Any view that is content for the tabViewBottomAccessory API fails to retain its state as of the last couple of 26.1 betas (and RC). The loss of state happens (at least) when the currently selected tab is switched (filed as FB20901325).
Here's code to reproduce the issue:
struct ContentView: View {
@State private var selectedTab = TabSelection.one
enum TabSelection: Hashable {
case one, two
}
var body: some View {
TabView(selection: $selectedTab) {
Tab("One", systemImage: "1.circle", value: .one) {
BugExplanationView()
}
Tab("Two", systemImage: "2.circle", value: .two) {
BugExplanationView()
}
}
.tabViewBottomAccessory {
AccessoryView()
}
}
}
struct AccessoryView: View {
@State private var counter = 0 // This guy's state gets lost (as of iOS 26.1)
var body: some View {
Stepper("Counter: \(counter)", value: $counter)
.padding(.horizontal)
}
}
struct BugExplanationView: View {
var body: some View {
ScrollView {
VStack(alignment: .leading, spacing: 16) {
Text("(1) Manipulate the counter state")
Text("(2) Then switch tabs")
Text("BUG: The counter state gets unexpectedly reset!")
}
.multilineTextAlignment(.leading)
}
}
}
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After updating to another beta of High Sierra, my internal hard drive became read-only somehow. I have a user home directory on that and many things have stopped working. I tried re-installing the OS, but it didn't help. I'm out of options by now. Anyone has ideas how can I fix that?
I am looking for some insight into current App Store review times.
The Situation:
I submitted my new app for its first review on February 3rd. It has been sitting in the "Waiting for Review" state for 11 days now and has not moved to "In Review."
The Impact:
We had a major launch event planned for today (Feb 14). We have marketing campaigns live and users waiting, but we have officially missed our launch window because the app is still sitting in the queue.
My Questions:
Is anyone else experiencing wait times this long (10+ days) just to enter the review stage?
How much time does it typically take for a first-time submission to go live once it finally enters review?
Is there any way to flag this delay if it has exceeded the standard 48-hour window?
We are losing marketing budget every hour this is delayed. Any advice on how to get this moving would be appreciated.
Thanks.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
App Store
App Review
App Store Connect
Hi, I'm investigating what looks like possibly nondeterministic behavior when linking large iOS app binaries. I do not have a concise reproduction of the issue yet, but am trying to hunt down possible leads. In particular, the problem appears to surface when invoking clang to link a binary and the resulting order of the 'branch island' instructions appears to be random each time the binary is linked (as shown by the link map output). I was wondering if anyone with insight into the linker's current implementation could shed light on whether that is expected, and if there is anything that can be done to prevent it. FWIW, it seems like it might be size-dependent as smaller app binaries don't appear to exhibit the same behavior. I'd be glad to share more specifics and hopefully a reproduction if I can ever find one eventually. Some environment info (Xcode 16.4 toolchain):
clang -v:
Apple clang version 17.0.0 (clang-1700.0.13.5)
Target: arm64-apple-darwin24.6.0
Thread model: posix
InstalledDir: /Applications/Xcode-16.4.0.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin
ld -v:
@(#)PROGRAM:ld PROJECT:ld-1167.5
BUILD 01:45:05 Apr 30 2025
configured to support archs: armv6 armv7 armv7s arm64 arm64e arm64_32 i386 x86_64 x86_64h armv6m armv7k armv7m armv7em
will use ld-classic for: armv6 armv7 armv7s i386 armv6m armv7k armv7m armv7em
LTO support using: LLVM version 17.0.0 (static support for 29, runtime is 29)
TAPI support using: Apple TAPI version 17.0.0 (tapi-1700.0.3.5)
Currently in our app, to identify a network switch in device we are doing NEHotspotHelper.register and then NEHotspotHelperHandler block. When the command type is evaluate and if the network.didJustJoin, we are identifying it as a network switch.
As a part of moving our code base to iOS 26, if is found that NEHotspotHelper is deprecated. What is the proper replacement for this?
