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After upgrading to iOS 17, Thread Performance Checker is complaining of priority inversion when converting a CVPixelBuffer to UIImage through a CIImage instance. It might be a false-positive or an issue? - (UIImage *)imageForSampleBuffer:(CMSampleBufferRef)sampleBuffer andOrientation:(UIImageOrientation)orientation { CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer); CIImage *ciImage = [CIImage imageWithCVPixelBuffer:pixelBuffer]; UIImage *uiImage = [UIImage imageWithCIImage:ciImage]; NSData *data = UIImageJPEGRepresentation(uiImage, 90); } The code snippet above, when running in a thread set to the default priority results in the message below: Thread Performance Checker: Thread running at User-interactive quality-of-service class waiting on a lower QoS thread running at Default quality-of-service class. Investigate ways to avoid priority inversions PID: 1188, TID: 723209 Backtrace ================================================================= 3 AGXMetalG14 0x0000000235c77cc8 1FEF1F89-B467-37B0-86F8-E05BC8A2A629 + 2927816 4 AGXMetalG14 0x0000000235ccd784 1FEF1F89-B467-37B0-86F8-E05BC8A2A629 + 3278724 5 AGXMetalG14 0x0000000235ccf6a4 1FEF1F89-B467-37B0-86F8-E05BC8A2A629 + 3286692 6 MetalTools 0x000000022f758b68 E712D983-01AD-3FE5-AB66-E00ABF76CD7F + 568168 7 CoreImage 0x00000001a7c0e580 3D2AC243-0880-3BA9-BBF3-A214454875E0 + 267648 8 CoreImage 0x00000001a7d0cc08 3D2AC243-0880-3BA9-BBF3-A214454875E0 + 1309704 9 CoreImage 0x00000001a7c0e2e0 3D2AC243-0880-3BA9-BBF3-A214454875E0 + 266976 10 CoreImage 0x00000001a7c0e1d0 3D2AC243-0880-3BA9-BBF3-A214454875E0 + 266704 11 libdispatch.dylib 0x0000000105e4a7bc _dispatch_client_callout + 20 12 libdispatch.dylib 0x0000000105e5be24 _dispatch_lane_barrier_sync_invoke_and_complete + 176 13 CoreImage 0x00000001a7c0a784 3D2AC243-0880-3BA9-BBF3-A214454875E0 + 251780 14 CoreImage 0x00000001a7c0a46c 3D2AC243-0880-3BA9-BBF3-A214454875E0 + 250988 15 libdispatch.dylib 0x0000000105e5b764 _dispatch_block_async_invoke2 + 148 16 libdispatch.dylib 0x0000000105e4a7bc _dispatch_client_callout + 20 17 libdispatch.dylib 0x0000000105e5266c _dispatch_lane_serial_drain + 832 18 libdispatch.dylib 0x0000000105e5343c _dispatch_lane_invoke + 460 19 libdispatch.dylib 0x0000000105e524a4 _dispatch_lane_serial_drain + 376 20 libdispatch.dylib 0x0000000105e5343c _dispatch_lane_invoke + 460 21 libdispatch.dylib 0x0000000105e60404 _dispatch_root_queue_drain_deferred_wlh + 328 22 libdispatch.dylib 0x0000000105e5fa38 _dispatch_workloop_worker_thread + 444 23 libsystem_pthread.dylib 0x00000001f35a4f20 _pthread_wqthread + 288 24 libsystem_pthread.dylib 0x00000001f35a4fc0 start_wqthread + 8
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Following the update to iOS 17.4.1, our team has observed a recurring issue across all iPhone browsers within our Virtual Try On web application. Specifically, when users switch between products, there's a disruption in camera permissions (changes to not allowed), resulting in a black screen appearing in the canvas where the live camera stream typically displays. We have noted that several users have reported experiencing the same issue. We kindly request your assistance in addressing this matter. Could you please provide guidance on any potential fixes or workarounds for this issue? Additionally, we would appreciate an estimated timeline for when a resolution might be expected. Thank you for your attention to this matter. We look forward to your prompt response and assistance in resolving this issue.
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Hi, I am facing issue where voiceover accessibility does not work for some of the labels if I select any Indian voice from settings (Accessibility -> voiceover -> speech -> voice -> ENGLISH (INDIA)), it works for other countries' voices though for the same label. Caption panel also shows correct accessibility label but it just doesn't announce it.
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Hello Geeks, After testing our iOS app using MobSF, the report highlighted that the binary has Runpath Search Path (@rpath) set. In certain cases an attacker can abuse this feature to run arbitrary executable for code execution and privilege escalation.

