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Reply to Icon Composer: Any way to add icons to the app bundle for older macOS versions?
My test projects for anyone who wants to try this madness. Requires installing Xcode 26.0.1. Follow the 2 Read Me files included. At some point I may clean this up and post it on Github. But Dropbox will have to do in a pinch: https://www.dropbox.com/scl/fo/pyqw2s06pzc4gacdrysmf/AHp6Bqy7dzfGZz34jOoG6F0?rlkey=cziky74r2hwxfo9m4gpd6fpif&st=8z7au8wn&dl=0 If someone comes up with a cleaner way to do this, please share with the whole class:)
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Reply to Complications Unavailable on iOS When Adding Custom Watch Face (App Store Build), But Works Fine on watchOS & in TestFlight​
Thank you for your post and for your patience in awaiting a response. I initially anticipated a response from an Apple Watch engineer. However, your post may benefit from additional information or a link to the App Store where the app can be downloaded to add the complication and observe the issue? As I’m not an expert on that. Is your complication using WidgetKit or ClockKit? Please provide as much background information as possible and take a look at this documentation if you haven’t done it before: https://developer.apple.com/documentation/widgetkit/converting-a-clockkit-app When a user downloads your app from the App Store, the iPhone’s Watch app which is responsible for configuring the watch face on iOS attempts to read the complication descriptors/metadata from your iOS app's bundle or the bundled Watch app. Ask a user to download the app from the App Store, launch the iOS app, launch the watchOS app, and then try to add the custom watch face from the iPhone. Is that working? Since you cannot attach Xcode
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Complications Unavailable on iOS When Adding Custom Watch Face (App Store Build), But Works Fine on watchOS & in TestFlight​
Hi Apple Developer Community, I’m encountering an issue with complications (复杂功能) in my Apple Watch app after releasing it to the App Store. Here’s the scenario: During development and TestFlight testing, complications work correctly. Users can add the custom watch face from the iPhone and all complications display properly. After releasing to the App Store, when users try to add the same custom watch face from their iPhone, they see the error: “Complications Unavailable” (复杂功能不可用). However, if users add the watch face directly from their Apple Watch, complications load and work normally. Environment Details: watchOS: 26.3 iOS: 26.3.1 Xcode: 26.2 Distribution: App Store (release build) What I’ve tried so far: Verified that the complication data source is properly configured in the WatchKit extension. Confirmed that the app’s bundle ID and App Groups are consistent across debug and release configurations. Ensured that the complication entitlements and privacy permissions are declared in both iOS and w
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Reply to ITMS-90429: Invalid Swift Support on libswiftCompatibilitySpan.dylib after update to Xcode 26.4.1
Thanks for the post. This normally occurs when updating to newer versions of Xcode as swift support requirements, the validator checks the swift the executables from Frameworks folders in the app, and makes sure that the names match 1 to 1. The libswiftCompatibilitySpan.dylib library. The ITMS-90429 error triggers because App Store Connect is extremely strict about how Swift dynamic libraries are packaged inside your exported .ipa file. What version of Xcode are you using? When you manually copy the .dylib into the app's Frameworks folder, it fails App Store validation because Apple requires Swift libraries to exist inside the folder at the root of the .ipa archive. Are you manually doing that? Or are you are using CocoaPods? I would recommend to also check this thread https://discussions.apple.com/thread/256135560?sortBy=rank Albert
  Worldwide Developer Relations.