Topic:
App & System Services
SubTopic:
Networking
I enrolled in the Apple Developer Program on February 3, 2026. The payment was completed successfully at the time of enrollment, but my membership status has remained “Pending” since then.
So far:
No request for additional documents or identity verification
No phone call from Apple
No follow-up email other than the payment confirmation
Apple Developer Support has been contacted, but no response yet
I understand that verification can take some time, but the complete lack of communication is concerning, especially since this is blocking active development and release planning.
If this is a known backlog or system-wide delay, some transparency from Apple would help. I’d also appreciate hearing whether others who enrolled in early February are seeing the same prolonged “Pending” state.
Thanks in advance to anyone who can share recent experiences or escalation paths.
Title: Apple Developer Program membership still not active after payment (3 weeks)
Hello,
I purchased the Apple Developer Program membership on February 6, 2026. The payment was successfully charged and the invoice was issued.
However, my membership still appears as inactive in my developer account, and I cannot proceed with app submission.
I have already contacted Apple Developer Support but have not received a response yet.
Has anyone experienced a similar delay or know what else I should check?
Details:
Purchase date: 06.02.2026
Invoice Number: MC49961752
Apple Order Number: AET2317962
Any guidance would be appreciated.
Thank you.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
(Xcode 26.2, iPhone 17 Pro)
I can't seem to get hardware tag checks to work in an app launched without the special "Hardware Memory Tagging" diagnostics. In other words, I have been unable to reproduce the crash example at 6:40 in Apple's video "Secure your app with Memory Integrity Enforcement".
When I write a heap overflow or a UAF, it is picked up perfectly provided I enable the "Hardware Memory Tagging" feature under Scheme Diagnostics.
If I instead add the Enhanced Security capability with the memory-tagging related entitlements:
I'm seeing distinct memory tags being assigned in pointers returned by malloc (without the capability, this is not the case)
Tag mismatches are not being caught or enforced, regardless of soft mode
The behaviour is the same whether I launch from Xcode without "Hardware Memory Tagging", or if I launch the app by tapping it on launchpad. In case it was related to debug builds, I also tried creating an ad hoc IPA and it didn't make any difference.
I realise there's a wrinkle here that the debugger sets MallocTagAll=1, so possibly it will pick up a wider range of issues. However I would have expected that a straight UAF would be caught. For example, this test code demonstrates that tagging is active but it doesn't crash:
#define PTR_TAG(p) ((unsigned)(((uintptr_t)(p) >> 56) & 0xF))
void *p1 = malloc(32);
void *p2 = malloc(32);
void *p3 = malloc(32);
os_log(OS_LOG_DEFAULT, "p1 = %p (tag: %u)\n", p1, PTR_TAG(p1));
os_log(OS_LOG_DEFAULT, "p2 = %p (tag: %u)\n", p2, PTR_TAG(p2));
os_log(OS_LOG_DEFAULT, "p3 = %p (tag: %u)\n", p3, PTR_TAG(p3));
free(p2);
void *p2_realloc = malloc(32);
os_log(OS_LOG_DEFAULT, "p2 after free+malloc = %p (tag: %u)\n", p2_realloc, PTR_TAG(p2_realloc));
// Is p2_realloc the same address as p2 but different tag?
os_log(OS_LOG_DEFAULT, "Same address? %s\n",
((uintptr_t)p2 & 0x00FFFFFFFFFFFFFF) == ((uintptr_t)p2_realloc & 0x00FFFFFFFFFFFFFF)
? "YES" : "NO");
// Now try to use the OLD pointer p2
os_log(OS_LOG_DEFAULT, "Attempting use-after-free via old pointer p2...\n");
volatile char c = *(volatile char *)p2; // Should this crash?
os_log(OS_LOG_DEFAULT, "Read succeeded! Value: %d\n", c);
Example output:
p1 = 0xf00000b71019660 (tag: 15)
p2 = 0x200000b711958c0 (tag: 2)
p3 = 0x300000b711958e0 (tag: 3)
p2 after free+malloc = 0x700000b71019680 (tag: 7)
Same address? NO
Attempting use-after-free via old pointer p2...
