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Putting 2 existing pdf pages side by side (half size) in a new pdf
In Swift, iOS, I have a pdf file. I want to take the pages 2 by 2 and put them side by side, on the new page. For this, I have to scale initial pages half size and rotate .pi/2. I managed to achieve this by converting pdf pages to UIImages and using a UIGraphicsImageRenderer. But with a critical loss of resolution. I've tried improving the resolution by creating images as jpegData(withCompressionQuality: 1.0), to no avail. So I would need to work directly on the pdf pages using CGPDFDocument format. The code structure is as follows, to insert a single scaled page: for iPage in … { if let _page = theCGPdfDocument.page(at: 1) { var _pageRect: CGRect = _page.getBoxRect(CGPDFBox.mediaBox) writeContextInDestination!.beginPage(mediaBox: &_pageRect) // translate to compensate for the flip caused displacement writeContextInDestination!.translateBy(x: _pageRect.size.width, y: _pageRect.size.height) Scale (-1, -1) // rotate 180° // add rotate as needed writeContextInDestination!.scaleBy(x
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Reply to Xcode 26 fails to load SPM packages
I have this problem with a private repo (which I have full access) on github.com too. Things I've tried (with Xcode not running) that did not help: deleting DerivedData deleting org.swift.swiftpm in both Library and Library/Caches deleting Xcode user defaults (com.apple.dt.Xcode) removing github items from Keychain Access restarted Mac after deleting above Each time I try to resolve packages it fails with SSH Key failed to verify. When I click on Edit Credentials it asks for my GitHub Personal Access token. I have an ssh key. It works everywhere except in Xcode - this also worked a month ago from within Xcode. This feels like it broke in Xcode RC2. The only thing that works is to run xcodebuild -resolvePackageDependencies in the terminal in my repo root. Which is a pain when you do a lot of branch switching or merging main into the branch. This is also how I know that the key works fine and I suspect it's a problem with Xcode itself.
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Reply to XCTest Bundle cannot access local network.
Thanks for all that extra info. So, it’s definitely correlated with iOS 26.3. Which is strange, because I can’t think of any iOS 26.3 aligned change to local network privacy that would affect this. You could file a bug about this issue, but I’m not sure it’d get traction. As you noted in your first post, this whole process is a bit of a kludge, and it’s hard to argue that we should fix this (in contrast to FB12846267, which we definitely should fix, but haven’t yet). But if you do file a bug, please post your bug number, just for the record. At this point I think it might be worth considering different approaches. I zenned on that a bit today and I wasn’t able to come up with anything I’m truly happy with. One approach that I like is to have your UI test use some sort of IPC mechanism to the app, have the app connect to the accessory under test, and then proxy the UI test’s requests to that accessory. Unfortunately I couldn’t think of a good way to do that. It is possible to set up an IPC channel between apps
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Reply to libswiftCompatibilitySpan.dylib missing in XCode 26.3
[quote='878529022, ski4funSonoma, /thread/817488?answerId=878529022#878529022, /profile/ski4funSonoma'] Including the sample code in the helper [/quote] Ah, I think you misunderstood that test. I was suggesting that you temporarily add that code to the app, with some sort of debug UI wired up to call it. That has two benefits: If it fails in the app context then there’s something weird going on. If it works in the app context, it should cause Xcode to embed libswiftCompatibilitySpan.dylib which might then ‘fix’ your helper tool. And if that second point is true, it confirms the nature of the problem and suggests a path to a workaround. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: Core OS Tags:
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Unable to install Metal toolchain through Xcode Cloud
We build TestFlight/App Store builds of our app through Xcode Cloud. Our app uses Metal shaders so we install the Metal toolchain through a ci_pre_xcodebuild.sh script which simply runs: xcodebuild -downloadComponent metalToolchain in our Xcode Cloud builds. This has been working well for us for the last 6 months or so, but since yesterday (March 5) we have been seeing consistent failures when running this script in our Xcode Cloud builds: Beginning asset download... 2026-03-06 04:14:34.727 xcodebuild[13315:58523] Writing error result bundle to /var/folders/6h/_32gb9js77g6c54h3q7g6q1h0000gn/T/ResultBundle_2026-06-03_04-14-0034.xcresult xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 17C7003j; }) Prior to Mar 5 it looks like the toolchain image which was being downloaded/installed was 17C519 but this has now changed to 17C7003j. We haven't changed anything with our Xcode Cloud workflow setu
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Reply to User crash report contains ??? instead of my app's symbols and no binary image base address
