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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 RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
Thanks for your input. I added the following code in the arView.renderCallbacks.postProcess callback: let depthStencilDescriptor = MTLTextureDescriptor() depthStencilDescriptor.pixelFormat = .depth32Float_stencil8 depthStencilDescriptor.width = context.targetColorTexture.width depthStencilDescriptor.height = context.targetColorTexture.height depthStencilDescriptor.usage = .renderTarget depthStencilDescriptor.storageMode = .private renderPassDescriptor.stencilAttachment.texture = device!.makeTexture(descriptor: depthStencilDescriptor) renderPassDescriptor.stencilAttachment.loadAction = .clear renderPassDescriptor.stencilAttachment.storeAction = .dontCare renderPassDescriptor.stencilAttachment.clearStencil = 0 but the app now crashes with error Assertion failed: (destDepthFormat == jet_texture_format_DepthStencil), function create_render_mode, file jet_context_Metal.mm, line 895. VTPixelTransferSession 420f sid 494 (512.00 x 512.00) [0.00 0.00 512 512] rowbytes( 512, 512 ) Color( kCGColorSpace
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Does Xcode 26 Still Support Pull Requests?
Does Xcode 26 still support creating pull requests and/or viewing comments from GitHub pull requests associated with the current branch? This used to be possible, but I cannot get it to work with the current version of Xcode (26.0.1). The Create Pull Request menu item takes me to github.com directly, instead of presenting a nice UI menu; hence I'm wondering.
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Reply to Xcode 26 fails to load SPM packages
Chiming in again with some findings. Reverting to Xcode 26.1 solved the package issue for me I'm using Tahoe 26.3.1 - I have a coworker with same project and Xcode 26.3.1, but using Tahoe 26.1 that does not have the problem. Using Is_kevin's approach using xcodebuild -resolvePackageDependencies, albeit with cleaning the package cache first worked for me on Xcode 26.3.1 too, but is cumbersome
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[FB22167174] PDFKit: `buttonWidgetState = .onState` ignored for non-first radio button annotations on `dataRepresentation()`
I've run into what appears to be a bug in PDFKit's radio button serialization. When creating a radio button group with PDFAnnotation, only the first annotation added via page.addAnnotation() gets a correct /AS entry in the written PDF — all other annotations always get /AS /Off, regardless of buttonWidgetState. Minimal reproduction func makeRadioButton(optionId: String, isSelected: Bool) -> PDFAnnotation { let ann = PDFAnnotation(bounds: CGRect(x: 0, y: 0, width: 20, height: 20), forType: .widget, withProperties: nil) ann.widgetFieldType = .button ann.widgetControlType = .radioButtonControl ann.fieldName = Choice ann.buttonWidgetStateString = optionId ann.buttonWidgetState = isSelected ? .onState : .offState return ann } let pdf = PDFDocument() let page = PDFPage() pdf.insert(page, at: 0) // Intend to select B page.addAnnotation(makeRadioButton(optionId: A, isSelected: false)) page.addAnnotation(makeRadioButton(optionId: B, isSelected: true)) page.addAnnotation(makeRadioButton(optionId: C, isSelec
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Reply to RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
This reminds of an error I got while setting up SKRenderer for this project: SKRenderer Demo. See code and comment in SKOfflineRenderer.swift: // If I dont use a depth/stencil texture, rendering crashes on simulator, device, and Mac // Without it, rendering only works on Xcode Live Preview let depthStencilDesc = MTLTextureDescriptor() depthStencilDesc.pixelFormat = .depth32Float_stencil8 depthStencilDesc.width = pixelWidth depthStencilDesc.height = pixelHeight depthStencilDesc.usage = .renderTarget depthStencilDesc.storageMode = .private The code is inside the init, check how the depthStencilTexture is setup for SKRenderer, it may help you.
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Reply to Active Membership but Xcode shows "Red X" at Certificates, Identifiers & Profiles
I have the same problem I've upgraded to a new Macbook recently, just when I was setting up my Xcode, I realized I there is a this red X showing up next to my development team as I was signing in to my account I have checked my permission on App Store Connect, everything seemed fine. I have also deleted my old Apple development certificate and requested for another one. Nothing worked.
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Reply to "Testflight is currently unavailable" message for all users
Same issue here. It started about 24 hours ago and I haven’t found a solution yet. Things I have already tried: • Rebuilding the app multiple times via GitHub Actions • Regenerating certificates / Match secrets • Waiting 24 hours after upload • Deleting the app and reinstalling • Deleting and reinstalling TestFlight • Restarting the phone multiple times • Verified I’m assigned to the internal tester group in App Store Connect • Confirmed the build status is Complete in App Store Connect The build installs and runs on my phone, but when I open the app page in TestFlight it shows “Couldn’t Load App – TestFlight is currently unavailable.” Also noticing the Apple Watch companion app will not install (stuck installing).
