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Comment on Receiving an on‑screen image from another app via App Intents / Siri (app has no photo library)
No. It seems Siri doesn't support anything that requires an IntentFile parameter. We are working around this by supporting the photos.editAsset schema. This at least allows Siri to open an image from Photos in our app. But it feels hacky and our app needs full photo library access for it to work. So it's more of a workaround right now.
Aug ’26
Comment on CoreImage memory build up on real device but not on simulator
Good question. I would recommend to use the startTask(...) APIs of CIContext to render to a CIRenderDestionation. You get a CIRenderTask object back, on which you can call waitUntilCompleted() to get a CIRenderInfo object. When you Quick Look that in Xcode (mark the variable and press space), you get a very detailed render graph that, among many other useful info, shows how much memory the render pass required.
Nov ’25
Comment on CoreImage memory build up on real device but not on simulator
Hmm, this looks to me like a problem with profiling itself. If you run the experiment just in Xcode and watch the memory graph, you'll see that memory will return to normal a little while after rendering. Even if spamming the button, memory stays well within the resource limits. I don't know why, when profiling with instruments, those small 4 MiB surfaces don't get released. 🤷‍♂️
Nov ’25
Comment on Receiving an on‑screen image from another app via App Intents / Siri (app has no photo library)
No. It seems Siri doesn't support anything that requires an IntentFile parameter. We are working around this by supporting the photos.editAsset schema. This at least allows Siri to open an image from Photos in our app. But it feels hacky and our app needs full photo library access for it to work. So it's more of a workaround right now.
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Activity
Aug ’26
Comment on CoreImage memory build up on real device but not on simulator
Good question. I would recommend to use the startTask(...) APIs of CIContext to render to a CIRenderDestionation. You get a CIRenderTask object back, on which you can call waitUntilCompleted() to get a CIRenderInfo object. When you Quick Look that in Xcode (mark the variable and press space), you get a very detailed render graph that, among many other useful info, shows how much memory the render pass required.
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Boosts
Views
Activity
Nov ’25
Comment on CoreImage memory build up on real device but not on simulator
Hmm, this looks to me like a problem with profiling itself. If you run the experiment just in Xcode and watch the memory graph, you'll see that memory will return to normal a little while after rendering. Even if spamming the button, memory stays well within the resource limits. I don't know why, when profiling with instruments, those small 4 MiB surfaces don't get released. 🤷‍♂️
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Boosts
Views
Activity
Nov ’25