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Reply to libswiftCompatibilitySpan.dylib missing in XCode 26.3
Cool. I consider this to be a problem with Xcode’s build system, but it’s an understandable one. Xcode knows that your tool depends on this library — because it adds an import of it — but, being a command-line tool, it doesn’t have anywhere to embed the library. It should embed it in the container app, but it’s clearly not doing that. I think it’s worth filing a bug against Xcode about that. And if you do, please post your bug number, just for the record. As to a workaround, there’s a couple of ways to approach that. The first is the obvious one we’ve been discussing here: Add a dummy use of Subprocess within your app. Xcode will embed libswiftCompatibilitySpan.dylib, because it knows that your app needs it, and your tool can pick it up from there The other option is to embed the library explicitly. This is complicated by the fact that the library exists within a toolchain, so it’s not clear how to reference it [1]. For the moment I recommend that you go with the first opti
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to macOS App Distributed via ZIP Cannot Open — Possible Code Signing / Notarization Issue
[quote='818269021, anonymousdev332299, /thread/818269, /profile/anonymousdev332299'] is both a Developer ID certificate and Apple notarization required on current macOS versions? [/quote] Yes. Developer ID signing has been required for a long time (10.8?). Notarisation for apps has been required since 10.14. [quote='818269021, anonymousdev332299, /thread/818269, /profile/anonymousdev332299'] Is [ditto] necessary to properly preserve the app bundle structure and extended attributes? [/quote] Yes and no. If you compress with the Finder then extended attributes get sequestered, which is not good. See Extended Attributes and Zip Archives. The ditto tool doesn’t do that by default. However, in an ideal world this wouldn’t matter because your code signature should not depend on extended attributes. If you find that it does, that suggests your have a bundle structure problem. We talk about this more in TN3126 Inside Code Signing: Hashes and Placing content in a bundle. As to what’s actually happening here, it’s hard
Topic: Code Signing SubTopic: General Tags:
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Xcode hangs on git network operations
In Xcode 26.3 and 26.4, when I use Xcode's built-in git functionality to do a pull or fetch, Xcode presents a dialog saying it's performing the operation, but it never completes. The dialog remains on screen with a spinner. My remote repos are stored on a Mac mini on my local network and I access them via SSH. The git command line works fine, as does the tool Git Tower. I've filed this as FB22091014. Has anyone else seen this, and if so, found a solution?
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Reply to Is it possible to download or copy the iOS SDK for Xcode 26.1 using command-line tools? If so, how?
Thanks Ed, this did work. The confusion for me comes from the output & results of the downloadPlatform command above - the export file is automatically named iphonesimulator_26.1_23B86.dmg, and there's no mention in the output that the SDK Platform Support (ver 23B77) component has also been exported. There also wasn't anything in the output when running importPlatform to indicate that this component was being imported, however it did show up correctly in Xcode afterwards when viewing Settings -> Components. Perhaps some indication in the output from both of these commands that the platform support component is included would avoid this confusion?