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Reply to ShazamKit enabled on App ID but provisioning profiles do not include com.apple.developer.shazamkit entitlement
Same symptom on a different Team ID (MCN4U9B2K4, bundle com.michaeltocco.Sanbox, Xcode 17, iOS 18.5, Automatic signing). ShazamKit ticked in App Services and persisting across portal reloads; Xcode fails with Entitlement com.apple.developer.shazamkit not found and could not be included in profile. The profile Apple just issued (2026-04-22) for my App ID carries only application-identifier, keychain-access-groups, get-task-allow, and com.apple.developer.team-identifier — no com.apple.developer.shazamkit. Already tried: deleting + recreating the App ID from scratch, the uncheck/save/wait/re-check/save capability-toggle trick, purging cached profiles between every attempt, -allowProvisioningUpdates, device target (not Simulator). Same issuance pathology persists. Runtime (when forced against a team wildcard profile for testing) returns com.apple.ShazamKit Code=202 Missing entitlements → AMS 306 → HTTP 401 from api.shazam.apple.com/v1/catalog/US/match, which is consistent with the entitlement ne
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Reply to Tap to Pay on iPhone – Provisioning profile missing entitlement when uploading to TestFlight
Thanks for the post. It looks like also yesterday you open a bug? Can you confirm that providing the FB number here? For that entitlement there is an additional approval step required. The com.apple.developer.proximity-reader.payment.acceptance entitlement is a restricted entitlement. This means you cannot simply add it to your .entitlements file in Xcode and check a box in the Developer Portal; you must explicitly apply for it and be granted permission before your provisioning profiles will actually include it. Because your Apple Developer account hasn't been officially granted this entitlement yet, the provisioning profiles you are regenerating do not contain it. When Xcode archives the app and verifies it against the profile for TestFlight, it sees the mismatch and throws that exact error. Request the Entitlement from Apple. You must submit a request for the Tap to Pay on iPhone entitlement. https://developer.apple.com/contact/request/tap-to-pay-on-iphone/ Albert
  Worldwide Developer Re
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Reply to Icon Composer: Any way to add icons to the app bundle for older macOS versions?
@Steve4442 Quick FYI: I actually have the 2 different icons working now (Liquid Glass Icon Composer .icon appears in Tahoe, and my current Legacy .icns appears in Sequoia). It's a huge mess to do, but it is possible. In my case I had to: Generate a Legacy .icns via Terminal (instead of using an Asset Catalog in Xcode) Install Xcode 26.0.1 Create a simple test app with a Shell Script that runs actool to build the Asset.car file. Build my test app with Xcode 26.0.1 Copy the resulting Assets.car and the Terminal-built .icns, into my Xcode 24.3 production project. Tweak my Xcode 24.3 production project's Info.plist and build. Final app displays two different icons: LG in Tahoe, Legacy in Sequoia. To give you an idea of how messy this is, I had to follow much of John Siracusa's advice from here: https://mjtsai.com/blog/2025/08/08/separate-icons-for-macos-tahoe-vs-earlier/ If anyone really wants to go through this major hassle, I can try to write up instructions here. Bu
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Reply to macOS main.swift and Main actor-isolated conformance cannot be used in nonisolated context
I got this working as following: Using Xcode 26.4, I created a new project from the macOS > App template, choosing Storyboard for the UI. I removed @main from AppDelegate. I added a main.swift file like so: import Cocoa func main() { let delegate = AppDelegate() _ = NSApplication.shared NSApp.delegate = delegate NSApp.run() } main() The difference is that I put the code into a main() function. That function name isn’t special — you could just as easily call it foo() — but it’s important that the code not be at the top level. Top-level code is weird in Swift (-: Having said that, I recommend against doing this. Rather, just call NSApplicationMain. Note that the doc you referenced says “which is functionally similar to”, not “is implement as”. The actual implementation of NSApplicationMain is very different, and by not calling it you’re taking yourself far off the beaten path. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Programming Languages SubTopic: Swift Tags:
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macOS main.swift and Main actor-isolated conformance cannot be used in nonisolated context
For a simple, resourceless cocoa apps I used to manually setup the application lifecycle (mimicking what's documented here: https://developer.apple.com/documentation/appkit/nsapplication), so my main.swift would look like: import Cocoa let delegate = SomeDelegate() _ = NSApplication.shared NSApp.delegate = delegate NSApp.run() This triggers a warning in Xcode 26.2: Main actor-isolated conformance of SomeDelegate cannot be used in nonisolated context; this is an error in Swift 6 language mode. so what is the recommended way to refactor above so that it is Swift 6 compliant?
