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“Xcode”

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Reply to StoreKit1: finishTransaction fails to work as expected in iOS 26.4
We started experiencing a similar issue on the day iOS 26.4 Beta 1 was released (2026/02/18). Firebase Analytics is reporting a large number of duplicate in_app_purchase events for some users starting from that day. A few things we've observed: All of the affected transactions are non-consumable items. The duplicated events are triggered right after the process starts. All affected users are on iOS 26.4 So far we haven’t been able to reproduce it locally. It might be because our tests are using the sandbox or because our debug builds are compiled with Xcode 26. So I can't say for sure if it's exactly the same issue as yours, but it looks quite similar.
3w
Reply to User crash report contains ??? instead of my app's symbols and no binary image base address
[quote='878607022, Nickkk, /thread/817724?answerId=878607022#878607022, /profile/Nickkk'] I'm assuming that's what you mean by Mach-O image. [/quote] A Mach-O image is code that can be mapped into memory by the dynamic linker and then run directly, as opposed to something like a .o file that contains code that must be linked before it can be run. I talk more about this in An Apple Library Primer. A Mach-O image is often stored within a universal binary, one image per architecture. So when looking at stuff like this you have to consider the image of the architecture that was running. The other thing to considered is that the dynamic linker may only map in parts of your image. A good way to see what actually gets mapped is to run the app and then run vmmap against it. Consider this: % ls -lh Pages Creator Studio.app/Contents/MacOS/Pages -rwxr-xr-x 1 root wheel 45M 16 Jan 02:44 Pages Creator Studio.app/Contents/MacOS/Pages The Pages executable is 45 MiB. And this: % file Pages Creator
3w
Reply to RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
Thanks for your input. I added the following code in the arView.renderCallbacks.postProcess callback: let depthStencilDescriptor = MTLTextureDescriptor() depthStencilDescriptor.pixelFormat = .depth32Float_stencil8 depthStencilDescriptor.width = context.targetColorTexture.width depthStencilDescriptor.height = context.targetColorTexture.height depthStencilDescriptor.usage = .renderTarget depthStencilDescriptor.storageMode = .private renderPassDescriptor.stencilAttachment.texture = device!.makeTexture(descriptor: depthStencilDescriptor) renderPassDescriptor.stencilAttachment.loadAction = .clear renderPassDescriptor.stencilAttachment.storeAction = .dontCare renderPassDescriptor.stencilAttachment.clearStencil = 0 but the app now crashes with error Assertion failed: (destDepthFormat == jet_texture_format_DepthStencil), function create_render_mode, file jet_context_Metal.mm, line 895. VTPixelTransferSession 420f sid 494 (512.00 x 512.00) [0.00 0.00 512 512] rowbytes( 512, 512 ) Color( kCGColorSpace
Topic: Graphics & Games SubTopic: RealityKit Tags:
3w
iOS 26.2 Simulator is not available for download
I'm trying to download the iOS 26.2 simulator, but it fails both in Xcode and via the command line. When I run: xcodebuild -downloadPlatform iOS -buildVersion 26.2 -exportPath ~/Downloads It returns: iOS 26.2 is not available for download. I would like to know: Why iOS 26.2 simulator cannot be downloaded at the moment. Whether iOS 26.2 simulator is still available, or if it has been removed or replaced. How to properly get and install the iOS 26.2 simulator. Any official explanation or solution would be greatly appreciated. Thank you!
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3w
Reply to Xcode 26 fails to load SPM packages
Chiming in again with some findings. Reverting to Xcode 26.1 solved the package issue for me I'm using Tahoe 26.3.1 - I have a coworker with same project and Xcode 26.3.1, but using Tahoe 26.1 that does not have the problem. Using Is_kevin's approach using xcodebuild -resolvePackageDependencies, albeit with cleaning the package cache first worked for me on Xcode 26.3.1 too, but is cumbersome
3w
Reply to RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
This reminds of an error I got while setting up SKRenderer for this project: SKRenderer Demo. See code and comment in SKOfflineRenderer.swift: // If I dont use a depth/stencil texture, rendering crashes on simulator, device, and Mac // Without it, rendering only works on Xcode Live Preview let depthStencilDesc = MTLTextureDescriptor() depthStencilDesc.pixelFormat = .depth32Float_stencil8 depthStencilDesc.width = pixelWidth depthStencilDesc.height = pixelHeight depthStencilDesc.usage = .renderTarget depthStencilDesc.storageMode = .private The code is inside the init, check how the depthStencilTexture is setup for SKRenderer, it may help you.
