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Reply to What exactly an Xcode framework does?
[quote='856256022, raunits, /thread/798530?answerId=856256022#856256022, /profile/raunits'] I've uploaded the test project on github [/quote] Thanks. Building that I see this structure: TWiOSApp.app/ Base.lproj/ Frameworks/ TWFramework.framework/ Info.plist TWFramework Info.plist PkgInfo PlugIns/ NotifContentExt.appex/ Base.lproj/ Info.plist NotifContentExt NotifServiceExt.appex/ Info.plist NotifServiceExt ShareExt.appex/ Base.lproj/ Info.plist ShareExt TWiOSApp That seems reasonable enough, in that there’s only one copy of your framework embedded at the top level, which is the correct structure for an iOS app. Looking at the project I see that you have a TWFramework target and three ‘utils’ targets (TWUtils, StringUtils, NumberUtils, ModelUtils) each of which produce a static library that’s then linked into the framework. That’s a bit convoluted — you could just compile the code the framework directly — but there’s nothing fundamentally wrong with it. Two things to note about this test project: Your
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tvOS 26 + Xcode 26 debugger won't launch
I have been using tvOS 18 and Xcode 26 all summer without issue but since updating the tv to the latest tvOS 26 beta I am now unable to attach to debug builds. When using the Run button in Xcode the build completes, the tv screen goes black and then I see a warning in Xcode: Launching App Name is taking longer than expected. Do you want to continue to wait? LLDB is likely reading from device memory to resolve symbols. If I continue to wait after around 5 mins, in the Xcode console, I see: warning: libobjc.A.dylib is being read from process memory. This indicates that LLDB could not find the on-disk shared cache for this device. This will likely reduce debugging performance. But the process on the tv hangs indefinately. Hitting stop in Xcode disconnects the debugger but the app then finishes launching successfully on the TV. Trying to use Debug > Attach to process > [App Name] once it is running also just hangs the app and waits until stopped. When stopping th
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Network Extension App for MacOS with 3 Extensions
Hi All, I am currently working on a Network Extension App for MacOS using 3 types of extensions provided by Apple's Network Extension Framework. Content Filter, App Proxy (Want to get/capture/log all HTTP/HTTPS traffic), DNS Proxy (Want to get/capture/log all DNS records). Later parse into human readable format. Is my selection of network extension types correct for the intended logs I need? I am able to run with one extension: Main App(Xcode Target1) <-> Content Filter Extension. Here there is a singleton class IPCConnection between App(ViewController.swift) which is working fine with NEMachServiceName from Info.plist of ContentFilter Extension(Xcode Target2) However, when I add an App Proxy extension as a new Xcode Target3, I think the App and extension's communication getting messed up and App not getting started/Crashing. Here, In the same Main App, I am adding new separate IPCConnection for this extension. Here is the project organization/folder structure. MyNetworkExtens
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Reply to What exactly an Xcode framework does?
Hi, I've uploaded the test project on github: https://github.com/Raunit-TW/xcode-framework-poc Adding more context to the problem, it was first discussed here: https://developer.apple.com/forums/thread/751522. To summarize, we have an application with a bunch of extensions, all of them dependent on some common C++ source files. Building each target individually leads to a bloated app bundle and final binary, since the contents are copied to each binary. As per our understanding, frameworks can solve this issue of increased binary size by packaging the common C++ files separately such that they can be shared among the extensions.
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Reply to Icon Composer: Any way to add icons to the app bundle for older macOS versions?
In case it's helpful to anyone else, I managed to get past the problem I was having with the new style icon. It turns out, all I had to do was rename the AppIcon.icon file to anything else (within the Xcode 26 GUI) then rename it back. Apparently, I added the file to the project in Xcode 16, so it wasn't flagged properly as an icon asset. Later, I had a separate problem with the same symptom. This time I added the .icon file with Xcode 26, but in the dialog, I neglected to check the box for the target, so it wasn't added to the Copy Bundle Resources build phase.
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Touch Input Offset and Unresponsive Elements in iOS 18.6 (Xcode 16.4)
PLATFORM AND VERSION iOS Development environment: Xcode 16.4, macOS 15.6 Run-time configuration: iOS 18.6 DESCRIPTION OF PROBLEM Hi, We recently noticed some issues when running our existing app, even after applying updates, on iOS 18.6. The problem occurs both on the Xcode simulator and on clients’ mobile devices running iOS 18.5 or later. However, devices running versions below 18.5, such as iOS 18.4 (including iPads), do not experience this issue. The issue we are experiencing is that when we touch certain elements, they do not respond unless we tap slightly higher than the intended point. Please see the video in the link below. I believe others are also experiencing similar touch-related issues, though not identical to ours. On iOS 18.4: Works as expected. On iOS 18.6: The range bar cannot be moved unless we tap slightly above it, and once the map is displayed, the toggle button becomes non-functional. This behaviour is not present in any earlier iOS version. I suspect something may have
Topic: UI Frameworks SubTopic: General
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Regarding the issue of Xcode not displaying Apple Watch devices
My version is iOS 18.6.2 (22G100), watchOS 10.6.1 (21U580), macOS 15.3.1 (24D70), Xcode Version 16.4 (16F6). My iPhone can connect to Xcode and complete app installation testing. I have connected the iPhone to Xcode via USB, and both the iPhone and Apple Watch have been set to trust this device. The iPhone has Developer Mode enabled, but I cannot find Developer Mode in the Privacy & Security settings on the Apple Watch. As shown in the image, the Devices section in Xcode's Developer Documentation displays my iPhone but not the Apple Watch. However, the Open Console for the displayed iPhone shows my Apple Watch—actually two of them, though I only have one Apple Watch (the other might be from a previous backup). The iPhone app installs and tests normally, but the Apple Watch app cannot select a target device and fails to start installation. How can I resolve this issue?
