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Reply to ApplicationMusicPlayer.shared player.play() permission denied in app sandbox (Tauri)
Glad to hear you’re making progress. [quote='882117022, i12n, /thread/820580?answerId=882117022#882117022, /profile/i12n'] What's the documented behavior if the user has something actively playing on the system music player? [/quote] Sadly, I can’t help you with that. I waded into this thread because I have expertise in the entitlement side of things. Otherwise I’m a complete noob when it comes to MusicKit. I have a couple of recommendations: As I mentioned above, prototype stuff in Xcode, just to get your third-party tooling out of the mix. If you continue to have problems, start a new thread, using the same subtopic and tags as their thread (well, except for Entitlements). Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Media Technologies SubTopic: General Tags:
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Reply to Your development team has reached the maximum number of registered iPhone devices.
[quote='882177022, hbanzon, /thread/797959?answerId=882177022#882177022, /profile/hbanzon'] I just renewed my paid developer account today [/quote] This thread is about free provisioning, which Xcode displays as a Personal Team. The story for paid teams is different. My general advice is that you read through Developer Account Help > Devices. If that’s not sufficient, you can seek help via Apple > Developer > Contact Us. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: General
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Reply to test NEAppProxyProvider without MDM?
[quote='881984022, Davidbaraff2, /thread/820572?answerId=881984022#881984022, /profile/Davidbaraff2'] There is a DHCP server on the local LAN to assign addresses to devices. [/quote] Do you actually need that? Or is this something you can’t control? [quote='881984022, Davidbaraff2, /thread/820572?answerId=881984022#881984022, /profile/Davidbaraff2'] if my iPad is trying to talk to anything on say 192.168 [/quote] Does that include multiple subnets? That is, does the DHCP server hand out a 192.168/16 address? Or does it hand out a 192.168.x/24 address? And in that case, are there resources on other 192.168.y/24 networks that you need to talk to? [quote='881984022, Davidbaraff2, /thread/820572?answerId=881984022#881984022, /profile/Davidbaraff2'] can you suggest any other way to accomplish this? [/quote] Depending on your answers to the above, you could potentially do this with an off-the-shelf VPN. Specifically, this would work if you can configure the VPN to: Always run over WWAN. Claim the default r
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Reply to Localization in Swift macOS console Apps.
These two statements are at odds: [quote='882101022, Arebus, /thread/820871?answerId=882101022#882101022, /profile/Arebus'] there is nothing special here [/quote] [quote='882101022, Arebus, /thread/820871?answerId=882101022#882101022, /profile/Arebus'] just a command line tool with a Localization.xcstrings file [/quote] Doing this is special because, in general, we don’t localise command-line tools on the Mac. Specifically, the traditional Unix-y way of localising command-line tools [1] is not standard practice on Apple platforms. Rather, Apple platforms use their own mechanism, based on the bundle structure. This mechanism is intended for GUI apps, and you have to jump through hoops to get it to work from the command line [2]. If you’re doing this just for testing, I recommend that you use Xcode’s testing infrastructure. It has options for overriding the language and region. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Roote
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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iOS 26.4 Simulator + Xcode local StoreKit returns PurchaseResult.userCancelled immediately, even in Apple sample app
Hi, I’m seeing a reproducible issue with local StoreKit testing on the iOS 26.4 Simulator. Environment: Xcode 17E192 iOS 26.4 Simulator StoreKit Testing in Xcode using a .storekit configuration file attached to the Run scheme SubscriptionStoreView StoreKit 2 What happens: Tapping a subscription purchase button starts the flow, but the purchase immediately returns: StoreKit.Product.PurchaseResult.userCancelled No purchase dialog appears. No transaction is created. Debug > StoreKit > Manage Transactions remains empty. Transaction.updates, Transaction.unfinished, and Transaction.currentEntitlements do not produce any new purchase-related events. Important detail: This happens not only in my app, but also in Apple’s sample: Implementing a store in your app using the StoreKit API I tested the sample with its own .storekit file and shared scheme. The sample shows the same behavior on iOS 26.4 Simulator. On iOS 26.2 Simulator: The purchase flow does react differently. I see the warning: Makin
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Reply to Migrating to the UIKit scene-based life cycle
Thank you for your response, Richard. I have a follow-up question to clarify the exact trigger for the launch failure. Could you tell us which of the following scenarios actually causes the app to fail to launch? Built with Xcode 26 (iOS 26 SDK), run on an iOS 27 device — Does the app fail to launch simply because the device is running iOS 27, even though it was built with the older(=26) SDK? Built with Xcode 27 (iOS 27 SDK), run on any OS version including iOS 27 — Does the failure occur across all OS versions, including iOS 27(All OS versions(iOS15 or higher) supported by my app), as long as the app was compiled with the iOS 27 SDK without adopting the scene-based life cycle? Both of the above — Does the failure apply in either case? Understanding whether this is enforced at the OS level (runtime) or at the SDK/build level (compile time) is critical for planning our migration and release timeline. Thank you.