[quote='878469022, Nickkk, /thread/817724?answerId=878469022#878469022, /profile/Nickkk'] Is the unmapped memory exception also the reason why the binary image address for my app is 0x0 - 0xffffffffffffffff? [/quote] Sadly, it’s not that simple. I created a small test app with this code: - (IBAction)testAction:(id)sender { #pragma unused(sender) NSLog(@-[AppDelegate testAction:]); void * p = (void *) 0x123456789ab; typedef void (*FunctionPtr)(void); FunctionPtr f = (FunctionPtr) p; f(); } and it produces a crash report like this: Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Subtype: KERN_INVALID_ADDRESS at 0x00000123456789ab Exception Codes: 0x0000000000000001, 0x00000123456789ab … Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 ??? 0x123456789ab ??? 1 xxom 0x10e301bf3 -[AppDelegate testAction:] + 83 2 AppKit 0x7ff81fa612ea -[NSApplication(NSResponder) sendAction:to:from:] + 444 … Thread 0 crashed with X86 Thread State (64-bit): … rip: 0x00000123456789ab rfl: 0x0000000000010
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Xcode 26.3 not rendering Unicode/Emoji in Simulator or Canvas
I'm based in Australia, and am having the following issue. After leaving this message I received another response from someone else who is also havign the same issue, I've pasted that too. I'm quite surprised to not see it mentioned, could be local to language settings or something. Here is the issue: Folk, I am having an issue where Xcode 26.3 with the new iOS26.2+26.3.1 Simulator update installed doesn’t render Unicode characters in the Canvas or in Simulator. They do render when running direct to a device. I’ve reset devices inside Simulator, cleared Derived Data, cleaned Build Folders etc but to no avail! Is anyone else seeing this, I can’t find a mention anywhere!! Thank you in advance. Yep. Same here. Can't see emojis on the emoji picker keyboard.
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Prevent Live Activity from appearing on Apple Watch
Hello, I’m working on an iOS app where we have integrated ActivityKit to support Live Activities. Our app currently supports iOS 16.x and above, and we do not have an Apple Watch app or watchOS support. However, we noticed that when a Live Activity starts on the iPhone, it automatically appears on the Apple Watch as well. Since our app is not designed for Apple Watch, we would like to prevent the Live Activity UI from appearing on the watch. My questions: Is there any way to disable or prevent Live Activities from showing on Apple Watch via code? Are there any configuration options in ActivityKit or Widget configuration that can restrict Live Activities to iPhone only? Our current setup: Minimum iOS version: 16.x Using ActivityKit for Live Activities No watchOS target in the app Any guidance or recommended approach would be greatly appreciated. Thanks
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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 Xcode 26 references a local package twice for test
Resolved. Of course I did it to myself, but #Xcode could have warned me. Package dependencies either direct or indirect in my project are A <- B <- C <- D <- E <- App where x <- y means x is a dependency of y. I was writing tests for package C. To make test setup easier I called functions in package D and E, adding D and E as dependencies to C. Oops. Don't do that. Apparently adding C and C_C is how Xcode handles circular dependencies.
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Reply to libswiftCompatibilitySpan.dylib missing in XCode 26.3
The find command returns nothing when the app is built with XCode 26.3 or XCode 26.2. Is there a build setting that ensures that libswiftCompatibilitySpan.dylib gets included? I've tried copying it in build phases, but that crashes the main app. I do have Always Embed Swift Standard Libraries set to yes in the main app. Including the sample code in the helper (NB: the helper tool doesn't have an app delegate - it's a command line tool) also doesn't resolve the crash. If it's helpful, here's the relevant piece of the crash log from the helper: Termination Reason: Namespace DYLD, Code 1 Library missing Library not loaded: @rpath/libswiftCompatibilitySpan.dylib Referenced from: <91AD8720-25FD-3ABB-B10A-6A7630E7BA48> /Users/USER/Library/Developer/Xcode/DerivedData/MyApp-hapnwyzmnoqmoybwzlybjoupeflc/Build/Products/Debug/MyApp.app/Contents/MacOS/com.micromat.TTDaemon Reason: tried: '/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file, not in dyld cache), '/System/Volumes/P
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to How can I use my sandbox account to test in-app purchases?
Hello - Please review this documentation with details for Sandbox testing in a TestFlight build of your app: https://developer.apple.com/documentation/storekit/testing-in-app-purchases-with-sandbox#Sign-in-to-your-Sandbox-Apple-Account-for-a-TestFlight-app Related documentation to review: Overview of testing in Sandbox Enabling developer mode on a device Testing at all stages of development with Xcode and the sandbox Testing subscriptions and in-app purchases in TestFlight Please let us know if you have any additional questions or need further assistance. Thank you.
