I have an app that uses NSPersistentCloudKitContainer stored in a shared location via App Groups so my widget can fetch data to display. It works. But if you reset your iPhone and restore it from a backup, an error occurs:
The file "Name.sqlite" couldn't be opened. I suspect this happens because the widget is created before the app's data is restored. Restarting the iPhone is the only way to fix it though, opening the app and reloading timelines does not. Anything I can do to fix that to not require turning it off and on again?
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
I'm trying to understand how the API works to perform a function that can continue running if the user closes the app. For a very simple example, consider a function that increments a number on screen every second, counting from 1 to 100, reaching completion at 100. The user can stay in the app for 100s watching it work to completion, or the user can close the app say after 2s and do other things while watching it work to completion in the Live Activity.
To do this when the user taps a Start Counting button, you'd
1 Call BGTaskScheduler.shared.register(forTaskWithIdentifier:using:launchHandler:).
Question 1: Do I understand correctly, all of the logic to perform this counting operation would exist entirely in the launchHandler block (noting you could call another function you define passing it the task to be able to update its progress)? I am confused because the documentation states "The system runs the block of code for the launch handler when it launches the app in the background." but the app is already open in the foreground. This made me think this block is not going to be invoked until the user closes the app to inform you it's okay to continue processing in the background, but how would you know where to pick up. I want to confirm my thinking was wrong, that all the logic should be in this block from start to completion of the operation, and it's fine even if the app stays in the foreground the whole time.
2 Then you'd create a BGContinuedProcessingTaskRequest and set request.strategy = .fail for this example because you need it to start immediately per the user's explicit tap on the Start Counting button.
3 Call BGTaskScheduler.shared.submit(request).
Question 2: If the submit function throws an error, should you handle it by just performing the counting operation logic (call your function without passing a task)? I understand this can happen if for some reason the system couldn't immediately run it, like if there's already too many pending task requests. Seems you should not show an error message to the user, should still perform the request and just not support background continued processing for it (and perhaps consider showing a light warning "this operation can't be continued in the background so keep the app open"). Or should you still queue it up even though the user wants to start counting now? That leads to my next question
Question 3: In what scenario would you not want the operation to start immediately (the queue behavior which is the default), given the app is already in the foreground and the user requested some operation? I'm struggling to think of an example, like a button titled Compress Photos Whenever You Can, and it may start immediately or maybe it won't? While waiting for the launchHandler to be invoked, should the UI just show 0% progress or "Pending" until the system can get to this task in the queue? Struggling to understand the use cases here, why make the user wait to start processing when they might not even intend to close the app during the operation?
Thanks for any insights! As an aside, a sample project with a couple use cases would have been incredibly helpful to understand how the API is expected to be used.
I implemented BGContinuedProcessingTask in my app and it seems to be working well for everyone except one user (so far) who has reached out to report nothing happens when they tap the Start Processing button. They have an iPhone 12 Pro Max running iOS 26.1. Restarting iPhone does not fix it.
When they turn off the background processing feature in the app, it works. In that case my code directly calls the function to start processing instead of waiting for it to be invoked in the register block (or submit catch block).
Is this a bug that's possible to occur, maybe device specific? Or have I done something wrong in the implementation?
func startProcessingTapped(_ sender: UIButton) {
if isBackgroundProcessingEnabled {
startBackgroundContinuedProcessing()
} else {
startProcessing(backgroundTask: nil)
}
}
func startBackgroundContinuedProcessing() {
BGTaskScheduler.shared.register(forTaskWithIdentifier: taskIdentifier, using: .main) { @Sendable [weak self] task in
guard self != nil else { return }
startProcessing(backgroundTask: task as? BGContinuedProcessingTask)
}
let request = BGContinuedProcessingTaskRequest(identifier: taskIdentifier, title: title, subtitle: subtitle)
request.strategy = .fail
if BGTaskScheduler.supportedResources.contains(.gpu) {
request.requiredResources = .gpu
}
do {
try BGTaskScheduler.shared.submit(request)
} catch {
startProcessing(backgroundTask: nil)
}
}
func startProcessing(backgroundTask: BGContinuedProcessingTask?) {
// FIXME: Never called for this user when isBackgroundProcessingEnabled is true
}
iOS 14 users can change the default email app. What effect, if any, does this have on MFMailComposeViewController?