Topic: UI Frameworks SubTopic: UIKit
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My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message The application failed to launch., i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = com.laurent-guise.ble-laser; DVTErrorCreationDateKey = 2026-03-30 07:59:46 +0000; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open com.laurent-guise.ble-laser failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process fa
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Reply to UI Glitch in Toolbar Menu Picker After Migrating to Xcode 26
However, This UI glitch We have noticed not only on Toolbar but wherever we are using dropdown(Menu+Picker) throughout the app. It created different shapes while disappearing such as circle and capsule. In iOS 26.0 it shows capsule and iOS26.2.1 it shows circle like UI while disappearing. Is this existing issue in XCode/iOS26, If yes, When we can expect the fix from Apple?
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Reply to ‌Xcode26-built apps cannot run on iPhone 6 or earlier devices‌
Thanks for the update. Just to clarify: Starting from April we must use Xcode 26.X to upload apps to the App Store (using older Xcode versions will fail). In addition, Xcode 26.X deployment target is iOS 15+. So, no option to release apps targeted to older iOS versions? If this is the case, why this isn't blocked during the Xcode build process? or even during the App Store processing? Also, what about the apps we already published a week ago with target deployment 12.0?
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App Crash with mxSignpost function not found
Hi team: I recently update to Xcode 26.4, and I encountered crash when running to < iOS 26.4 both for physical device and Simulator with this log: dyld[1257]: Symbol not found: _$s9MetricKit10mxSignpost_3dso3log4name10signpostID__ySo03os_H7_type_ta_SVSo03OS_j1_F0Cs12StaticStringV0J0010OSSignpostI0VALSays7CVarArg_pGtF Referenced from: <164CCEB0-E1F8-3CE2-A934-2096C19C0A9A> /private/var/containers/Bundle/Application/EA709A68-F76F-4D97-85C6-B71D61D68389/xxx.app/xxx.debug.dylib Expected in: <9E5EC9BB-5828-329C-A2BC-038B67060298> /System/Library/Frameworks/MetricKit.framework/MetricKit Symbol not found: _$s9MetricKit10mxSignpost_3dso3log4name10signpostID__ySo03os_H7_type_ta_SVSo03OS_j1_F0Cs12StaticStringV0J0010OSSignpostI0VALSays7CVarArg_pGtF Referenced from: <164CCEB0-E1F8-3CE2-A934-2096C19C0A9A>x /private/var/containers/Bundle/Application/EA709A68-F76F-4D97-85C6-B71D61D68389/xxx.app/xxx.debug.dylib Expected in: <9E5EC9BB-5828-329C-A2BC-038B67060298> /System/Library/Frameworks/
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Reply to ‌Xcode26-built apps cannot run on iPhone 6 or earlier devices‌
Thank you for the reply, but according to the requirements on this link https://developer.apple.com/cn/app-store/submitting/, starting from April 2026, apps uploaded to App Store Connect must use iOS 26 SDK, which means Xcode 26 is also required. This seems contradictory to resolving the current issue. Could you provide the specific reason for the aforementioned problem? Why could the ipa compiled with Xcode 26 a week ago be installed, run, and used on an iPhone 6 12.5.8?
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Reply to Does your Canvas in Xcode crash all the time due to AXRemoteElement-BackgroundFetch?
I am having the same issue on both of my machines (both running Xcode 26.4 and 26.4 simulators.) After setting the simulator back to iOS 26.2, I can work in the SwiftUI canvas.