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Xcode 26 - Create ML don't work
I tried using Create ML of Xcode 26.0 beta 7 to generate a model using the Word Tagging template, and I received the error: Training progress unavailable - Unexpected error. Using Create ML of XCode 16.4 with the same documentation, I was able to build the model and use it in a test app. I'd like to understand why Create ML of Xcode 26 no longer works.
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XCode Refuses to Load Team
I have a team I was added to for development XCode refuses to do it's job. It literally only displays 3 teams, and it refuses to acknowledge the fact that it's missing one of the development teams I am on. All I want to do is test this damn app. I have tried the following: Signing out and back in Clearing the cache at ~/Library/Caches/com.dt.XCode or whatever Clearing the cache at ~/Library/Support/XCode or whatever I really can't be bothered to remember, seeing as how they didn't matter I have tried searching high and low, manually installing certificates, I nuked my keychain after logging out and then restarted, logged back in, STILL NOTHING. I genuinely don't know what to do, and it's so frustrating because this is like, an issue I should have in 2005, not in 2025. Syncing a team from an account should not be something I have to search high and low for, find no answers, and then end up here, posting, when it's literally a GET/POST request. If I am doing something wrong, lord knows what it
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Extension AppIcon (Call Directory) not showing (But home icon ok!)
The home AppIcon appears as it should but in settings I get the generic icon. I tried: giving the extension its own assets and AppIcon asset. giving the main app assets 2 targets, itself AND the extension setting AppIcon appearances to none and iOS all sizes and providing 29pt and the other sizes. Adding to info.plist and specifying CFBundleIconFiles Yes, nuked derived data, switched off phone, everything. Starting with just the standard 1024×1024 AppIcon (expecting Xcode to auto-generate all slices, including 29pt for Settings). It didn’t — Settings still shows the generic gear. Question: What should I do to make the extension’s icon show up in Settings? Environment • Xcode: 16.4 (16F6) • iOS: 18.5 (device) • Targets: iOS app + Call Directory extension • App icon pipeline: asset catalog (single-size initially, now legacy grid)
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Reply to URLSession is broken in iOS 18.4 RC Simulator
FWIW, I'm seeing something similar to the original problem, occurring when I try to run code inside the new #Playground structure in Xcode 26 (beta 7). Any attempt to execute an URLRequest ends in A server with the specified hostname could not be found. I've tried a number of things mentioned in this discussion, such as using URLSessionConfiguration.ephemeral and setting tlsMaximumSupportedProtocolVersion = .TLSv12. Is this simply unsupported behavior inside of a #Playground, or am I missing something?
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Inconsistent subviews redrawing in LazyVStack
Hello Apple forum ! I spotted a weird behaviour with LazyVStack in a ScrollView. I understand that it loads its views only once upon appearance unlinke VStack that loads everything in one shot. What I noticed also, it seems to reload its views sometimes when scrolling back up to earlier loaded views. The thing is, it isn't always the case. struct LazyVStackTest: View { var body: some View { ScrollView { LazyVStack { ForEach(0..<1000, id: .self) { _ in // if true { MyText() // } } } } } struct MyText: View { var body: some View { let _ = Self._printChanges() HStack { Text(hello) } } } } If we consider the code above on XCode 26 beta 7 on an iOS 26 or iOS 18.2 simulator. Scroll to the bottom : you'll see one LazyVStackTest.MyText: @self changed for each row. Then scroll back up to the top, we'll see again the same message printed multiple times. --> So I gather from this that LazyVStack not only loads lazily but also removes old rows from memory & recreates them upon reappearance. What I don'
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TextEditor Problem Or Me?
When using SwiftUI's TextEditor, the application crashes immediately on launch. This occurs even in a brand new project with the simplest usage. If I remove the TextEditor, the application runs normally. Environment: OS: macOS 15.6.1 Xcode: 16.4 SDK: macOS 14 (and also tried with macOS 15 SDK) Steps to Reproduce: Create a new SwiftUI macOS App project. Replace ContentView with the following code: import SwiftUI struct ContentView: View { @State private var text = 114514 var body: some View { TextEditor(text: $text) } } Run the app. Expected Result: The app should display a working TextEditor. Actual Result: The app immediately crashes, and the debugger shows a Metal assertion error. If I remove the TextEditor, the app works fine. Screenshot: Additional Notes: This issue did not occur on macOS 14 / Xcode 15.4. It reproduces even in an empty project. Possibly related to SwiftUI/Metal integration on macOS 15.6.1. 這樣寫更專業、清楚,Apple 工程師能快速重現和定位問題。 如果你要用中文回報也可以,我能幫你翻譯。
Topic: UI Frameworks SubTopic: SwiftUI
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