Topic: Graphics & Games SubTopic: RealityKit Tags:
3w
[FB22167174] PDFKit: `buttonWidgetState = .onState` ignored for non-first radio button annotations on `dataRepresentation()`
I've run into what appears to be a bug in PDFKit's radio button serialization. When creating a radio button group with PDFAnnotation, only the first annotation added via page.addAnnotation() gets a correct /AS entry in the written PDF — all other annotations always get /AS /Off, regardless of buttonWidgetState. Minimal reproduction func makeRadioButton(optionId: String, isSelected: Bool) -> PDFAnnotation { let ann = PDFAnnotation(bounds: CGRect(x: 0, y: 0, width: 20, height: 20), forType: .widget, withProperties: nil) ann.widgetFieldType = .button ann.widgetControlType = .radioButtonControl ann.fieldName = Choice ann.buttonWidgetStateString = optionId ann.buttonWidgetState = isSelected ? .onState : .offState return ann } let pdf = PDFDocument() let page = PDFPage() pdf.insert(page, at: 0) // Intend to select B page.addAnnotation(makeRadioButton(optionId: A, isSelected: false)) page.addAnnotation(makeRadioButton(optionId: B, isSelected: true)) page.addAnnotation(makeRadioButton(optionId: C, isSelec
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Reply to Active Membership but Xcode shows "Red X" at Certificates, Identifiers & Profiles
I have the same problem I've upgraded to a new Macbook recently, just when I was setting up my Xcode, I realized I there is a this red X showing up next to my development team as I was signing in to my account I have checked my permission on App Store Connect, everything seemed fine. I have also deleted my old Apple development certificate and requested for another one. Nothing worked.
3w
Red "X" showing up for Certificates, Identifiers, & Profiles in xcode
I've upgraded to a new Macbook recently, just when I was setting up my Xcode, I realized I there is a this red X showing up next to my development team as I was signing in to my account I have checked my permission on App Store Connect, everything seemed fine. I have also deleted my old Apple development certificate and requested for another one. Nothing worked.
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Reply to Two errors in debug: com.apple.modelcatalog.catalog sync and nw_protocol_instance_set_output_handler
Hi! Could you please share your OS versions and Xcode versions so we can track down the source of these errors? Thanks so much!
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3w
libclang_rt.fuzzer_osx.a not found
I tried to build my project with -fsanitize=fuzzer. This failed to link with libclang_rt.fuzzer_osx.a not found when attempting to link the code. I mean really!! Why on earth would you exclude this from the version of clang that ships with XCode!
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81
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3w
Reply to StoreKit1: finishTransaction fails to work as expected in iOS 26.4
We started experiencing a similar issue on the day iOS 26.4 Beta 1 was released (2026/02/18). Firebase Analytics is reporting a large number of duplicate in_app_purchase events for some users starting from that day. A few things we've observed: All of the affected transactions are non-consumable items. The duplicated events are triggered right after the process starts. All affected users are on iOS 26.4 So far we haven’t been able to reproduce it locally. It might be because our tests are using the sandbox or because our debug builds are compiled with Xcode 26. So I can't say for sure if it's exactly the same issue as yours, but it looks quite similar.
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3w
Reply to User crash report contains ??? instead of my app's symbols and no binary image base address
[quote='878607022, Nickkk, /thread/817724?answerId=878607022#878607022, /profile/Nickkk'] I'm assuming that's what you mean by Mach-O image. [/quote] A Mach-O image is code that can be mapped into memory by the dynamic linker and then run directly, as opposed to something like a .o file that contains code that must be linked before it can be run. I talk more about this in An Apple Library Primer. A Mach-O image is often stored within a universal binary, one image per architecture. So when looking at stuff like this you have to consider the image of the architecture that was running. The other thing to considered is that the dynamic linker may only map in parts of your image. A good way to see what actually gets mapped is to run the app and then run vmmap against it. Consider this: % ls -lh Pages Creator Studio.app/Contents/MacOS/Pages -rwxr-xr-x 1 root wheel 45M 16 Jan 02:44 Pages Creator Studio.app/Contents/MacOS/Pages The Pages executable is 45 MiB. And this: % file Pages Creator
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3w
Reply to RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
Thanks for your input. I added the following code in the arView.renderCallbacks.postProcess callback: let depthStencilDescriptor = MTLTextureDescriptor() depthStencilDescriptor.pixelFormat = .depth32Float_stencil8 depthStencilDescriptor.width = context.targetColorTexture.width depthStencilDescriptor.height = context.targetColorTexture.height depthStencilDescriptor.usage = .renderTarget depthStencilDescriptor.storageMode = .private renderPassDescriptor.stencilAttachment.texture = device!.makeTexture(descriptor: depthStencilDescriptor) renderPassDescriptor.stencilAttachment.loadAction = .clear renderPassDescriptor.stencilAttachment.storeAction = .dontCare renderPassDescriptor.stencilAttachment.clearStencil = 0 but the app now crashes with error Assertion failed: (destDepthFormat == jet_texture_format_DepthStencil), function create_render_mode, file jet_context_Metal.mm, line 895. VTPixelTransferSession 420f sid 494 (512.00 x 512.00) [0.00 0.00 512 512] rowbytes( 512, 512 ) Color( kCGColorSpace
Topic: Graphics & Games SubTopic: RealityKit Tags:
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3w
iOS 26.2 Simulator is not available for download
I'm trying to download the iOS 26.2 simulator, but it fails both in Xcode and via the command line. When I run: xcodebuild -downloadPlatform iOS -buildVersion 26.2 -exportPath ~/Downloads It returns: iOS 26.2 is not available for download. I would like to know: Why iOS 26.2 simulator cannot be downloaded at the moment. Whether iOS 26.2 simulator is still available, or if it has been removed or replaced. How to properly get and install the iOS 26.2 simulator. Any official explanation or solution would be greatly appreciated. Thank you!