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Restrict app tp be installed on iPhone only
Hey everyone, I'm developing an iOS only app and want to make sure it can not be installed on iPads. Using Xcode 26, Targets/Appname/General/Supported Destination - I have iPhone only as destination and in the Info.plist I have this: UIDeviceFamily 1 UIRequiredDeviceCapabilities telephony Is there anything else need to do to make sure it can't be installed on iPads? Thanks in advance
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Question: How to support landscape-only on iPad app after 'Support for all orientations will soon be required' warning
Dear Apple Customer Support, I’m developing a new Swift iPadOS app and I want the app to run in landscape only (portrait disabled). In Xcode, under Target > General > Deployment Info > Device Orientation, if I select only Landscape Left and Landscape Right, the app builds successfully, but during upload/validation I receive this message and the upload is blocked: “Update the Info.plist: Support for all orientations will soon be required.” Could you please advise what the correct/recommended way is to keep an iPad app locked to landscape only while complying with the current App Store upload requirements? Is there a specific Info.plist configuration (e.g., UISupportedInterfaceOrientations~ipad) or another setting that should be used? Thank you,
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Two errors in debug: com.apple.modelcatalog.catalog sync and nw_protocol_instance_set_output_handler
We get two error message in Xcode debug. apple.model.catalog we get 1 time at startup, and the nw_protocol_instance_set_output_handler Not calling remove_input_handler on 0x152ac3c00:udp we get on sartup and some time during running of the app. I have tested cutoff repos WS eg. But nothing helpss, thats for the nw_protocol. We have a fondationmodel in a repo but we check if it is available if not we do not touch it. Please help me? nw_protocol_instance_set_output_handler Not calling remove_input_handler on 0x152ac3c00:udp com.apple.modelcatalog.catalog sync: connection error during call: Error Domain=NSCocoaErrorDomain Code=4099 The connection to service named com.apple.modelcatalog.catalog was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction. UserInfo={NSDebugDescription=The connection to service named com.apple.modelcatalog.catalog was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction.} reached max num connection attempts: 1 The fun
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Reply to StoreKit1: finishTransaction fails to work as expected in iOS 26.4
We started experiencing a similar issue on the day iOS 26.4 Beta 1 was released (2026/02/18). Firebase Analytics is reporting a large number of duplicate in_app_purchase events for some users starting from that day. A few things we've observed: All of the affected transactions are non-consumable items. The duplicated events are triggered right after the process starts. All affected users are on iOS 26.4 So far we haven’t been able to reproduce it locally. It might be because our tests are using the sandbox or because our debug builds are compiled with Xcode 26. So I can't say for sure if it's exactly the same issue as yours, but it looks quite similar.
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Reply to User crash report contains ??? instead of my app's symbols and no binary image base address
[quote='878607022, Nickkk, /thread/817724?answerId=878607022#878607022, /profile/Nickkk'] I'm assuming that's what you mean by Mach-O image. [/quote] A Mach-O image is code that can be mapped into memory by the dynamic linker and then run directly, as opposed to something like a .o file that contains code that must be linked before it can be run. I talk more about this in An Apple Library Primer. A Mach-O image is often stored within a universal binary, one image per architecture. So when looking at stuff like this you have to consider the image of the architecture that was running. The other thing to considered is that the dynamic linker may only map in parts of your image. A good way to see what actually gets mapped is to run the app and then run vmmap against it. Consider this: % ls -lh Pages Creator Studio.app/Contents/MacOS/Pages -rwxr-xr-x 1 root wheel 45M 16 Jan 02:44 Pages Creator Studio.app/Contents/MacOS/Pages The Pages executable is 45 MiB. And this: % file Pages Creator
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RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
