Does iOS 26 support HDR images for app icons to be rendered in High Dynamic Range for Springboard or not?
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ปุ่ม ฝ เอาไปสลับกะปุ่ม backspace น่าจะใช้สะดวกขึ้น
Hi guys, I've exported pngs for the middle and front images of an icon but I still se this weird shadow on top of the icon. Do anyone knows how to solve this?
Hi everyone,
I’m having trouble getting the new glassEffect() modifier to render correctly in SwiftUI.
No matter what I try, it just appears as a solid white background (instead of translucent glass). This happens both in Beta 1 and Beta 2.
My setup: • Mac mini (M4 chip) • macOS 26 Beta 2 (Tahoe) • Xcode 26 Beta 2 • Samsung Odyssey G9 57” monitor (super ultrawide) • Using Preview in SwiftUI, I use IOS 26 Beta 2 (not the Simulator)
Even when I use Apple’s default demo code like:
Text("Hello World") .padding() .glassEffect()
Hi is there possibly to put text data or information into Roomplanapi elements like data wall color etc and export to usdz after lidar scan
I'm programming my constraints in my video game, which is working good so far until I ran into my most important interactive storyboard. I have three buttons that move back and forth on the Y position each time they are hit. The buttons Y positions only change to view.safeAreaLayoutGuide.centerYAnchor, constant: 100 or view.safeAreaLayoutGuide.centerYAnchor, constant: 200 or view.safeAreaLayoutGuide.centerYAnchor, constant: 300
The strange part is the button that is in the Y 100 stays visible and I can hit the button that is in the Y 100. The buttons in the Y 200 and Y 300 positions are visible until after one or two hits, then the button that is in Y 300 position disappears, then after another hit or two the button that is in the Y 200 position disappears but the button that is in the Y 100 is still visible.
I cleared all my constraints to narrow it down to clear view of the constraints that is causing the problem. I do not think this Log Noise. Below is the error log:
load_eligibility_plist: Failed to open //private/var/db/os_eligibility/eligibility.plist: Operation not permitted(1)
1
Unable to simultaneously satisfy constraints.
Probably at least one of the constraints in the following list is one you don't want.
Try this:
(1) look at each constraint and try to figure out which you don't expect;
(2) find the code that added the unwanted constraint or constraints and fix it.
(
"<NSLayoutConstraint:0x302aa7610 UIButton:0x10c257600.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 100 (active)>",
"<NSLayoutConstraint:0x302acb480 UIButton:0x10c257600.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 300 (active)>"
)
Will attempt to recover by breaking constraint
<NSLayoutConstraint:0x302acb480 UIButton:0x10c257600.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 300 (active)>
Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger.
The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKitCore/UIView.h> may also be helpful.
Unable to simultaneously satisfy constraints.
Probably at least one of the constraints in the following list is one you don't want.
Try this:
(1) look at each constraint and try to figure out which you don't expect;
(2) find the code that added the unwanted constraint or constraints and fix it.
(
"<NSLayoutConstraint:0x302aa7750 UIButton:0x10c257900.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 200 (active)>",
"<NSLayoutConstraint:0x302acb5c0 UIButton:0x10c257900.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 100 (active)>"
)
Will attempt to recover by breaking constraint
<NSLayoutConstraint:0x302aa7750 UIButton:0x10c257900.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 200 (active)>
Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger.
The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKitCore/UIView.h> may also be helpful.
Unable to simultaneously satisfy constraints.
Probably at least one of the constraints in the following list is one you don't want.
Try this:
(1) look at each constraint and try to figure out which you don't expect;
(2) find the code that added the unwanted constraint or constraints and fix it.
(
"<NSLayoutConstraint:0x302aa7890 UIButton:0x10c257c00.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 300 (active)>",
"<NSLayoutConstraint:0x302acb700 UIButton:0x10c257c00.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 200 (active)>"
)
Will attempt to recover by breaking constraint
<NSLayoutConstraint:0x302aa7890 UIButton:0x10c257c00.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 300 (active)>
Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger.
The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKitCore/UIView.h> may also be helpful.
3
Unable to simultaneously satisfy constraints.
Probably at least one of the constraints in the following list is one you don't want.
Try this:
(1) look at each constraint and try to figure out which you don't expect;
(2) find the code that added the unwanted constraint or constraints and fix it.
(
"<NSLayoutConstraint:0x302aa7610 UIButton:0x10c257600.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 100 (active)>",
"<NSLayoutConstraint:0x302acb480 UIButton:0x10c257600.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 300 (active)>"
)
Will attempt to recover by breaking constraint
<NSLayoutConstraint:0x302acb480 UIButton:0x10c257600.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 300 (active)>
Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger.
The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKitCore/UIView.h> may also be helpful.
