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Reply to iMessages App Capability Issue with In-App Purchase
Ok thank you. And I don't have to have the in app purchase capability to make in app purchases work? If you use the iMessage App template to create the app and extension, there is nothing to do. The template doesn't allow you to add the In-App Purchase capability to both the app and capability. If you use another Xcode template that allows you to create your app and add the In-App Purchase capability, remove the capability if you added it. So do I need to embed my iMessage extension inside the imessage app container? If you use the iMessage App template, the extension is automatically embedded into the containing app. If you use the iMessage extension template to create the extension, Xcode automatically adds it to the app selected in the Embed in Application field.
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Driver Activation failure error code 9. Maybe Entitlements? Please help
This is my first driver and I have had the devil of a time trying to find any information to help me with this. I beg help with this, since I cannot find any tutorials that will get me over this problem. I am attempting to write a bridging driver for an older UPS that only communicates via RPC-over-USB rather than the HID Power Device class the OS requires. I have written the basic framework for the driver (details below) and am calling OSSystemExtensionRequest.submitRequest with a request object created by OSSystemExtensionRequest.activationRequest, but the didFailWithError callback is called with OSSystemExtensionErrorDomain of a value of 9, which appears to be a general failure to activate the driver. I can find no other information on how to address this issue, but I presume the issue is one of entitlements in either the entitlements file or Info.plist. I will have more code-based details below. For testing context, I am testing this on a 2021 iMac (M1) running Sequoia 15.7, and this iMac is on MDM, speci
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Reply to Driver Activation failure error code 9. Maybe Entitlements? Please help
First off, a clarification here: I am attempting to write a bridging driver for an older UPS that only communicates via RPC-over-USB rather than the HID Power Device class the OS requires. What's your final goal here? That is, are you: Trying to create a seamless bridge to HID and then relying on the system’s support. OR Direct communication via user client to your own app. In the first case, how seamless do you actually want this to be? Do you not want any app at all? The issue here is that you don't actually need to use DriverKit to talk to a USB device. You could also use the USBHost framework, which would let your app just talk to the device. Unless you're specifically bridging to HID, then I wouldn't use DriverKit at all. In addition, if you're planning to bridge to HID but you're also planning to have an app/daemon, then you could also do this by using the USBHost framework to communicate with your device and a virtual HID device to expose that device to the system. The right choice here really depends
Topic: App & System Services SubTopic: Drivers Tags:
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Appkit without storyboards XCode 26.2
I’m running macOS 15.7 with Xcode 26.2, and I’m trying to learn the basics of AppKit. I’m fully aware that AppKit is considered a legacy / “old” technology and that Apple clearly does not promote it out of the box anymore. This is especially visible in recent versions of Xcode, where you can no longer create a macOS App template without Storyboards or SwiftUI. That said, AppKit is still widely used under the hood, so I think it’s reasonable to at least understand its fundamentals. Here’s the problem I’m facing. I create a standard macOS App project using the Xcode template (AppKit App Delegate). Then I: delete Main.storyboard remove all storyboard references from Info.plist try to create the window manually in applicationDidFinishLaunching At this point, the project builds, but the app either: does not show any window, or behaves as if it were not a proper GUI app While debugging, it looks like Xcode / Swift is treating my target more like a dylib / wrapper than a normal .a
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Reply to Appkit without storyboards XCode 26.2
@hieronim-bosch AppKit is my favorite framework, nothing else comes close. Until proven otherwise there is still no better way to make a Mac app IMHO. That said I never got into Storyboards on Mac. In Xcode 26.2 I can still create an AppKit project the old way which is New Project -> macOS -> App then change Interface to XIB then you get a project without a storyboard. If you want to go completely without Interface Builder you can but I don't think Apple ever had a template for that setup (well if they did I never noticed or it must have been a really long time ago). You can set the NSApplication delegate in main. #import @interface AppDelegate : NSObject @property (strong) NSWindowController *mainWindowController; @end @implementation AppDelegate -(void)applicationDidFinishLaunching:(NSNotification*)aNotification { NSLog(@Hello world!); NSWindow *firstWindow = [[NSWindow alloc]initWithContentRect:NSMakeRect(50.0, 50.0, 400.0, 400.0) styleMask:NSWindowStyleMaskTitled backing:NSBackingStoreBu
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Unable to Verify Code Signature with Error 0xe8008018 Despite Troubleshooting Attempts
Hello everyone, I am encountering a persistent issue with Xcode where I’m unable to install my app on a testing device due to the following error message: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.SznYNY/extracted/iForC.app : 0xe8008018 (The identity used to sign the executable is no longer valid.) Here’s what I have tried so far to resolve this issue: 1. Ensured that all my certificates and provisioning profiles are current and valid. 2. Removed all related certificates from my Keychain and reinstalled new ones. 3. Cleaned and rebuilt the project multiple times. 4. Unpaired the device and paired it again. 5. Reinstalled the latest version of Xcode. 6. Performed a complete restore of my Mac. Despite these troubleshooting steps, I am still facing the same issue. I would greatly appreciate any insights or experiences related to this error from anyone who has overcome similar challenges. Thank you in advance for your help!
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Xcode Cloud on Apple Silicon any time soon?