I'm converting my game from SceneKit to RealityKit. It has a SpriteKit overlay that according to Explore advanced rendering with RealityKit 2 I can add with the code below. The code runs fine if the SKScene only contains a SKSpriteNode (see the commented out line), but when I add a SKShapeNode with a fillColor instead, the app crashes with this error: -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation MTLDepthStencilDescriptor uses frontFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture MTLDepthStencilDescriptor uses backFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture ' I don't know enough about low-level graphics and stencils yet to figure out a quick solution, so I would appreciate if anyone could share an easy fix or explanation of what's wrong. Thanks! class ViewController: NSViewController { var device: MTLDevice! var renderer: SKRenderer! override func loadView() { let arView = AR
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Reply to libswiftCompatibilitySpan.dylib missing in XCode 26.3
Cool. I consider this to be a problem with Xcode’s build system, but it’s an understandable one. Xcode knows that your tool depends on this library — because it adds an import of it — but, being a command-line tool, it doesn’t have anywhere to embed the library. It should embed it in the container app, but it’s clearly not doing that. I think it’s worth filing a bug against Xcode about that. And if you do, please post your bug number, just for the record. As to a workaround, there’s a couple of ways to approach that. The first is the obvious one we’ve been discussing here: Add a dummy use of Subprocess within your app. Xcode will embed libswiftCompatibilitySpan.dylib, because it knows that your app needs it, and your tool can pick it up from there The other option is to embed the library explicitly. This is complicated by the fact that the library exists within a toolchain, so it’s not clear how to reference it [1]. For the moment I recommend that you go with the first opti
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to macOS App Distributed via ZIP Cannot Open — Possible Code Signing / Notarization Issue
[quote='818269021, anonymousdev332299, /thread/818269, /profile/anonymousdev332299'] is both a Developer ID certificate and Apple notarization required on current macOS versions? [/quote] Yes. Developer ID signing has been required for a long time (10.8?). Notarisation for apps has been required since 10.14. [quote='818269021, anonymousdev332299, /thread/818269, /profile/anonymousdev332299'] Is [ditto] necessary to properly preserve the app bundle structure and extended attributes? [/quote] Yes and no. If you compress with the Finder then extended attributes get sequestered, which is not good. See Extended Attributes and Zip Archives. The ditto tool doesn’t do that by default. However, in an ideal world this wouldn’t matter because your code signature should not depend on extended attributes. If you find that it does, that suggests your have a bundle structure problem. We talk about this more in TN3126 Inside Code Signing: Hashes and Placing content in a bundle. As to what’s actually happening here, it’s hard
Topic: Code Signing SubTopic: General Tags:
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Reply to Xcode 26 fails to load SPM packages
I have the same problem with Xcode 26.3 and Xcode 26.4 (Beta 3).
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libclang_rt.fuzzer_osx.a not found
I tried to build my project with -fsanitize=fuzzer. This failed to link with libclang_rt.fuzzer_osx.a not found when attempting to link the code. I mean really!! Why on earth would you exclude this from the version of clang that ships with XCode!
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Reply to Xcode hangs on git network operations
Also have problem with git fetch from Xcode, in terminal all work good.
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Xcode hangs on git network operations
In Xcode 26.3 and 26.4, when I use Xcode's built-in git functionality to do a pull or fetch, Xcode presents a dialog saying it's performing the operation, but it never completes. The dialog remains on screen with a spinner. My remote repos are stored on a Mac mini on my local network and I access them via SSH. The git command line works fine, as does the tool Git Tower. I've filed this as FB22091014. Has anyone else seen this, and if so, found a solution?
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Reply to Is it possible to download or copy the iOS SDK for Xcode 26.1 using command-line tools? If so, how?
Thanks Ed, this did work. The confusion for me comes from the output & results of the downloadPlatform command above - the export file is automatically named iphonesimulator_26.1_23B86.dmg, and there's no mention in the output that the SDK Platform Support (ver 23B77) component has also been exported. There also wasn't anything in the output when running importPlatform to indicate that this component was being imported, however it did show up correctly in Xcode afterwards when viewing Settings -> Components. Perhaps some indication in the output from both of these commands that the platform support component is included would avoid this confusion?