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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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Confirmation Items Regarding the Mandatory UIScene Lifecycle Support in iOS 27
After reviewing the following Apple Technote, I have confirmed the statement below: https://developer.apple.com/documentation/technotes/tn3187-migrating-to-the-uikit-scene-based-life-cycle In the next major release following iOS 26, UIScene lifecycle will be required when building with the latest SDK; otherwise, your app won’t launch. While supporting multiple scenes is encouraged, only adoption of scene life-cycle is required. Based on the above, I would appreciate it if you could confirm the following points: Is my understanding correct that the term “latest SDK” refers to Xcode 27? Is it correct that an app built with the latest SDK (Xcode 27, assuming the above understanding is correct) will not launch without adopting the UIScene lifecycle, with no exceptions? Is it correct that an app built with Xcode 26 without UIScene lifecycle support will still launch without issues on an iPhone updated to iOS 27?
Topic: UI Frameworks SubTopic: General Tags:
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Reply to tensorflow-metal ReLU activation fails to clip negative values on M4 Apple Silicon
It sounds like you're encountering an issue with the ReLU activation function on the Mac M4 using TensorFlow-Metal. Let's go through a few steps to troubleshoot and potentially resolve this issue: Potential Causes and Solutions TensorFlow-Metal Version Compatibility: Ensure that you are using the latest compatible version of TensorFlow-Metal. Sometimes, bugs are fixed in newer releases. Check for updates via pip: pip install --upgrade tensorflow-macos tensorflow-metal ReLU Implementation in Metal: TensorFlow-Metal might have a different implementation of ReLU that doesn't handle edge cases like floating-point precision issues with exactly zero values. You could try a workaround by slightly offsetting zero values before applying ReLU: def custom_relu(x): return tf.maximum(x, 1e-10) model = tf.keras.Sequential([ tf.keras.layers.Input(shape=(10,)), tf.keras.layers.Dense(5, activation=custom_relu) ]) Environment and Configuration: Double-check that TensorFlow is correctly configured to use Metal. You can explicit
Topic: Machine Learning & AI SubTopic: Core ML Tags:
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Reply to Two errors in debug: com.apple.modelcatalog.catalog sync and nw_protocol_instance_set_output_handler
Based on the error messages you're encountering in Xcode, it seems like there are two main issues to address: nwprotocolinstancesetoutputhandler Not calling removeinput_handler: This error typically indicates a problem with how network connections are being managed using Apple's Network framework. Specifically, it suggests that an output handler was set on a network protocol instance without a corresponding removal of the input handler, which could lead to resource leaks or crashes. Steps to Resolve: Ensure that every call to nw_protocol_instance_set_output_handler is matched with a call to nw_protocol_instance_remove_input_handler when you're done with the connection or when the connection is closed. Review the lifecycle of your network connections to ensure handlers are properly managed, especially in asynchronous or error-prone paths. Check if there are any closures or network operations that might inadvertently leave handlers dangling. com.apple.modelcatalog.catalog sync: connection error: This e
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Reply to Swiftui Map Leagal Text is transformed when rotationEffect is applied to Map
Hi, To provide some context on how this view fits into the overall layout: the map is displayed inside an info box that can be swiped away. When no swipe gesture is in progress, the map should remain interactive and allow zoom gestures. While the info box is being swiped, interaction with the map should be disabled. The map always displays at least one marker. You can find a more complete code example and a screenshot here: import MapKit struct ContentView: View { @State private var offset = CGSize.zero let position = CLLocationCoordinate2D(latitude: 51.5074, longitude: -0.1278) let span = MKCoordinateSpan(latitudeDelta: 5.0, longitudeDelta: 5.0) var body: some View { ZStack { let drag = DragGesture() .onChanged { g in offset.width = g.translation.width offset.height = g.translation.height } .onEnded{ _ in withAnimation { offset = .zero } } VStack(spacing: 0){ Map(initialPosition: .region(MKCoordinateRegion(center: position, span: span)), interactionModes: [.zoom]){ Marker(London, coordinate: positio
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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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 RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
Thanks for your input. I added the following code in the arView.renderCallbacks.postProcess callback: let depthStencilDescriptor = MTLTextureDescriptor() depthStencilDescriptor.pixelFormat = .depth32Float_stencil8 depthStencilDescriptor.width = context.targetColorTexture.width depthStencilDescriptor.height = context.targetColorTexture.height depthStencilDescriptor.usage = .renderTarget depthStencilDescriptor.storageMode = .private renderPassDescriptor.stencilAttachment.texture = device!.makeTexture(descriptor: depthStencilDescriptor) renderPassDescriptor.stencilAttachment.loadAction = .clear renderPassDescriptor.stencilAttachment.storeAction = .dontCare renderPassDescriptor.stencilAttachment.clearStencil = 0 but the app now crashes with error Assertion failed: (destDepthFormat == jet_texture_format_DepthStencil), function create_render_mode, file jet_context_Metal.mm, line 895. VTPixelTransferSession 420f sid 494 (512.00 x 512.00) [0.00 0.00 512 512] rowbytes( 512, 512 ) Color( kCGColorSpace
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Does Xcode 26 Still Support Pull Requests?