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421
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3w
Reply to Xcode 26 fails to load SPM packages
Chiming in again with some findings. Reverting to Xcode 26.1 solved the package issue for me I'm using Tahoe 26.3.1 - I have a coworker with same project and Xcode 26.3.1, but using Tahoe 26.1 that does not have the problem. Using Is_kevin's approach using xcodebuild -resolvePackageDependencies, albeit with cleaning the package cache first worked for me on Xcode 26.3.1 too, but is cumbersome
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Views
Activity
3w
Reply to RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
This reminds of an error I got while setting up SKRenderer for this project: SKRenderer Demo. See code and comment in SKOfflineRenderer.swift: // If I dont use a depth/stencil texture, rendering crashes on simulator, device, and Mac // Without it, rendering only works on Xcode Live Preview let depthStencilDesc = MTLTextureDescriptor() depthStencilDesc.pixelFormat = .depth32Float_stencil8 depthStencilDesc.width = pixelWidth depthStencilDesc.height = pixelHeight depthStencilDesc.usage = .renderTarget depthStencilDesc.storageMode = .private The code is inside the init, check how the depthStencilTexture is setup for SKRenderer, it may help you.
Topic: Graphics & Games SubTopic: RealityKit Tags:
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3w
Reply to Apple watch Xcode pairing & connection issues
pretty much same issue, OSX / apple watch version 26.3. Developer mode does not show on apple watch settings Apple watch does not show as available in Xcode even if paired to an iphone connected to Mac via USB-c
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3w
[FB22167174] PDFKit: `buttonWidgetState = .onState` ignored for non-first radio button annotations on `dataRepresentation()`
I've run into what appears to be a bug in PDFKit's radio button serialization. When creating a radio button group with PDFAnnotation, only the first annotation added via page.addAnnotation() gets a correct /AS entry in the written PDF — all other annotations always get /AS /Off, regardless of buttonWidgetState. Minimal reproduction func makeRadioButton(optionId: String, isSelected: Bool) -> PDFAnnotation { let ann = PDFAnnotation(bounds: CGRect(x: 0, y: 0, width: 20, height: 20), forType: .widget, withProperties: nil) ann.widgetFieldType = .button ann.widgetControlType = .radioButtonControl ann.fieldName = Choice ann.buttonWidgetStateString = optionId ann.buttonWidgetState = isSelected ? .onState : .offState return ann } let pdf = PDFDocument() let page = PDFPage() pdf.insert(page, at: 0) // Intend to select B page.addAnnotation(makeRadioButton(optionId: A, isSelected: false)) page.addAnnotation(makeRadioButton(optionId: B, isSelected: true)) page.addAnnotation(makeRadioButton(optionId: C, isSelec
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70
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3w
Reply to Active Membership but Xcode shows "Red X" at Certificates, Identifiers & Profiles
I have the same problem I've upgraded to a new Macbook recently, just when I was setting up my Xcode, I realized I there is a this red X showing up next to my development team as I was signing in to my account I have checked my permission on App Store Connect, everything seemed fine. I have also deleted my old Apple development certificate and requested for another one. Nothing worked.
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3w
Red "X" showing up for Certificates, Identifiers, & Profiles in xcode
I've upgraded to a new Macbook recently, just when I was setting up my Xcode, I realized I there is a this red X showing up next to my development team as I was signing in to my account I have checked my permission on App Store Connect, everything seemed fine. I have also deleted my old Apple development certificate and requested for another one. Nothing worked.
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3
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153
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3w
XCode Simulator Platforms Keep Disappearing...
With Xcode 26.3, and beta 26.4 (under macOS 26.4 Beta (25E5223i)) my loaded platforms for canvas and simulators keep disappearing. Try to add platforms, and the download just sits there.
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68
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Xcode 26.4 Beta 2 - Missing Capability, Family Controls App & Website Usage
Hi One of the new Family Control API's requires the new Family Controls App & Website Usage capability but it appears to be missing in the latest Xcode beta (26.4 B2). MacOS and iOS all running 26.4 Beta 3. Does anyone know if we have to wait for Xcode 26.4 Beta 3 and it's associated SDK's for this one to become available?
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115
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Reply to Confirmation Items Regarding the Mandatory UIScene Lifecycle Support in iOS 27
Thank you for your post. If I’m not mistaken this means that at the time when Xcode 27 becomes mandatory, the app’s deployment target must be iOS 13 or higher since the UIScene class and Info.plist keys are iOS 13.
Topic: UI Frameworks SubTopic: General Tags:
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3w