Read succeeded! Value: -55
For reference, these are my entitlements.
[Dict]
[Key] application-identifier
[Value]
[String] …
[Key] com.apple.developer.team-identifier
[Value]
[String] …
[Key] com.apple.security.hardened-process
[Value]
[Bool] true
[Key] com.apple.security.hardened-process.checked-allocations
[Value]
[Bool] true
[Key] com.apple.security.hardened-process.checked-allocations.enable-pure-data
[Value]
[Bool] true
[Key] com.apple.security.hardened-process.dyld-ro
[Value]
[Bool] true
[Key] com.apple.security.hardened-process.enhanced-security-version
[Value]
[Int] 1
[Key] com.apple.security.hardened-process.hardened-heap
[Value]
[Bool] true
[Key] com.apple.security.hardened-process.platform-restrictions
[Value]
[Int] 2
[Key] get-task-allow
[Value]
[Bool] true
What do I need to do to make Memory Integrity Enforcement do something outside the debugger?
Hello,
After upgrading to macOS 26.2, I’ve noticed a significant performance regression when calling evaluateJavaScript in an iOS App running on Mac (WKWebView, Swift project).
Observed behavior
On macOS 26.2, the callback of evaluateJavaScript takes around 3 seconds to return.
This happens not only for:
evaluateJavaScript("navigator.userAgent")
but also for simple or even empty scripts, for example:
evaluateJavaScript("")
On previous macOS versions, the same calls typically returned in ~200 ms.
Additional testing
I created a new, empty Objective-C project with a WKWebView and tested the same evaluateJavaScript calls.
In the Objective-C project, the callback still returns in ~200 ms, even on macOS 26.2.
Question
Is this a known issue or regression related to:
iOS Apps on Mac,
Swift + WKWebView, or
behavioral changes in evaluateJavaScript on macOS 26.2?
Any information about known issues, internal changes, or recommended workarounds would be greatly appreciated.
Thank you.
Test Code Swift
class ViewController: UIViewController {
private var tmpWebView: WKWebView?
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
setupUserAgent()
}
func setupUserAgent() {
let t1 = CACurrentMediaTime()
tmpWebView = WKWebView(frame: .zero)
tmpWebView?.isInspectable = true
tmpWebView?.evaluateJavaScript("navigator.userAgent") { [weak self] result, error in
let t2 = CACurrentMediaTime()
print("[getUserAgent] \(t2 - t1)s")
self?.tmpWebView = nil
}
}
}
Test Code Objective-C
- (void)scene:(UIScene *)scene willConnectToSession:(UISceneSession *)session options:(UISceneConnectionOptions *)connectionOptions {
NSTimeInterval startTime = [[NSDate date] timeIntervalSince1970];
WKWebView *webView = [[WKWebView alloc] init];
dispatch_async(dispatch_get_main_queue(), ^{
[webView evaluateJavaScript:@"navigator.userAgent" completionHandler:^(id result, NSError *error) {
NSTimeInterval endTime = [[NSDate date] timeIntervalSince1970];
NSLog(@"[getUserAgent]: %.2f s", (endTime - startTime));
}];
});
}
My app has been in "Waiting for Review" since February 19, 2026. It has been over 10 days with no status change. Submission ID: 4577f492-606e-4615-9cc5-05c35da79ff9
There are no rejection notices and no messages in Resolution Center. I have contacted Developer Support but received no resolution.
The average review time is 24-48 hours. Could someone please look into this?
Thank you.
I use ARKit for motion tracking. I get the skeleton joint coordinates and use them for animation. I didn't make any changes to the code, but I updated the iOS version from 18 to 26, and modelTransform now always returns nil.
https://developer.apple.com/documentation/arkit/arskeleton3d/modeltransform(for:)
For example
bodyAnchor.skeleton.modelTransform(for: .init(rawValue: "head_joint"))
bodyAnchor is ARBodyAnchor.