Does Xcode 26 still support creating pull requests and/or viewing comments from GitHub pull requests associated with the current branch? This used to be possible, but I cannot get it to work with the current version of Xcode (26.0.1). The Create Pull Request menu item takes me to github.com directly, instead of presenting a nice UI menu; hence I'm wondering.
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2
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171
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2w
Reply to Xcode 26 fails to load SPM packages
Chiming in again with some findings. Reverting to Xcode 26.1 solved the package issue for me I'm using Tahoe 26.3.1 - I have a coworker with same project and Xcode 26.3.1, but using Tahoe 26.1 that does not have the problem. Using Is_kevin's approach using xcodebuild -resolvePackageDependencies, albeit with cleaning the package cache first worked for me on Xcode 26.3.1 too, but is cumbersome
Replies
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Views
Activity
2w
[FB22167174] PDFKit: `buttonWidgetState = .onState` ignored for non-first radio button annotations on `dataRepresentation()`
I've run into what appears to be a bug in PDFKit's radio button serialization. When creating a radio button group with PDFAnnotation, only the first annotation added via page.addAnnotation() gets a correct /AS entry in the written PDF — all other annotations always get /AS /Off, regardless of buttonWidgetState. Minimal reproduction func makeRadioButton(optionId: String, isSelected: Bool) -> PDFAnnotation { let ann = PDFAnnotation(bounds: CGRect(x: 0, y: 0, width: 20, height: 20), forType: .widget, withProperties: nil) ann.widgetFieldType = .button ann.widgetControlType = .radioButtonControl ann.fieldName = Choice ann.buttonWidgetStateString = optionId ann.buttonWidgetState = isSelected ? .onState : .offState return ann } let pdf = PDFDocument() let page = PDFPage() pdf.insert(page, at: 0) // Intend to select B page.addAnnotation(makeRadioButton(optionId: A, isSelected: false)) page.addAnnotation(makeRadioButton(optionId: B, isSelected: true)) page.addAnnotation(makeRadioButton(optionId: C, isSelec
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Reply to RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
This reminds of an error I got while setting up SKRenderer for this project: SKRenderer Demo. See code and comment in SKOfflineRenderer.swift: // If I dont use a depth/stencil texture, rendering crashes on simulator, device, and Mac // Without it, rendering only works on Xcode Live Preview let depthStencilDesc = MTLTextureDescriptor() depthStencilDesc.pixelFormat = .depth32Float_stencil8 depthStencilDesc.width = pixelWidth depthStencilDesc.height = pixelHeight depthStencilDesc.usage = .renderTarget depthStencilDesc.storageMode = .private The code is inside the init, check how the depthStencilTexture is setup for SKRenderer, it may help you.
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Reply to Apple watch Xcode pairing & connection issues
pretty much same issue, OSX / apple watch version 26.3. Developer mode does not show on apple watch settings Apple watch does not show as available in Xcode even if paired to an iphone connected to Mac via USB-c
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Reply to Active Membership but Xcode shows "Red X" at Certificates, Identifiers & Profiles
I have the same problem I've upgraded to a new Macbook recently, just when I was setting up my Xcode, I realized I there is a this red X showing up next to my development team as I was signing in to my account I have checked my permission on App Store Connect, everything seemed fine. I have also deleted my old Apple development certificate and requested for another one. Nothing worked.
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Reply to "Testflight is currently unavailable" message for all users
Same issue here. It started about 24 hours ago and I haven’t found a solution yet. Things I have already tried: • Rebuilding the app multiple times via GitHub Actions • Regenerating certificates / Match secrets • Waiting 24 hours after upload • Deleting the app and reinstalling • Deleting and reinstalling TestFlight • Restarting the phone multiple times • Verified I’m assigned to the internal tester group in App Store Connect • Confirmed the build status is Complete in App Store Connect The build installs and runs on my phone, but when I open the app page in TestFlight it shows “Couldn’t Load App – TestFlight is currently unavailable.” Also noticing the Apple Watch companion app will not install (stuck installing).