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Error in running ROOT analysis software after the recent update of MacOs and Xcode
I am facing errors in running ROOT on my M4 Air below is the terminal output can you please help me akshatsharma@akshats-MacBook-Air ~ % root /Users/akshatsharma/Applications/ROOT_v6.36.06/etc/cling/std_darwin.modulemap:73:64: error: header '__type_traits/add_lvalue_reference.h' not found module add_lvalue_reference { header __type_traits/add_lvalue_reference.h } ^ input_line_1:1:10: note: submodule of top-level module 'std' implicitly imported here #include ^ Warning in cling::IncrementalParser::CheckABICompatibility(): Failed to extract C++ standard library version. Warning in cling::IncrementalParser::CheckABICompatibility(): Possible C++ standard library mismatch, compiled with _LIBCPP_ABI_VERSION '1' Extraction of runtime standard library version was: '' ------------------------------------------------------------------ | Welcome to ROOT 6.36.06 https://root.cern | | (c) 1995-2025, The ROOT Team; conception: R. Brun, F. Rademakers | | Built for macosxarm64 on Dec 27 2025, 07:23:39 | | From tags/6-36-06@
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Xcode 26 beta 5 xcodebuild crash
Good day! When your project have total 887 or more SPM local targets and then you try to build it, xcodebuild will be crash. Crash log: SWBBuildService-2025-08-11-151103.ips Thread 2 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative 0 libxpc.dylib 0x197c4826c _availability_version_check + 8 1 libswiftCore.dylib 0x1a9b44428 __isPlatformVersionAtLeast + 92 2 libswiftCore.dylib 0x1a9a6e054 _swift_allocObject_ + 1100 3 SWBMacro 0x104a9c408 specialized _ArrayBuffer._consumeAndCreateNew(bufferIsUnique:minimumCapacity:growForAppend:) + 116 4 SWBMacro 0x104a97b58 specialized Array.append(contentsOf:) + 116 5 SWBMacro 0x104a954e8 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 160 6 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 7 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 8 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withRe
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Undefined symbol
Is anyone have this problem on xcode 26 ? Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility50 Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility51 Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility56 Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibilityConcurrency Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibilityDynamicReplacements
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Reply to RN IOS APP & WatchOS Companion
If you are building an iOS app with a companion watchOS app, the watchOS app bundle has to be embedded in a certain location in the iOS app bundle. Xcode takes care all that if you manage the apps as two targets in one single project. Putting the apps to separate repositories can't achieve that, unless you'd have a post build script to do all the trick, which will add unnecessary complexity to your build process. So yes, I'd strongly recommend that you keep your iOS app and its companion watchOS app in one single Xcode project. Best, —— Ziqiao Chen  Worldwide Developer Relations.
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Reply to Icon Composer: Any way to add icons to the app bundle for older macOS versions?
My test projects for anyone who wants to try this madness. Requires installing Xcode 26.0.1. Follow the 2 Read Me files included. At some point I may clean this up and post it on Github. But Dropbox will have to do in a pinch: https://www.dropbox.com/scl/fo/pyqw2s06pzc4gacdrysmf/AHp6Bqy7dzfGZz34jOoG6F0?rlkey=cziky74r2hwxfo9m4gpd6fpif&st=8z7au8wn&dl=0 If someone comes up with a cleaner way to do this, please share with the whole class:)
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2w
Reply to Complications Unavailable on iOS When Adding Custom Watch Face (App Store Build), But Works Fine on watchOS & in TestFlight​
Thank you for your post and for your patience in awaiting a response. I initially anticipated a response from an Apple Watch engineer. However, your post may benefit from additional information or a link to the App Store where the app can be downloaded to add the complication and observe the issue? As I’m not an expert on that. Is your complication using WidgetKit or ClockKit? Please provide as much background information as possible and take a look at this documentation if you haven’t done it before: https://developer.apple.com/documentation/widgetkit/converting-a-clockkit-app When a user downloads your app from the App Store, the iPhone’s Watch app which is responsible for configuring the watch face on iOS attempts to read the complication descriptors/metadata from your iOS app's bundle or the bundled Watch app. Ask a user to download the app from the App Store, launch the iOS app, launch the watchOS app, and then try to add the custom watch face from the iPhone. Is that working? Since you cannot attach Xcode
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Views
Activity
2w
Complications Unavailable on iOS When Adding Custom Watch Face (App Store Build), But Works Fine on watchOS & in TestFlight​
Hi Apple Developer Community, I’m encountering an issue with complications (复杂功能) in my Apple Watch app after releasing it to the App Store. Here’s the scenario: During development and TestFlight testing, complications work correctly. Users can add the custom watch face from the iPhone and all complications display properly. After releasing to the App Store, when users try to add the same custom watch face from their iPhone, they see the error: “Complications Unavailable” (复杂功能不可用). However, if users add the watch face directly from their Apple Watch, complications load and work normally. Environment Details: watchOS: 26.3 iOS: 26.3.1 Xcode: 26.2 Distribution: App Store (release build) What I’ve tried so far: Verified that the complication data source is properly configured in the WatchKit extension. Confirmed that the app’s bundle ID and App Groups are consistent across debug and release configurations. Ensured that the complication entitlements and privacy permissions are declared in both iOS and w
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36
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Reply to Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
[quote='885427022, DTS Engineer, /thread/812992?answerId=885427022#885427022'] Did anyone file a bug about this? [/quote] Filed the bug report Reproduces the 'lying delete' + stuck Deleting state on Xcode 26.4.1 / macOS 26.4.1, plus a second orphan revealed by scan-and-mount.
