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build disappears

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Reply to Avoid hallucinations and information from trainning data
@EduardoDominguez If I understand correctly, you're noting that Foundation Models is able to see the structure of your generable type, and you are asking if this means that guides are redundant. Our general advice is this: First, create your @Generable type with just descriptive property names, and see what kinds of values are created. Then, in areas where the model isn't consistently generating relevant data, try adding @Guide to provide additional guidance to the model for generating those values. With on-device models, reducing complexity and keeping the context window small with succinct instructions is generally preferably, but through experimentation you may find that property-specific guides lead to more consistent results. Remember, building with large language models is all about testing and iterating! Best, -J
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Reply to VisionPro Enterprise.license file
Hi @thanhnd24 Yes, to use the entitlement (in your case, main camera access), you need to include both the entitlement and a corresponding license file in your app. After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions. Developers enrolled in the Apple Developer Program as an individual or sole proprietor/single-person business do not meet the requirements for Enterprise APIs. To meet the requirements for Enterprise APIs, you need to be enrolled in the Apple Developer Program as an organization or enrolled in the Apple Developer Enterprise Program. For more information on obtaining and configuring the license, see Building spatial experiences for business apps with enterprise APIs for visionOS. Refer to Accessing the main camera for more information on using the main camera API.
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Zoom navigation causes the source view to disappear
After returning from the child view to the parent, the latter one will simply disappear. This is the full view. See itemsContent where I perform the navigation. The last tapped rectangle in this example will simply disappear. struct DashboardView: View { @State var viewModel: DahsboardViewModel @Namespace private var namespace var body: some View { ScrollView(.vertical) { LazyVStack(spacing: 24) { ForEach(viewModel.sections) { section in VStack(spacing: 16) { Text(section.title) itemsContent(for: section) } } } } } func itemsContent(for section: DashboardSection) -> some View { ForEach(section.items) { item in NavigationLink { PatternLearningRouter().rootView .id(item.id) .navigationTransition(.zoom(sourceID: item.id, in: namespace)) } label: { Rectangle() .fill(Color.yellow) .frame(width: 80, height: 80) .overlay { Text(item.title) } .matchedTransitionSource(id: item.id, in: namespace) } } } } XCode26 26.0.1(17A400) iPhone 16 Pro, iOS 26.0.1 Note: Only reproduced when I swipe back (not r
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Different results depending on compiler options
The following C code shows different results when build in debug or release mode with Xcode 26.0.1. #include static void print_fval(int16_t *src) { float fval = (float)((((int32_t)*src) << 16) - (1 << 31)); printf(fval: %fn, fval); } int main(int argc, const char * argv[]) { int16_t i16[1] = { 0 }; print_fval(i16); return EXIT_SUCCESS; } In debug mode the output is: fval: -2147483648.000000. In release mode the output is: fval: 2147483648.00000. The 1 << 31 might be questionable but I would expect the same outcome in debug or release mode. The difference is in compiling with optimizations or not, compiler option -O0 vs any other optimization option. Would this be considered a compiler/optimizer bug? Older versions of Xcode (15.4 and earlier) do not have this problem.
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Reply to Xcode Signing Fails: Provisioning Profile "doesn't match" com.apple.developer.driverkit.userclient-access entitlement
Hi Kevin, Thank you for the suggestions. We have conducted a test of your third proposal regarding the IOKit User Client Class Temporary Exception. Our test procedure was as follows: We started from a known-good baseline commit where our DEXT loads correctly and the/dev/diskX node appears (though it reports 0 bytes, which is a separate issue we are debugging). We made only one change: we updated our App's .entitlements file to include the temporary exception. For absolute clarity, the exact content of the .entitlements file used for this test was: com.apple.security.temporary-exception.iokit-user-client-class IOUserUserClient com.apple.security.app-sandbox com.apple.developer.system-extension.install After a full clean, build, and reboot, the IOServiceGetMatchingService(DriverKitAcxxx) call still fails at runtime, returning IO_OBJECT_NULL. This result seems to indicate that the temporary exception entitlement is not sufficient to grant our app visibility of the active IOKit service on macOS. Be
Topic: App & System Services SubTopic: Drivers Tags:
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Game Center SignIn alert appears on macOS 26 (Tahoe) without capability or entitlement
Hello, On macOS 26 (Tahoe), when building a OSX app that includes GameKit code, calling GKLocalPlayer.local.authenticateHandler shows the Sign In to Game Center alert (e.g. didShowFullscreenSignIn) — even if the app does not have the Game Center capability enabled or any related entitlement (com.apple.developer.game-center). This alert only appears when the user is not signed in to Game Center in system settings. However, when testing the same code path on iOS app built with macOS 26 (Tahoe), the alert does not appear unless the proper capability and entitlement are included. This behavior is different from macOS 15 (Sequoia) + Xcode 15.x. Prior to the update, Game Center features did not work at all even with the OSX app without Capability and Entitlements. Steps to Reproduce Create a new OSX app target (App Sandbox enabled, no Game Center capability). Add minimal GameKit code: GKLocalPlayer.local.authenticateHandler = { _, _, _ in } Build OSX app and run on macOS 26 (Tahoe). Ensure Game Ce
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How to get an anchored action sheet without the popover arrow on iOS 26?
