Thanks a lot.
I want to connect my iOS App with a MQTT Server via a Kotlin Multiplatform XCFramework.
This Framework uses the library KMQTT to connect to our MQTT Server. As you can see Here KMQTT uses the default POSIX commands to connect to a socket. This setup works great on Android, not so much for iOS:
When connecting to a IPv6 Address iOS devices get the POSIX Error 47, this was "fixed" by only using IPv4
more importantly: On ~50% of devices, when connecting to the socket they get the POSIX Error 1 (EPERM). The devices are iPhone 13, 14 Pro and a 15 and they all use either iOS 17 or iOS 18. When trying to open the ip via Safari they can connect. This problem seems to come from the Provider, as when i open a Hotspot from a device that doesn't work, all connected iOS Devices also don't work and when another device that works opens a hotspot and the not-working device connects to it, this device works.
Do you guys have any idea, why this error is thrown?
When I was using Instruments to test the Display on my phone, I discovered a long-duration frame. Below that frame, there were some gaps in the vsync queue. As I understand it, vsync signals should appear consistently and steadily. How can this behavior be explained?
My phone is iPhone 15 Plus and iOS 18.
My server that backs my Message Filter Extension stopped receiving messages last night.
I thought maybe I had broken something in the iOS code, even though I hadn't touched any of the logic related to filtering. So I rolled back my code to a previous version that was definitely working in both test and production and ran it on my test device, setting a breakpoint on the first line of the
func handle(_ queryRequest: ILMessageFilterQueryRequest, context: ILMessageFilterExtensionContext, completion: @escaping (ILMessageFilterQueryResponse) -> Void)
method in the extension. When sending a message to it from an unknown number, the breakpoint is never even hit.
To ensure it was somehow not my code, I started a new blank app and added the Message Filter Extension target. Running it on my test device, it also doesn't ever hit the breakpoint.
Is there some Apple service involved in determining whether to send unknown sender messages to Message Filter Extensions that might be down. Maybe it's a beta issue? I'm on iOS 18.1 Beta 4. But it seems odd that all of my users' devices would be encountering a beta-related issue at essentially the same time.
We are trying to upload iOS app in Test Flight.
The iOS SDK version we are using is 18 and Xcode Version is 16.
While uploading the app (we are using Jenkins & Fastlane), we are getting an error saying the app is built with iOS SDK 16.4. Due to that we the upload is failing.
The error text says
An error occurred during the build: Error uploading ipa file:
[Application Loader Error Output]: [ContentDelivery.UploadError c0000171810C] Asset validation failed (90725) SDK version issue. This app was built with the iOS 16.4 SDK. All iOS and iPadOS apps must be built with the iOS 17 SDK or later, included in Xcode 15 or later, in order to be uploaded to App Store Connect or submitted for distribution. (ID: 671ae668-d311-43de-b85c-1d142f6a8fbd) [Application Loader Error Output]: Error uploading '/var/folders/qq/2qkbtw5s7657 5cmd3kq0kmwh80gm7/T/73c3d853-ddb3-48b6-a78f-
bfbb979afbb.ipa'. [Application Loader Error Output]: Asset validation failed SDK version issue. This app was built with the iOS 16.4 SDK. All iOS and iPadOS apps must be built with the iOS 17 SDK or later, included in Xcode 15 or later, in order to be uploaded to App Store Connect or submitted for distribution. (ID: 671ae668-d311-43de-b85c-1d142f6a8fbd) (90725)
[Application Loader Error Output]: The call to the altool completed with a non-zero exit status: 1. This indicates a failure."
Even when the action is run on the main thread, the following code causes a crash on iOS, but not on macOS. The game launches with a simple yellow rectangle, and when it finishes fading out and should be removed from the overlay scene, the app crashes.
The code can be pasted into the file GameController.swift of Xcode's default project for Multiplatform macOS and iOS game.
import SceneKit
import SpriteKit
@MainActor
class GameController: NSObject {
let scene: SCNScene
let sceneRenderer: SCNSceneRenderer
init(sceneRenderer renderer: SCNSceneRenderer) {
sceneRenderer = renderer
scene = SCNScene(named: "Art.scnassets/ship.scn")!