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Reply to ITMS-90429: Invalid Swift Support on libswiftCompatibilitySpan.dylib after update to Xcode 26.4.1
Thanks for the post. This normally occurs when updating to newer versions of Xcode as swift support requirements, the validator checks the swift the executables from Frameworks folders in the app, and makes sure that the names match 1 to 1. The libswiftCompatibilitySpan.dylib library. The ITMS-90429 error triggers because App Store Connect is extremely strict about how Swift dynamic libraries are packaged inside your exported .ipa file. What version of Xcode are you using? When you manually copy the .dylib into the app's Frameworks folder, it fails App Store validation because Apple requires Swift libraries to exist inside the folder at the root of the .ipa archive. Are you manually doing that? Or are you are using CocoaPods? I would recommend to also check this thread https://discussions.apple.com/thread/256135560?sortBy=rank Albert
  Worldwide Developer Relations.
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2w
Reply to ShazamKit enabled on App ID but provisioning profiles do not include com.apple.developer.shazamkit entitlement
Same symptom on a different Team ID (MCN4U9B2K4, bundle com.michaeltocco.Sanbox, Xcode 17, iOS 18.5, Automatic signing). ShazamKit ticked in App Services and persisting across portal reloads; Xcode fails with Entitlement com.apple.developer.shazamkit not found and could not be included in profile. The profile Apple just issued (2026-04-22) for my App ID carries only application-identifier, keychain-access-groups, get-task-allow, and com.apple.developer.team-identifier — no com.apple.developer.shazamkit. Already tried: deleting + recreating the App ID from scratch, the uncheck/save/wait/re-check/save capability-toggle trick, purging cached profiles between every attempt, -allowProvisioningUpdates, device target (not Simulator). Same issuance pathology persists. Runtime (when forced against a team wildcard profile for testing) returns com.apple.ShazamKit Code=202 Missing entitlements → AMS 306 → HTTP 401 from api.shazam.apple.com/v1/catalog/US/match, which is consistent with the entitlement ne
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2w
Reply to Tap to Pay on iPhone – Provisioning profile missing entitlement when uploading to TestFlight
Thanks for the post. It looks like also yesterday you open a bug? Can you confirm that providing the FB number here? For that entitlement there is an additional approval step required. The com.apple.developer.proximity-reader.payment.acceptance entitlement is a restricted entitlement. This means you cannot simply add it to your .entitlements file in Xcode and check a box in the Developer Portal; you must explicitly apply for it and be granted permission before your provisioning profiles will actually include it. Because your Apple Developer account hasn't been officially granted this entitlement yet, the provisioning profiles you are regenerating do not contain it. When Xcode archives the app and verifies it against the profile for TestFlight, it sees the mismatch and throws that exact error. Request the Entitlement from Apple. You must submit a request for the Tap to Pay on iPhone entitlement. https://developer.apple.com/contact/request/tap-to-pay-on-iphone/ Albert
  Worldwide Developer Re
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Reply to Icon Composer: Any way to add icons to the app bundle for older macOS versions?