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Reply to ApplicationMusicPlayer.shared player.play() permission denied in app sandbox (Tauri)
Glad to hear you’re making progress. [quote='882117022, i12n, /thread/820580?answerId=882117022#882117022, /profile/i12n'] What's the documented behavior if the user has something actively playing on the system music player? [/quote] Sadly, I can’t help you with that. I waded into this thread because I have expertise in the entitlement side of things. Otherwise I’m a complete noob when it comes to MusicKit. I have a couple of recommendations: As I mentioned above, prototype stuff in Xcode, just to get your third-party tooling out of the mix. If you continue to have problems, start a new thread, using the same subtopic and tags as their thread (well, except for Entitlements). Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Media Technologies SubTopic: General Tags:
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2d
Reply to Your development team has reached the maximum number of registered iPhone devices.
[quote='882177022, hbanzon, /thread/797959?answerId=882177022#882177022, /profile/hbanzon'] I just renewed my paid developer account today [/quote] This thread is about free provisioning, which Xcode displays as a Personal Team. The story for paid teams is different. My general advice is that you read through Developer Account Help > Devices. If that’s not sufficient, you can seek help via Apple > Developer > Contact Us. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: General
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2d
Reply to test NEAppProxyProvider without MDM?
[quote='881984022, Davidbaraff2, /thread/820572?answerId=881984022#881984022, /profile/Davidbaraff2'] There is a DHCP server on the local LAN to assign addresses to devices. [/quote] Do you actually need that? Or is this something you can’t control? [quote='881984022, Davidbaraff2, /thread/820572?answerId=881984022#881984022, /profile/Davidbaraff2'] if my iPad is trying to talk to anything on say 192.168 [/quote] Does that include multiple subnets? That is, does the DHCP server hand out a 192.168/16 address? Or does it hand out a 192.168.x/24 address? And in that case, are there resources on other 192.168.y/24 networks that you need to talk to? [quote='881984022, Davidbaraff2, /thread/820572?answerId=881984022#881984022, /profile/Davidbaraff2'] can you suggest any other way to accomplish this? [/quote] Depending on your answers to the above, you could potentially do this with an off-the-shelf VPN. Specifically, this would work if you can configure the VPN to: Always run over WWAN. Claim the default r
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2d
Reply to iOS 26.3.0 TextToSpeech EXC_BAD_ACCESS
We see this issue in iOS 26.3 as well, but it can reproduce almost every time if we build the app with Xcode 26.4 and run the app on an iOS 26.3 device. Also sent: FB22305926 with the crash log.
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Reply to Localization in Swift macOS console Apps.
These two statements are at odds: [quote='882101022, Arebus, /thread/820871?answerId=882101022#882101022, /profile/Arebus'] there is nothing special here [/quote] [quote='882101022, Arebus, /thread/820871?answerId=882101022#882101022, /profile/Arebus'] just a command line tool with a Localization.xcstrings file [/quote] Doing this is special because, in general, we don’t localise command-line tools on the Mac. Specifically, the traditional Unix-y way of localising command-line tools [1] is not standard practice on Apple platforms. Rather, Apple platforms use their own mechanism, based on the bundle structure. This mechanism is intended for GUI apps, and you have to jump through hoops to get it to work from the command line [2]. If you’re doing this just for testing, I recommend that you use Xcode’s testing infrastructure. It has options for overriding the language and region. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Roote
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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iOS 26.4 Simulator + Xcode local StoreKit returns PurchaseResult.userCancelled immediately, even in Apple sample app
Hi, I’m seeing a reproducible issue with local StoreKit testing on the iOS 26.4 Simulator. Environment: Xcode 17E192 iOS 26.4 Simulator StoreKit Testing in Xcode using a .storekit configuration file attached to the Run scheme SubscriptionStoreView StoreKit 2 What happens: Tapping a subscription purchase button starts the flow, but the purchase immediately returns: StoreKit.Product.PurchaseResult.userCancelled No purchase dialog appears. No transaction is created. Debug > StoreKit > Manage Transactions remains empty. Transaction.updates, Transaction.unfinished, and Transaction.currentEntitlements do not produce any new purchase-related events. Important detail: This happens not only in my app, but also in Apple’s sample: Implementing a store in your app using the StoreKit API I tested the sample with its own .storekit file and shared scheme. The sample shows the same behavior on iOS 26.4 Simulator. On iOS 26.2 Simulator: The purchase flow does react differently. I see the warning: Makin
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0
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0
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40
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2d
Reply to Migrating to the UIKit scene-based life cycle
Thank you for your response, Richard. I have a follow-up question to clarify the exact trigger for the launch failure. Could you tell us which of the following scenarios actually causes the app to fail to launch? Built with Xcode 26 (iOS 26 SDK), run on an iOS 27 device — Does the app fail to launch simply because the device is running iOS 27, even though it was built with the older(=26) SDK? Built with Xcode 27 (iOS 27 SDK), run on any OS version including iOS 27 — Does the failure occur across all OS versions, including iOS 27(All OS versions(iOS15 or higher) supported by my app), as long as the app was compiled with the iOS 27 SDK without adopting the scene-based life cycle? Both of the above — Does the failure apply in either case? Understanding whether this is enforced at the OS level (runtime) or at the SDK/build level (compile time) is critical for planning our migration and release timeline. Thank you.