I see the default skeleton on the screen, but now I can't get the coordinates out of it.
I'm using an example from Apple's WWDC presentation.
https://developer.apple.com/documentation/arkit/capturing-body-motion-in-3d
Are there any changes in the API? Or just bug?
macOS 26 "Tahoe" is allocating much more memory for apps than former macOS versions: A customer contacted me with my app's Thumbnail extension allocating so much memory that her 48 GB RAM Mac Mini ran into "out of application memory" state. I couldn't identify any memory leak in my extension's code nor reproduce the issue, but found the main app allocating as much as 5 times the memory compared to running on macOS 15 or lower.
This productive app is explicitly using "Liquid Glass" views as well as implicitly e.g. for an inspector pane. So I created a sample app, just based on Xcode's template of a document-based app, and the issue is still showing (although less dramatically): This sample app allocates 22 MB according to Tahoe's Activity Monitor, while Sequoia only requires 16 MB:
macOS 15.6.1
macOS 26.2
Is anyone experiencing similar issues? I suspect some massive leak in Tahoe's memory management, and just filed a corresponding feedback (FB21967167).
Topic:
App & System Services
SubTopic:
Processes & Concurrency
Tags:
Foundation
QuickLook Thumbnailing
AppKit
Calling dlopen then dlclose causes an increase in the amount of memory used by the program. If I create a loop that calls dlopen / dlclose repeatedly on the same dynamic library, memory usage increases continuously. Is this a bug, or am I using dlopen / dlclose incorrectly?
I can reproduce this by modifying the sample code in the Apple Developer docs Creating Dynamic Libraries. If I modify Runtime.c, changing the line void *lib_handle = dlopen(lib_name, RTLD_NOW); to add the infinite loop, as below:
void *lib_handle = dlopen(lib_name, RTLD_NOW);
for (int ii = 0; ; ++ii) {
printf("loop %i\n", ii);
int close_err = dlclose(lib_handle);
printf("close error: %i\n", close_err);
printf("dlopen(%s, RTLD_NOW)\n", lib_name);
lib_handle = dlopen(lib_name, RTLD_NOW);
}
then opening and closing the dynamic library will succeed, but memory usage (as reported by top) will rapidly increase.
I'm running on x86_64 macOS 13.6.6. Full code for the modified Runtime.c is attached, the rest of the code is available in the Apple Developer docs.
Any suggestions?
Many thanks,
Chris
Runtime.c
I use Iphone 17 wifi to test the device and mobile phone communicate,but I found the wifi disconnect innormal in hign frequency. This situation is only appears in iphone 17 series, iphone 14 and 15 is ok, so I think iphone 17 wifi chip or software has bugs. the local network disconnect in hign frequency.
Topic:
App & System Services
SubTopic:
Networking
I received my approval for FairPlay Streaming (FPS) and was getting things organized and then my computer crashed. So...
Yes, I lost the 32 digit Account Security Key (ASk) that I was warned not to lose repeatedly...
I understand that I can't query apple for the existing ASk. I don't see where I can delete the existing cert to request another one. So I assume I'll need to start from scratch either with another FPS approval process.
Can someone please direct me on next steps for this boneheaded situation.
Thank you
I need to create a Mac application using Objective-C. The application has to use PHPickerViewController to provide user a familiar interface to pick photos.
Here is the Objective-C code that used to present the photo picker.