Currently if canSendMail() returns false I instruct the user to set up an account in the Mail app. Maybe the wording needs to be different?
I have an app that edits photos in your library. When I call
try CIContext().writeHEIFRepresentation(of: editedImage, to: fileURL, format: .RGBA8, colorSpace: originalImage.colorSpace!)
The following is logged to the console:
writeImageAtIndex:1012: ⭕️ ERROR: 'App' is trying to save an opaque image (5712x4284) with 'AlphaLast'. This would unnecessarily increase the file size and will double (!!!) the required memory when decoding the image --> ignoring alpha.
What does that mean and how can I resolve it?
Xcode Version 16.0 (16A242d)
iOS 18.1 (22B82)
My app is currently using CLGeocoder to get a CLPlacemark, then using placemark.postalAddress with CNPostalAddressFormatter to get an attributed string for the full address, I then enumerate its attributes to pull out specific elements like just the street or state or zip etc.
This is deprecated in iOS 26 with MKReverseGeocodingRequest being the intended replacement. This API returns an MKMapItem which doesn’t provide a CNPostalAddress - you can get a full address as a String but not structured address data that I’m seeing. Am I missing some way to get the postal address? Or is it a non-goal to provide that anymore? Thanks!
In my app I get a UIImage for a PHAsset via PHImageManager.requestImage(for:targetSize:contentMode:options:resultHandler:). I directly display that image in a UIImageView that has preferredImageDynamicRange set to .high. The problem is I do not see the high dynamic range.
I see the HDRDemo23 sample code uses PhotosPicker to get a UIImage from Data through UIImageReader whose config enables prefersHighDynamicRange.
Is there a way to support HDR when using the Photos APIs to request display images?
And is there support for PHLivePhoto displayed in PHLivePhotoView retrieved via PHImageManager.requestLivePhoto?
The default cell height is 44pt in iOS 18 and 52pt in iOS 26. I'm trying to reduce the height back to 44pt in one screen that needs to fit as much content on screen as possible. How do you do that when using UIListContentConfiguration?
I expected this would do the trick but alas it doesn't reduce the cell height.
let cellRegistration = UICollectionView.CellRegistration<UICollectionViewListCell, Item> { cell, indexPath, item in
cell.contentConfiguration = {
var config = UIListContentConfiguration.valueCell()
config.text = "Title"
config.secondaryText = "Value"
// This only removes horizontal margins, does not change vertical margins
config.axesPreservingSuperviewLayoutMargins = []
config.directionalLayoutMargins = .zero
return config
}()
}
How can you distribute an XCFramework via Swift Package Manager when it has dependencies on other Swift packages? We accomplished this with CocoaPods in order to distribute our closed source SDK that has dependencies, but need to migrate to SPM. Note none of the types from the dependencies are used as part of our module’s public interface - usage is purely internal.