Topic: UI Frameworks SubTopic: UIKit
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2d
My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message The application failed to launch., i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = com.laurent-guise.ble-laser; DVTErrorCreationDateKey = 2026-03-30 07:59:46 +0000; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open com.laurent-guise.ble-laser failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process fa
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Reply to UI Glitch in Toolbar Menu Picker After Migrating to Xcode 26
However, This UI glitch We have noticed not only on Toolbar but wherever we are using dropdown(Menu+Picker) throughout the app. It created different shapes while disappearing such as circle and capsule. In iOS 26.0 it shows capsule and iOS26.2.1 it shows circle like UI while disappearing. Is this existing issue in XCode/iOS26, If yes, When we can expect the fix from Apple?
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Views
Activity
2d
Reply to ‌Xcode26-built apps cannot run on iPhone 6 or earlier devices‌
Thanks for the update. Just to clarify: Starting from April we must use Xcode 26.X to upload apps to the App Store (using older Xcode versions will fail). In addition, Xcode 26.X deployment target is iOS 15+. So, no option to release apps targeted to older iOS versions? If this is the case, why this isn't blocked during the Xcode build process? or even during the App Store processing? Also, what about the apps we already published a week ago with target deployment 12.0?
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2d
App Crash with mxSignpost function not found
Hi team: I recently update to Xcode 26.4, and I encountered crash when running to < iOS 26.4 both for physical device and Simulator with this log: dyld[1257]: Symbol not found: _$s9MetricKit10mxSignpost_3dso3log4name10signpostID__ySo03os_H7_type_ta_SVSo03OS_j1_F0Cs12StaticStringV0J0010OSSignpostI0VALSays7CVarArg_pGtF Referenced from: <164CCEB0-E1F8-3CE2-A934-2096C19C0A9A> /private/var/containers/Bundle/Application/EA709A68-F76F-4D97-85C6-B71D61D68389/xxx.app/xxx.debug.dylib Expected in: <9E5EC9BB-5828-329C-A2BC-038B67060298> /System/Library/Frameworks/MetricKit.framework/MetricKit Symbol not found: _$s9MetricKit10mxSignpost_3dso3log4name10signpostID__ySo03os_H7_type_ta_SVSo03OS_j1_F0Cs12StaticStringV0J0010OSSignpostI0VALSays7CVarArg_pGtF Referenced from: <164CCEB0-E1F8-3CE2-A934-2096C19C0A9A>x /private/var/containers/Bundle/Application/EA709A68-F76F-4D97-85C6-B71D61D68389/xxx.app/xxx.debug.dylib Expected in: <9E5EC9BB-5828-329C-A2BC-038B67060298> /System/Library/Frameworks/
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Reply to ‌Xcode26-built apps cannot run on iPhone 6 or earlier devices‌
Thank you for the reply, but according to the requirements on this link https://developer.apple.com/cn/app-store/submitting/, starting from April 2026, apps uploaded to App Store Connect must use iOS 26 SDK, which means Xcode 26 is also required. This seems contradictory to resolving the current issue. Could you provide the specific reason for the aforementioned problem? Why could the ipa compiled with Xcode 26 a week ago be installed, run, and used on an iPhone 6 12.5.8?
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Reply to Slow launch of app on iOS Simulator 26.4
100% repro here. Xcode 26.4 is unusably slow and I am having to downgrade. FB22366086
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Reply to Xcode always enabling default package traits
I'll have to spend a little more time playing around to properly isolate things but it looks like this might be related to it being an Xcode workspace with the two packages. If I open just the executable package in Xcode everything works as expected.
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