//ViewController.h
#import <Cocoa/Cocoa.h>
#import <PhotosUI/PhotosUI.h>
@interface ViewController : NSViewController<PHPickerViewControllerDelegate>
@property (nonatomic, weak) IBOutlet NSImageView *myImageView;
@end
// ViewController.m
@implementation ViewController
PHPickerViewController* pickerViewController = nil;
- (void)pickPhotos {
PHPickerConfiguration *config = [[PHPickerConfiguration alloc] init];
config.selectionLimit = 0; // Allow multiple selections
config.filter = [PHPickerFilter imagesFilter]; // Filter for images
pickerViewController = [[PHPickerViewController alloc] initWithConfiguration:config];
pickerViewController.preferredContentSize = NSMakeSize(800, 600);
pickerViewController.delegate = self; // Set the delegate to handle selection
[self presentViewControllerAsModalWindow:pickerViewController];
- (IBAction)clicked:(id)sender {
NSLog(@"Button Clicked");
[self pickPhotos];
}
- (void)picker:(PHPickerViewController *)picker didFinishPicking:(NSArray<PHPickerResult *> *)results {
if (pickerViewController) {
[picker dismissViewController:pickerViewController];
}
}
@end
Can you please guide me to show the photo picker to a bigger size?
Topic:
UI Frameworks
SubTopic:
AppKit
We are having an issue with the Local Network permission pop-up not getting triggered for our apps that need to communicate with devices via local network interfaces/addresses.
As we understand, apps using UDP should trigger this, causing macOS to prompt for access, or, if denied, fail to connect. However, we are facing issues with macOS not prompting this popup at all.
Here are important and related points:
Our application is packaged as a .app package and distributed independently (not on the App Store).
The application controls hardware that we manufacture. In order to find the hardware on the network, we send a UDP broadcast with a message for our hardware on the local network, and the hardware responds with a message back.
However, the popup (to ask for permission) never shows up. The application is not able to find the hardware device. It is interesting to note that data is still sent out to the network (without the popup) but we receive back the wrong data.
The behaviour is consistent macOS Sequoia (and above) with both Apple And Intel silicon.
Workarounds that have been tried:
Manual Authorization: One solution suggested in various blogs was to go to "Settings → Privacy and Security-> Local network", find your application and grant access. However, the application never shows up in the list here.
Firewall: No difference is seen in behaviour with firewall being ON OR OFF.
Setting NSLocalNetworkUsageDescription: We have also tried setting the Info.plist adding the NSLocalNetworkUsageDescription with a meaningful string and updating the NSBonjourServices.
Running Via terminal (WORKS): Running the application via terminal sees no issues. The application runs correctly and is able to send UDP and receive correct data (and find the devices on the network). But this is not an appropriate solution.
How can we get this bug/issue fixed in macOS Sequoia (and above)?
Are there any other solutions/workarounds that we can try on our end?
Hello,
I'm having a serious problem registering for the Apple Developer Program, and I can't resolve it.
I applied over two weeks ago, but I still haven't received an activation email. I've also tried using different credit cards, suspecting there might be a problem with my payment method.
The main issues are as follows:
My order/registration remains in the "processing" status,
I haven't received an activation email,
Apple Developer Program support isn't responding.
I've already sent over seven emails to support, but haven't received any response or updates.
Has anyone else encountered a similar situation?
Topic:
Community
SubTopic:
Apple Developers
It appears that starting with macOS Sequoia, Quick Look Preview extension no longer loads MapKit maps correctly anymore. Map tiles do not appear, leaving users with a beige background.
Users report that polylines do render correctly, but annotations appears black.
This was previously working fine in prior macOS versions including Sonoma.
STEPS TO REPRODUCE
Create a macOS app project, with an associated document.
Ensure project has a Quick Look preview extension, with necessary basic setups.
Ensure that the extension mentioned in (2) must have a MKMapView. Any other cosmetic changes, etc, does not need to be implemented to observe the base issue. Do note that it has been reported that in addition to the map tiles not loading, annotations don't render correctly as well.
Updated my app to include turn-based matches. Beta testing through FlightTest and all was well between iOS 18.x and 26.2 devices. One beta tester upgraded to 26.2 during beta testing and now when the MatchMaker VC is opened, it does not show existing matches. Worse, he can create new matches and play his turn, but the new match won't even show up in MMVC, even after opponent takes turn.
My app has been reviewed and is ready for release, but I'd like to know how to solve this before I release. He has tried re-installing the app, including an updated FlightTest version that is the same as the about-to-be-released reviewed version.
Topic:
Graphics & Games
SubTopic:
GameKit