I’ve made a lot of progress following these steps for a simple example:
Create Framework Project
Create a new iOS Framework project in Xcode and name it WallpaperKit
In the project settings select the target and verify in Build Settings that Build Libraries for Distribution is Yes then set Skip Install to No
Create a new UIViewController subclass, name it WallpaperPreviewViewController, make it public, and add some functionality to it to show a UIImageView
Add a new Package Dependency in the project settings, for this example we’ll use https://github.com/onevcat/Kingfisher, and specify exact version 8.5.0
Add internal import Kingfisher and use it in WallpaperPreviewViewController to download and show an image from the web
Close the WallpaperKit project
Create Hosting App Project (this makes it easier to develop the framework functionality and test it in an app with Xcode building both in the same workspace)
Create a new iOS app project and name it WallpaperApp
Create a new workspace named WallpaperApp
Close the WallpaperApp project
Drag and drop WallpaperApp.xcodeproj into the workspace’s sidebar
Drag and drop WallpaperKit.xcodeproj into the workspace’s sidebar
Switch the scheme to WallpaperKit and build
Select WallpaperApp project, then with WallpaperApp target selected, in the General tab under Frameworks, Libraries, and Embedded Content, click + and add WallpaperKit.framework
In ViewController.swift, import WallpaperKit and add functionality to present an instance of WallpaperPreviewViewController
Run the app and verify it works
Create XCFramework
In Terminal, cd into WallpaperKit and run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS' -archivePath './build/WallpaperKit.framework-iphoneos.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES
Run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS Simulator' -archivePath './build/WallpaperKit.framework-iphonesimulator.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES
Run xcodebuild -create-xcframework -framework './build/WallpaperKit.framework-iphonesimulator.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -framework './build/WallpaperKit.framework-iphoneos.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -output './build/WallpaperKit.xcframework'
Open the build folder and retrieve the XCFramework
Create Swift Package
Create a new package in Xcode, select Library, and name it WallpaperKitDist
Drag and drop WallpaperKit.xcframework into Sources
Create a new directory in Sources called WallpaperKitDependencies
Create a new Swift file in WallpaperKitDependencies called WallpaperKitDependencies (SPM requires a Swift file to recognize WallpaperKitDependencies as a valid target and fetch dependencies)
Open Package.swift and change it to
import PackageDescription
let package = Package(
name: "WallpaperKit",
platforms: [
.iOS(.v18)
],
products: [
.library(
name: "WallpaperKit",
targets: ["WallpaperKit", "WallpaperKitDependencies"]
),
],
dependencies: [
.package(
url: "https://github.com/onevcat/Kingfisher.git",
exact: "8.5.0"
)
],
targets: [
.binaryTarget(
name: "WallpaperKit",
path: "./Sources/WallpaperKit.xcframework"
),
.target(
name: "WallpaperKitDependencies",
dependencies: [
"Kingfisher"
],
path: "./Sources/WallpaperKitDependencies"
)
]
)
Create Test App (to simulate a third-party app using the package)
Create a new iOS app project and name it TestApp
Add a new Local package selecting the WallpaperKitDist directory that contains Package.swift
Import WallpaperKit and use it to present a WallpaperPreviewViewController
This works! Though the console logs
objc[39953]: Class _TtC10KingfisherP33_6AA794C9C370CDB07604B4D8B99AEAA312BundleFinder is implemented in both /Users/Name/Library/Developer/Xcode/DerivedData/TestApp-capvhjiqxrdgdnbevpkajicnjpcs/Build/Products/Debug-iphonesimulator/WallpaperKit.framework/WallpaperKit (0x100e8bbf8) and /Users/Name/Library/Developer/CoreSimulator/Devices/E0AF13C2-874C-47B9-B864-72AF3E4D5D4B/data/Containers/Bundle/Application/AF32011A-92E7-4E26-9A97-9F0C25C07863/TestApp.app/TestApp.debug.dylib (0x101a543b0). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed.
I thought using internal import Kingfisher (or @_implementationOnly import Kingfisher) would have resolved this, but seems to make no difference compared to just import Kingfisher. I suspect it might not be an issue as long as the Kingfisher version number specified in the distribution Package.swift matches the version used in the framework project (and the app does not add a different version as a dependency), but not positive.
Can these warnings be resolved, or is it not a concern in this setup? Is this the best solution to distribute an XCFramework via Swift Package Manager that has dependencies on other Swift packages for now or is there a better approach? Thanks!
I want to keep an eye on the App Store Connect release notes to find out when builds created with Xcode 26.2 RC will be accepted. I tried to add https://developer.apple.com/help/app-store-connect/release-notes/ to my RSS reeder but the items listed are not the same, it’s the items from the latest news from Apple Developer instead. Can we get an RSS feed please? Seems will be useful to monitor these release notes over time.