 The Runpath Search Path directs the dynamic linker to search for dynamic libraries (dylibs) in a specified order of paths, similar to how Unix searches for binaries in $PATH. However, this setup introduces a vulnerability wherein an attacker could place a malicious dylib in one of the initial paths, thereby hijacking the legitimate library sought by the linker.

 Despite attempting to manually strip the binary following instructions from https://inesmartins.github.io/mobsf-ipa-binary-analysis-step-by-step/index.html, the same warnings persist in the report. We urgently seek assistance in resolving this issue and eagerly await your response.
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Hello all, If anyone can offer any advice on how to fix this I'd really appreciate it. Context I recently changed over to from Unreal Engine 4.26 to 5.3, Xcode 13 to 15 and Wwise 2021 to 2023 for my audio plugin development. Previously I haven't encountered the problems I outline below and I managed to successfully build many plugins. **The Problem ** When I run my command (python "/Applications/Audiokinetic/Wwise 2023.1.2.8444/Scripts/Build/Plugins/wp.py" build Mac -c Release -x arm64), which worked before I updated from Xcode 13 to 15, I get the following error: "xcrun: error: missing DEVELOPER_DIR path: /Applications/Xcode14.app/Contents/Developer" I've done some google-fu around the problem, but alot of things I've done aren't working. Under Xcode/settings/locations/command line tools there is already a selection (Xcode 15.3 (15E204a)). I have installed updated CLTs at terminal using: "xcode-select --install" and I've made sure to use Settings/Software Update in order to make sure it's up to date. Then I attempted to run the following command as root to set my command line tools to the another location: "sudo xcode-select -s /Applications/Xcode.app/Contents/Developers" When I do this it runs, but still gives the same error as originally, so I think the issue is the missing 14 from Xcode14.app because if I run: ** "sudo xcode-select -s /Applications/Xcode14.app/Contents/Developers"** Then it tells me that I'm trying to set an invalid directory. My actual path to the location of the files is "/Applications/Xcode.app/Contents/Developers" which is why I think the 14 is the issue. My command line tools in xcode are Xcode 15.3 (15E204a). Does anyone have any thoughts as to why this is an issue? Do I need to install a different version of the command line tools? Please and thanks in advance!
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I've found a strange leak, that looks like a bug. When we open two sheets, or fullscreenCovers and the last one has a TextField, then after closing both, @StateObject property is not released. If you delete TextField, there will be no memory leak. It works well and memory is releasing on iOS 16 built with Xcode 15 (simulators) Memory is leaking and not releasing on iOS 17 built with Xcode 15 (simulators, device 17.4.1) import SwiftUI struct ContentView: View { @State var isFirstOpen: Bool = false var body: some View { Button("Open first") { isFirstOpen = true } .sheet(isPresented: $isFirstOpen) { FirstView() } } } struct FirstView: View { @StateObject var viewModel = LeakedViewModel() var body: some View { ZStack { Button("Open second") { viewModel.isSecondOpen = true } } .sheet(isPresented: $viewModel.isSecondOpen) { SecondView(onClose: { viewModel.isSecondOpen = false }) } } } final class LeakedViewModel: ObservableObject { @Published var isSecondOpen: Bool = false init() { print("LeakedViewModel init") } deinit { print("LeakedViewModel deinit") } } struct SecondView: View { @State private var text: String = "" private let onClose: () -> Void init(onClose: @escaping () -> Void) { self.onClose = onClose } var body: some View { Button("Close second"){ onClose() } TextField("text: $text", text: $text) // Comment TextField and the leak will disappear, viewModel deinit called } } @main struct LeaksApp: App { var body: some Scene { WindowGroup { ContentView() } } } May be related to https://forums.developer.apple.com/forums/thread/738840
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I recently integrated TipKit's .popoverTip to hint users about key features in my app, but find they are too easily oversaw and dismissible: as soon as they appear if i tap outside or scroll they disappear and many users don't event realise they're here and skip them, without ever seing them again since they have been dismissed. Is there a way to make them more persistent as the TipView is? I tried using TipView but it doesn't fit my use case since the feature I want to tip about is a button in the top right side of a toolbar, TipView's arrow doesn't point to the feature so there isn't a lot of context between the tip and the button itself.
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I have a package stored on iCloud Drive and want to list it as a dependency in another package. This worked fine when the package was stored on the Mac hard drive, but moving it to iCloud seems to cause a problem. dependencies: [ .package(url: "file:///Users/bill/Library/Mobile Documents/com~apple~CloudDocs/Projects/Matrix", from: "0.0.1") ], This results in an Xcode error message: x-xcode-log://812C74F5-B7CA-4E15-A87C-E6C9586B0926 /Users/bill/Library/Mobile%20Documents/com~apple~CloudDocs/Projects/Matrix: The source control operation failed because the specified URL cannot be used. Make sure the URL is valid and try again. Can anyone advise how to make the URL valid, or is storing the package on iCloud Drive not yet possible?