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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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201
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Confirmation Items Regarding the Mandatory UIScene Lifecycle Support in iOS 27
After reviewing the following Apple Technote, I have confirmed the statement below: https://developer.apple.com/documentation/technotes/tn3187-migrating-to-the-uikit-scene-based-life-cycle In the next major release following iOS 26, UIScene lifecycle will be required when building with the latest SDK; otherwise, your app won’t launch. While supporting multiple scenes is encouraged, only adoption of scene life-cycle is required. Based on the above, I would appreciate it if you could confirm the following points: Is my understanding correct that the term “latest SDK” refers to Xcode 27? Is it correct that an app built with the latest SDK (Xcode 27, assuming the above understanding is correct) will not launch without adopting the UIScene lifecycle, with no exceptions? Is it correct that an app built with Xcode 26 without UIScene lifecycle support will still launch without issues on an iPhone updated to iOS 27?
Topic: UI Frameworks SubTopic: General Tags:
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Reply to Confirmation Items Regarding the Mandatory UIScene Lifecycle Support in iOS 27
Thank you for your post. If I’m not mistaken this means that at the time when Xcode 27 becomes mandatory, the app’s deployment target must be iOS 13 or higher since the UIScene class and Info.plist keys are iOS 13.
Topic: UI Frameworks SubTopic: General Tags:
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Reply to tensorflow-metal ReLU activation fails to clip negative values on M4 Apple Silicon
It sounds like you're encountering an issue with the ReLU activation function on the Mac M4 using TensorFlow-Metal. Let's go through a few steps to troubleshoot and potentially resolve this issue: Potential Causes and Solutions TensorFlow-Metal Version Compatibility: Ensure that you are using the latest compatible version of TensorFlow-Metal. Sometimes, bugs are fixed in newer releases. Check for updates via pip: pip install --upgrade tensorflow-macos tensorflow-metal ReLU Implementation in Metal: TensorFlow-Metal might have a different implementation of ReLU that doesn't handle edge cases like floating-point precision issues with exactly zero values. You could try a workaround by slightly offsetting zero values before applying ReLU: def custom_relu(x): return tf.maximum(x, 1e-10) model = tf.keras.Sequential([ tf.keras.layers.Input(shape=(10,)), tf.keras.layers.Dense(5, activation=custom_relu) ]) Environment and Configuration: Double-check that TensorFlow is correctly configured to use Metal. You can explicit
Topic: Machine Learning & AI SubTopic: Core ML Tags:
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Reply to Two errors in debug: com.apple.modelcatalog.catalog sync and nw_protocol_instance_set_output_handler
Based on the error messages you're encountering in Xcode, it seems like there are two main issues to address: nwprotocolinstancesetoutputhandler Not calling removeinput_handler: This error typically indicates a problem with how network connections are being managed using Apple's Network framework. Specifically, it suggests that an output handler was set on a network protocol instance without a corresponding removal of the input handler, which could lead to resource leaks or crashes. Steps to Resolve: Ensure that every call to nw_protocol_instance_set_output_handler is matched with a call to nw_protocol_instance_remove_input_handler when you're done with the connection or when the connection is closed. Review the lifecycle of your network connections to ensure handlers are properly managed, especially in asynchronous or error-prone paths. Check if there are any closures or network operations that might inadvertently leave handlers dangling. com.apple.modelcatalog.catalog sync: connection error: This e
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Reply to Swiftui Map Leagal Text is transformed when rotationEffect is applied to Map
Hi, To provide some context on how this view fits into the overall layout: the map is displayed inside an info box that can be swiped away. When no swipe gesture is in progress, the map should remain interactive and allow zoom gestures. While the info box is being swiped, interaction with the map should be disabled. The map always displays at least one marker. You can find a more complete code example and a screenshot here: import MapKit struct ContentView: View { @State private var offset = CGSize.zero let position = CLLocationCoordinate2D(latitude: 51.5074, longitude: -0.1278) let span = MKCoordinateSpan(latitudeDelta: 5.0, longitudeDelta: 5.0) var body: some View { ZStack { let drag = DragGesture() .onChanged { g in offset.width = g.translation.width offset.height = g.translation.height } .onEnded{ _ in withAnimation { offset = .zero } } VStack(spacing: 0){ Map(initialPosition: .region(MKCoordinateRegion(center: position, span: span)), interactionModes: [.zoom]){ Marker(London, coordinate: positio
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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