Unable to simultaneously satisfy constraints.
Probably at least one of the constraints in the following list is one you don't want.
Try this:
(1) look at each constraint and try to figure out which you don't expect;
(2) find the code that added the unwanted constraint or constraints and fix it.
(
"<NSLayoutConstraint:0x302aa7750 UIButton:0x10c257900.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 200 (active)>",
"<NSLayoutConstraint:0x302acb5c0 UIButton:0x10c257900.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 100 (active)>"
)
Will attempt to recover by breaking constraint
<NSLayoutConstraint:0x302aa7750 UIButton:0x10c257900.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 200 (active)>
I am trying to resize a Window Form after it loads and have done quite a bit of searching for code to do it.
Here is one code snippet that works to size the form during the design phase.
self.view.window?.contentMinSize = CGSize(width: 1100, height: 310)
I have tried code like below to increase the window size after the Form loads
if let myWindow = self.view.window ?? NSApplication.shared.mainWindow
{
// Increase window size and position after it loads
let newRect = NSRect(x: 100, y: 100, width: 1400, height: 900)
}
It seems that this code not only changes the Form size after loading, but also changes the size of the Form in Main.swift, which is something I don't want.
I read elsewhere that I had to disable constraints to resize the Form, so I tried code below.
let tableView = NSTableView()
tableView.translatesAutoresizingMaskIntoConstraints = false
let newRect = NSRect(x: 100, y: 0, width: 1100, height: 600)
myWindow?.setFrame(newRect, display: true)
That code did not seem to do anything as well.
Also, the Form displays in the lower left of the screen.
Note that main reason I want to resize the Form after loading is to keep it smaller during design development. The same goes for the NSTableView, which I have not gotten to yet.
H
ello there. I just installed IOS 26 on my iPhone 15 Pro Max. But i think i found a Bug with a Widget where you have an overview of all devices and their battery. In IOS 18 when we used the Dark Theme (Dark Icons etc.) this widget was dark aswell (look at the picture) and now in IOs everything is dark except this widget. Its kinda annoying…
Target: MacOS 11.1 and above
C++, Juce 8, XCode 16.2
Testing: Sonoma 14.5
Logic Pro (latest version), Reaper 7.34, Pro Tools 2023.12 and 2025.6
I'm developing an audio plugin that creates an NSStatusItem ("menu bar status icon" or MBSI for short) to provide visual feedback for one of the components. I've encountered a Logic Pro-specific behavior that I'd like to fix. I'm building for Mac-only, Intel and Silicon, and for AU/VST3/AAX.
Summary:
The NSStatusItem for the MBSI is created successfully and functions properly in some hosts (Reaper (AU and VST3), Pro Tools (AAX)) but isn't visible in Logic Pro, despite identical API behavior.
Details:
NSStatusItem Creation: implementation using [[NSStatusBar systemStatusBar] statusItemWithLength:NSSquareStatusItemLength]
All API calls report success in both working (Reaper) and non-working (Logic Pro) hosts.
Logging shows Logic Pro and Reaper create the NSStatusItem with the same properties:
Window frame: {{0, -36}, {38, 36}} (both hosts)
statusItem.visible: YES (both hosts)
Button exists and responds to state changes (both hosts)
Y coordinate is -36 pixels (above visible screen, both hosts)
In Reaper, I can see the MBSI but in Logic Pro I can't. Note: the MBSI has no functionality beyond visual feedback. It's not clickable nor does it create a corresponding menu.
Questions:
Are there known differences in how Logic Pro's AU hosting service handles system UI elements compared to other hosts? And if so, is there guidance on AU plugins accessing system UI elements like the menu bar?
Link to NSStatusItemTest.component: https://app.box.com/s/i3rq0hii3qf43iojrayc17fsfq7fnssd
Link to video showing issue: https://app.box.com/s/icefqk898timqov77t468lqtio0rjqul
Link to Console output for testing in Reaper vs Logic Pro: https://app.box.com/s/ph6nv1lmozo3phtjx3md6abdms5atgg6
I found that unofficial apps like ChatGPT and Shadowrocket can use widgets in VisionOS 26. How is this achieved? How can I also enable widgets for apps I develop?
Hello,
I recently submitted my app to the Apple Store and received a rejection under Guideline 4.3(a) - Design - Spam, stating that my app is similar to others on the store. However, my app has a unique feature set, offers more functionality and content than competitors, and is completely free with ad monetization, unlike most similar apps that require subscriptions.
I have spent five months developing this app from scratch, ensuring it provides an original and valuable experience for users. I did not use an app template or repackaged code, and my app is not a reskinned version of any existing app. I genuinely believe it brings meaningful differentiation to the market.