2w
Putting 2 existing pdf pages side by side (half size) in a new pdf
In Swift, iOS, I have a pdf file. I want to take the pages 2 by 2 and put them side by side, on the new page. For this, I have to scale initial pages half size and rotate .pi/2. I managed to achieve this by converting pdf pages to UIImages and using a UIGraphicsImageRenderer. But with a critical loss of resolution. I've tried improving the resolution by creating images as jpegData(withCompressionQuality: 1.0), to no avail. So I would need to work directly on the pdf pages using CGPDFDocument format. The code structure is as follows, to insert a single scaled page: for iPage in … { if let _page = theCGPdfDocument.page(at: 1) { var _pageRect: CGRect = _page.getBoxRect(CGPDFBox.mediaBox) writeContextInDestination!.beginPage(mediaBox: &_pageRect) // translate to compensate for the flip caused displacement writeContextInDestination!.translateBy(x: _pageRect.size.width, y: _pageRect.size.height) Scale (-1, -1) // rotate 180° // add rotate as needed writeContextInDestination!.scaleBy(x
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Reply to Xcode 26 fails to load SPM packages
I have this problem with a private repo (which I have full access) on github.com too. Things I've tried (with Xcode not running) that did not help: deleting DerivedData deleting org.swift.swiftpm in both Library and Library/Caches deleting Xcode user defaults (com.apple.dt.Xcode) removing github items from Keychain Access restarted Mac after deleting above Each time I try to resolve packages it fails with SSH Key failed to verify. When I click on Edit Credentials it asks for my GitHub Personal Access token. I have an ssh key. It works everywhere except in Xcode - this also worked a month ago from within Xcode. This feels like it broke in Xcode RC2. The only thing that works is to run xcodebuild -resolvePackageDependencies in the terminal in my repo root. Which is a pain when you do a lot of branch switching or merging main into the branch. This is also how I know that the key works fine and I suspect it's a problem with Xcode itself.
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Reply to XCTest Bundle cannot access local network.
Thanks for all that extra info. So, it’s definitely correlated with iOS 26.3. Which is strange, because I can’t think of any iOS 26.3 aligned change to local network privacy that would affect this. You could file a bug about this issue, but I’m not sure it’d get traction. As you noted in your first post, this whole process is a bit of a kludge, and it’s hard to argue that we should fix this (in contrast to FB12846267, which we definitely should fix, but haven’t yet). But if you do file a bug, please post your bug number, just for the record. At this point I think it might be worth considering different approaches. I zenned on that a bit today and I wasn’t able to come up with anything I’m truly happy with. One approach that I like is to have your UI test use some sort of IPC mechanism to the app, have the app connect to the accessory under test, and then proxy the UI test’s requests to that accessory. Unfortunately I couldn’t think of a good way to do that. It is possible to set up an IPC channel between apps
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Reply to libswiftCompatibilitySpan.dylib missing in XCode 26.3
[quote='878529022, ski4funSonoma, /thread/817488?answerId=878529022#878529022, /profile/ski4funSonoma'] Including the sample code in the helper [/quote] Ah, I think you misunderstood that test. I was suggesting that you temporarily add that code to the app, with some sort of debug UI wired up to call it. That has two benefits: If it fails in the app context then there’s something weird going on. If it works in the app context, it should cause Xcode to embed libswiftCompatibilitySpan.dylib which might then ‘fix’ your helper tool. And if that second point is true, it confirms the nature of the problem and suggests a path to a workaround. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: Core OS Tags:
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Unable to install Metal toolchain through Xcode Cloud
We build TestFlight/App Store builds of our app through Xcode Cloud. Our app uses Metal shaders so we install the Metal toolchain through a ci_pre_xcodebuild.sh script which simply runs: xcodebuild -downloadComponent metalToolchain in our Xcode Cloud builds. This has been working well for us for the last 6 months or so, but since yesterday (March 5) we have been seeing consistent failures when running this script in our Xcode Cloud builds: Beginning asset download... 2026-03-06 04:14:34.727 xcodebuild[13315:58523] Writing error result bundle to /var/folders/6h/_32gb9js77g6c54h3q7g6q1h0000gn/T/ResultBundle_2026-06-03_04-14-0034.xcresult xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 17C7003j; }) Prior to Mar 5 it looks like the toolchain image which was being downloaded/installed was 17C519 but this has now changed to 17C7003j. We haven't changed anything with our Xcode Cloud workflow setu
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Reply to User crash report contains ??? instead of my app's symbols and no binary image base address
[quote='878469022, Nickkk, /thread/817724?answerId=878469022#878469022, /profile/Nickkk'] Is the unmapped memory exception also the reason why the binary image address for my app is 0x0 - 0xffffffffffffffff? [/quote] Sadly, it’s not that simple. I created a small test app with this code: - (IBAction)testAction:(id)sender { #pragma unused(sender) NSLog(@-[AppDelegate testAction:]); void * p = (void *) 0x123456789ab; typedef void (*FunctionPtr)(void); FunctionPtr f = (FunctionPtr) p; f(); } and it produces a crash report like this: Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Subtype: KERN_INVALID_ADDRESS at 0x00000123456789ab Exception Codes: 0x0000000000000001, 0x00000123456789ab … Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 ??? 0x123456789ab ??? 1 xxom 0x10e301bf3 -[AppDelegate testAction:] + 83 2 AppKit 0x7ff81fa612ea -[NSApplication(NSResponder) sendAction:to:from:] + 444 … Thread 0 crashed with X86 Thread State (64-bit): … rip: 0x00000123456789ab rfl: 0x0000000000010
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When Will Claude Agent within Xcode be Upgraded to Sonnet 4.6?