super.init()
sceneRenderer.scene = scene
renderer.overlaySKScene = SKScene(size: CGSize(width: 500, height: 500))
DispatchQueue.main.async {
let node = SKShapeNode(rect: CGRect(x: 100, y: 100, width: 100, height: 100))
node.fillColor = .yellow
node.run(.sequence([
.fadeOut(withDuration: 1),
.removeFromParent()
]))
renderer.overlaySKScene!.addChild(node)
}
}
}
The Xcode console shows this stacktrace:
*** Assertion failure in -[UIApplication _performAfterCATransactionCommitsWithLegacyRunloopObserverBasedTiming:block:], UIApplication.m:3246
*** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Call must be made on main thread'
*** First throw call stack:
(
0 CoreFoundation 0x00000001804ae0f8 __exceptionPreprocess + 172
1 libobjc.A.dylib 0x0000000180087db4 objc_exception_throw + 56
2 Foundation 0x0000000180d17058 _userInfoForFileAndLine + 0
3 UIKitCore 0x00000001853cf678 -[UIApplication _performAfterCATransactionCommitsWithLegacyRunloopObserverBasedTiming:block:] + 376
4 UIKitCore 0x000000018553f7a0 -[_UIFocusUpdateThrottle scheduleProgrammaticFocusUpdate] + 300
5 UIKitCore 0x0000000184e2e22c -[UIFocusSystem _requestFocusUpdate:] + 548
6 UIKitCore 0x0000000184e2dfa4 -[UIFocusSystem requestFocusUpdateToEnvironment:] + 76
7 UIKitCore 0x0000000184e2e864 -[UIFocusSystem _focusEnvironmentWillDisappear:] + 408
8 SpriteKit 0x00000001a3d472f4 _ZL12_removeChildP6SKNodeS0_P7SKScene + 240
9 SpriteKit 0x00000001a3d473b0 -[SKNode removeChild:] + 80
10 SpriteKit 0x00000001a3d466b8 -[SKNode removeFromParent] + 128
11 SpriteKit 0x00000001a3d1678c -[SKRemove updateWithTarget:forTime:] + 64
12 SpriteKit 0x00000001a3d1b740 _ZN11SKCSequence27cpp_updateWithTargetForTimeEP7SKCNoded + 84
13 SpriteKit 0x00000001a3d20e3c _ZN7SKCNode6updateEdf + 156
14 SpriteKit 0x00000001a3d20f20 _ZN7SKCNode6updateEdf + 384
15 SpriteKit 0x00000001a3d26fb8 -[SKScene _update:] + 464
16 SpriteKit 0x00000001a3cf3168 -[SKSCNRenderer _update:] + 80
17 SceneKit 0x000000019c932bf0 -[SCNMTLRenderContext renderSKSceneWithRenderer:overlay:atTime:] + 60
18 SceneKit 0x000000019c9ebd98 -[SCNRenderer _drawOverlaySceneAtTime:] + 204
19 SceneKit 0x000000019cb1a1c0 _ZN3C3D11OverlayPass7executeERKNS_10RenderArgsE + 60
20 SceneKit 0x000000019c8e05ec _ZN3C3D13__renderSliceEPNS_11RenderGraphEPNS_10RenderPassERtRKNS0_9GraphNodeERPNS0_5StageENS_10RenderArgsEbRPU27objcproto16MTLCommandBuffer11objc_object + 2660
21 SceneKit 0x000000019c8e18ac _ZN3C3D11RenderGraph7executeEv + 3808
22 SceneKit 0x000000019c9ed26c -[SCNRenderer _renderSceneWithEngineContext:sceneTime:] + 756
23 SceneKit 0x000000019c9ed544 -[SCNRenderer _drawSceneWithNewRenderer:] + 208
24 SceneKit 0x000000019c9ed9fc -[SCNRenderer _drawScene:] + 40
25 SceneKit 0x000000019c9edce4 -[SCNRenderer _drawAtTime:] + 500
26 SceneKit 0x000000019ca87950 -[SCNView _drawAtTime:] + 368
27 SceneKit 0x000000019c943b74 __83-[NSObject(SCN_DisplayLinkExtensions) SCN_setupDisplayLinkWithQueue:screen:policy:]_block_invoke + 44
28 SceneKit 0x000000019ca50600 -[SCNDisplayLink _displayLinkCallbackReturningImmediately] + 132
29 libdispatch.dylib 0x000000010239173c _dispatch_client_callout + 16
30 libdispatch.dylib 0x0000000102394c14 _dispatch_continuation_pop + 756
31 libdispatch.dylib 0x00000001023aa4e0 _dispatch_source_invoke + 1736
32 libdispatch.dylib 0x00000001023997f0 _dispatch_lane_serial_drain + 340
33 libdispatch.dylib 0x000000010239a774 _dispatch_lane_invoke + 420
34 libdispatch.dylib 0x00000001023a71a8 _dispatch_root_queue_drain_deferred_wlh + 324
35 libdispatch.dylib 0x00000001023a6604 _dispatch_workloop_worker_thread + 488
36 libsystem_pthread.dylib 0x000000010242bb74 _pthread_wqthread + 284
37 libsystem_pthread.dylib 0x000000010242a934 start_wqthread + 8
)
libc++abi: terminating due to uncaught exception of type NSException
Am I doing something wrong?
I'm injecting some javascript into a WKWebview on iOS. At a certain point the web view spits out these warnings into the console and the javascript execution stops.
0x109018c40 - [PID=778] WebProcessProxy::gpuProcessExited: reason=IdleExit
0x109019200 - [PID=779] WebProcessProxy::gpuProcessExited: reason=IdleExit
Failed to terminate process: Error Domain=com.apple.extensionKit.errorDomain Code=18 "(null)" UserInfo={NSUnderlyingError=0x303c3c060 {Error Domain=RBSRequestErrorDomain Code=3 "No such process found" UserInfo={NSLocalizedFailureReason=No such process found}}}
I can't find any solution for this so am looking if anyone has any idea of what to try.
None of the WKWebview delegate functions trigger when this occurs so I can't attempt to reload the webview at this stage
If user has made any app hidden and set Face ID to open it; if user removes the requirement of Face ID to open the app, user will not able to see the app again on home screen. However, app is still on the device and can be found by searching the app name.
Hello there,
We are developing our own server for live caller ID service, and we have some questions for end-to-end testing:
According to the official documentation, it's said that the OS on user's iPhone will issue OHTTP request to 3rd party's gateway. Is it possible to verify this behavior at local environment, using physical device?
If answer to question 1. is no, will Apple provide other beta testing methods? For example via Testflight.
Any suggestion helps. Thanks!
I am having difficulty figuring out two indicators for a custom piece of battery hardware.
Firstly, on the home screen, scrolling all the way to the left in the widget screen, you can see the battery for connected wireless devices, electronic pencils, etc.
Additionally, when you use Apple battery packs, you can see the battery for it on the top right of your phone
I am wondering where I should look to see how I could integrate both of these. I have searched the documentation for a while, and I am having a hard time knowing where to start. If anyone can point me to something, it would be very appreciated. Thank you!