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I referred to the code provided in the article Adding and Editing Persistent Data in Your App in the SwiftData documentation and tested the "/PreviewHelper" approach. I found that if a model class contains a property of a struct, and that struct includes a Set property or an Array property, the Preview would throw an error. Here is an example of the model: @Model class Book { // ... var someStruct: SomeStruct // ... } struct SomeStruct: Codable { // ... var someCollection: Set<Int> // ... } In actuality, this model can run and store data without any issues, but it fails to run in the Preview. Is there a problem with the implementation of this Preview or is there any other reason? Are there better ways to perform Preview in SwiftData?
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Before Apple Silicon was a thing, I published a separate version of my iOS app for macOS. I'm no longer able to maintain this version, so I would like users to be able to use the iPadOS version of my app on Apple Silicon. Unfortunately I can't make it available through Prices & Availablity, because it says: "Once your macOS version has been approved, your iOS app will no longer be available to Mac users." (translated from the German user interface) How do I remove the previous version and publish the iPadOS version to the mac app store?
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I'm encountering a problem on some Iphone models with photo gallery authorization. On some devices, the authorization only displays "add photos" and "None". However, for many devices, most of them have "Full access", "Limited access" and "None" authorizations, which means that you can't access the gallery. Example of device affected by the bug: Iphone 11 IOS 17.3. I tested on an emulator with the same version, but it works with all 3 authorizations. In Info.plist , I have the following information: NSCameraUsageDescription The application wants to have access to your camera to help you add photos to your worksites. NSPhotoLibraryAddUsageDescription The application wants access to your photos to help you add photos to your building sites. NSPhotoLibraryUsageDescription The application wants access to your photos to help you add photos to your worksites.
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hello. I want to set the Products Path to a visible location of my choice, rather than the Derived Data path that Xcode sets by default (a.k.a ~/Library/Developer/Xcode/DerivedData). I specified the 'Build Products Path' in each project target, but Xcode ignores this and creates the Product in the Derived Data path. I found that if I specify Workspace Settings - Advanced - Legacy, it will create a Product in the specified 'Build Products Path'. This works very well for me. But since the Workspace Settings - Advanced - Legacy setting is a per-user setting, I'll have to ask other colleagues to do this as well. I want people who share my project to have the same Product path without any additional settings. (Of course, it is a project-relative path) Workspace Settings - Advanced - Legacy Is there a way to save and share the settings as shared rather than per-user?
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I think it's kind of essential to have eye tracking data available to apps in VR mode (with the user's permission). The biggest problem I've observed is that Unity isn't able to implement dynamic foveated rendering without eye tracking data. Without the eye tracking it's only possible to have fixed foveated rendering. That gives a performance boost to rendering, but it also makes it so it gets blurry for the user if they look to the side without turning their head. I understand why it's a privacy issue to have apps tracking where the user is looking in the real world, but video passthrough is disabled in VR -- so it should be ok to enable eye tracking in VR (with the user's permission). Unity already supports dynamic foveated rendering (with eye tracking) for other VR headsets, and Vision Pro has the best eye tracking -- so Vision Pro should definitely have the best dynamic foveated rendering in VR.
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extension Entity { func addPanoramicImage(for media: WRMedia) { let subscription=TextureResource.loadAsync(named:"image_20240425_201630").sink( receiveCompletion: { switch $0 { case .finished: break case .failure(let error): assertionFailure("(error)") } }, receiveValue: { [weak self] texture in guard let self = self else { return } var material = UnlitMaterial() material.color = .init(texture: .init(texture)) self.components.set(ModelComponent( mesh: .generateSphere(radius: 1E3), materials: [material] )) self.scale *= .init(x: -1, y: 1, z: 1) self.transform.translation += SIMD3(0.0, -1, 0.0) } ) components.set(Entity.WRSubscribeComponent(subscription: subscription)) } problem: case .failure(let error): assertionFailure("(error)") Thread 1: Fatal error: Error Domain=MTKTextureLoaderErrorDomain Code=0 "Image decoding failed" UserInfo={NSLocalizedDescription=Image decoding failed, MTKTextureLoaderErrorKey=Image decoding failed}
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Is it possible to get access to the class SRWristDetection of the SensorKit Framework in a watchOS app? As part of a project, we need to be able to log in to a service and as soon as the watch is taken off, the user must be logged out.
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As part of a university project, we need to be able to display a website on an Apple Watch and log in to a service. Is it possible to get access to the WebKit framework in a watchOS app? We also need to be able to execute JavaScripts in the browser so that the login process works.
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