@Steve4442 Quick FYI: I actually have the 2 different icons working now (Liquid Glass Icon Composer .icon appears in Tahoe, and my current Legacy .icns appears in Sequoia). It's a huge mess to do, but it is possible. In my case I had to: Generate a Legacy .icns via Terminal (instead of using an Asset Catalog in Xcode) Install Xcode 26.0.1 Create a simple test app with a Shell Script that runs actool to build the Asset.car file. Build my test app with Xcode 26.0.1 Copy the resulting Assets.car and the Terminal-built .icns, into my Xcode 24.3 production project. Tweak my Xcode 24.3 production project's Info.plist and build. Final app displays two different icons: LG in Tahoe, Legacy in Sequoia. To give you an idea of how messy this is, I had to follow much of John Siracusa's advice from here: https://mjtsai.com/blog/2025/08/08/separate-icons-for-macos-tahoe-vs-earlier/ If anyone really wants to go through this major hassle, I can try to write up instructions here. Bu
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2w
Reply to macOS main.swift and Main actor-isolated conformance cannot be used in nonisolated context
I got this working as following: Using Xcode 26.4, I created a new project from the macOS > App template, choosing Storyboard for the UI. I removed @main from AppDelegate. I added a main.swift file like so: import Cocoa func main() { let delegate = AppDelegate() _ = NSApplication.shared NSApp.delegate = delegate NSApp.run() } main() The difference is that I put the code into a main() function. That function name isn’t special — you could just as easily call it foo() — but it’s important that the code not be at the top level. Top-level code is weird in Swift (-: Having said that, I recommend against doing this. Rather, just call NSApplicationMain. Note that the doc you referenced says “which is functionally similar to”, not “is implement as”. The actual implementation of NSApplicationMain is very different, and by not calling it you’re taking yourself far off the beaten path. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Programming Languages SubTopic: Swift Tags:
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macOS main.swift and Main actor-isolated conformance cannot be used in nonisolated context
For a simple, resourceless cocoa apps I used to manually setup the application lifecycle (mimicking what's documented here: https://developer.apple.com/documentation/appkit/nsapplication), so my main.swift would look like: import Cocoa let delegate = SomeDelegate() _ = NSApplication.shared NSApp.delegate = delegate NSApp.run() This triggers a warning in Xcode 26.2: Main actor-isolated conformance of SomeDelegate cannot be used in nonisolated context; this is an error in Swift 6 language mode. so what is the recommended way to refactor above so that it is Swift 6 compliant?
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785
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Error in running ROOT analysis software after the recent update of MacOs and Xcode
I am facing errors in running ROOT on my M4 Air below is the terminal output can you please help me akshatsharma@akshats-MacBook-Air ~ % root /Users/akshatsharma/Applications/ROOT_v6.36.06/etc/cling/std_darwin.modulemap:73:64: error: header '__type_traits/add_lvalue_reference.h' not found module add_lvalue_reference { header __type_traits/add_lvalue_reference.h } ^ input_line_1:1:10: note: submodule of top-level module 'std' implicitly imported here #include ^ Warning in cling::IncrementalParser::CheckABICompatibility(): Failed to extract C++ standard library version. Warning in cling::IncrementalParser::CheckABICompatibility(): Possible C++ standard library mismatch, compiled with _LIBCPP_ABI_VERSION '1' Extraction of runtime standard library version was: '' ------------------------------------------------------------------ | Welcome to ROOT 6.36.06 https://root.cern | | (c) 1995-2025, The ROOT Team; conception: R. Brun, F. Rademakers | | Built for macosxarm64 on Dec 27 2025, 07:23:39 | | From tags/6-36-06@
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Reply to Xcode 26 beta 5 xcodebuild crash
Fixed by PR: https://github.com/swiftlang/swift-build/pull/997 It works now on Swift 6.3 / Xcode 26.4
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Xcode 26 beta 5 xcodebuild crash
Good day! When your project have total 887 or more SPM local targets and then you try to build it, xcodebuild will be crash. Crash log: SWBBuildService-2025-08-11-151103.ips Thread 2 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative 0 libxpc.dylib 0x197c4826c _availability_version_check + 8 1 libswiftCore.dylib 0x1a9b44428 __isPlatformVersionAtLeast + 92 2 libswiftCore.dylib 0x1a9a6e054 _swift_allocObject_ + 1100 3 SWBMacro 0x104a9c408 specialized _ArrayBuffer._consumeAndCreateNew(bufferIsUnique:minimumCapacity:growForAppend:) + 116 4 SWBMacro 0x104a97b58 specialized Array.append(contentsOf:) + 116 5 SWBMacro 0x104a954e8 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 160 6 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 7 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 8 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withRe
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Undefined symbol
Is anyone have this problem on xcode 26 ? Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility50 Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility51 Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility56 Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibilityConcurrency Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibilityDynamicReplacements
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Reply to RN IOS APP & WatchOS Companion
If you are building an iOS app with a companion watchOS app, the watchOS app bundle has to be embedded in a certain location in the iOS app bundle. Xcode takes care all that if you manage the apps as two targets in one single project. Putting the apps to separate repositories can't achieve that, unless you'd have a post build script to do all the trick, which will add unnecessary complexity to your build process. So yes, I'd strongly recommend that you keep your iOS app and its companion watchOS app in one single Xcode project. Best, —— Ziqiao Chen  Worldwide Developer Relations.
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