I am trying to figure out how to programatically install a per-user launchd agent - I have an executable Swift script I wrote and I need macOS to enforce it always be running. I found the SMJobBless sample code which I could play with to see how this works, but it hasn't been updated since it was last built with Xcode 4.6. As you can imagine it doesn't compile in Xcode 10. I was able to get it to build by upgrading to the recommended project settings, increasing the deployment target, and selecting my team for the two targets. Following the ReadMe I need to run ./SMJobBlessUtil.py setreq to configure the Info.plists appropriately. These instructions are out of date but eskimo was kind enough to provide updated instructions here to find the .app url. But when I do this and run the command I receive the following output:MacBook:SMJobBless Jordan$ ./SMJobBlessUtil.py setreq /Users/Jordan/Library/Developer/Xcode/DerivedData/SMJobBless-dffakkidazmiowcishyrborysygm/Build/Products/Debug/SMJobBlessApp.app SMJobBlessApp/SMJobBlessApp-Info.plist SMJobBlessHelper/SMJobBlessHelper-Info.plist
Traceback (most recent call last):
File "./SMJobBlessUtil.py", line 424, in
main()
File "./SMJobBlessUtil.py", line 418, in main
setreq(appArgs[1], appArgs[2], appArgs[3:])
File "./SMJobBlessUtil.py", line 360, in setreq
appToolDict[bundleID] = toolNameToReqMap[bundleID]
KeyError: '$(PRODUCT_BUNDLE_IDENTIFIER)'It would seem this python script isn't able to work with the newer project structures, not surprisingly. I wasn't able to find any other information on how to accomplish this task in the modern days. So could you please explain how to go about this? 🙂I have an executable .swift file and a .plist that works when loaded from ~/Library/LaunchAgents/ ready to be added to an existing Xcode project. Thanks!
It was discussed in What's New in Photos APIs at WWDC that we should avoid using NSPredicate for custom fetch options if at all possible for performance purposes. In my app, I'm using NSPredicate to get only images from the user's library. I'm not seeing an API that would allow me to get assets from a specific collection filtered to just images without the use of NSPredicate though. Is there a more efficient way to perform this query that I'm not seeing?let photoLibraryFetchResult = PHAssetCollection.fetchAssetCollections(with: .smartAlbum, subtype: .smartAlbumUserLibrary, options: nil)
let assetCollection = photoLibraryFetchResult.firstObject!
let fetchOptions = PHFetchOptions()
fetchOptions.predicate = NSPredicate(format: "mediaType = %d", PHAssetMediaType.image.rawValue)
let fetchResults = PHAsset.fetchAssets(in: assetCollection, options: fetchOptions)
Given an Apple Music trackId is it possible to query the user’s media library to see if they’ve added it to their library? Something like:
let predicate = MPMediaPropertyPredicate(value: "1440818675", forProperty: MPMediaItemPropertyPersistentID)
let query = MPMediaQuery(filterPredicates: Set([predicate]))
let songs = query.items
let isInLibrary = !songs.isEmpty
Given an MPMediaItem the user selected from MPMediaPickerController or from MPMusicPlayerController.systemMusicPlayer.nowPlayingItem, is it possible to find out if this song is lossless and if it supports Spatial Audio? Thanks!
Our app is not localized but we want to begin the localization process starting with push notifications we are going to integrate. The documentation notes:
you can store your message strings in the Localizable.strings file of your app bundle and use the title-loc-key, subtitle-loc-key, and loc-key payload keys to specify which strings you want to display
String Catalogs in Xcode 15 supersedes Localizable.strings. How do you support this when using String Catalogs? Do you just manually add a Localizable.xcstrings file to your project then manually add a new entry for your loc-key, and the system will find this string without issue? Or will we need to have a Localizable.strings file too?