Currently it's Sonnet 4.5. I know that 4.6 is out.
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139
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Xcode 26.3 not rendering Unicode/Emoji in Simulator or Canvas
I'm based in Australia, and am having the following issue. After leaving this message I received another response from someone else who is also havign the same issue, I've pasted that too. I'm quite surprised to not see it mentioned, could be local to language settings or something. Here is the issue: Folk, I am having an issue where Xcode 26.3 with the new iOS26.2+26.3.1 Simulator update installed doesn’t render Unicode characters in the Canvas or in Simulator. They do render when running direct to a device. I’ve reset devices inside Simulator, cleared Derived Data, cleaned Build Folders etc but to no avail! Is anyone else seeing this, I can’t find a mention anywhere!! Thank you in advance. Yep. Same here. Can't see emojis on the emoji picker keyboard.
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Xcode & MacBook Air Compatibility
Will I be able to download and run Xcode 26.3 on a new MacBook Air with an M5 chip? If yes, what memory size is recommended? 16, 24 or 32 GB ?
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Prevent Live Activity from appearing on Apple Watch
Hello, I’m working on an iOS app where we have integrated ActivityKit to support Live Activities. Our app currently supports iOS 16.x and above, and we do not have an Apple Watch app or watchOS support. However, we noticed that when a Live Activity starts on the iPhone, it automatically appears on the Apple Watch as well. Since our app is not designed for Apple Watch, we would like to prevent the Live Activity UI from appearing on the watch. My questions: Is there any way to disable or prevent Live Activities from showing on Apple Watch via code? Are there any configuration options in ActivityKit or Widget configuration that can restrict Live Activities to iPhone only? Our current setup: Minimum iOS version: 16.x Using ActivityKit for Live Activities No watchOS target in the app Any guidance or recommended approach would be greatly appreciated. Thanks
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81
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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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939
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Reply to Xcode 26 references a local package twice for test
Resolved. Of course I did it to myself, but #Xcode could have warned me. Package dependencies either direct or indirect in my project are A <- B <- C <- D <- E <- App where x <- y means x is a dependency of y. I was writing tests for package C. To make test setup easier I called functions in package D and E, adding D and E as dependencies to C. Oops. Don't do that. Apparently adding C and C_C is how Xcode handles circular dependencies.
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Reply to libswiftCompatibilitySpan.dylib missing in XCode 26.3
The find command returns nothing when the app is built with XCode 26.3 or XCode 26.2. Is there a build setting that ensures that libswiftCompatibilitySpan.dylib gets included? I've tried copying it in build phases, but that crashes the main app. I do have Always Embed Swift Standard Libraries set to yes in the main app. Including the sample code in the helper (NB: the helper tool doesn't have an app delegate - it's a command line tool) also doesn't resolve the crash. If it's helpful, here's the relevant piece of the crash log from the helper: Termination Reason: Namespace DYLD, Code 1 Library missing Library not loaded: @rpath/libswiftCompatibilitySpan.dylib Referenced from: <91AD8720-25FD-3ABB-B10A-6A7630E7BA48> /Users/USER/Library/Developer/Xcode/DerivedData/MyApp-hapnwyzmnoqmoybwzlybjoupeflc/Build/Products/Debug/MyApp.app/Contents/MacOS/com.micromat.TTDaemon Reason: tried: '/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file, not in dyld cache), '/System/Volumes/P
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to Any FSKit sample available from Apple?
Thanks. It works after developer account is added into Xcode project
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to How can I use my sandbox account to test in-app purchases?
Hello - Please review this documentation with details for Sandbox testing in a TestFlight build of your app: https://developer.apple.com/documentation/storekit/testing-in-app-purchases-with-sandbox#Sign-in-to-your-Sandbox-Apple-Account-for-a-TestFlight-app Related documentation to review: Overview of testing in Sandbox Enabling developer mode on a device Testing at all stages of development with Xcode and the sandbox Testing subscriptions and in-app purchases in TestFlight Please let us know if you have any additional questions or need further assistance. Thank you.
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