I see in iPhone built-in apps that action sheets are presented as popovers without arrows over their originating views. Here is an example in Messages and Shortcuts apps. In WWDC 2025 session Build a UIKit app with the new design, the speaker explains that all you have to do is to configurate the popover like we do for iPad. Here is the relevant transcript: 14:33 ActionSheets on iPad are anchored to their source views. Starting in iOS 26, they behave the same on iPhone, appearing directly over the originating view. 14:46 On the alertController, make sure to set the sourceItem or the sourceView on popoverPresentationController, regardless of which device it’s displayed on. Assigning the source view automatically applies the new transitions to action sheets as well! Action sheets presented inline don’t have a cancel button because the cancel action is implicit by tapping anywhere else. If you don’t specify a source, the action sheet will be centered, and you will have a cancel button. iOS 26 provides a
Topic: UI Frameworks SubTopic: UIKit
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App binary size limitations clarifications.
Few of my iOS app’s universal binary exceeds 200MB, while individual device-specific binaries remain under 200MB. I understand Apple recommends keeping app binaries below 200MB to allow downloads over mobile networks. I want to confirm whether the size of the universal binary impacts the ability of users to download or update the app (App Store build) over cellular networks, or if only the device-specific slice size is considered?
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Reply to Xcode 26.0 unknown type name 'sqlite3_context'
Check if you have this flag: _SQLITE3_H_=1 under Build Settings > Preprocessor Macros (GCC_PREPROCESSOR_DEFINITIONS). I had this value and this resulted in your same error. I still need to find why I had this in the first place. But at least removing it resulted in the project building correctly and I can continue testing it using the new Xcode.
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Xcode 26 Build Failure: _sys_select and netinet_in Type Mismatches
I'm facing a build failure after migrating my project to Xcode 26. The issue appears to be related to the redefinition of some core system types. The compiler errors point to a failure to locate the original type definitions, suggesting they've been moved or renamed. Specifically, the build log contains these errors: ../arm64-apple-ios.private.swiftinterface:653:11: Cannot find type '_sys_select' in scope ../arm64-apple-ios.private.swiftinterface:130:33: Cannot find type 'netinet_in' in scope I've observed that the types are being mapped as follows: netinet_in.in_addr_t -> _DarwinFoundation2.in_addr_t _sys_select.fd_set -> _DarwinFoundation2.fd_set I'm looking for guidance on the recommended way to resolve these API changes. How should I handle these type redefinitions in Xcode 26 to ensure my project builds correctly? Any insights would be greatly appreciated. Thank you.
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Reply to RealityKit Instancing Meshes
Okay, so, tryin to build some pipelines here, from USD content from DCC's into the Xcode/RealityComposerPro world. ...and I really wish RCP was more mature in its USD support. Looks, like Entity class and some supporting USD methods are the only options. The saving grace is, that the Canvas is a awesome tool to setup mature content via code/USD..kudos to whomever delivered that.
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Bogus include directories in Xcode 26
I've recently switched from using Xcode 15 under Ventura to using Xcode 26 under Sequoia on an Intel-CPU Mac. This is a macOS project that uses a legacy build location, and the sources are C++ and Objective-C. For every source being compiled, I get a clang warning no such include directory for these 4 directories: $BUILD_DIR/Debug/include $BUILD_DIR/SBEngineV4.build/Debug/V4 Dual SBEngine.build/DerivedSources-normal/x86_64 $BUILD_DIR/SBEngineV4.build/Debug/V4 Dual SBEngine.build/DerivedSources/x86_64 $BUILD_DIR/SBEngineV4.build/Debug/V4 Dual SBEngine.build/DerivedSources I can't figure out where it's getting those directories. I added a Run Script build phase that says echo $HEADER_SEARCH_PATHS, and the first path that reports is the $BUILD_DIR/Debug/include path, yet I don't see that when I look at the header search paths in the target build settings. I tried deleting all the derived data. I tried Xcode 26.0.1 and 26.1 beta 2.
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.bottomBar menu button briefly disappears after menu dismissal on iOS 26.1 Seed 2 (23B5059e)
[Also submitted as FB20636175] In iOS 26.1 Seed 2 (23B5059e), ToolbarItem menus with .bottomBar placement cause the toolbar item to disappear and rebuild after the menu is dismissed, instead of smoothly morphing back. The bottom toolbar can take 1–2 seconds to reappear. This also seems to coincide with this console error: Adding 'UIKitToolbar' as a subview of UIHostingController.view is not supported and may result in a broken view hierarchy. Add your view above UIHostingController.view in a common superview or insert it into your SwiftUI content in a UIViewRepresentable instead. This occurs both on device and in a simulator. Sample Project This sample ContentView includes two menu buttons—one in the bottom bar and one in the top bar. Dismissing the bottom bar menu causes a short delay before the button reappears, while the top bar menu behaves normally. struct ContentView: View { var body: some View { NavigationStack { Text(Tap and dismiss both menu buttons and note the difference.) .navigationTitle
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Background Refresh Stalls After Charging on watchOS 26
Hello everyone, I’m a new developer still learning as I go. I’m building a simple watchOS app that tracks Apple Watch battery consumption, records hourly usage data, and uses that information to predict battery life in hours. I’ve run into an issue where background refresh completely stalls after charging and never recovers, regardless of what I do. The only way to restore normal behavior is to restart the watch. Background refresh can work fine for days, but if the watch is charging and a scheduled background refresh tries to run during that period, it appears to be deferred—and then remains in that deferred state indefinitely. Even reopening the app or scheduling new refreshes doesn’t recover it. Has anyone else encountered this behavior? Is there a reliable workaround? I’ve seen a few reports suggesting that there may be a regression in scheduleBackgroundRefresh() on watchOS 26, where tasks are never delivered after certain states. Any insights or confirmations would be greatly appreciated. Thank
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