I would appreciate any guidance on how I can better communicate my app’s uniqueness to the review team or what specific aspects I should adjust to comply with Apple's guidelines.
Thank you for your time and support.
I found that on my cutomer's mac device, webflterproxyd start interferiing with the NE traffic. Tried to stop it, but "screen time" was not enabled at all.
Who started this webfilterproxyd process and how to stop it?
I have been battling the new Icon Composer app for 2 days trying to build an app icon. However, I cannot get it to import any files. I have used the Apple provided App Icon Template. I have exported my layers to .svg and when I open the finder, everything is disabled. I can't find help for this anywhere. I am on Sequoia on my Mac and not sure how to design this app icon without access to the composer.
Hi,
Normally we need many shades of gray in any App and Apple system have only 3 , Primery, Secondary, and Gray, so to make Gray regress that automatically adapt to Dark Mode we just use opacity on these colors ? there's no system built in Gray degrees ?
Kind Regards
I had, a long time ago (over 10 years) developed an application that is connected to my UPS (for solar panels).
Until yet it worked very well, and I didnot have to compute more than making updates of XCode. That was all.
But yet I have swiched to the latest value of switch, and it continue to compile, but it does'not work. I am asking to yo in order keeping my app working as previously. As it does not work, which library is replacing Cloudkit.framework ?
and which library is replacing InsPersistantContainer.framework ?
Have a good day
Guy Desbief
What is the step-by-step process to run an iOS application paired with the Mac in my MAUI project?
I am using Windows with Visual Studio 2022 V17.13.5.
Application: Multiplatform;
Language: C#;
Framework: MAUI 8;
Xcode: 16.2;
Objective: Identify and fix the issue to allow the application to run correctly.
I have an ongoing activity in progress.
Think of:
a delivery in progress
house internet reboot in progress
some water / electricity / internet / tv outage.
(food) order processing
I want to show a persistent toast message above the tab bar, across all tabs and screens across the app. It could take 15 minutes until the activity is finished.
Obviously there's a challenge of:
accessibility
content overlaying with each other
extra engineering effort.
What we've thought of doing is:
Option1: show a toast message, but when a modal is presented then it presents on top of the toast message. The toast message no longer updates itself. Once the modal is finished, then the toast message re-appears and continues to update.
Option2: keep the toast message across all tabs and modals and work through the challenges mentioned
Question:
What are some other design approaches that could be taken to persist an ongoing activity (much like 'Live Activity', but just across the app when it's in foreground) or what are some design reasons that the two options considered are bad?
Is there anyway I can customize Carplay template look like this
While the activityBackgroundTint modifier is intended to set the background color of a Live Activity, it often fails to dynamically update, leaving the activity with an incorrect background. Replacing it with
ZStack {
Color(.background)
....
}
solves the problem, but this is a workaround. The activityBackgroundTint modifier is still needed, at a minimum, so that the "Allow Live Activity for the app" extension does not have the default color.
I'm working to emulate the Activity Rings featured in Apple's Fitness app.
Here's a copy of what's in the swift file so far.
//
// ProgressRingPrototype.swift
// Nutrition
//
// Created by Derek Chestnut on 1/13/25.
//
import SwiftUI
struct ProgressRingPrototype: View {
@State var progress = 0.00
let size: CGSize
let thickness: CGFloat
var color: Color?
var gradientColors: [Color]?
var body: some View {
let color = color ?? .primary
ZStack {
RingPrototype(
size: self.size,
thickness: self.thickness,
color: color.opacity(0.2)
)
let gradient = AngularGradient(
colors: gradientColors ?? [.primary, .secondary],
center: .center
)
let style = StrokeStyle(
lineWidth: 32,
lineCap: .round
)
Circle()
.trim(from: 0, to: progress)
.stroke(gradient, style: style)
.rotationEffect(.degrees(-90))
.frame(width: size.width, height: size.height)
}
.onAppear {
DispatchQueue.main.asyncAfter(deadline: .now() + 1) {
withAnimation(.easeInOut(duration: 1)) {
progress = 0.75
}
}
}
}
}
#Preview {
ZStack {
ProgressRingPrototype(
progress: 0.1,
size: CGSize(width: 256, height: 256),
thickness: CGFloat(32),
color: .primary
)
ProgressRingPrototype(
progress: 0.1,
size: CGSize(width: 190, height: 190),
thickness: CGFloat(32),
color: .primary
)
ProgressRingPrototype(
progress: 0.1,
size: CGSize(width: 124, height: 124),
thickness: CGFloat(32),
color: .primary
)
}
}
Here's a snapshot of the live preview.
I'm experiencing an issue where the trailing line cap generated by the stroke exceeds the start angle of the angular gradient, which creates an ugly artifact at 0 degrees.
Anyone have a solution to this problem?
Derek