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Reply to Unable to install Metal toolchain through Xcode Cloud
Xcode Cloud has the Metal toolchain ready for use without any additional installation required. If you remove these commands from your ci_pre_xcodebuild.sh script, does your build succeed? — Ed Ford,  DTS Engineer
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Restrict app tp be installed on iPhone only
Hey everyone, I'm developing an iOS only app and want to make sure it can not be installed on iPads. Using Xcode 26, Targets/Appname/General/Supported Destination - I have iPhone only as destination and in the Info.plist I have this: UIDeviceFamily 1 UIRequiredDeviceCapabilities telephony Is there anything else need to do to make sure it can't be installed on iPads? Thanks in advance
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54
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Question: How to support landscape-only on iPad app after 'Support for all orientations will soon be required' warning
Dear Apple Customer Support, I’m developing a new Swift iPadOS app and I want the app to run in landscape only (portrait disabled). In Xcode, under Target > General > Deployment Info > Device Orientation, if I select only Landscape Left and Landscape Right, the app builds successfully, but during upload/validation I receive this message and the upload is blocked: “Update the Info.plist: Support for all orientations will soon be required.” Could you please advise what the correct/recommended way is to keep an iPad app locked to landscape only while complying with the current App Store upload requirements? Is there a specific Info.plist configuration (e.g., UISupportedInterfaceOrientations~ipad) or another setting that should be used? Thank you,
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536
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Two errors in debug: com.apple.modelcatalog.catalog sync and nw_protocol_instance_set_output_handler
We get two error message in Xcode debug. apple.model.catalog we get 1 time at startup, and the nw_protocol_instance_set_output_handler Not calling remove_input_handler on 0x152ac3c00:udp we get on sartup and some time during running of the app. I have tested cutoff repos WS eg. But nothing helpss, thats for the nw_protocol. We have a fondationmodel in a repo but we check if it is available if not we do not touch it. Please help me? nw_protocol_instance_set_output_handler Not calling remove_input_handler on 0x152ac3c00:udp com.apple.modelcatalog.catalog sync: connection error during call: Error Domain=NSCocoaErrorDomain Code=4099 The connection to service named com.apple.modelcatalog.catalog was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction. UserInfo={NSDebugDescription=The connection to service named com.apple.modelcatalog.catalog was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction.} reached max num connection attempts: 1 The fun
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Reply to Two errors in debug: com.apple.modelcatalog.catalog sync and nw_protocol_instance_set_output_handler
Hi! Could you please share your OS versions and Xcode versions so we can track down the source of these errors? Thanks so much!
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Reply to StoreKit1: finishTransaction fails to work as expected in iOS 26.4
We started experiencing a similar issue on the day iOS 26.4 Beta 1 was released (2026/02/18). Firebase Analytics is reporting a large number of duplicate in_app_purchase events for some users starting from that day. A few things we've observed: All of the affected transactions are non-consumable items. The duplicated events are triggered right after the process starts. All affected users are on iOS 26.4 So far we haven’t been able to reproduce it locally. It might be because our tests are using the sandbox or because our debug builds are compiled with Xcode 26. So I can't say for sure if it's exactly the same issue as yours, but it looks quite similar.
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Reply to User crash report contains ??? instead of my app's symbols and no binary image base address
[quote='878607022, Nickkk, /thread/817724?answerId=878607022#878607022, /profile/Nickkk'] I'm assuming that's what you mean by Mach-O image. [/quote] A Mach-O image is code that can be mapped into memory by the dynamic linker and then run directly, as opposed to something like a .o file that contains code that must be linked before it can be run. I talk more about this in An Apple Library Primer. A Mach-O image is often stored within a universal binary, one image per architecture. So when looking at stuff like this you have to consider the image of the architecture that was running. The other thing to considered is that the dynamic linker may only map in parts of your image. A good way to see what actually gets mapped is to run the app and then run vmmap against it. Consider this: % ls -lh Pages Creator Studio.app/Contents/MacOS/Pages -rwxr-xr-x 1 root wheel 45M 16 Jan 02:44 Pages Creator Studio.app/Contents/MacOS/Pages The Pages executable is 45 MiB. And this: % file Pages Creator
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RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
I'm converting my game from SceneKit to RealityKit. It has a SpriteKit overlay that according to Explore advanced rendering with RealityKit 2 I can add with the code below. The code runs fine if the SKScene only contains a SKSpriteNode (see the commented out line), but when I add a SKShapeNode with a fillColor instead, the app crashes with this error: -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation MTLDepthStencilDescriptor uses frontFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture MTLDepthStencilDescriptor uses backFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture ' I don't know enough about low-level graphics and stencils yet to figure out a quick solution, so I would appreciate if anyone could share an easy fix or explanation of what's wrong. Thanks! class ViewController: NSViewController { var device: MTLDevice! var renderer: SKRenderer! override func loadView() { let arView = AR
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