I'm currently using another provider for CI/CD. They've been offering Apple Silicon builds for over a year now. When we switched over, we saw our build times cut in half. I've seen similar results locally, back when I bought an M1 Mac. So, recently, I tried to use Xcode Cloud on my project. My build time is nearly 45 minutes, where my build time on my current system is about 15 minutes, max. Since I work on a team, and we make regular commits, having a 45 minute turnaround is not ideal. When I looked at the logs of my Xcode Cloud project, I saw a lot x86_64 stuff in there, which led me to believe that Xcode Cloud is still building on Intel machines. Additionally, I run tests on my builds. The build time alone (before running tests) was almost 20 minutes. The 15-minute time I cited with my current CI/CD included build time & tests running. So, a whole cycle finishes on my current setup before tests are even run. I noticed that there was a bunch of x86_64 in the logs, which made m
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Reply to iMessages App Capability Issue with In-App Purchase
@AET720 I then began by using the iMessage App template in xCode. And BAM right off the bat, I could not get the In-App Purchases capability to show up when I select my iMessage extension target. When you add the In-App Purchase capability to a target in Xcode, it adds the com.apple.developer.storekit entitlement string. This entitlement isn't a supported entitlement as explained in Determining if an entitlement is real. For a list of entitlements Apple supports, see Capabilities overview > Supported capabilities. if you added the In-App Purchase capability to your app target in Xcode, remove it. It is unnecessary. This capability is already enabled when you use an explicit App ID. If your iMessage extension uses an App ID, In-App Purchase is already enabled.
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Reply to DriverKit Dext fails to load with "Exec format error" (POSIX 8) on macOS 26.2 (Apple Silicon) when SIP is enabled
FYI, things work better if you just reply to the thread instead of using comments. Honestly, the comment feature doesn’t really work. First, let me start with the error messages you posted: Thank you. Yesterday, I accidentally removed arm64e from the compilation architecture and kept only x86_64 and arm64 architectures. The problem of Domain=NSPOSIXErrorDomain Code=8 Exec format error was solved. One thing you need to be careful about when looking at our log messages is focusing too much on the EXACT error code/detail instead of the overall flow. Looking at this message as an example: KernelManagerd: Error Domain=NSPOSIXErrorDomain Code=8 Exec format error This format structure: Error Domain= Code= ...is a common structure used by NSError to describe error codes from lower level subsystems. In this case, it's saying this was a POSIX error code, meaning error code 8 from the ERRNO range, or ENOEXEC. The string Exec format error is actually the generic POSIX error string description returned by perror(). All
Topic: App & System Services SubTopic: Drivers Tags:
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Reply to SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
Hello The crash you posted is in SpriteKit code, not SceneKit code. However, I'm not certain this is a SpriteKit bug. A common cause of SpriteKit crashes is accessing/modifying SpriteKit objects outside of SpriteKit's update loop. Even calling methods or accessing properties that look like they don't modify anything (e.g, -frame) can trigger mutation to SpriteKit's internal data structures, which is unsafe if done from multiple threads. Indeed, while looking through past SpriteKit bugs I found one for the exact function shown in your crash report. The resolution of that bug was in the app, which was found to be updating SpriteKit objects from multiple threads. I suggest looking through each of the crash reports in the Xcode organizer. Look for reports where multiple thread backtraces contain SpriteKit methods/functions. That should point to locations your code is accessing/modifying SpriteKit objects where it should not be. -- Justin
Topic: Graphics & Games SubTopic: SpriteKit Tags:
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WebView Exit fullscreen issue on iPadOS
This demonstrates an issue with SwiftUI's WebView on iPadOS. To repro, testing on iPad Simulator OS 26.2, macOS 26.2, Xcode 26.2. Download and unzip this project: https://drive.google.com/file/d/1z3MobjDf_RvvOtriXtinXvrJ7rGHwZRs/view?usp=share_link Set up Signing and Run the swiftui-webview App target on simulator (I'm using iPad Pro 13-inch (M5 simulator) Tap/click the fullscreen [ ] button in the bottom left corner of the webpage. Tap/click the 'X' button in the top left, to exit fullscreen. Result: The WebView exits fullscreen, but there is no content loaded, just a white background. It's also now not possible to visit other URLs - the WebView appears to be unresponsive and not repaint. This does not appear to affect macOS 26.2, just iPadOS.
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Mac Catalyst not respecting Display Name
Having a problem where the Mac Catalyst version of my app shows the full App Store Connect name instead of the shortened name. When I compile it on Xcode and run it locally, this doesn't happen. However, when installing from TestFlight it does. -- App Store Connect: AppName: RSS Reader Display Name: AppName -- On macOS only, it displays as AppName RSS Reader in ~/Applications/ when distributed via TestFlight. How can I correct this? An iPad app running on Mac has no issue, its only when I enable the Mac Catalyst build target.
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Reply to Content Filter Permission Prompt Not Appearing in TestFlight
OK. But you have the code for the PIRProcessDatabase tool, right? So how about you step through it to see where it throws this error? Keep in mind that PIR Service Example isn’t a set of tools, like Xcode, where you’re limited to just running the tool and that’s that. Rather, it’s sample code for you to explore, and then use the results to inform the development of the server-side of your system. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Unable to Download iOS Simulator Runtime 26.1 on Xcode — Bad URL Error (Code 49)
Hi everyone, I’m experiencing a persistent issue when trying to download the iOS Simulator Runtime 26.1 on Xcode (version 26.1). The download always fails with the following error Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 49 I’m located in Brazil, so I initially thought it might be region-related, but I’ve already tried several attempts to fix it, including: Using VPNs for the US and Europe Installing the Xcode 26.2 beta Downgrading Xcode to earlier versions Reinstalling the same version of Xcode Restarting Xcode and my Mac Switching networks Clearing simulator support/device files Unfortunately, nothing has resolved the issue. Is anyone else facing this problem? Does anyone know a workaround or a manual way to download/install the iOS 26.1 simulator runtime? Thanks in advance!
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